Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 12, 2020, 06:44:31 AM

Title: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 06:44:31 AM
Please post v1.00 bugs in this thread
Title: Re: v1.00 Bugs Thread
Post by: Indefatigable on April 12, 2020, 07:06:15 AM
Closing "New Game" window using top right X instead of "Cancel" causes some error popups for function #1355, #1359 and #1690
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 07:07:08 AM
A tiny one: When creating a new game, the mouse-over text for the Rakhas is the same as the Star Swarm text.

Edit: Also, when creating a human race for my own game I get a bunch of errors. There's errors in function #1608(object with the same key already existing), #1562 "Object reference not set to an instance of an object", #1423 (same text), looping through the same three two additional times, and then #2939 (same text as 1562) twice. The game also didn't actually start. But when I deleted it, and created the Terrans on Terra, instead of the default names, it worked fine.
Title: Re: v1.00 Bugs Thread
Post by: Impassive on April 12, 2020, 07:11:32 AM
Can't see completion date year in research screen

Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 07:13:07 AM
It appears that the text box for "Earth Mineral Deposits" on new games is not editable.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:14:43 AM
Can't see completion date year in research screen

That is weird. Day doesn't appear in my version, only date.
Title: Re: v1.00 Bugs Thread
Post by: Wieseltrupp on April 12, 2020, 07:18:56 AM
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long
Title: Re: v1.00 Bugs Thread
Post by: Gladaed on April 12, 2020, 07:19:18 AM
After creating a non TN empire clicking on the missile right to the star destroyer pops a Function #2609 Attempted to divide by Zero.  It might be related to a lack of missiles.
The 4 buttons right to refresh don't have descriptions.
Title: Re: v1.00 Bugs Thread
Post by: Garfunkel on April 12, 2020, 07:20:43 AM
Using system language - which is fine - but for some reason, the mont is named wrong:
(https://i.imgur.com/D4ZSzkE.png)

should be "tammikuuta" not "tammikuutata" - possibly not Aurora's fault but .NET or something.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:20:57 AM
It appears that the text box for "Earth Mineral Deposits" on new games is not editable.

Confirmed and fixed for next version.
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 07:21:34 AM
Not sure if bug, but scientist specialization in research window does not auto update after changing specialization in commanders window. requires closing and opening research window to update.
Title: Re: v1.00 Bugs Thread
Post by: Indefatigable on April 12, 2020, 07:22:41 AM
Can't see completion date year in research screen
That is weird. Day doesn't appear in my version, only date.
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

I think system language might not be a problem, but using the long date format instead of short date format which is numbers only.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:23:00 AM
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?
Title: Re: v1.00 Bugs Thread
Post by: Tree on April 12, 2020, 07:23:56 AM
Are old hotkeys gone? Like F2 for the economy screen or F9 for system generation and display, etc? Or is are they supposed to be here and there's a bug?
Also not all of the big buttons have tooltips in the system maps. The last four don't, and neither do the missile design and mining button. On the galactic map, none of the buttons have tooltips.
Title: Re: v1.00 Bugs Thread
Post by: Froggiest1982 on April 12, 2020, 07:24:17 AM
A tiny one: When creating a new game, the mouse-over text for the Rakhas is the same as the Star Swarm text.

Not a bug, I think there isn't a description yet so it remains on screen the previous you have visualized. It happens for the Civilian Harvesters as well.
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 07:24:54 AM
Typo: Attempting to create research project without any labs -
"At keast one research..."
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 07:28:10 AM
Missing Tooltips:
Mining button
Missile Design ( Also Function #2609 Divide Zero attempt)
Save
Options/New Game (Gear)
Light Bulb icon
Red/Green button icon
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:28:53 AM
Are old hotkeys gone? Like F2 for the economy screen or F9 for system generation and display, etc? Or is are they supposed to be here and there's a bug?
Also not all of the big buttons have tooltips in the system maps. The last four don't, and neither do the missile design and mining button. On the galactic map, none of the buttons have tooltips.

Hotkeys are not there. I will add at some point.

A lot of tooltips missing - something had to suffer to get the release out :)

I'll fix those over time.
Title: Re: v1.00 Bugs Thread
Post by: Froggiest1982 on April 12, 2020, 07:29:05 AM
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?

Same here. Attached
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:29:30 AM
Typo: Attempting to create research project without any labs -
"At keast one research..."

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Garfunkel on April 12, 2020, 07:30:54 AM
More missing tooltips - these are at New Game Creation:

Research Speed
Terraforming Speed
Survey Speed

Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:31:08 AM
Using system language - which is fine - but for some reason, the mont is named wrong:
(https://i.imgur.com/D4ZSzkE.png)

should be "tammikuuta" not "tammikuutata" - possibly not Aurora's fault but .NET or something.

That is Windows or NET. I am not making any changes based on language.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:31:32 AM
Not sure if bug, but scientist specialization in research window does not auto update after changing specialization in commanders window. requires closing and opening research window to update.

Display issue only. Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 07:31:38 AM
Quick meta question - for all the tiny stuff we're likely to find, do you want us to edit it into old posts, or post in new ones?

For example, there's a typo in the tech "Heavy bombardment Weapon". I assume you don't want a whole post for that?
Title: Re: v1.00 Bugs Thread
Post by: Haji on April 12, 2020, 07:31:51 AM
I can't create a new system using SM mode. The system view screen goes dark as if it tried to open a new window, but no new window opens and the game becomes unresponsive forcing me to restart it.

Please note I'm using Linux but everything else works fine so far so I would appreciate if someone tried to re-create the bug in case it's a system issue not a game issue.
Title: Re: v1.00 Bugs Thread
Post by: Impassive on April 12, 2020, 07:32:16 AM
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?

Hi Steve, changing my date format to shorter one in Windows changed how it is displayed for me in Aurora. Shows as 15 October 2028 now
Title: Re: v1.00 Bugs Thread
Post by: SpaceMarine on April 12, 2020, 07:32:48 AM
Events are not listed at the bottom of the screen even when events toggle is ticked and only appear in the events tab itself
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:34:36 AM
Quick meta question - for all the tiny stuff we're likely to find, do you want us to edit it into old posts, or post in new ones?

For example, there's a typo in the tech "Heavy bombardment Weapon". I assume you don't want a whole post for that?

Good idea - I'll create a Typo thread.
Title: Re: v1.00 Bugs Thread
Post by: Froggiest1982 on April 12, 2020, 07:38:50 AM
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?

Confirmed, was working on it on windows 10 see attached, all fixed
Hi Steve, changing my date format to shorter one in Windows changed how it is displayed for me in Aurora. Shows as 15 October 2028 now
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:39:46 AM
I can't create a new system using SM mode. The system view screen goes dark as if it tried to open a new window, but no new window opens and the game becomes unresponsive forcing me to restart it.

Please note I'm using Linux but everything else works fine so far so I would appreciate if someone tried to re-create the bug in case it's a system issue not a game issue.

Apologies but I am not going to hunt for bugs unless they appear in a Windows install. I have no knowledge of Linux.
Title: Re: v1.00 Bugs Thread
Post by: Tree on April 12, 2020, 07:40:48 AM
I can't create a new system using SM mode. The system view screen goes dark as if it tried to open a new window, but no new window opens and the game becomes unresponsive forcing me to restart it.

Please note I'm using Linux but everything else works fine so far so I would appreciate if someone tried to re-create the bug in case it's a system issue not a game issue.

I can't either, in the default game with known stars. I get this error on clicking Create System:
Function #2688: Input string was not in a correct format.
The window with I guess the list of stars is empty. Closing it brings those errors:

Function #1612: Object reference not set to an instance of an object.
Function #1607: Object reference not set to an instance of an object.
Function #1562: Object reference not set to an instance of an object.
Function #2430: Object reference not set to an instance of an object.
Function #2431: Object reference not set to an instance of an object.

The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?

It is, and VB used to ignore it entirely and show dates the English way.
And yes if I change the date format to English in Windows's region options, it fits.

Also do you still need to set Windows to display numbers the English way?
Title: Re: v1.00 Bugs Thread
Post by: Duzzit on April 12, 2020, 07:44:03 AM
Not really a bug, but it feels like the best place to ask, is there a 'instant research to X cost' button like there was in V6B?
Title: Re: v1.00 Bugs Thread
Post by: Haji on April 12, 2020, 07:44:53 AM
Apologies but I am not going to hunt for bugs unless they appear in a Windows install. I have no knowledge of Linux.

It's fine, thank you, I just wanted to know whether or not the problem was on my end so I'm already downloading windows :)
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 07:44:58 AM
Clicking the "Completed" or "Exc Start" buttons in the research window doesn't show completed tech as expected.
Title: Re: v1.00 Bugs Thread
Post by: AeroEngine on April 12, 2020, 07:47:07 AM
Playing conventional empire.  No techs researched yet.
Strange bug when in ship class design.
When clicking Design Philosopy i get multiple errors Function #2623, 2631, 2629, 2627, etc.
After clicking trough these when clicking refresh tech i suddenly have a large amount of extra components that i had not researched earlier.
Title: Re: v1.00 Bugs Thread
Post by: nebbish on April 12, 2020, 07:47:23 AM
I like this bug  :)

One of my Administrators has both the traits attractive and unattractive at the same time  :o - I was just going to pick her for her production bonuses



By the way love the game so far.  It looks so awesome very excited.   :)
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:49:26 AM
I can't create a new system using SM mode. The system view screen goes dark as if it tried to open a new window, but no new window opens and the game becomes unresponsive forcing me to restart it.

Please note I'm using Linux but everything else works fine so far so I would appreciate if someone tried to re-create the bug in case it's a system issue not a game issue.

I can't either, in the default game with known stars. I get this error on clicking Create System:
Function #2688: Input string was not in a correct format.
The window with I guess the list of stars is empty. Closing it brings those errors:

Function #1612: Object reference not set to an instance of an object.
Function #1607: Object reference not set to an instance of an object.
Function #1562: Object reference not set to an instance of an object.
Function #2430: Object reference not set to an instance of an object.
Function #2431: Object reference not set to an instance of an object.

The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue. In all my games, the day isn't seen, only the date, so there is enough room.

Anyone know if that is a date setting in Windows?

It is, and VB used to ignore it entirely and show dates the English way.
And yes if I change the date format to English in Windows's region options, it fits.

Also do you still need to set Windows to display numbers the English way?

Is this a Windows install. Was it Real Stars or Random?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:49:46 AM
Not really a bug, but it feels like the best place to ask, is there a 'instant research to X cost' button like there was in V6B?

You need to be in SM mode (the crystal ball)
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 07:50:22 AM
Created and researched a HQ Unit.
Listed in GU Training, but name and stats are blank.
Attempting to build throws: #2187 - Object reference not set to an instance of an object.

EDIT: Forgot to put unit into a formation so that's my bad there, but there is still a blank formation template that throws an error in the list.
Title: Re: v1.00 Bugs Thread
Post by: jonw on April 12, 2020, 07:50:41 AM
'Potential Colonies' button in main view opens 'race comparison' window - probably not working as intended
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:51:09 AM
Playing conventional empire.  No techs researched yet.
Strange bug when in ship class design.
When clicking Design Philosopy i get multiple errors Function #2623, 2631, 2629, 2627, etc.
After clicking trough these when clicking refresh tech i suddenly have a large amount of extra components that i had not researched earlier.

Design Philosophy button should not be visible - for NPRS only :)
Title: Re: v1.00 Bugs Thread
Post by: Yonder on April 12, 2020, 07:51:29 AM
On clicking "Create Race" on a new game.

Function #1608: An item with the same key has already been added.
Function #1562: Object Reference not set to an instance of an object.
Function #1423: Object Reference not set to an instance of an object.
(8 copies of that)
Function #2939: Object reference not set to an instance of an object.
Function #2939: Object reference not set to an instance of an object.

It hung after this

Race was "Humans" short name "Humans", Homeworld "Earth", conventional start. I changed the hull and station images. No idea if any of that is actually helpful.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:52:09 AM
Created and researched a HQ Unit.
Listed in GU Training, but name and stats are blank.
Attempting to build throws: #2187 - Object reference not set to an instance of an object.

EDIT: Forgot to put unit into a formation so that's my bad there, but there is still a blank formation template that throws an error in the list.

Did you set a command rating - just wondering if I didn't set a default. I've created a lot of HQ units so something odd is happening.
Title: Re: v1.00 Bugs Thread
Post by: Tree on April 12, 2020, 07:52:31 AM
When you add a new planet, no matter what number of moons you chose, none are added.
Extra asteroids created are all named Asteroid #0.

Is this a Windows install. Was it Real Stars or Random?

Oh yes should've mentioned it, it's Windows 7. With real stars.
Title: Re: v1.00 Bugs Thread
Post by: AeroEngine on April 12, 2020, 07:52:55 AM
Quote from: Steve Walmsley link=topic=10636. msg120901#msg120901 date=1586695869
Quote from: AeroEngine link=topic=10636. msg120893#msg120893 date=1586695627
Playing conventional empire.   No techs researched yet. 
Strange bug when in ship class design. 
When clicking Design Philosopy i get multiple errors Function #2623, 2631, 2629, 2627, etc. 
After clicking trough these when clicking refresh tech i suddenly have a large amount of extra components that i had not researched earlier.

Design Philosophy button should not be visible - for NPRS only :)

Ok, i was not in SM mode so i'm assuming its a bug then
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:53:22 AM
'Potential Colonies' button in main view opens 'race comparison' window - probably not working as intended

Typo on tool tip - fixed.
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 07:53:30 AM
Displayed Events List does not seem to function via tick box on System Map UI.

Event proper works OK, but does not appear when Events box is ticked.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 07:53:38 AM
The database has no password. Is this a bug or feature?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:53:47 AM
Quote from: Steve Walmsley link=topic=10636. msg120901#msg120901 date=1586695869
Quote from: AeroEngine link=topic=10636. msg120893#msg120893 date=1586695627
Playing conventional empire.   No techs researched yet. 
Strange bug when in ship class design. 
When clicking Design Philosopy i get multiple errors Function #2623, 2631, 2629, 2627, etc. 
After clicking trough these when clicking refresh tech i suddenly have a large amount of extra components that i had not researched earlier.

Design Philosophy button should not be visible - for NPRS only :)

Ok, i was not in SM mode so i'm assuming its a bug then

Yes, I will remove for next version.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:54:28 AM
The database has no password. Is this a bug or feature?

Feature - don't change anything and then report bugs :)

I may add a password later but I'll see how it goes for now.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 07:54:50 AM
Displayed Events List does not seem to function via tick box on System Map UI.

Event proper works OK, but does not appear when Events box is ticked.

Not added events on map yet.
Title: Re: v1.00 Bugs Thread
Post by: Duzzit on April 12, 2020, 07:54:56 AM
Not really a bug, but it feels like the best place to ask, is there a 'instant research to X cost' button like there was in V6B?

You need to be in SM mode (the crystal ball)
I am in SM mode. I get the 'instant' button(Which I have used beyond the given starting research pool), but no corresponding research to X cost' button.

On a separate note, I really like the blue background, its not as glaring to my eyes as the old version :).
Title: Re: v1.00 Bugs Thread
Post by: Tree on April 12, 2020, 07:55:39 AM

Is this a Windows install. Was it Real Stars or Random?

Ack actually ignore that one. When I tried changing date formats around, the number format was reset to default. With . as decimal separator and , as thousands separator, it works. The list of stars is filled and I can create new systems.

edit: if I close the window without creating a new system though, I still get those extra errors:
Function #1612: Object reference not set to an instance of an object.
Function #1607: Object reference not set to an instance of an object.
Function #1562: Object reference not set to an instance of an object.
Function #2430: Object reference not set to an instance of an object.
Function #2431: Object reference not set to an instance of an object.
Title: Re: v1.00 Bugs Thread
Post by: nebbish on April 12, 2020, 07:56:49 AM
The medal management button has an incorrect toolbar dialog.  Says  "Open Fuel Report Window"
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:00:50 AM
The medal management button has an incorrect toolbar dialog.  Says  "Open Fuel Report Window"

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: smoelf on April 12, 2020, 08:09:58 AM
I seem unable to render obsolete a number of energy/kinetic weapon technologies - both turreted and normal versions. Every other technology can be obsoleted just fine.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 12, 2020, 08:10:49 AM
Conventional start: Logistics still has the option to build Trans-Newtonian Cargo Shuttles even though TN Tech hasn't been researched yet. Intentional?
Title: Re: v1.00 Bugs Thread
Post by: DEEPenergy on April 12, 2020, 08:11:15 AM
Selecting Asteroids with Minerals Only in the display tab shows only the ones that have minerals without actually having to survey them first  :)
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:12:58 AM
Conventional start: Logistics still has the option to build Trans-Newtonian Cargo Shuttles even though TN Tech hasn't been researched yet. Intentional?

No, that's a bug. Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Scorchicus on April 12, 2020, 08:14:17 AM
Not sure whether a bug, a suggestion, or whether I simply can't find it, but with the removal of the old title bar menu, I can't find the 'Reduced height windows' button present in VB6's 'Game parameters' menu.

If it's there at the bottom of the screen, it's cut off, along with every other important button, making the game unplayable (no research buttons, for instance).

If it's not present at all, I request that it be added (or the problem remedied in another way) so that I can have buttons to do things.

If I've just missed it. . .  Well, it's probably worth noting here in case anyone else comes looking in the future.

Also, if that's not 'buggy' enough for here, the game throws up an infinitely looping 'Function #1690: Year, Month, and Day parameters describe an un-representable DateTime. ' upon opening and closing the 'New Game' menu without actually starting a new game.  Effectively it locks the game.
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 08:18:07 AM
Compressed Fuel Storage Small is available with base TN Tech.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:20:06 AM
Compressed Fuel Storage Small is available with base TN Tech.

Fixed for next DB release.
Title: Re: v1.00 Bugs Thread
Post by: roug on April 12, 2020, 08:22:59 AM
Not sure if its a bug, but conventional start gives me 2 shipyards even tough i type 0.
Sorry for bad english, not sure if every word is spelled right.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 08:26:16 AM
Design Tech and View Tech buttons in Class Design seem to have no functionality attached to them.

Also I appear to be getting what I can only assume are civilian/AI sourced component designs populating my list of components as I've only designed 1 single Nuclear Pulse Engine. Progressed time a year and checked the class design window again and now I have a additional 5 Nuclear Pulse Engine components listed for use in designs alongside Mesons, Missile Fire controls, Thermal sensors, Particle beams and so forth.

May be connected to trying the design/view tech buttons?

(https://i.imgur.com/QFww4W6.jpg)
Title: Re: v1.00 Bugs Thread
Post by: 01010100 on April 12, 2020, 08:29:08 AM
Quote from: Steve Walmsley link=topic=10636. msg120858#msg120858 date=1586694180
Quote from: Wieseltrupp link=topic=10636. msg120850#msg120850 date=1586693936
The game uses the System Language to show Completion Dates in Research, Industry and probably other fields where a date is seen, these dates get cut off when the string is to long

Looks like this is the first non-code issue.  In all my games, the day isn't seen, only the date, so there is enough room. 

Anyone know if that is a date setting in Windows?

This is because of using DateTime. ToString() which will use the windows setting for date displaying.  There are overloads of this function, for example if you use DateTime. ToString("yyyy-mm-dd") then it will output in that format.  Please see the DateTime. ToString() documentation here: https://docs. microsoft. com/en-us/dotnet/api/system. datetime. tostring?view=netframework-4. 8
Title: Re: v1.00 Bugs Thread
Post by: smoelf on April 12, 2020, 08:30:58 AM
Design Tech and View Tech buttons in Class Design seem to have no functionality attached to them.

Also I appear to be getting what I can only assume are civilian/AI sourced component designs populating my list of components as I've only designed 1 single Nuclear Pulse Engine. Progressed time a year and checked the class design window again and now I have a additional 5 Nuclear Pulse Engine components listed for use in designs alongside Mesons, Missile Fire controls, Thermal sensors, Particle beams and so forth.

May be connected to trying the design/view tech buttons?


I had the same thing happen with "Design Philosophy", which gave me a whole bunch of random tech.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:32:13 AM
Not sure if its a bug, but conventional start gives me 2 shipyards even tough i type 0.
Sorry for bad english, not sure if every word is spelled right.

Two shipyards is default for Conventional. Ignores the setting is a bug. Fixed for next version.
Title: Re: v1.00 Bugs Thread
Post by: nebbish on April 12, 2020, 08:32:33 AM
On the events tab the amount of messages to show keeps defaulting to 30 days.  When I move the simulation forward a 30 Day period of time I can not see the events that have passed without changing this default. 

I change the days on the events to 60 and this is fine.  But when I close the window it defaults back to 30 days again.  So this means if i ever want to see what events happen when I move forward the time by 30 days then I have to keep changing this number manually.  I presume this is not as intended.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 08:32:45 AM
Design Tech and View Tech buttons in Class Design seem to have no functionality attached to them.

Also I appear to be getting what I can only assume are civilian/AI sourced component designs populating my list of components as I've only designed 1 single Nuclear Pulse Engine. Progressed time a year and checked the class design window again and now I have a additional 5 Nuclear Pulse Engine components listed for use in designs alongside Mesons, Missile Fire controls, Thermal sensors, Particle beams and so forth.

May be connected to trying the design/view tech buttons?


I had the same thing happen with "Design Philosophy", which gave me a whole bunch of random tech.

Ah, don't recall clicking that but it's possible I did by accident when trying design/view.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 08:33:30 AM
New Game -- Game Information window

Setting a negative date for "Starting Year" (say, for example, because one is doing a conventional start and wishes the calendar to count up from the Stardate of First Contact) generates the error:

"Function #1690: Year, Month, and Day parameters describe an un-representable DateTime."

- - - - -

(VB Aurora had no problem with this, and would happily count forwards from 01 January -22 or -15 or -99 or whatever.)
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 08:34:08 AM
On the events tab the amount of messages to show keeps defaulting to 30 days.  When I move the simulation forward a 30 Day period of time I can not see the events that have passed without changing this default. 

I change the days on the events to 60 and this is fine.  But when I close the window it defaults back to 30 days again.  So this means if i ever want to see what events happen when I move forward the time by 30 days then I have to keep changing this number manually.  I presume this is not as intended.

Use the 'Refresh' button, that way you can keep the event window open.
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 08:34:56 AM
Under display, ticking "Asteroid With Minerals Only" box leaves some asteroids showing on the system view, despite having no surveys completed.   I assume this is showing me all the asteroids that have minerals on them despite me not knowing that they have minerals on them.   "Asteroid With Colonies Only" hides these asteroids properly because there are no colonies on them. 
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:34:59 AM
On the events tab the amount of messages to show keeps defaulting to 30 days.  When I move the simulation forward a 30 Day period of time I can not see the events that have passed without changing this default. 

I change the days on the events to 60 and this is fine.  But when I close the window it defaults back to 30 days again.  So this means if i ever want to see what events happen when I move forward the time by 30 days then I have to keep changing this number manually.  I presume this is not as intended.

It isn't being saved. I have the window open all the time so it was never an issue. I'll add some code to retain it.
Title: Re: v1.00 Bugs Thread
Post by: 01010100 on April 12, 2020, 08:35:55 AM
Quote from: Father Tim link=topic=10636. msg120946#msg120946 date=1586698410
New Game -- Game Information window

Setting a negative date for "Starting Year" (say, for example, because one is doing a conventional start and wishes the calendar to count up from the Stardate of First Contact) generates the error:

"Function #1690: Year, Month, and Day parameters describe an un-representable DateTime. "

- - - - -

(VB Aurora had no problem with this, and would happily count forwards from 01 January -22 or -15 or -99 or whatever. )

This is also because of the DateTime struct, it can only take years between 0 and 9999.
Title: Re: v1.00 Bugs Thread
Post by: nebbish on April 12, 2020, 08:38:19 AM
Quote from: Steve Walmsley link=topic=10636. msg120950#msg120950 date=1586698499
Quote from: nebbish link=topic=10636. msg120944#msg120944 date=1586698353
On the events tab the amount of messages to show keeps defaulting to 30 days.   When I move the simulation forward a 30 Day period of time I can not see the events that have passed without changing this default.   

I change the days on the events to 60 and this is fine.   But when I close the window it defaults back to 30 days again.   So this means if i ever want to see what events happen when I move forward the time by 30 days then I have to keep changing this number manually.   I presume this is not as intended.

It isn't being saved.  I have the window open all the time so it was never an issue.  I'll add some code to retain it.

Thanks it must just be my OCD play style that I feel like I have to close every window when I have finished using it for its particular purpose.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:38:55 AM
Under display, ticking "Asteroid With Minerals Only" box leaves some asteroids showing on the system view, despite having no surveys completed.   I assume this is showing me all the asteroids that have minerals on them despite me not knowing that they have minerals on them.   "Asteroid With Colonies Only" hides these asteroids properly because there are no colonies on them.

Are they definitely asteroids and not comets?
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 08:39:21 AM
Attempting to create an NPR doesn't actually make one.  It runs through the race generation, when you attempt to advance time it spits out "Fucntion #1512: Object reference not set to an instance of an object".

Saving and reloading stops the function from popping up and shows no created NPR.
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 08:40:17 AM
Attempting to create a conventional NPR crashes the game.
Title: Re: v1.00 Bugs Thread
Post by: Wieseltrupp on April 12, 2020, 08:42:30 AM
In the Mineral Survey Window, an Error #2026 will occur if the system seperator is not ". "(point)
changing all points to commas (if this is your system seperator) will fix the issue and the list will be shown, closing the window will reset every number to "0. 1" wich will throw the same error if not changed before search
Title: Re: v1.00 Bugs Thread
Post by: JustAnotherDude on April 12, 2020, 08:42:44 AM
The options to have Sol surveyed at game start don't appear to work, I selected both to get into the swing of things quickly and it threw up an error about undefined distance. The game was still created but Sol is definitely not surveyed
Title: Re: v1.00 Bugs Thread
Post by: GodEmperor on April 12, 2020, 08:43:06 AM
Are there any plans to change the menus colour to standard Windows grey and blakc font ? This blue thing is really hard on my eyes..
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 08:43:47 AM
Quote from: Steve Walmsley link=topic=10636. msg120953#msg120953 date=1586698735
Quote from: Marslettuce link=topic=10636. msg120949#msg120949 date=1586698496
Under display, ticking "Asteroid With Minerals Only" box leaves some asteroids showing on the system view, despite having no surveys completed.    I assume this is showing me all the asteroids that have minerals on them despite me not knowing that they have minerals on them.    "Asteroid With Colonies Only" hides these asteroids properly because there are no colonies on them. 

Are they definitely asteroids and not comets?

Yes, because they disappear when "Asteroid With Colonies Only" is ticked, and comets don't.  Euphrosyne is among this group in the "Terran Federation" game.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:43:54 AM
New Game -- Game Information window

Setting a negative date for "Starting Year" (say, for example, because one is doing a conventional start and wishes the calendar to count up from the Stardate of First Contact) generates the error:

"Function #1690: Year, Month, and Day parameters describe an un-representable DateTime."

- - - - -

(VB Aurora had no problem with this, and would happily count forwards from 01 January -22 or -15 or -99 or whatever.)

Looks like that is a restriction of the DateTime object. I've added a check to avoid negative values.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:45:57 AM
Attempting to create a conventional NPR crashes the game.

Conventional NPRs should not exist. I'll disable that option.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:47:01 AM
Are there any plans to change the menus colour to standard Windows grey and blakc font ? This blue thing is really hard on my eyes..

Not any time soon. I may add some colour options in the future but its quite a lot of work for all the windows so not a priority.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 08:47:33 AM
Unsure if it's a bug or just intended behaviour, but mass selecting technologies in the tech report window and then using Obsolete only obsoletes the top most technology, using the button again un-obsoletes that same tech as it retains that last active selection even though you technically have a multiple selection.
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 12, 2020, 08:47:38 AM
Prototype techs show up on the view technology screen with no indication that they are prototypes.  Would also be nice if the obsolete button could render more than one tech obsolete at a time.
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 08:48:07 AM
In the class design screen, double-clicking a ship part category will add the last component you added to the ship.  For example, if I add a single "Cargo Hold - Tiny", then click
[ + ] - Refuelling System twice, a second Cargo Hold - Tiny will be added to the ship.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:48:49 AM
Quote from: Steve Walmsley link=topic=10636. msg120953#msg120953 date=1586698735
Quote from: Marslettuce link=topic=10636. msg120949#msg120949 date=1586698496
Under display, ticking "Asteroid With Minerals Only" box leaves some asteroids showing on the system view, despite having no surveys completed.    I assume this is showing me all the asteroids that have minerals on them despite me not knowing that they have minerals on them.    "Asteroid With Colonies Only" hides these asteroids properly because there are no colonies on them. 

Are they definitely asteroids and not comets?

Yes, because they disappear when "Asteroid With Colonies Only" is ticked, and comets don't.  Euphrosyne is among this group in the "Terran Federation" game.

Weird. I can't recreate this problem. Do they all have a 'U' next to them?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:49:13 AM
Unsure if it's a bug or just intended behaviour, but mass selecting technologies in the tech report window and then using Obsolete only obsoletes the top most technology, using the button again un-obsoletes that same tech as it retains that last active selection even though you technically have a multiple selection.

I haven't coded mass selection.
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 08:49:18 AM
Not sure how I broke it but:
I built a "Underground Construction Factory" to see what it is, and once it finished, can no longer see middle and right column of the Summary window.
Opening Economics window throws #2217: An item with the same key has already been added.
Can't seem to modify factories using SM mode to remove it.
Attempted to "build" -1 Underground Con Facs to "un-build" it.
Game continues to throw #2217 errors every turn, but construction does not progress - not sure if just doesn't update, or where it's not actually un-building.
Title: Re: v1.00 Bugs Thread
Post by: Tree on April 12, 2020, 08:50:37 AM
"Function #1507: Object reference not set to an instance of a an object" at race creation for a new game if you check "Auto-Assign Tech Points", it also makes it so your race title and short name aren't used.

On new game with auto-assign tech points: I don't have improved pebble bed reactor researched, yet improved nuclear thermal engines, nuclear pulse and improved nuclear pulse are already researched.

Set Training Level in race information doesn't do anything.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:50:58 AM
Not sure how I broke it but:
I built a "Underground Construction Factory" to see what it is, and once it finished, can no longer see middle and right column of the Summary window.
Opening Economics window throws #2217: An item with the same key has already been added.
Can't seem to modify factories using SM mode to remove it.
Attempted to "build" -1 Underground Con Facs to "un-build" it.
Game continues to throw #2217 errors every turn, but construction does not progress - not sure if just doesn't update, or where it's not actually un-building.

My fault - I should not have left the underground constriction factory in the game. I'll remove it.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 08:52:19 AM
Not sure how I broke it but:
I built a "Underground Construction Factory" to see what it is, and once it finished, can no longer see middle and right column of the Summary window.
Opening Economics window throws #2217: An item with the same key has already been added.
Can't seem to modify factories using SM mode to remove it.
Attempted to "build" -1 Underground Con Facs to "un-build" it.
Game continues to throw #2217 errors every turn, but construction does not progress - not sure if just doesn't update, or where it's not actually un-building.

Related bug: You can build negative numbers of buildings.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 08:52:43 AM
The options to have Sol surveyed at game start don't appear to work, I selected both to get into the swing of things quickly and it threw up an error about undefined distance. The game was still created but Sol is definitely not surveyed

Likewise, immediately activating SpaceMaster at start, opening the System Display window, and clicking the "Full Grav Survey" button gives a series of:

"Function #2568: Object reference not set to an instnce of object."

errors, one per Jump Point.  (Confirmed by loading a fresh copy of Aurora.exe and using SM to add one jump point before clicking "Full Grav Survey" button.)

(Also confirmed that clicking "Full Grav Survey" in a system with only one jump point (the entry point) throws no errors with no undiscovered jump points.)
Title: Re: v1.00 Bugs Thread
Post by: non sequitur on April 12, 2020, 08:53:21 AM
So I could be placing this in the wrong thread. My apologies if so. In VB6, in SM mode, I could promote an administrator. I can't seem to find the button to do that now?
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 12, 2020, 08:53:53 AM
Not sure if it's a feature but I'm unable to render any beam weapons or railguns obsolete in the "View Technology" window.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:53:56 AM
Related bug: You can build negative numbers of buildings.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 08:55:00 AM
Not sure if it's a feature but I'm unable to render any beam weapons or railguns obsolete in the "View Technology" window.

I'll take a look. For now, you can obsolete them on the Class window.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 08:58:58 AM
Related bug: You can build negative numbers of buildings.

Fixed.

Negative percentages too?
Title: Re: v1.00 Bugs Thread
Post by: HighTemplar on April 12, 2020, 09:00:57 AM
when researching the refueling system (the one that allows you to transfer more fuel per hour) once you research the one before 125,000 liters per hour it shows all of the remaining techs for that branch

e.g.

refueling system: 125,000 Liters
refueling system: 160,000 liters
refueling system: 200,000 liters
refueling system: 250,000 liters
refueling system: 320,000 liters
refueling system: 400,000 liters
refueling system: 500,000 liters
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:01:18 AM
Not sure if it's a feature but I'm unable to render any beam weapons or railguns obsolete in the "View Technology" window.

Yes, its a bug. Fixed now.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:02:56 AM
Related bug: You can build negative numbers of buildings.

Fixed.

Negative percentages too?

Yes, that too :)
Title: Re: v1.00 Bugs Thread
Post by: Dirian on April 12, 2020, 09:09:42 AM
It's in french, and i don't really know what you can need :s
(La rĂ©fĂ©rence d'objet n'est pas dĂ©finie Ă  une instance d'un objet.  = Object reference not set to an instance of an object. )

Quote
************** Texte de l'exception **************
System. NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
   Ă  a6. ar(Object A_0, EventArgs A_1)
   Ă  System. Windows. Forms. Control. OnClick(EventArgs e)
   Ă  System. Windows. Forms. CheckBox. OnClick(EventArgs e)
   Ă  System. Windows. Forms. CheckBox. OnMouseUp(MouseEventArgs mevent)
   Ă  System. Windows. Forms. Control. WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   Ă  System. Windows. Forms. Control. WndProc(Message& m)
   Ă  System. Windows. Forms. ButtonBase. WndProc(Message& m)
   Ă  System. Windows. Forms. Control. ControlNativeWindow. OnMessage(Message& m)
   Ă  System. Windows. Forms. Control. ControlNativeWindow. WndProc(Message& m)
   Ă  System. Windows. Forms. NativeWindow. Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys chargés **************
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Aurora
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************** DĂ©bogage JIT **************
Pour activer le débogage juste-à-temps (JIT), le fichier de configuration pour cette
application ou cet ordinateur (machine. config) doit avoir la valeur
jitDebugging définie dans la section system. windows. forms.
L'application doit également être compilée avec le débogage
activé.

Par exemple :

<configuration>
    <system. windows. forms jitDebugging="true" />
</configuration>

Lorsque le débogage juste-à-temps est activé, les exceptions non gérées
seront envoyées au débogueur JIT inscrit sur l'ordinateur
plutôt que d'être gérées par cette boîte de dialogue.

it did not crash my game
Title: Re: v1.00 Bugs Thread
Post by: waitingtocompile on April 12, 2020, 09:16:10 AM
The "SM add" button in the industry tab seems not to do anything, and I can't find any other way to edit the facilities of a planet (no sign of the window that did that back in VB6)
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 09:16:54 AM
When starting conventional and beginning to convert my factories to other things I keep getting:
Function #1608: An item with the same key has already been added.
Function #1562: Object reference not set to an instance of an object.
Function #1558: Object reference not set to an instance of an object.
Function #815: Object reference not set to an instance of an object.

This happens every few days or so.  Right now I'm currently converting my CI to mines, construction factories, fighter factories, fuel refineries, and financial centers. 
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 09:17:09 AM
The "SM add" button in the industry tab seems not to do anything, and I can't find any other way to edit the facilities of a planet (no sign of the window that did that back in VB6)

I can confirm the former, but editing facilities is done from the Civilian Economy tab.
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 12, 2020, 09:21:30 AM
Fleet Organisation refused to open after i deleted all fleets in a new game, hit refresh tactictal map and saved.   That's the only thing I did after creating a new standard Sol game, and creating a new game solved the issue.   Doing these steps again did not cause fleet Organisation Window to bug. 
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 09:24:01 AM
Probably known but Design Tech and View Tech buttons in Class Design don't do anything.
Unlock Design is not gated behind SM Mode.
Update Armour seems to work on existing/locked ships (probably should be restricted to new designs).


Not sure if because I pressed "Design Philosophy", but I can see all the new Civilian components like EM sensors and their engines (no ships built yet though). Took them about 5 and a bit years to design them though... maybe because I just surveyed a bunch of things in Sol?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:27:34 AM
The "SM add" button in the industry tab seems not to do anything, and I can't find any other way to edit the facilities of a planet (no sign of the window that did that back in VB6)

Did you select an installation type before clicking Add?

EDIT: Sorry, thought you meant Civilian tab. That button is dead and I forgot to remove. Fixed now.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:30:36 AM
When starting conventional and beginning to convert my factories to other things I keep getting:
Function #1608: An item with the same key has already been added.
Function #1562: Object reference not set to an instance of an object.
Function #1558: Object reference not set to an instance of an object.
Function #815: Object reference not set to an instance of an object.

This happens every few days or so.  Right now I'm currently converting my CI to mines, construction factories, fighter factories, fuel refineries, and financial centers.

I've run that code a lot so it sounds like something else is going on. Any other bugs that happened first?
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 09:31:10 AM
Instant build in the class design window seems to use instant build points, but is otherwise nonfunctional. What is the dropdown menu in that tab supposed to be?
Title: Re: v1.00 Bugs Thread
Post by: zerolightning on April 12, 2020, 09:31:19 AM
Found a bug that causes divide by 0 errors each time time passes and each time a menu button is pressed (tried industry, research, and those near them).

What causes this: Trying to refit a ship from and to the same class.
How to reproduce:
Title: Re: v1.00 Bugs Thread
Post by: Yonder on April 12, 2020, 09:33:13 AM
Construction of objects with a Cap below 100% isn't working properly.

I am doing conventional and Created a "Convert CI to Mine", and "Convert CI to Construction Factory" jobs at 40%, and a "Convert CI To Fuel Refinery" job at 20% (and then more below that). Only the Mine conversion is progressing (although it is progressing at 40% speed)!

Edit: Ok, this issue seems to actually have been that objects weren't automatically moved from the Queue to active work? I saw that all the jobs but the top one were in the Queue and manually moved the next two up, and now they are all progressing.
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 09:33:56 AM
Conventional start after TN researched. I can create launchers with sizes 0.6, 0.4, 0.3, and box, but not 0.75. x0.75 Missile Launcher size is a research project for 2 (not 2000, 2 exactly) research points.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:35:18 AM
Instant build in the class design window seems to use instant build points, but is otherwise nonfunctional. What is the dropdown menu in that tab supposed to be?

Used to specify the fleet for the new ships.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 09:36:17 AM
My first game creation attempt seemed to hang - I tried creating a conventional start with 8 NPRs. The game froze after the create player race phase. I assume that it ended up in some sort of loop trying to place one of the NPRs.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:36:49 AM
Conventional start after TN researched. I can create launchers with sizes 0.6, 0.4, 0.3, and box, but not 0.75. x0.75 Missile Launcher size is a research project for 2 (not 2000, 2 exactly) research points.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 09:39:06 AM
Probably a known issue that was missed out, but using the company name button when designing techs generates multiple errors before populating the company name with 'error'.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 09:42:03 AM
Under some conditions (Seems tied to larger number of NPRs) the new game generation will freeze up indefinitely after creating your player race. On restarting Aurora the new game will be listed but will contain a blank state, when deleting such corrupted games in some situations it seems to cause the remaining game entries to get renamed to 'h1'.
Title: Re: v1.00 Bugs Thread
Post by: Cyborg29 on April 12, 2020, 09:43:14 AM
I'd like to report two bugs:

1) The missile design window throws the "Function #2609: Attempted to divide by zero" error when i open it, atleast with no missiles designed;

2) The "wide view" in the class design menu isn't remembered when i reopen the window.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:44:06 AM
Probably a known issue that was missed out, but using the company name button when designing techs generates multiple errors before populating the company name with 'error'.

I've used that button a lot without issue. Not sure what is going on there. What was the error text?
Title: Re: v1.00 Bugs Thread
Post by: Annuminas on April 12, 2020, 09:44:21 AM
Hey Steve, congrats on getting this out.

This may or may not be an issue, might be user error. When I selected under Display to Show Events, I assume like in VB Aurora they would appear in the bottom of the screen as they happen, but so far nothing has appeared, and in the actual event screen I am not seeing finished research every time, and when I set the Days for the events greater than 30, it doesn't show anything. Perhaps I am using the Event screen wrong, but the bug is the events not showing up at the bottom of the screen when I selected for it to do so under Display.

Sorry if this has already been covered.

Thanks.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:46:00 AM
Hey Steve, congrats on getting this out.

This may or may not be an issue, might be user error. When I selected under Display to Show Events, I assume like in VB Aurora they would appear in the bottom of the screen as they happen, but so far nothing has appeared, and in the actual event screen I am not seeing finished research every time, and when I set the Days for the events greater than 30, it doesn't show anything. Perhaps I am using the Event screen wrong, but the bug is the events not showing up at the bottom of the screen when I selected for it to do so under Display.

Sorry if this has already been covered.

Thanks.

Events on main window isn't coded yet. For future bug reports, please check the Known issues post to avoid duplication. Thanks.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 09:46:36 AM
Probably a known issue that was missed out, but using the company name button when designing techs generates multiple errors before populating the company name with 'error'.

I've used that button a lot without issue. Not sure what is going on there. What was the error text?

Happens each time when designing a engine and using the company name button, across varying engine techs and performance states.

(https://i.imgur.com/GrJvqxd.jpg)

(https://i.imgur.com/CdBqYZD.jpg)

(https://i.imgur.com/L3xmrFQ.jpg)


Ugh, anyway to have the forums automatically rescale images. Sorry about that.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 09:46:48 AM
When using the mineral survey window, clicking on a body causes the tactical map to center on that body, regardless of whether the "Centre on selected body" checkbox is checked or not.
Title: Re: v1.00 Bugs Thread
Post by: MinuteMan on April 12, 2020, 09:47:59 AM
Bugs regarding medals

Medal assignment
Created a medal (selected multiple awards and added condition of complete research project)
Manually assigned to researcher.    (first)
Medal management screen updated to show 1 awarded medal.   
Manually assigned to the same research again.   
Medal management screen did not update to show 2 awarded medal.   

The log for the researcher states that the medal has been awarded twice.   

Medal update issue
After creating a medal, you're able to change: the promotion score modifier, medal abbreviation and the allow multiple awards checkbox.   
But you do not see the conditions you set for the medal and thus not change them.   

Awarding medal to formations
(In the 'ground forces' window)

Awarding a medal to a formation without commander results in error:
"Function #1884: object reference not set to an instance of an object.  "

When awarding a medal to a formation with a commander, it doesn't do anything?
The Medal management window still shows 0 awarded medals for the corresponding medal.
(A basic medal without conditions and not multiple)

Question
Maybe i don't understand the multiple checkbox.
Is it to assign multiple awards to the same person?
Or assign to multiple persons? And each medal can only be rewarded once to a person?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:49:58 AM
When using the mineral survey window, clicking on a body causes the tactical map to center on that body, regardless of whether the "Centre on selected body" checkbox is checked or not.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 12, 2020, 09:51:18 AM
You can edit the class description (list of all components, speed, number of crews, etc. . . ) in class design window.  It does nothing but i don't remember it being that way in VB6, probably unwanted
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 09:53:32 AM
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 09:55:02 AM
Quote from: Steve Walmsley link=topic=10636. msg121014#msg121014 date=1586701836
Quote from: Kiks link=topic=10636. msg120997#msg120997 date=1586701014
When starting conventional and beginning to convert my factories to other things I keep getting:
Function #1608: An item with the same key has already been added. 
Function #1562: Object reference not set to an instance of an object. 
Function #1558: Object reference not set to an instance of an object. 
Function #815: Object reference not set to an instance of an object. 

This happens every few days or so.   Right now I'm currently converting my CI to mines, construction factories, fighter factories, fuel refineries, and financial centers. 

I've run that code a lot so it sounds like something else is going on.  Any other bugs that happened first?

No this is off of a fresh start so everything else is good.  The only other thing I'm doing is research but that shouldn't effect anything.  After a few iterations the pop ups went away though
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 09:55:11 AM
You can edit the class description (list of all components, speed, number of crews, etc. . . ) in class design window.  It does nothing but i don't remember it being that way in VB6, probably unwanted

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 09:55:16 AM
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.

It happens regardless to known star systems.

I've found increasing minimum and/or max NPR LY distance seems to cause the new game corruption more likely to occur even with NPR counts of 3 or 4 on 1,000 sized galaxies.
Title: Re: v1.00 Bugs Thread
Post by: 01010100 on April 12, 2020, 09:57:03 AM
In the construction window, the dropdown for maintenance supplies does not work. When selecting maintenance supplies the list remains at whatever was previously chosen. Presumably maintenance supplies should be removed from that dropdown as you can start/stop maintenance supplies with a button at the bottom of the screen instead.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 09:58:27 AM
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.

It happens regardless to known star systems.

I've found increasing minimum and/or max NPR LY distance seems to cause the new game corruption more likely to occur even with NPR counts of 3 or 4 on 1,000 sized galaxies.

Perhaps you are experiencing a different problem. There is a definite difference in errors associated with unchecking Known Star Systems on my end. I get no errors with high numbers of starting NPRs on Known Stars.

This is highly reproducible on my end, tied to unchecking Known Star Systems.
Title: Re: v1.00 Bugs Thread
Post by: totos_totidis on April 12, 2020, 09:59:10 AM
prototype engines do not show in class design.
Wrong i was stupid and did not click the prototype button. Silly me.. :P
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:03:14 AM
In the construction window, the dropdown for maintenance supplies does not work. When selecting maintenance supplies the list remains at whatever was previously chosen. Presumably maintenance supplies should be removed from that dropdown as you can start/stop maintenance supplies with a button at the bottom of the screen instead.

You can't build maint supplies with construction factories. I forgot to remove the option.
Title: Re: v1.00 Bugs Thread
Post by: Annuminas on April 12, 2020, 10:03:49 AM
Hey Steve, congrats on getting this out.

This may or may not be an issue, might be user error. When I selected under Display to Show Events, I assume like in VB Aurora they would appear in the bottom of the screen as they happen, but so far nothing has appeared, and in the actual event screen I am not seeing finished research every time, and when I set the Days for the events greater than 30, it doesn't show anything. Perhaps I am using the Event screen wrong, but the bug is the events not showing up at the bottom of the screen when I selected for it to do so under Display.

Sorry if this has already been covered.

Thanks.

Events on main window isn't coded yet. For future bug reports, please check the Known issues post to avoid duplication. Thanks.

Ah, I see. Sorry Steve, I'm not a regular user, but I will do so in the future.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 10:05:43 AM
Not a bug so much as an oversight, but there's still a "teams" entry in the officer assignments dropdown, even though teams have been eliminated AFAIK.
Title: Re: v1.00 Bugs Thread
Post by: chippydip on April 12, 2020, 10:06:21 AM
Thanks for releasing this! Just a couple of minor things I've noticed so far:

1) After resizing the tactical map click to center still centers on the old size.  In VB6 this was fixed by hitting the refresh button, but that doesn't seem to work in C#.

2) In lieu of #1 I remember reading about an option to keep other windows on top of the tactical map, but can't see to find a setting for this so far.

3) I don't see an option to apply default colors to the event log, is this NYI or am I missing something?

4) Scaling up the starting population doesn't scale up the minerals on Earth like it used to.  This may be intentional because of the separate new setting to scale resources, though?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:08:04 AM
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.

Reproduced. Trying to pin it down.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 10:11:35 AM
A planet I made in sol stole the moons of planet X!

Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 10:13:03 AM
When I lock a design I can't change the components, but it still allows me to change armour and deployment time. (This is a design with prototype components, if that matters)
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 10:29:01 AM
Ships don't display as being over 500 tons unless they are over 10.05 tons actual size. It can be 10.003 tons and the ship won't qualify as a fighter, but it will appear to be only 500 tons next to the name of the ship. Taking it to 10.06 tons switches the display over to 505 tons.
Title: Re: v1.00 Bugs Thread
Post by: JustAnotherDude on April 12, 2020, 10:36:02 AM
My ground units are not being auto assigned commander but my ships are: is this intended behavior? I.E, is there no ground unit auto-assign right now?

They just assigned, don't mind me.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:36:11 AM
When I lock a design I can't change the components, but it still allows me to change armour and deployment time. (This is a design with prototype components, if that matters)

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Jovus on April 12, 2020, 10:37:16 AM
Discovered a very minor bug while using Linux that other Linux users have also consistently reported.

When you try to change the race picture, ship, or flag, you get an error that reads: Function #1725: Value does not fall within the expected range. This is immediately followed by another that reads (for example, with flags): C:\Aurora\\Flags\error (where my Aurora directory is C:\Aurora)

For the other errors it shows the Races or Ships directory instead. But note the double backslash in the path (\\) between the install directory and the relative path.

This isn't a big issue, and I understand you probably have no desire to support Linux. I'm not asking for a fix. I wasn't going to report this at all, but someone wisely reminded me you were using this also as a learning project for C#.NET, so I thought bringing this up might be helpful to you.
Title: Re: v1.00 Bugs Thread
Post by: harpyeagle on April 12, 2020, 10:39:52 AM
I'm not sure if this is even a bug, but, it seems like something that should work and I don't see an Aurora C# help thread yet. . .

"a ship cannot be built if it contains alien components not available in the population stockpile"

I'm trying to build one of the starting auto-created geosurvey designs at a shipyard.  I have more than enough of the necessary minerals to build.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 10:44:56 AM
Not a game bug, but "installer"
Flags folder contains Flags.rar and Extra4Flags.zip
Races contains "UpdatedRaces.zip" and contains bmp of all races. (i convert all to jpg https://ny.demid.su/Racesjpeg.zip (https://ny.demid.su/Racesjpeg.zip))
Maybe is possible to resize ships because ship025 is 4000x2000pixel. (I'm ready to resize all to any resolution if nesesary)
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:49:17 AM
Not a game bug, but "installer"
Flags folder contains Flags.rar and Extra4Flags.zip
Races contains "UpdatedRaces.zip" and contains bmp of all races. (i convert all to jpg https://ny.demid.su/Racesjpeg.zip (https://ny.demid.su/Racesjpeg.zip))
Maybe is possible to resize ships because ship025 is 4000x2000pixel. (I'm ready to resize all to any resolution if nesesary)

I should have removed from file - I will do for first patch.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 10:49:27 AM
It looks like you can't stockpile ship components to speed up ship construction. Doing so just causes those components to go unused.

EDIT: I missed the "Use Components" checkbox. That said, there are apparently still some bugs, as SerBeardian reported.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 10:50:58 AM
Creating a neutral human race on Earth with the NPR and neutral race boxes checked and a population of 7 billion causes an object reference not set error in function 2110.

It works if just the neutral race box is checked.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:53:17 AM
Ships don't display as being over 500 tons unless they are over 10.05 tons actual size. It can be 10.003 tons and the ship won't qualify as a fighter, but it will appear to be only 500 tons next to the name of the ship. Taking it to 10.06 tons switches the display over to 505 tons.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 10:53:20 AM
Unsure if this is a bug, a racial setting that I didn't look at during setup, or intentional, but my race starts with big ground combat bonuses I wasn't expecting. At game start, I had a racial weapon strength of x3, though armour was only x1. I got Trans-Newtonian, and it's up to weapons x5 and armour x4. I don't see any techs I can research to improve those values, though.

Also, while I was looking at that, I see that the tech window's "Available/Completed/Exc Start" buttons don't work. It always shows me available techs.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 10:54:42 AM
Unsure if this is a bug, a racial setting that I didn't look at during setup, or intentional, but my race starts with big ground combat bonuses I wasn't expecting. At game start, I had a racial weapon strength of x3, though armour was only x1. I got Trans-Newtonian, and it's up to weapons x5 and armour x4. I don't see any techs I can research to improve those values, though.

Also, while I was looking at that, I see that the tech window's "Available/Completed/Exc Start" buttons don't work. It always shows me available techs.

Ground weapons and armour ratings are based on your highest researched weapon and armour tech (for ships).
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 11:00:36 AM
Here's another weird one - created a basic freighter class, toggle the "conscript" check off and on a couple times and the exact class size changes several times. Floating point rounding error?
Title: Re: v1.00 Bugs Thread
Post by: 01010100 on April 12, 2020, 11:02:06 AM
Discovered a very minor bug while using Linux that other Linux users have also consistently reported.

When you try to change the race picture, ship, or flag, you get an error that reads: Function #1725: Value does not fall within the expected range. This is immediately followed by another that reads (for example, with flags): C:\Aurora\\Flags\error (where my Aurora directory is C:\Aurora)

For the other errors it shows the Races or Ships directory instead. But note the double backslash in the path (\\) between the install directory and the relative path.

This isn't a big issue, and I understand you probably have no desire to support Linux. I'm not asking for a fix. I wasn't going to report this at all, but someone wisely reminded me you were using this also as a learning project for C#.NET, so I thought bringing this up might be helpful to you.

This is because Steve is probably doing something like this:

string folder = install_folder + "\\Flags";

It can be fixed by doing this instead:

string folder = Path.Combine(install_folder, "Flags");

Path.Combine() automatically takes care of os-specific path thingies and is generally the recommended way of working with path strings.
Title: Re: v1.00 Bugs Thread
Post by: Gladaed on April 12, 2020, 11:10:50 AM
After relaunching the program, unlocking a design and adding cargo handlers a lot of technologies suddenly got completed (conventional start).

Edit: Another relaunch prompted the very same behavior.
Title: Re: v1.00 Bugs Thread
Post by: Kristover on April 12, 2020, 11:13:55 AM
After relaunching the program, unlocking a design and adding cargo handlers a lot of technologies suddenly got completed (conventional start).

Edit: Another relaunch prompted the very same behavior.

Yep same thing here on a Conventional Start and adding TN technology.
Title: Re: v1.00 Bugs Thread
Post by: Gladaed on April 12, 2020, 11:18:40 AM
It even duplicated my self designed engine.  Thank god for me giving it a brand name.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 11:32:19 AM
Probably already reported but
Double click on category in class design add latest added component to design.(crew quarters auto remove itself immediately)
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 12, 2020, 11:35:08 AM
"Refuel Fleet from own tankers" order is broken. The tanker fleet moves close to the refuel target, but not on top of them, then marks the order as complete and moves on. Repeatedly giving the tanker the refuel order (and no other orders) causes it to move closer to the target each time, then stop without reaching it. At around 3k km, the tanker fleet stops moving closer to the target fleet.

The target fleet is stationary (out of fuel) and the tanker has a refuelling system on it.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 11:35:53 AM
"Refuel Fleet from own tankers" order is broken. The tanker fleet moves close to the refuel target, but not on top of them, then marks the order as complete and moves on. Repeatedly giving the tanker the order causes it to move closer to the target each time, then stop without reaching it.

The target fleet is stationary (out of fuel) and the tanker has a refuelling system on it.

Refuel Fleet from own tankers means refuel the fleet from tankers that are already part of the fleet.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 11:40:35 AM
Not sure if I missed this as an update/feature or it's a bug but it seems you can teleport freshly made ships to your fleet by moving the fleet while the ship is building.
Title: Re: v1.00 Bugs Thread
Post by: Lemmingwave on April 12, 2020, 11:41:06 AM
The "Events Window" in my game does not show any events. 
Title: Re: v1.00 Bugs Thread
Post by: Tunsku on April 12, 2020, 11:46:58 AM
Trying to use "enter jump point" in system view gives me Function 3102 error and does not enter the jump point.

The "Potential Colonies" button opens up race comparison, and I cannot create colonies by right-clicking on system map.

Like has already been mentioned, the "design philosophy"(what is this supposed to do?) button gives me tons of random tech, some of which (energy weapons) I am unable to obsolete.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 11:47:22 AM
Almost certainly related to what someone else observed with the 'Filter Asteroids by minerals only' on the system map, it seems the System Generation and Display window has god vision when using filters like 'With minerals'. It completely ignores survey state and just lists everything that will have minerals from the looks.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 11:48:53 AM
The "Potential Colonies" button opens up race comparison, and I cannot create colonies by right-clicking on system map.

Same for me
Title: Re: v1.00 Bugs Thread
Post by: HighTemplar on April 12, 2020, 11:50:59 AM
it was going great until i tried to build a gauss turret, decided to instant it in to fit it to my third ship class, when i clicked it it came up with an error message (part already exists or something), now the economy tab, the ship design tab the turret tab and the ground forces tabs don't work (they can be clicked on and regester as open tabs but wont appear on the screen, when i mouse over the tabs they appear fine except the black bit on the ship design tab is now white). The strangest thing is that if i load another game they work fine in that
Title: Re: v1.00 Bugs Thread
Post by: sigmawq on April 12, 2020, 11:55:52 AM
1.   After 4 years of gameplay, I can't open Economy Window, it doesn't show the window and in window preview it shows a white screen. 
https://prnt. sc/rxw8f3

2.   Sometimes when the game starts it shows the following error: "Function #2471: value cannot be null".   It prevents me from creating medals showing the same error every time I click "Save As New" (Error at game start doesn't always appear but medals cannot be created in any case). 


Title: Re: v1.00 Bugs Thread
Post by: HighTemplar on April 12, 2020, 11:58:55 AM
1.   After 4 years of gameplay, I can't open Economy Window, it doesn't show the window and in window preview it shows a white screen. 
https://prnt. sc/rxw8f3

2.   Sometimes when the game starts it shows the following error: "Function #2471: value cannot be null".   It prevents me from creating medals showing the same error every time I click "Save As New" (Error at game start doesn't always appear but medals cannot be created in any case).

mine is exactly the same as 1 except i'm only 5 seconds in
Title: Re: v1.00 Bugs Thread
Post by: ussdefiant on April 12, 2020, 12:00:08 PM
So, i'm starting a new game, all defaults except i tick all the auto-assign/design buttons in the Create Race screen,
 and i have a few questions/issues with what that gives me:

1) hitting the Avaliable/Completed/Exc. Start buttons in the Research screen doesn't actually do anything so i can't tell what my tech points were actually spent on.

2) All my runs at it so far have resulted in Jump Point Theory not even being researched, let alone any jump drives or related fields. Not completely certain if a bug or a possible WAD outcome

3) Theres' all kinds of Weirdness with auto-creating ship classes, including:

i) Not having a full lineup of ship classes created at all, compared to the VB6 ones. I have no pre-created transport/colony ship designs, no FACs, only Destroyer Escorts in the destroyer size class, etc.

ii) Ship classes that ARE created include Jump Cruisers/Tenders despite item 2) meaning no jump drives existing to put on them.

iii) Some auxiliary ship classes are created despite also lacking research in the componets to perform their role. In particular, this seems to impact Diplo Ships, Salvagers, and Construction Ships.

iv) Some other ship classes get created and DO have job components despite me apparently lacking the research for them. i have Orbital Miner, Fuel Harvesters, and Terraforming ships with appropiate components on them despite said components not even being in my Racial Component list.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 12, 2020, 12:02:29 PM
Research Window: The Buttons "Completed" and "Exc Start" don't seem to do anything.

When switching between games, the SM-Button isn't updated, though the mode switches back to "Non-SM-Mode".

The Technology "Refueling System: 100.000 LPH" reveals all higher Refueling System techs (125.000 LPH and upward)

Same with these techs:
- Maintenance Production: all revealed from 43 MSP onward to 80, then 100 is only revealed after 80 is researched
- Max Tracking Time for Bonus vs Missiles: all revealed from 200 sec upward after research of 150 sec
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 12:03:34 PM
Double clicking a movement order does not assign it, you have to manually click add move.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:05:46 PM
Probably already reported but
Double click on category in class design add latest added component to design.(crew quarters auto remove itself immediately)

Fixed
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:06:27 PM
The "Events Window" in my game does not show any events.

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:09:00 PM
The "Potential Colonies" button opens up race comparison, and I cannot create colonies by right-clicking on system map.

Like has already been mentioned, the "design philosophy"(what is this supposed to do?) button gives me tons of random tech, some of which (energy weapons) I am unable to obsolete.

http://aurora2.pentarch.org/index.php?topic=10637.msg120877#msg120877
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:09:24 PM
Double clicking a movement order does not assign it, you have to manually click add move.

Yes, I haven't added any double-click code.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 12:11:33 PM
Dividing fleet into single ships does not keep the standing and conditional orders like it did in VB.
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 12:12:01 PM
The "Colonies Window" (economic window) will occasionally stop opening.        A option to open it will appear on the taskbar but hovering over it shows only white.        Clicking on it does nothing, and saving and exiting does nothing to fix it.        This is the 2nd time this has happened and I think its has something to do with opening another browser (like chrome) while in the colonies window.        Only fix I know is to get a new game going.     
(https://i.  imgur.  com/8heCwVz.  png)
Title: Re: v1.00 Bugs Thread
Post by: MarcAFK on April 12, 2020, 12:12:45 PM
Mineral production from conventional industry is a tenth what it should be.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:12:56 PM
The Technology "Refueling System: 100.000 LPH" reveals all higher Refueling System techs (125.000 LPH and upward)

Same with these techs:
- Maintenance Production: all revealed from 43 MSP onward to 80, then 100 is only revealed after 80 is researched
- Max Tracking Time for Bonus vs Missiles: all revealed from 200 sec upward after research of 150 sec

All fixed.
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 12, 2020, 12:13:28 PM
Formations with multiple HQs don't seem to stack.  Not sure if this is a visual bug or a feature.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:14:02 PM
The "Colonies Window" (economic window) will occasionally stop opening.    A option to open it will appear on the taskbar but hovering over it shows only white.    Clicking on it does nothing, and saving and exiting does nothing to fix it.    This is the 2nd time this has happened and I think its has something to do with opening another browser (like chrome) while in the colonies window.    Only fix I know is to get a new game going.
(http://hxxp: [img]hxxp: i. imgur. com/8heCwVz. png)

I can't recreate this one. If anyone has a consistent way to create the bug, please let me know.
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 12:15:16 PM
Almost certainly related to what someone else observed with the 'Filter Asteroids by minerals only' on the system map, it seems the System Generation and Display window has god vision when using filters like 'With minerals'. It completely ignores survey state and just lists everything that will have minerals from the looks.

Sorry, update on this. After sending my survey ship to confirm some of the targets had minerals it looks like the window isn't actually filtering to only show minerals even, not really sure what's going on with it now.

(https://i.imgur.com/0aMuGUj.jpg)

Maybe I am simply missing something here?


Edit: Nevermind, just realised the filters are only for Moons/Asteroids/Comets. There's nothing for planets, I'd mistakenly thought the old "Filter minerals only" option had be consolidated into the first filter options.
Title: Re: v1.00 Bugs Thread
Post by: Lemmingwave on April 12, 2020, 12:18:49 PM
Quote from: Steve Walmsley link=topic=10636. msg121157#msg121157 date=1586711187
Quote from: Lemmingwave link=topic=10636. msg121136#msg121136 date=1586709666
The "Events Window" in my game does not show any events. 

hxxp: aurora2. pentarch. org/index. php?topic=10637. 0

sorry if i was not clear.  I saw the previus post about event postings in the main window.  What i mean is in the specific event window i do not see updates.  I only see first update on commander assignments but it does not updated with subsequent events.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:21:21 PM
Not sure if I missed this as an update/feature or it's a bug but it seems you can teleport freshly made ships to your fleet by moving the fleet while the ship is building.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 12:22:03 PM
Mineral production from conventional industry is a tenth what it should be.

One Con Ind is supposed to be one-tenth of a mine.  To be clear, you're saying you're seeing 100 CI = 1 Mine?
Title: Re: v1.00 Bugs Thread
Post by: chippydip on April 12, 2020, 12:23:12 PM
It seems like CI is generating WAY less minerals than it should be.  In a typical VB6 conventional game I usually start by converting ~10% of CI to factories to get roughly double the construction capacity as mining capacity since two or more types of minerals are used in most construction.  When attempting this in C# I quick ran out of minerals, taking a closer look at the mining screen the summary at the bottom seemed correct with 9775 CI and a 20% governor giving 11730 total prod, but production for 1. 0 accessibility minerals above was only 1752 (~15% of expected).  I quickly switched to convert 100 CI to mines and they listed the expected 10x base production and indeed raised the listed mineral production by about 1200.  Factory output doesn't *seem* to suffer from this additional penalty based on listed prod rate, completion date, and mineral consumption rate.  Effectively this means that while CI is worth 10% of a regular factory, it's only worth ~1. 5% of a regular mine which means mining and production are way out of balance.  For a default conventional start this may not be a huge deal because the starting stockpile can last long enough to get some mines converted but when bumping up the starting pop it definitely makes it hard to keep even the production from CI fed.

Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:24:40 PM
Trying to use "enter jump point" in system view gives me Function 3102 error and does not enter the jump point.

I can't reproduce this. Anyone else have a similar problem?
Title: Re: v1.00 Bugs Thread
Post by: kalodsun on April 12, 2020, 12:25:49 PM
Set up a 2 player races scenario on Earth (both conventional) with autogenerated ground forces
SM-ed in some formations, ran several construction phases without problem
After setting the USSR as hostile in the Intelligence window (for the USA) the first construction cycle causes "Function #1554: Object reference not set to an instance of an object"
Sometimes also get infinite popups of "Function #2147: The given key was not present in the dictionary"
If they don't happen, further time advancement causes "Function #1555: Object reference not set to an instance of an object"

Attached the database with the save causing this

EDIT: It is enough to create 2 player races on earth and set one of them as hostile to the other in the Intelligence window.  Doesn't matter if TN or conventional, or if they have any forces
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 12:30:05 PM
Earth Mineral deposits cannot be changed on the New Game screen.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 12:30:41 PM
I'm hearing people in Discord say that at some point, something goes wrong with their saves that prevents them from opening the economics window, which pretty much ends the game right there. One such save file can be found here: https://drive.google.com/file/d/12lCqGR5gA7oNw43Vn0XzCnlNq6sE5gGz/view
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 12, 2020, 12:33:53 PM
There seems to be a disconnect between gravitational survey points and jump points discovered from the survey. Not sure this is intentional as it really is quite a distance gap.

For reference my fleet in the below screenshot is at the same location as the grav survey point they just finished. The jump point they discovered is JP1. Same has happened for both of the other jump points they've uncovered.

(https://i.imgur.com/Iozebk1.jpg)
Title: Re: v1.00 Bugs Thread
Post by: Diamondback556 on April 12, 2020, 12:35:06 PM
Quote from: Inglonias link=topic=10636. msg121182#msg121182 date=1586712641
I'm hearing people in Discord say that at some point, something goes wrong with their saves that prevents them from opening the economics window, which pretty much ends the game right there.  One such save file can be found here: https://drive. google. com/file/d/12lCqGR5gA7oNw43Vn0XzCnlNq6sE5gGz/view

I'm RifleBen on discord, this is my save.  Previously shortly after I made my first ship the Naval Organization window wouldn't open any more.  I tried backing up the save, reinstalling, and reloading the save and the issue continued.

I reverted the save, and now after playing for 30min or so I designed my first engine and clicked create a research project.  Now the econ window won't open, that's where this save is at.
Title: Re: v1.00 Bugs Thread
Post by: totos_totidis on April 12, 2020, 12:35:50 PM
Repeat orders does lacks amout of repeats number box, civilian contracts do not decrease the amout of goods in the contract leading to infinite amouts of goods being transported.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 12:37:15 PM
Civilian transport contracts do not subtract the amount delivered from the amount supplied/demanded, causing contracts to last forever instead of being fulfilled.

For example, I requested 2000 infrastructure moved from Earth to Luna. Civilians successfully started moving it. But a year later after delivering all of the requested infrastructure and then some, they still had 2000 infrastructure listed as a supply contract on Earth, and 2000 listed as demand contract on Luna—meaning shipping lines would keep trying to move my infrastructure indefinitely, until the Earth is drained of infrastructure and the civilians start throwing "none were available for pickup" errors in the Event Log.

To reproduce, just create a supply contract and a demand contract on two different bodies and watch as the civilians transport the goods indefinitely from the supplying planet to the demanding planet.
Title: Re: v1.00 Bugs Thread
Post by: hadi on April 12, 2020, 12:38:25 PM
All the buttons in the map that open the different windows, including the gear icon, and the autoturn button, are unlabeled to the screen reader, When i press tab and cycle through them i only hear "button" for all of them.
Is it possible that a text  label gets added to them? (perhaps a hidden one only visible to screen readers)
Title: Re: v1.00 Bugs Thread
Post by: Tunsku on April 12, 2020, 12:39:40 PM
Quote from: Steve Walmsley link=topic=10636. msg121168#msg121168 date=1586711642
Quote from: Kiks link=topic=10636. msg121164#msg121164 date=1586711521
The "Colonies Window" (economic window) will occasionally stop opening.     A option to open it will appear on the taskbar but hovering over it shows only white.     Clicking on it does nothing, and saving and exiting does nothing to fix it.     This is the 2nd time this has happened and I think its has something to do with opening another browser (like chrome) while in the colonies window.     Only fix I know is to get a new game going. 
(http://hxxp: hxxp: [img]hxxp: i.  imgur.  com/8heCwVz.  png)

I can't recreate this one.  If anyone has a consistent way to create the bug, please let me know.
.
To be clear, it is on unexplored jump points.  Also, when I put on SM mode and use the SM-check jp-button, it goes through and shows me the system, but it does not update the jump point from unex, and it only seems to work once.  (Meaning using it on other jump points takes you to the same system after errors and does not open them up).
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:40:10 PM
On clicking "Create Race" on a new game.

Function #1608: An item with the same key has already been added.
Function #1562: Object Reference not set to an instance of an object.
Function #1423: Object Reference not set to an instance of an object.
(8 copies of that)
Function #2939: Object reference not set to an instance of an object.
Function #2939: Object reference not set to an instance of an object.

It hung after this

Race was "Humans" short name "Humans", Homeworld "Earth", conventional start. I changed the hull and station images. No idea if any of that is actually helpful.

Was this Real Stars or Random?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:41:06 PM
Selecting Asteroids with Minerals Only in the display tab shows only the ones that have minerals without actually having to survey them first  :)

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:41:59 PM
Not sure whether a bug, a suggestion, or whether I simply can't find it, but with the removal of the old title bar menu, I can't find the 'Reduced height windows' button present in VB6's 'Game parameters' menu.

There is no reduced height option in C#.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 12, 2020, 12:47:22 PM
When creating a new game and you want to tab throught all the input fields, the order in which the fields are jumped to is all over the place. And some of the descriptions are missing (like Research Speed, Terraforming Speed). Also when tabbing through the fields, the cursor also tabs through several of the description fields, which is unnecessary... .

Edit: looks like the texts appear when you change values in those fields. So the description is not properly updated when you tab through them.
Title: Re: v1.00 Bugs Thread
Post by: chickentitilater on April 12, 2020, 12:48:06 PM
how do you subsidize shipping lines?
Title: Re: v1.00 Bugs Thread
Post by: bombastico on April 12, 2020, 12:49:36 PM
Suddenly the "Naval Organization" tab is not more accessible/displayed. 
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:50:39 PM
On the events tab the amount of messages to show keeps defaulting to 30 days.  When I move the simulation forward a 30 Day period of time I can not see the events that have passed without changing this default. 

I change the days on the events to 60 and this is fine.  But when I close the window it defaults back to 30 days again.  So this means if i ever want to see what events happen when I move forward the time by 30 days then I have to keep changing this number manually.  I presume this is not as intended.

I've added some code to save the days and event count.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:51:04 PM
how do you subsidize shipping lines?

You don't in C#.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:57:05 PM
Prototype techs show up on the view technology screen with no indication that they are prototypes. .

Added (P) to prototypes.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:57:34 PM
In the class design screen, double-clicking a ship part category will add the last component you added to the ship.  For example, if I add a single "Cargo Hold - Tiny", then click
[ + ] - Refuelling System twice, a second Cargo Hold - Tiny will be added to the ship.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: lordcirth on April 12, 2020, 12:57:48 PM
When a ship with no geosurvey sensors is given the standing order to Survey Next 5, it gives no warning, going to a location and stays there forever surveying at 0 speed.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 12:58:23 PM
I am not sure the "Maximum Sub-Pulse Length" setting is working. If I set it to 5 seconds and then, for example, order a task group to another body and push "Progress 30 days", then I'd expect the turn interval when the orders complete and get interrupted to be a certain number of days, hours, minutes, and seconds since the time resolution is on 5-second intervals. Instead, ALL of my 30-day turns appear to stop at an even number of days+hours, never a partial hour. The progressed time increment is always something like 15:12:00:00, never something like 15:11:55:25.

In fact, eyeballing the log, it looks when I progress time forward by 30 days at a time it is using sub-pulse lengths of 6 hours... regardless of what I click to set the max sub-pulse length to.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 12:58:43 PM
When creating a new game and you want to tab throught all the input fields, the order in which the fields are jumped to is all over the place. . .

VB Aurora was the same way.  The display order is wildly different from tab (address?) order.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 12:58:58 PM
So I could be placing this in the wrong thread. My apologies if so. In VB6, in SM mode, I could promote an administrator. I can't seem to find the button to do that now?

That option doesn't exist for C#. You can only promote naval officer and ground commanders.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:00:31 PM
When creating a new game and you want to tab throught all the input fields, the order in which the fields are jumped to is all over the place. . .

VB Aurora was the same way.  The display order is wildly different from tab (address?) order.

I went through a few windows pre-release and sorted the tab order. I still need to do most of them. I just didn't think it was worth delaying the release though. Anything cosmetic got de-prioritised. I will sort it out over time.
Title: Re: v1.00 Bugs Thread
Post by: GodEmperor on April 12, 2020, 01:01:21 PM
Conventional Empire seems to spawn with 2 shipyards - 10k civvie and 1k military even if you set shipyards to 0 while starting the game.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 12, 2020, 01:02:23 PM
When creating a new game and you want to tab throught all the input fields, the order in which the fields are jumped to is all over the place. . .

VB Aurora was the same way.  The display order is wildly different from tab (address?) order.
Is this historically grown?  ;D
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:05:41 PM
I am not sure the "Maximum Sub-Pulse Length" setting is working. If I set it to 5 seconds and then, for example, order a task group to another body and push "Progress 30 days", then I'd expect the turn interval when the orders complete and get interrupted to be a certain number of days, hours, minutes, and seconds since the time resolution is on 5-second intervals. Instead, ALL of my 30-day turns appear to stop at an even number of days+hours, never a partial hour. The progressed time increment is always something like 15:12:00:00, never something like 15:11:55:25.

In fact, eyeballing the log, it looks when I progress time forward by 30 days at a time it is using sub-pulse lengths of 6 hours... regardless of what I click to set the max sub-pulse length to.

The game uses the default if you choose a sub-pulse length that will result in more than 100 sub-pulses. Given how fast C# Aurora is, I'll change that to 500.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:06:15 PM
Conventional Empire seems to spawn with 2 shipyards - 10k civvie and 1k military even if you set shipyards to 0 while starting the game.

Yes, already fixed.
Title: Re: v1.00 Bugs Thread
Post by: xenoscepter on April 12, 2020, 01:07:41 PM
When designing a class, clicking "show size in tons" can cause the size to change. I believe it is just a calculation error in the displayed tonnage vs. the actual tonnage as the exact class size eventually stops changing if you click it enough. Likewise, small changes don't throw it off as much.
Title: Re: v1.00 Bugs Thread
Post by: bombastico on April 12, 2020, 01:09:45 PM
Quote from: bombastico link=topic=10636. msg121210#msg121210 date=1586713776
Suddenly the "Naval Organization" tab is not more accessible/displayed. 

Have I to upload the savegame somewhere?
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:10:27 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.


Now every time skip is a divide by 0 error :(
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:12:10 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:13:30 PM
Quote from: bombastico link=topic=10636. msg121210#msg121210 date=1586713776
Suddenly the "Naval Organization" tab is not more accessible/displayed. 

Have I to upload the savegame somewhere?

Thanks for the offer, but It is going to be some form of local display bug rather than a database issue. I've created a separate thread to see if anyone can reproduce consistently.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:15:11 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?

Yes I retooled it, after the retooling it says refit from and then the new class design but if I click my old ship design (for the refit from drop down) for example none of them appear in the far right drop down (IE Geo 1, Geo 2, Geo 3). This might be an issue with me obsoleting them but this never happened in VB when I did it like this.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:16:53 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?

Yes I retooled it, after the retooling it says refit from and then the new class design but if I click my old ship design (for the refit from drop down) for example none of them appear in the drop down. This might be an issue with me obsoleting them but this never happened in VB when I did it like this.

Sorry for stupid questions :) but are they in same location as shipyard?
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:17:09 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?

Yes I retooled it, after the retooling it says refit from and then the new class design but if I click my old ship design (for the refit from drop down) for example none of them appear in the drop down. This might be an issue with me obsoleting them but this never happened in VB when I did it like this.

Sorry for stupid questions :) but are they in same location as shipyard?

Yes they are orbiting home world.

I edited the above for a bit more info.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 01:18:14 PM
I am not sure the "Maximum Sub-Pulse Length" setting is working. If I set it to 5 seconds and then, for example, order a task group to another body and push "Progress 30 days", then I'd expect the turn interval when the orders complete and get interrupted to be a certain number of days, hours, minutes, and seconds since the time resolution is on 5-second intervals. Instead, ALL of my 30-day turns appear to stop at an even number of days+hours, never a partial hour. The progressed time increment is always something like 15:12:00:00, never something like 15:11:55:25.

In fact, eyeballing the log, it looks when I progress time forward by 30 days at a time it is using sub-pulse lengths of 6 hours... regardless of what I click to set the max sub-pulse length to.

The game uses the default if you choose a sub-pulse length that will result in more than 100 sub-pulses. Given how fast C# Aurora is, I'll change that to 500.

I personally prefer the "warning" from VB6, so you still have full control over turn intervals if desired. But not urgent right now.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:20:08 PM
I figured it out, the obsoleted classes don't appear in the refit from drop down like they did in VB and my ships are actually of a class I obsoleted.

Sorry about that confusion. I guess I can only obsolete now when I have no more of them out.

Nevermind I un-obsoleted them and it still doesn't work, however I suspect obsoleting them first caused this.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:24:12 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?

Yes I retooled it, after the retooling it says refit from and then the new class design but if I click my old ship design (for the refit from drop down) for example none of them appear in the drop down. This might be an issue with me obsoleting them but this never happened in VB when I did it like this.

Sorry for stupid questions :) but are they in same location as shipyard?

Yes they are orbiting home world.

I edited the above for a bit more info.

Looks like obsolete is the issue. Try un-obsoleting them.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:25:05 PM
I can't refit my ships, when I want to their names don't appear in the drag down box so I can add the task and if I try to add without selecting the name I get a divide by 0 error.

Is the shipyard tooled to refit them?

Yes I retooled it, after the retooling it says refit from and then the new class design but if I click my old ship design (for the refit from drop down) for example none of them appear in the drop down. This might be an issue with me obsoleting them but this never happened in VB when I did it like this.

Sorry for stupid questions :) but are they in same location as shipyard?

Yes they are orbiting home world.

I edited the above for a bit more info.

Looks like obsolete is the issue. Try un-obsoleting them.

Un-obsoleting does not make them appear in the drop down. I do think obsoleting them caused the issue in the first place.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 01:25:18 PM
Civilian shipping lines right now cause auto-turn interrupts when they 1) Research civilian engine parts, or 2) Are unable to load "free" Wealth/Trade infrastructure because the pop can't produce it fast enough and ran out of their annual supply.

It would be better if these two events didn't interrupt player auto-turns.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:28:46 PM
I figured it out, the obsoleted classes don't appear in the refit from drop down like they did in VB and my ships are actually of a class I obsoleted.

Sorry about that confusion. I guess I can only obsolete now when I have no more of them out.

Nevermind I un-obsoleted them and it still doesn't work, however I suspect obsoleting them first caused this.

Are they more than 20% larger or smaller than the ship you want to refit to?
Title: Re: v1.00 Bugs Thread
Post by: stabliser on April 12, 2020, 01:30:23 PM
I was going to post a bug with just the date, but I appear to have bigger issues. 

Time isnt advancing for me even although the date on the main window is. 

Ive started 2 games and all my research projects from the first game appear in the second game. 

Also even although time is standing still, 30 days forward from 1st Jan shows the 31st Jan then 2nd March, I thought Aurora had 30 day months. 


Edit: I know what I did wrong, I closed the new race window instead of clicking new race.  I was then stuck between information about my partially created new game and the existing one.
Title: Re: v1.00 Bugs Thread
Post by: smoelf on April 12, 2020, 01:30:34 PM
Civilian transport contracts do not subtract the amount delivered from the amount supplied/demanded, causing contracts to last forever instead of being fulfilled.

For example, I requested 2000 infrastructure moved from Earth to Luna. Civilians successfully started moving it. But a year later after delivering all of the requested infrastructure and then some, they still had 2000 infrastructure listed as a supply contract on Earth, and 2000 listed as demand contract on Luna—meaning shipping lines would keep trying to move my infrastructure indefinitely, until the Earth is drained of infrastructure and the civilians start throwing "none were available for pickup" errors in the Event Log.

To reproduce, just create a supply contract and a demand contract on two different bodies and watch as the civilians transport the goods indefinitely from the supplying planet to the demanding planet.

To build on to this: Variances in supply and demand amounts result in odd behavior. I had a demand for 1 mass driver on Luna and Mercury and a supply for 5 mass drivers on Earth with a total of 6 available. The end result was that 3 mass drivers were delivered to each of the colonies, with all three contracts remaining active.
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 01:31:29 PM
Particle Beam Range tech shows "The maximum range of all torpedo types" as the description.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 01:34:50 PM
When designing a class, clicking "show size in tons" can cause the size to change. I believe it is just a calculation error in the displayed tonnage vs. the actual tonnage as the exact class size eventually stops changing if you click it enough. Likewise, small changes don't throw it off as much.

Not (technically) a bug.

- - - - -

Armour size (tonnage) calculations are affected by the size of the ship, and are only iterated three times each time the size of the ship changes (despite being an integral).
 So if you dramatically affect a ship's size (a.k.a. tonnage, a.k.a. volume) or have many layers of armour, the calculation will be "wrong" by a lot.  Each time you click, it gets closer to the true number, and eventually Aurora gets close enough that the change is less than 50 tons (in VB Aurora) or 0.5 tons (in C# Aurora).
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 01:36:21 PM
I was going to post a bug with just the date, but I appear to have bigger issues.

Time isnt advancing for me even although the date on the main window is.

Ive started 2 games and all my research projects from the first game appear in the second game.

Also even although time is standing still, 30 days forward from 1st Jan shows the 31st Jan then 2nd March, I thought Aurora had 30 day months.

VB Aurora did.  C# Aurora has Earth's Gregorian calendar.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 01:37:57 PM
Civilian transport contracts do not subtract the amount delivered from the amount supplied/demanded, causing contracts to last forever instead of being fulfilled.

For example, I requested 2000 infrastructure moved from Earth to Luna. Civilians successfully started moving it. But a year later after delivering all of the requested infrastructure and then some, they still had 2000 infrastructure listed as a supply contract on Earth, and 2000 listed as demand contract on Luna—meaning shipping lines would keep trying to move my infrastructure indefinitely, until the Earth is drained of infrastructure and the civilians start throwing "none were available for pickup" errors in the Event Log.

To reproduce, just create a supply contract and a demand contract on two different bodies and watch as the civilians transport the goods indefinitely from the supplying planet to the demanding planet.

To build on to this: Variances in supply and demand amounts result in odd behavior. I had a demand for 1 mass driver on Luna and Mercury and a supply for 5 mass drivers on Earth with a total of 6 available. The end result was that 3 mass drivers were delivered to each of the colonies, with all three contracts remaining active.

Yup.  Commercial shipping is not marking contracts as "Complete" and therefore continuing to deliver until the supply runs out (and even then still trying to deliver more).
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:38:19 PM
I figured it out, the obsoleted classes don't appear in the refit from drop down like they did in VB and my ships are actually of a class I obsoleted.

Sorry about that confusion. I guess I can only obsolete now when I have no more of them out.

Nevermind I un-obsoleted them and it still doesn't work, however I suspect obsoleting them first caused this.

Are they more than 20% larger or smaller than the ship you want to refit to?

Ah yes this is probably it. My bad. I feel like an idiot. Totally forgot that from 8000 -> 10000 is a 25 percent increase. I was thinking that since I was using efficiency 5 jump engines it meant that it would only be a 20% difference :)

I tested it with obsolete flags and everything now and it works just like it does in VB.

The only problem is when you try to refit and the final drop down is empty and you will get a divide by 0 error that will follow you forever and maybe possible to get rid of if you SM the shipyard out of existence but I just quit and reloaded my save instead of trying to fix it (good feature!).
Title: Re: v1.00 Bugs Thread
Post by: buergerjoh on April 12, 2020, 01:39:15 PM
Thanks for the GREAT game! Some observations creating a custom scenario:

1.  If you change the SM-mode or autoturns on the tactical screen the change is not visible (but the mode is changing) in the galactic map window.  If you change them in the galactic map window the buttons do change in the tactical window. 

2.  Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame).

3.  With "Auto Design Ground Forces" some of the HQ-settings seem to be off.  They are alright at brigade-level (HQ50 for size of 45-49, [brigade HQ + subordinate formations]) but off on some of the regiments (HQ7-9 for size 12-16, especially infantry and construction).

4.  When doing a "Full Grav Survey" in SM-mode I´m getting #2568-errors, one per jumppoint.  When entering the unexplored jumppoints I get a #3102 (probably because the jumppoint is not explored. . . ), when exploring I get a #1558.

5.  Even in SM-mode, I can`t find the "research everything under xyz RP" (the old "All Research" and "All Field Res"-buttons) in the research window.  Instead the is a non-functioning "compare"-button.
Title: Re: v1.00 Bugs Thread
Post by: Vivalas on April 12, 2020, 01:41:42 PM
It seems civilian shipping lines get auto-assigned officers to their ships. Is this supposed to happen?
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 01:46:23 PM
Thanks for the GREAT game! Some observations creating a custom scenario:

1.  If you change the SM-mode or autoturns on the tactical screen the change is not visible (but the mode is changing) in the galactic map window.  If you change them in the galactic map window the buttons do change in the tactical window. 

2.  Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame).

3.  With "Auto Design Ground Forces" some of the HQ-settings seem to be off.  They are alright at brigade-level (HQ50 for size of 45-49, [brigade HQ + subordinate formations]) but off on some of the regiments (HQ7-9 for size 12-16, especially infantry and construction).

4.  When doing a "Full Grav Survey" in SM-mode I´m getting #2568-errors, one per jumppoint.  When entering the unexplored jumppoints I get a #3102 (probably because the jumppoint is not explored. . . ), when exploring I get a #1558.

5.  Even in SM-mode, I can`t find the "research everything under xyz RP" (the old "All Research" and "All Field Res"-buttons) in the research window.  Instead the is a non-functioning "compare"-button.

Do you get any errors when generating player-made NPRs?
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 01:46:37 PM
2.  Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame).

It's not supposed to -- it's a multiplier to the output of those facilities (so 50% Ind race is forever not as good, rather than simply starting behind).
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:46:48 PM
Particle Beam Range tech shows "The maximum range of all torpedo types" as the description.

Fixed
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 12, 2020, 01:48:20 PM
Ah yes this is probably it. My bad. I feel like an idiot. Totally forgot that from 8000 -> 10000 is a 25 percent increase. I was thinking that since I was using efficiency 5 jump engines it meant that it would only be a 20% difference :)

Don't worry about it :)

A lot of new things to learn and I need to know about potential bugs. I actually thought there was an issue as well until I ran through the code a few times.
Title: Re: v1.00 Bugs Thread
Post by: MarcAFK on April 12, 2020, 01:48:38 PM
Theres something really weird going on with class design, Tonnage randomly changing when altering class design, adding armour, or even just checking the "show tonnage button"
Just clicking on the class design alters its tonnage.
I click "new ship class" get a 364 ton design.
Hit "copy design" This design is 404 tons, click on the old design and now its 392 tons, if i disable "size in tons" now its 404 tons, reenable it now its 408,  if i turn on no armour it drops to 172, disabling no armour now its 299 tons.
increase armour to 2 and now its 565. Change the armour to 2 again, now its 775 tons.....
Edit: Clicking no armour at least gives a consistent size, and also when you turn the armour back on again.
Edit: The You also get a consistant size if you change the armour only once after selecting Zero armour then disabling it again.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 01:49:54 PM
There doesn't seem to be an entry in the events window for when new research begins after another project is done. This means I need to check the research window every time to see if the last project in the queue has been finished and I need to add more assignments.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 12, 2020, 01:53:08 PM
In the Research Project window, all the dropdown boxes are editable, even though that doesn't make sense. It doesn't seem to do any harm, except that it selects all the text in them as you make choices, so it looks funny.
Title: Re: v1.00 Bugs Thread
Post by: Red Dusk on April 12, 2020, 01:54:24 PM
When deleting a savegame, if you go to open the dropdown bar again to either switch saves or delete another, it will no longer show the names of the saves, only showing "h1" for each save.
This is on a Win10 computer.  The game deleted did not have any time progressed in it as I was experimenting with the game creation windows.
Title: Re: v1.00 Bugs Thread
Post by: Xeladragn on April 12, 2020, 01:57:32 PM
I'm getting "Function #2096: Attempted to divide by zero. " often when I move time forward, I haven't seen any resolution for that yet.   

Also related to the event days not sticking it looks like the Text color on the events page also does not stick after I close and re open the game.   
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 12, 2020, 01:59:00 PM
Function 1608 : An element with the same key was already added
Function 1562 : The object reference is not defined to an instance of an object
Function 2430 : The object reference is not defined to an instance of an object
Function 2431 : The object reference is not defined to an instance of an object

To reproduce : with SM mode on and know stars unchecked, create a new game, then a new system in System and Generation display, and immediatly delete it.   Then, any time you'll try to create a new system, these 4 errors will show up and no system will be created. 

If the System and Generation display was already opened and closed once, this bug won't appear, so i guess it is really minor. 

Edit : that bug happens from time to time if you keep adding and deleting system, opening and closing the window fixes it.  Also, it seems the name of the newly created system is always the first of the chosen theme, i guess it should be random
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 02:00:40 PM
Ok so a definite bug is that the conditional and standing orders do not transfer to the new fleets formed by transit and divide and also split fleet into individual ships.

I have military ships with commercial engines and military jump engines which cannot jump. My commercial ships also cannot jump using military jump engines. In VB they could, so I suspect this is a bug.
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 02:01:51 PM
I can research the Fighter [Air-to-Air/Autocannon/Bombardment] Pod technologies before researching Fighter Pod Bay. I thought that might be intentional (to let them be used in box launchers), but when I researched Fighter Bombardment Pod, it gives me the option to design a new pod bay, but not the ability to design a bombardment pod.
Title: Re: v1.00 Bugs Thread
Post by: buergerjoh on April 12, 2020, 02:04:32 PM
Quote from: DFNewb link=topic=10636. msg121293#msg121293 date=1586717183
Quote from: buergerjoh link=topic=10636. msg121286#msg121286 date=1586716755
Thanks for the GREAT game! Some observations creating a custom scenario:

1.   If you change the SM-mode or autoturns on the tactical screen the change is not visible (but the mode is changing) in the galactic map window.   If you change them in the galactic map window the buttons do change in the tactical window.   

2.   Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame). 

3.   With "Auto Design Ground Forces" some of the HQ-settings seem to be off.   They are alright at brigade-level (HQ50 for size of 45-49, [brigade HQ + subordinate formations]) but off on some of the regiments (HQ7-9 for size 12-16, especially infantry and construction). 

4.   When doing a "Full Grav Survey" in SM-mode I´m getting #2568-errors, one per jumppoint.   When entering the unexplored jumppoints I get a #3102 (probably because the jumppoint is not explored.  .  .  ), when exploring I get a #1558. 

5.   Even in SM-mode, I can`t find the "research everything under xyz RP" (the old "All Research" and "All Field Res"-buttons) in the research window.   Instead the is a non-functioning "compare"-button.

Do you get any errors when generating player-made NPRs?
Yes! One #2568 per JP in the system the NPR was created in.  Afterwards time doesn`t advance any longer, showing a #1512.
Title: Re: v1.00 Bugs Thread
Post by: MinuteMan on April 12, 2020, 02:08:18 PM
I can research jump engines (self only) smaller than size 12 before researching 'Minimum jump engine size - 12' tech.
Don't know if it is a bug.  Or that the tech allows for squadron jumps below size 12.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 02:10:56 PM
Quote from: DFNewb link=topic=10636. msg121293#msg121293 date=1586717183
Quote from: buergerjoh link=topic=10636. msg121286#msg121286 date=1586716755
Thanks for the GREAT game! Some observations creating a custom scenario:

1.   If you change the SM-mode or autoturns on the tactical screen the change is not visible (but the mode is changing) in the galactic map window.   If you change them in the galactic map window the buttons do change in the tactical window.   

2.   Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame). 

3.   With "Auto Design Ground Forces" some of the HQ-settings seem to be off.   They are alright at brigade-level (HQ50 for size of 45-49, [brigade HQ + subordinate formations]) but off on some of the regiments (HQ7-9 for size 12-16, especially infantry and construction). 

4.   When doing a "Full Grav Survey" in SM-mode I´m getting #2568-errors, one per jumppoint.   When entering the unexplored jumppoints I get a #3102 (probably because the jumppoint is not explored.  .  .  ), when exploring I get a #1558. 

5.   Even in SM-mode, I can`t find the "research everything under xyz RP" (the old "All Research" and "All Field Res"-buttons) in the research window.   Instead the is a non-functioning "compare"-button.

Do you get any errors when generating player-made NPRs?
Yes! One #2568 per JP in the system the NPR was created in.  Afterwards time doesn`t advance any longer, showing a #1512.

I've been trying to make NPRs in Sol start on a planet really far (same range as planet X) but everytime I end up generating them no matter what temp and gravity stats I give them, I get the same 1512 error and it stops time from progressing. I am guessing the feature is broken at the moment.
Title: Re: v1.00 Bugs Thread
Post by: totos_totidis on April 12, 2020, 02:13:23 PM
Repeat orders does lacks amout of repeats number box, civilian contracts do not decrease the amout of goods in the contract leading to infinite amouts of goods being transported.
I did some further investigation apperantly the facility being shiped does not change the "Amout" field in the civilian economy tab. That happens in both supply and demand.
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 02:18:25 PM
Potential Colony button brings up the Racial Comparison window.
Title: Re: v1.00 Bugs Thread
Post by: WSoxfan86 on April 12, 2020, 02:18:37 PM
The Class Design window will periodically not let itself be viewed.   I've designed one class fine, but now when I re-open it I can see the window open, but I can't select it to change what's on the screen. 

EDIT: Added an image to clarify the problem, in the screenshot I'm hovering over the class design screen, but I can't interact with the screen.
Title: Re: v1.00 Bugs Thread
Post by: hadi on April 12, 2020, 02:23:23 PM
In the Research Project window, all the dropdown boxes are editable, even though that doesn't make sense. It doesn't seem to do any harm, except that it selects all the text in them as you make choices, so it looks funny.
This makes a lot of the screen accessible with a screen reader, as you select them with the keyboard it reads the text.
Title: Re: v1.00 Bugs Thread
Post by: buergerjoh on April 12, 2020, 02:25:40 PM
Quote from: Father Tim link=topic=10636.  msg121294#msg121294 date=1586717197
Quote from: buergerjoh link=topic=10636.  msg121286#msg121286 date=1586716755
2.    Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame). 

It's not supposed to -- it's a multiplier to the output of those facilities (so 50% Ind race is forever not as good, rather than simply starting behind). 
From the Changes List I was under the impression that what you describe is the "Factory Production Modifier" (species attribute), not the "Industrial Percentage (default = 100%)" (racial attribute in race creation). 
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 12, 2020, 02:29:58 PM
1) The Mineral Text tab in the tactical window does not have a scroll bar - if the text is longer than the window is tall, the extra rows are invisible.

2) A geosurvey ship with a Science Department cannot name a Science Officer.
Title: Re: v1.00 Bugs Thread
Post by: GodEmperor on April 12, 2020, 02:32:48 PM
I just had a military ship exploding from catastrophic failure despite playing on "No overhauls"...
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 12, 2020, 02:32:59 PM
Unloading troops on a planet deletes them if the planet wasn't a colony.  Maybe automatically make it a colony when troops are unloaded?
Title: Re: v1.00 Bugs Thread
Post by: Droll on April 12, 2020, 02:33:07 PM
How can you tell if a character has been successfully flagged as a story character?
I know there is a check box but when I checked it it shows the check for every character and when I reopen the officer menu its unchecked for everyone.

This is a copy paste from the questions thread as someone pointed out it might actually be a bug.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 12, 2020, 02:34:15 PM
In the Research Project window, all the dropdown boxes are editable, even though that doesn't make sense. It doesn't seem to do any harm, except that it selects all the text in them as you make choices, so it looks funny.
This makes a lot of the screen accessible with a screen reader, as you select them with the keyboard it reads the text.

I'm sure there's a way to made dropdown boxes accessible without also making them editable.
Title: Re: v1.00 Bugs Thread
Post by: Lavaflow on April 12, 2020, 02:39:47 PM
I created a new game, and ignored a couple errors after race creation (can't remember them).  I did edit some race characteristics when I made it.
Now about 5 months in, and I'm getting several dozen "Function #1414: Object reference not set to an instance of an object. " errors per time increment.  If I click or enter through them, I still could technically play the game, since I can't find what's causing the error and things seem to be behaving otherwise normally as far as I can tell.
On a Win7 machine.  I tried to replicate the bug, and turning off the real systems in game creation seemed to create the same game generation errors while changing or not changing the race seems not to, but I have not yet managed to replicate the 1414 errors.  I now recall that in my first game I tried to SM add some military academies to my homeworld (to seemingly no effect), so that may or may not be related.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 02:51:54 PM
Quote from: Father Tim link=topic=10636.  msg121294#msg121294 date=1586717197
Quote from: buergerjoh link=topic=10636.  msg121286#msg121286 date=1586716755
2.    Creating a new race the "Industrial Percantage"-modifier doesn´t change the number of installations (not visually in the new race window, not ingame). 

It's not supposed to -- it's a multiplier to the output of those facilities (so 50% Ind race is forever not as good, rather than simply starting behind). 
From the Changes List I was under the impression that what you describe is the "Factory Production Modifier" (species attribute), not the "Industrial Percentage (default = 100%)" (racial attribute in race creation).

Whoops!  My apologies.
Title: Re: v1.00 Bugs Thread
Post by: MinuteMan on April 12, 2020, 03:06:04 PM
Built component with industry.
Built new ship using said component (Checkbox was selected)

Stockpile stayed the same (during construction and after completion of ship)
Title: Re: v1.00 Bugs Thread
Post by: lordcirth on April 12, 2020, 03:07:02 PM
The Update Armor button appears to work on Locked classes.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 12, 2020, 03:08:45 PM
I created a new game, and ignored a couple errors after race creation (can't remember them).  I did edit some race characteristics when I made it.
Now about 5 months in, and I'm getting several dozen "Function #1414: Object reference not set to an instance of an object. " errors per time increment.  If I click or enter through them, I still could technically play the game, since I can't find what's causing the error and things seem to be behaving otherwise normally as far as I can tell.
On a Win7 machine.  I tried to replicate the bug, and turning off the real systems in game creation seemed to create the same game generation errors while changing or not changing the race seems not to, but I have not yet managed to replicate the 1414 errors.  I now recall that in my first game I tried to SM add some military academies to my homeworld (to seemingly no effect), so that may or may not be related.

That may be caused by unchecking "Known Stars" in the New Game Creation options. Use "Known Stars" for now until Steve fixes it.
Title: Re: v1.00 Bugs Thread
Post by: MinuteMan on April 12, 2020, 03:10:07 PM
Using the all system view (System Generation and display window) you can create a colony on a body which already has a colony for the current population.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 03:20:58 PM
This may be a deliberate design decision rather than a bug, but in SpaceMaster (and out of it) the "Add Officer" button has gone from the Commanders window.  Likewise the "Add Scientist" and "Add Administrator" buttons, for when the RNG gives your new empire a whole lot of Ny-Ghurrs, and not a single Mu-Thron.
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 03:23:47 PM
When selecting All for the officer filters, it shows officers of the NPRs.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 03:30:03 PM
Load Terran Federation 01.01.2050 0:00:00
Turn on SM
Open system View Windows
Select Earth
Click "Create Race"
Click Non Player race. 
Click Create Race
For any increment i have  Function #1512 Null reference bla bla ( i see localized version of exception)
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 03:37:11 PM
I'm guessing the solution for this bug is "don't do that", but I deleted the population on Earth and started getting errors thrown every increment (Function #1555: Object reference not set to an instance of an object). I also made the mistake of leaving auto-turns on in this situation.

I am not a smart person, apparently.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 03:54:47 PM
Create new Game
Select Conventional Race and Auto assign tech points
Click create
Function #2110 Null reference
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 12, 2020, 03:58:52 PM
Resupply when @20% doesn't seem to work.
Might be the second conditional that doesn't work, as I've always set this as the second one.

Also there doesn't seem to be any interrupts or events for ships running low, so they'll just run them self dead if you're auto turning
Title: Re: v1.00 Bugs Thread
Post by: MinuteMan on April 12, 2020, 03:59:05 PM
Using the civilian economy to transport facilities does work.   
But the supply and demand values are not updated.   
They are transported over to the planets or bodies, but it seems they aren't assigned.   
So it will pass the requested amount of facilities.   

Note that when viewing the 'Naval org.   ' window, the shipping line tab is empty.   
But the shipping line has multiple ships.   

See attached save 
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 12, 2020, 04:14:55 PM
Has anyone else noticed that tooltips change which window is on top when they appear? For example, if I click the research window button then the research window appears and is on top of the system view as desired. However, if I leave my mouse there for a quarter second, the tooltip for the button will appear and the system view will go back to being on top, hiding the research window.
Title: Re: v1.00 Bugs Thread
Post by: Caplin on April 12, 2020, 04:21:45 PM
Accessibility bugs, from highest to lowest priority…

1. The icon buttons at the top of the game screen lack text labels for screen readers.
2. Double-clicking on components in ship design, among other places, is not as accessible as it could be, perhaps there could be alternative 'add/remove," buttons, or a binding so the Enter key does the same thing as double clicking.
3. drag and drop UIs in general are not very accessible. Some sort of alternative would be very much appreciated.
4. Some text fields (on the ground forces design screen, for instance) lack associated labels. That is, the label is present but the screen reader doesn't know what it is.

Other than these issues, things are really good so far. The tab handling is really excellent, and the new list controls work wonderfully for reading information in windows which previously required virtual mouse use.

Thank you so much for all the work you've put into this.
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 04:28:19 PM
Turret Design button has the wrong pop up text. Says Fighter Design
Title: Re: v1.00 Bugs Thread
Post by: xenoscepter on April 12, 2020, 04:29:45 PM
To clarify, when using the "Show Size in Tons" button, the displayed size changes. A ship that displays as 10,000 Tons after making can become 10,005 Tons by simply pressing the "Show Size in Tons" button. I believe it might be a rounding error or display error.

I add several components, I get 10,000 Tons. I click the button, now it is 10,005 Tons.

If I go long enough without clicking that button a few times, I can go from 10,165 or something down to like 10,030 Tons.

That's the "bug" part.
Title: Re: v1.00 Bugs Thread
Post by: xenoscepter on April 12, 2020, 04:30:45 PM
Also, the Completed and Exc Start buttons on research don't work... at all.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 04:35:18 PM
Start conventional game
Open class design window
Select "No Armor"
Received
System Window with
System.NullReferenceException
Title: Re: v1.00 Bugs Thread
Post by: SerBeardian on April 12, 2020, 04:41:44 PM
"Use Components" checkbox does not seem to use components, but still reduces construction time.

Construction Queue does not automatically pick up queued construction during production cycle, only when construction is completed.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 12, 2020, 05:03:18 PM
To clarify, when using the "Show Size in Tons" button, the displayed size changes. A ship that displays as 10,000 Tons after making can become 10,005 Tons by simply pressing the "Show Size in Tons" button. I believe it might be a rounding error or display error.

I add several components, I get 10,000 Tons. I click the button, now it is 10,005 Tons.

If I go long enough without clicking that button a few times, I can go from 10,165 or something down to like 10,030 Tons.

That's the "bug" part.

Armour calculations are an integral, and only iterate three times.  Back when size was rounded to the nearest 50 tons this was rarely a problem, but now that it is displayed to four decimal places it takes an awful lot of clicking to get it to settle down.
Title: Re: v1.00 Bugs Thread
Post by: The_Seeker on April 12, 2020, 05:12:28 PM
I don't know if anyone has pointed this out yet, but (at least in the Sol system) selecting the "Asteroids with Minerals Only" checkbox in the display tab, will show you all of the asteroids with minerals before they have been geo surveyed.
Title: Re: v1.00 Bugs Thread
Post by: Inglonias on April 12, 2020, 05:15:18 PM
Using SM to establish communications with an alien race doesn't tell you that race's actual name as it did in 7.10.
Title: Re: v1.00 Bugs Thread
Post by: vyser1on on April 12, 2020, 05:21:17 PM
The no maintenance option doesn't work, I think?
Maybe I'm dumb, but my survey ships just blew up due to a lack of maintenance, despite me ticking "No Maintenance Required". 
Title: Re: v1.00 Bugs Thread
Post by: Caplin on April 12, 2020, 05:37:37 PM
Another accessibility bug I just remembered…

The auto-turns button, and maybe others,  are technically checkboxes, in the sense that when you activate them they toggle from one state to another. They are identified as buttons, however, which doesn't convey this state to the screen reader user. This is probably a simple matter of adding the proper role to those particular buttons, or whatever the Winforms equivalent is.
Title: Re: v1.00 Bugs Thread
Post by: Z3d10uS on April 12, 2020, 05:40:13 PM
When starting a new game and making a new race, when editing the population, any value 89749 or greater starts you with a negative fuel stockpile(a bit random, but i'm testing all editable numerical values).
Title: Re: v1.00 Bugs Thread
Post by: AlitarSemiramis on April 12, 2020, 05:42:20 PM
I just open the ship designer, selected transport and click on the No Armor checkbox, and got this exception.
Title: Re: v1.00 Bugs Thread
Post by: AlitarSemiramis on April 12, 2020, 05:43:57 PM
Quote from: vyser1on link=topic=10636. msg121412#msg121412 date=1586731292
Quote from: Caplin link=topic=10636.  msg121410#msg121410 date=1586731057
Another accessibility bug I just remembered…

The auto-turns button, and maybe others,  are technically checkboxes, in the sense that when you activate them they toggle from one state to another.   They are identified as buttons, however, which doesn't convey this state to the screen reader user.   This is probably a simple matter of adding the proper role to those particular buttons, or whatever the Winforms equivalent is. 

The auto-turn does turn from red to blue though?

If you are using a screen reader, you probably don't see that icon change.
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 12, 2020, 05:50:24 PM
Pressing the avoid combat button in the "Unit Class Design" tab doesn't immediately change the "Non-Combat Class" status.  You have to refresh the page by for example selecting a new component type.  This can cause accidents when creating new unit classes.
Title: Re: v1.00 Bugs Thread
Post by: Caplin on April 12, 2020, 05:51:10 PM
I just open the ship designer, selected transport and click on the No Armor checkbox, and got this exception.

It's not 100% clear to me, did you choose to create a new class before removing armor? Just wondering if it makes a difference, since I notice that unlike VB6 you don't automatically seem to have a new class when you open the design window.
Title: Re: v1.00 Bugs Thread
Post by: lupin-de-mid on April 12, 2020, 06:05:07 PM
I just open the ship designer, selected transport and click on the No Armor checkbox, and got this exception.

It's not 100% clear to me, did you choose to create a new class before removing armor? Just wondering if it makes a difference, since I notice that unlike VB6 you don't automatically seem to have a new class when you open the design window.
Only if not choose create new class
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 06:09:32 PM
I've terraformed Luna but it still needs infrastructure...

Attached are pictures

Title: Re: v1.00 Bugs Thread
Post by: GL on April 12, 2020, 06:10:23 PM
Unless I missed something, there seemed to be a bug in the calculation of the minimum ranks of admin command.

Ex:
- Logistic Command 1 -> LtCdr
-- Logistic Command 11 -> LtCdr
--- Colony Squadron
---- 3 Ship -> Lt

Shouldn't the rank for Logistic Command 1 be Cdr?
It's strange, it works well for my survey and naval commands but not for logistic & industry. . .
Title: Re: v1.00 Bugs Thread
Post by: Gary on April 12, 2020, 06:19:37 PM
I made 3 ships and had all of them assigned them all to a single TG then detached them all to separate TGs and gave them the order to survey nearby bodies, they all sat still while saying they were on route to there location while even earth was leaving them behind.  I tried to remake it but it worked the second time around when i made a test save, also the economics page keeps going white but I have zero clue whats causing it.
Title: Re: v1.00 Bugs Thread
Post by: Garfunkel on April 12, 2020, 06:34:10 PM
Scrapping ships.

The drop-down menu for scrapping ships does not automatically update when you give an order to a shipyard to scrap a ship. This is identical to VB6 behaviour but in the Changes list this was supposed to be changed so that it is no longer possible to have multiple slipways scrapping the same ship.
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 12, 2020, 06:40:17 PM
You can create multiple refiting task for the same ship.  The drop down menu does not update, neither does scrapping menu

https://ibb. co/hLKC63D


Less important, I had this as a generated design (created a new player race):

https://ibb. co/4KpGFd3

Seems rubbish, but maybe i've missed something
Title: Re: v1.00 Bugs Thread
Post by: Droll on April 12, 2020, 06:41:16 PM
The obsolete and rename buttons do not work on the tech overview tab.
Title: Re: v1.00 Bugs Thread
Post by: Caplin on April 12, 2020, 06:45:12 PM
Another accessibility bug…

The tab order of icons on the icon bar at the top is very different from the order in which they appear visually. This is disorienting at best and frustrating at worse, more so given the current unlabeled state of those buttons. I don't know if the same applies in other windows, though suspect it might.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 06:54:52 PM
I built my first generation of jump scouts and explored a neighboring system. Now that I've gravsurveyed that system, I moved my jump scout back in but when I try to explore a second jump point, I get a "cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military-engined ships to enter the jump point" despite the fact that the only ship in the fleet is a military-engined scout with a military jump drive.

Edit: I think the problem was the jump points were close enough that the jump cooldown was keeping it from jumping. Still, the error message was confusing.
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 12, 2020, 07:01:21 PM
Ships leaving their shipyard will join instantly their task force, even if the fleet left the planet. 

Also, fleets are visible even when they contains no ship, wich was not the case in VB6.


Hope you're not overwhelmed Steve, that's a big amount of bugs reported in a few hours.  Take your time, the game is still frakking awesome and it's a miracle we encounter no game breaking bugs.  Nice work, and thanks!
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 07:05:39 PM
The "transit and divide" orders no long inherit default orders once the fleet divides, nor do they inherit the entry jump point, causing "move to entry jump point" orders to fail.
Title: Re: v1.00 Bugs Thread
Post by: Vivalas on April 12, 2020, 07:17:21 PM
Seems like auto commander assignments has broken for me. It was working until someone got assigned to a civilian shipping line ship then it broke completely for me.

EDIT: Unassigning the commander from the civilian shipping line ship gets auto assignment to work again... but the person I unassigned just gets immediately re-assigned!
Title: Re: v1.00 Bugs Thread
Post by: Cyborg29 on April 12, 2020, 07:35:42 PM
I've encountered some inconsistencies in the ship designer regarding the calculations for crew quarters and armor size. In the first picture i've built the design as normal (new class > +1 fuel storage > +2 engines > +1 geo-sensor) which gave a total ship speed of 301 km/s.

(https://i.imgur.com/yoPdKk5.png)

However, upon removing and re-adding one of the fuel tanks this speed has dropped to 299 km/s.

(https://i.imgur.com/u8LiBuX.png)

The third picture shows the ship design with which i first encountered the bug, which gives a third speed value of 296 km/s.

(https://i.imgur.com/awoebai.png)

Of note is that both the crew quarters and the armor HS differ in all the three pictures (the first two show the same crew quarter layout).
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 07:37:21 PM
I built my first generation of jump scouts and explored a neighboring system. Now that I've gravsurveyed that system, I moved my jump scout back in but when I try to explore a second jump point, I get a "cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military-engined ships to enter the jump point" despite the fact that the only ship in the fleet is a military-engined scout with a military jump drive.

Edit: I think the problem was the jump points were close enough that the jump cooldown was keeping it from jumping. Still, the error message was confusing.

I'm constantly getting this all the time with all my ships, no clue what's causing it.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 12, 2020, 07:46:03 PM
I've terraformed Luna but it still needs infrastructure...

Attached are pictures

Well now the colony cost is 0 so IDK why it was different before. Time to Terraform Io.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 12, 2020, 08:02:10 PM
Quote from: DFNewb link=topic=10636. msg121458#msg121458 date=1586738763
Quote from: DFNewb link=topic=10636. msg121423#msg121423 date=1586732972
I've terraformed Luna but it still needs infrastructure. . .

Attached are pictures

Well now the colony cost is 0 so IDK why it was different before.  Time to Terraform Io.

It's shown in the print screens you provided.  Oxygen needs to be less then 30%.
Since you still was adding Nitrogen, it has now moved into correct range
Title: Re: v1.00 Bugs Thread
Post by: Kristover on April 12, 2020, 08:12:40 PM
On the ground forces page, when I drag on unit onto another to designate support - I see no option to clear the support relationship.  Example, I have an Artillery BN within the same Brigade designated to support the 1st Infantry BN.  When the battle is done, I would like to end the support relationship (clear it) but it continues to indicate it is supporting the same BN.  I can transfer the support to another BN in the hierarchy but I can't clear it altogether.  I have tried deleting the Hierarchy but that doesn't seem to work either.
Title: Re: v1.00 Bugs Thread
Post by: Erik L on April 12, 2020, 08:17:06 PM
The No Maintenance Required game option does not work.
Title: Re: v1.00 Bugs Thread
Post by: Kristover on April 12, 2020, 08:19:04 PM
Set training level under academies in racial information doesn't do anything - no change of value detected.
Title: Re: v1.00 Bugs Thread
Post by: Chris Foster on April 12, 2020, 08:41:48 PM
Events not showing up on either tactical map or window, probably already reported or im doing something wrong  ;D

EDIT: already a thing for the tactical map, but still doesnt show up in the events window regardless. 

Fixed: Thanks to Kristover
Title: Re: v1.00 Bugs Thread
Post by: Kristover on April 12, 2020, 08:46:07 PM
Events not showing up on either tactical map or window, probably already reported or im doing something wrong  ;D

EDIT: already a thing for the tactical map, but still doesnt show up in the events window regardless.

Can't speak for the map but for the events window, go to the top and change the value up there from 30 to something like 60 - if you're doing 30 day turns, it constantly resets itself.  A good way to test the events window is click 5 day turns and check the events window and you'll see events scroll by and disappear at the 30 day mark.
Title: Re: v1.00 Bugs Thread
Post by: MarcAFK on April 12, 2020, 08:47:31 PM
To clarify, when using the "Show Size in Tons" button, the displayed size changes. A ship that displays as 10,000 Tons after making can become 10,005 Tons by simply pressing the "Show Size in Tons" button. I believe it might be a rounding error or display error.
-snip-

Armour calculations are an integral, and only iterate three times.  Back when size was rounded to the nearest 50 tons this was rarely a problem, but now that it is displayed to four decimal places it takes an awful lot of clicking to get it to settle down.
Theres more then just a display error, it affects components, shipyards, etc, and happens when clicking on the design, or accessing it from the fleet organization tab. 
I can make a ship thats 370 million tons which contains no components but 2 tiny living quarters, and a single level of armour . Also related.
I've encountered some inconsistencies in the ship designer regarding the calculations for crew quarters and armor size. In the first picture i've built the design as normal (new class > +1 fuel storage > +2 engines > +1 geo-sensor) which gave a total ship speed of 301 km/s.

(https://i.imgur.com/yoPdKk5.png)

However, upon removing and re-adding one of the fuel tanks this speed has dropped to 299 km/s.

(https://i.imgur.com/u8LiBuX.png)

The third picture shows the ship design with which i first encountered the bug, which gives a third speed value of 296 km/s.

(https://i.imgur.com/awoebai.png)

Of note is that both the crew quarters and the armor HS differ in all the three pictures (the first two show the same crew quarter layout).
This is the bug, note your design's tonnage is changing every time you add any component, click on the designs name, or do almost anything.
Title: Re: v1.00 Bugs Thread
Post by: Yonder on April 12, 2020, 08:48:53 PM
You can't refit ships that have their shields raised, they don't show up in the drop down. Since shields no longer take fuel it may be a lot more common for people to go around with their shields raised and forget.
Title: Re: v1.00 Bugs Thread
Post by: Yonder on April 12, 2020, 08:49:56 PM
On clicking "Create Race" on a new game.

Function #1608: An item with the same key has already been added.
Function #1562: Object Reference not set to an instance of an object.
Function #1423: Object Reference not set to an instance of an object.
(8 copies of that)
Function #2939: Object reference not set to an instance of an object.
Function #2939: Object reference not set to an instance of an object.

It hung after this

Race was "Humans" short name "Humans", Homeworld "Earth", conventional start. I changed the hull and station images. No idea if any of that is actually helpful.

Was this Real Stars or Random?
Random, sorry it took so long for me to see this.
Title: Re: v1.00 Bugs Thread
Post by: johiah on April 12, 2020, 09:07:01 PM
This has probably been reported already but whenever I queue transits, standard transits, without fail once it does the first jump it then claims it doesn't have the right type of jump drive.  Requeuing the order allows it to then work.  This is with a military ship with commercial drive and engines, and a commercial ship with commercial drive
Title: Re: v1.00 Bugs Thread
Post by: ChubbyPitbull on April 12, 2020, 09:09:14 PM
When designing a new Grav Survey Ship, I created a Military Jump Drive with squadron jump 3, capacity 5,000 tons. I put it on the Grav Survey Ship, then started adding various size fuel tanks until the GSV reached 5,000 tons. As soon as it hit 5,000, I got a design warning that the jump drive was too small for the ship size. I had to reduce the ship size below 5,000 tons to make the warning go away.
Title: Re: v1.00 Bugs Thread
Post by: MarcAFK on April 12, 2020, 09:18:12 PM
When designing a new Grav Survey Ship, I created a Military Jump Drive with squadron jump 3, capacity 5,000 tons. I put it on the Grav Survey Ship, then started adding various size fuel tanks until the GSV reached 5,000 tons. As soon as it hit 5,000, I got a design warning that the jump drive was too small for the ship size. I had to reduce the ship size below 5,000 tons to make the warning go away.
Likely because the tonnage keeps changing.
Title: Re: v1.00 Bugs Thread
Post by: Tssha on April 12, 2020, 09:18:45 PM
I can research jump engines (self only) smaller than size 12 before researching 'Minimum jump engine size - 12' tech.
Don't know if it is a bug.  Or that the tech allows for squadron jumps below size 12.
Assuming it's the same as VB6 Aurora, this is (likely) working as intended. That jump drive will only jump that ship, which means it can't hold open the jump point for any other ship.

Dunno about squadron jumps, but as long as it's only jumping itself, it'll probably work fine.
Title: Re: v1.00 Bugs Thread
Post by: Gnoman on April 12, 2020, 09:42:01 PM
Immediately after game start, I SM terraform Mars to bring it to colony cost 0, then create a New Race on it with humans (intended to set up a "former colony" RP concept, something I often did in VB6).  If I set it to an NPR, I get a "Function #1512 - Object Reference Not Set To An Instance Of An Object" error.  If set to a player race, everything is fine.
Title: Re: v1.00 Bugs Thread
Post by: SomewhatAccurate on April 12, 2020, 09:50:44 PM
-----------------------------------------------------------------------------------------------------
BUGS:

Pressing the Design Philosophy button in the Class Design window throws error. 
"Function #2631: Object reference not set to an instance of an object"
This occured when I was designing my first class.

Repeated setting/unsetting of the Conscript option within the Class Design window
causes the "Exact Size" to slightly increase.

Selecting the Refit task in the Shipyards menu throws error when shipyard has no assigned class:
"Function #2931: Object reference not set to an instance of an object"

Pressing the Modify button while selecting an industrial project causes the industrial project
to be deselected.  The modification does occur but it isn't clear if the deselect behavior is
intended.

Obsoleting default techs such as "Nuclear Thermal Engine EP25" that are present at start
of game causes the techs to be automatically "researched" upon next tech research completing.

Selecting a subfleet (that has ships within it) in the Naval Organization window and clicking
the tab for Standing Orders causes a popup saying "Please select a fleet" and the Movement Orders
tab doesn't show any possible moves, preventing the user from setting movement orders.  Subsequent
clicking of various standing orders under the Standing Orders tab causes the popup again "Please select
a fleet"

Fleets with standing orders set to Secondary Condition - Supply points less than 20% and the subsiquent
order set to Resupply at Colony do not resupply at colony when low on maintence.  This results in wonderful
random explosions of ships as maintenence supplies hit 0.

Within the Wealth/Trade window, the sub-section listing expenditures is mislabled as "Income Type" rather
than "Expenditure Type".

Secondary standing order "Move to System Requiring Gravsurvey" does not cause ships to move into unexplored
systems.  However, this may be intentional.

-----------------------------------------------------------------------------------------------------
SUGESTION:

Jump drives should determine if they can jump a ship based on if the CLASS is military/commerical rather than
if the ENGINES are military/commercial.  It seems odd to me that a military jump engine cannot jump a military
class ship because it uses commercial engines.


-----------------------------------------------------------------------------------------------------
OTHER:

Thank you Steve! So far the game is running overall well and jesus the speed difference from VB aurora.
Keep up the work! I am a game programmer as well and I understand the monumental slogfest that making a
game entails, especially as a solo dev.  Thanks again!
Title: Re: v1.00 Bugs Thread
Post by: thashepherd on April 12, 2020, 10:31:04 PM
There may be an issue with Training commands' fuel usage calculation.  Moving my 63-day-range FACs into a Training command caused them to be completely drained of fuel within 3-4 hours.    If their standing orders are set to refuel, this can consume Earth's entire fuel supply inside a 5-day increment.   

Edit: The fuel drain doesn't appear to happen under General commands.  Fleet training happens under both.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 12, 2020, 10:43:04 PM
Neutral NPRs cause fatal errors; non-NPR neutral races don't seem to work as population sources for other player races as in 7.1.
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 10:52:04 PM
So playing around with survey fighters as I do, and one of them broke its geological scanner without the necessary amount of maintenance supplies.  I sent it home for repairs and at the shipyard it will take 5 months and some change just to fix the scanner.  Scraping the fighter would takes 2 months.

I'm not sure if this is intentional or not but it would actually just be faster, and cheaper, to abandon the fighter and build a new one.   
Title: Re: v1.00 Bugs Thread
Post by: Chris Foster on April 12, 2020, 10:58:00 PM
After desiging and researching both a EM sensor and a thermal sensor (racial tech), class design window will not open.  The window is white in my windows hotbar and clicking on it does not bring it up.  It is not hidden behind anything either. 
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 12, 2020, 11:45:28 PM
Quote from: Chris Foster link=topic=10636. msg121500#msg121500 date=1586750280
After desiging and researching both a EM sensor and a thermal sensor (racial tech), class design window will not open.   The window is white in my windows hotbar and clicking on it does not bring it up.   It is not hidden behind anything either. 

There is a work around for this.  Check out the "white screens" thread, they explain how to fix the issue.
Title: Re: v1.00 Bugs Thread
Post by: firsal on April 13, 2020, 12:02:56 AM
The Available/Completed/Exc Start buttons on the research screen don't appear to work right
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 13, 2020, 12:08:36 AM
The ship designer doesn't seem to recognize plasma carronades as energy weapons. If you have carronades, you don't get a warning for insufficient reactor power, and it complains that you have beam fire control without beam weapons. I haven't tested to see if plasma carronades actually work in practice.
Title: Re: v1.00 Bugs Thread
Post by: SERRE on April 13, 2020, 12:12:24 AM
Instant Research point and Exact Size values are not displayed.
Display resolution is 1920Ă—1080.

https://imgur. com/oZe6Hbg
Title: Re: v1.00 Bugs Thread
Post by: Haji on April 13, 2020, 12:22:55 AM
Not sure if this was mentioned (sorry, too many posts) but the turret design window is tooltiped as "Open Fighter Squadron Window". This would not be an issue if not for the fact there seems to be no "Open Fighter Squadron Window" which was present in previous Auroras. Not sure if this is a bug or a design decision.

Also I stabilised Lagrange point on a gas giant that already had a Lagrange point and it created a new one where the previous one was (there were two lagrange points in the same place essentially).
Title: Re: v1.00 Bugs Thread
Post by: swarm_sadist on April 13, 2020, 12:32:19 AM
MINOR ISSUES:

'Unload installation' does not pop up until the transport is actually loaded, meaning you cannot queue up load/unload orders.
Whoops, forgot about changes to Cargo. I needed a cargo shuttle on the ship.

Double clicking in the fleet order screen does not work. You need to click on what order you want, and then scroll down to 'add move' button. Kinda annoying when queue up orders manually.

Terraforming Speed, Research Speed and Survey Speed in game menu do not have tooltips. The tooltip that pops up is the difficulty setting, where a higher number is a more difficult game. This might lead to some confusion, as my survey ships zip through the galaxy on a single tank of fuel.
Title: Re: v1.00 Bugs Thread
Post by: Elouda on April 13, 2020, 12:40:26 AM
'Keep Tactical in Background' on the Display options doesn't stick between sessions. Minor issue, but would be nice for consistency.

The default 'Event Days' in the Event page is 30, which is too short to show event for 30 day turns. Increasing this to 35 or 40 by default would save confusion.
The above setting also does not save between opening/closing the window - would be another QoL improvement if it did.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 13, 2020, 01:25:26 AM
All jump points are stable does not work.
Title: Re: v1.00 Bugs Thread
Post by: buergerjoh on April 13, 2020, 01:29:28 AM
When designing ground formation templates the "HQ-level" (HQ5, HQ50,. . . ) in template attributes overview is shown only when the HQ unit class element is the last unit class added to the formation.  (Geosurvey, Xenoarchaeology, Logistics, STO are shown corrcetly).
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 02:04:09 AM
I made the same mistake with military vs commercial jump drives. Oops.

But the really funny thing is that my commercial jump drive shows up in the Active Search Sensor section of the class design window, and had to be researched by a Sensor scientist.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 02:13:48 AM
Oh, this is cool too: I have a ship yard with three slipways building three new ships and refitting three old ships at the same time.
Title: Re: v1.00 Bugs Thread
Post by: Silverkeeper on April 13, 2020, 02:43:51 AM
Events wont show on screen.
Title: Re: v1.00 Bugs Thread
Post by: Haji on April 13, 2020, 03:01:48 AM
Every time I move my fleet (carriers with loaded fighters) through a jump point I get a flood of "Function #713: Object reference not set to an instance of an object".
Also I can't seem to find any button to launch fighters from carriers. Detaching them from the fleet seems to work but then they have speed set to 1kps and I have to manually set their speed.

Edit: Scratch that I actually get the flood of errors every time I move my carriers, not just when they traverse the jump point. I'm using windows 7, don't know if that makes a difference.
Edit 2: I tried to separate my carriers and frigates from my fighters. Even moving only the major ships I keep getting the error. When moving other (civilian) ships I get no errors.
Edit 3: Not sure if it's connected to the problem but when looking at the "transported items" tab of naval organisation I can see missiles but not fighters despite the fact that they are supposedly on their carriers.
Edit 4: I have deleted the fighters. I'm still getting errors.

Edit 5: The problem seems to be not with the fighters but with my jump capable command ships. Moving them produces errors even when not jumping. Here is the design.

Tadeusz Kosciuszko class Jump Destroyer      21,600 tons       638 Crew       3,595.4 BP       TCS 432    TH 972    EM 0
2249 km/s    JR 3-50      Armour 4-69       Shields 0-0       HTK 117      Sensors 168/24/0/0      DCR 35      PPV 0
Maint Life 2.91 Years     MSP 3,000    AFR 149%    IFR 2.1%    1YR 524    5YR 7,854    Max Repair 800 MSP
Tractor Beam     
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 24 months    Morale Check Required   

PGNiG Wojskowy Naped FTL     Max Ship Size 22000 tons    Distance 50k km     Squadron Size 3

PKN Orlen Ulepszony Naped Nuklearny 486MW (2)    Power 972    Fuel Use 23.15%    Signature 486    Explosion 9%
Fuel Capacity 1,785,000 Litres    Range 64.2 billion km (330 days at full power)

Polkom Aktywny System Wykrywania Okretow Dalekiego Zasiegu (1)     GPS 112000     Range 234.4m km    Resolution 140
Polkom System Detekcji Termalnej Dalekiego Zasiegu (1)     Sensitivity 168     Detect Sig Strength 1000:  102.5m km
Polkom System Wykrywania Elektromagnetycznego (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Edit 6: Removed the massive active sensor and tried. Still getting flood of errors.
Edit 7: It was the flag bridge. I did not add officer or anything like that to the flag bridge. That's where the errors were coming from. Adding a CO to the flag bridge solves the problem.
Title: Re: v1.00 Bugs Thread
Post by: SomewhatAccurate on April 13, 2020, 03:02:34 AM
Attempting to refit a ship to a ship of the same class (ie Cruiser Mk l -> Cruiser Mk 1) results in a
divide by 0 error.  The slipway is then considered unavailable but no task is made.  Incrementing time
after this point results in a divide by 0 error each increment.  The divide by 0 error continues to occur
each time increment even after deleting the shipyard - breaking the game.
Title: Re: v1.00 Bugs Thread
Post by: Zhatelier on April 13, 2020, 03:05:59 AM
The ship designer doesn't seem to recognize plasma carronades as energy weapons. If you have carronades, you don't get a warning for insufficient reactor power, and it complains that you have beam fire control without beam weapons. I haven't tested to see if plasma carronades actually work in practice.
Related to this, since carronades aren't recognized as energy weapons, they do not provide PPV, at least in class design. The protection value is, however, calculated correctly outside the class design.
Title: Re: v1.00 Bugs Thread
Post by: Chris Foster on April 13, 2020, 03:08:15 AM
Getting error code, Function: 1512, after setting up the standing orders for the first ship i built (geosurvey).  It's one of those errors that can't be closed :).  i guessing it may have something to do with separations whether it is .  or , i cant remember.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 03:18:39 AM
Getting error code, Function: 1512, after setting up the standing orders for the first ship i built (geosurvey).  It's one of those errors that can't be closed :).  i guessing it may have something to do with separations whether it is .  or , i cant remember.

I don't believe that the C# version shares any error messages with the VB version. Also, the thousands seperator should no longer be an issue.
Title: Re: v1.00 Bugs Thread
Post by: Black on April 13, 2020, 03:25:49 AM
I encountered issue with ship size in relation to shipyards. I have design that shows as 28000 tons but it is not possible to build it in shipyard of the same size. When I make shipyard with capacity of 28050 tons it is possible to build the ship. I presume that this is some rounding problem and ship has actually more than 28000 tons by very small amount that is not shown.
Title: Re: v1.00 Bugs Thread
Post by: Chris Foster on April 13, 2020, 03:26:41 AM
Quote from: db48x link=topic=10636. msg121542#msg121542 date=1586765919
Quote from: Chris Foster link=topic=10636. msg121538#msg121538 date=1586765295
Getting error code, Function: 1512, after setting up the standing orders for the first ship i built (geosurvey).   It's one of those errors that can't be closed :).   i guessing it may have something to do with separations whether it is .   or , i cant remember.

I don't believe that the C# version shares any error messages with the VB version.  Also, the thousands seperator should no longer be an issue.

Well thats good to know at least, turning off the auto turn stops the error from coming up so through lots of button mashing i got it off and game saved *phew*
Title: Re: v1.00 Bugs Thread
Post by: ExChairman on April 13, 2020, 03:27:09 AM
Getting function #1414 Strangely enought its in swedish... ???
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 13, 2020, 03:41:50 AM
[Possibly intended] When I set a ship to survey as its primary standing order and refuel as its secondary, when it runs out of things to survey and goes home to refuel, it sends an "Orders Assigned" event every single tick, even after it arrives home. Changing the secondary standing order to No Orders fixes this.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 04:10:16 AM
The class hull selection drop down menu includes the abbreviation when you type in the name.   
So you can't find colonizer by writing col and then down arrow.    You must write CS.   

Often I only have a vague idea of what kind of hull name I'm going to use, so no clue what the correct abbreviation will be.   
Like missile-"whatever"

It's sorted correctly by full name tho.   

Edit: Might just be not implemented yet, but I can find no indication of how long loading/unloading will take for a ship design.   Adding shuttles adds a Multiplier, but difficult to know what effect that has.
Edit2: Turns out I'm blind :) loading/unloading is there
Title: Re: v1.00 Bugs Thread
Post by: smoelf on April 13, 2020, 04:36:02 AM
Edit: Might just be not implemented yet, but I can find no indication of how long loading/unloading will take for a ship design.  Adding shuttles adds a Multiplier, but difficult to know what effect that has

It says that in the top right corner, just to the left of 'Exact Size'.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 04:36:27 AM
Here's a weird one: 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.

From a quick search it appears that this kind of error message shows up when it can't load a .NET component. However, why would this pop up after the game is loaded? Surely it's loaded all of those things already during startup?
Title: Re: v1.00 Bugs Thread
Post by: adriaans on April 13, 2020, 04:44:03 AM
A few bugs;

Bug 1: Lock design does not work, you can still edit the design with that selected which lead to the next bug;
Bug 2: Due to lock design not working I accidentally modified the locked design instead of a copied design, which I then tried to do a refit with, this caused the game to delete my shipyards, and give perpetual divide by 0 errors on every menu opened and every time increment, the errors were - Function 2196 and function 2185. 

Bug 3: Civilian contracts just keep looping, if I ask for say 10 mass drivers (or infrastructure, anything) to be moved to say Mars, they will move 10, then move another 10, then another 10, until you run out, pretty bad when suddenly earth is out of mass drivers due to this. 
In Vb6 when you asked for 10 to be moved 10 was the max moved, while now it is 10 at a time until you run out, it does not cancel/fill the contracts at that time and perpetually loops. 

Bug 4: Open fuel report windows opens Medal management instead.  (on the icon menu at the top of the screen). 

Not a bug, but there is no option for my freighters to only pick up a specific amount of installations, they will grab as much as their cargo can hold, so I cannot pick up just 1 if it can hold 10. 
Title: Re: v1.00 Bugs Thread
Post by: Vivalas on April 13, 2020, 04:53:25 AM
Getting a bug that ends my current 1.00 game. I have it saved so that every time I try to go past 15 February of the month, I get an endless error loop of "Function #1414 Object Reference Not Set to an Image of an Object".


I attatched the DB file.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 13, 2020, 05:16:43 AM
Has anyone else noticed that tooltips change which window is on top when they appear? For example, if I click the research window button then the research window appears and is on top of the system view as desired. However, if I leave my mouse there for a quarter second, the tooltip for the button will appear and the system view will go back to being on top, hiding the research window.

I have not experienced that.  Do you perhaps have Windows (or mouse) settings to "Select on Hover"?
Title: Re: v1.00 Bugs Thread
Post by: Haji on April 13, 2020, 05:27:51 AM
I have no idea what happened exactly so I don't know whether this is a bug or what.
I had 40 fighters fire at 4 enemies. The missiles were flying, everything was fine then one fighter died and all the missiles disappeared. Unlike in VB6 Aurora there is no way to see missiles in flight (at least I couldn't find a relevant screen) so I don't know if this is a display issue or if all the missiles just died after one of the vessels in a group died and had their fire controls cut.

Edit: I have redone the battle, same result and the remaining missiles definitely disappeared as otherwise they would have hit the enemies but I have seen no detonations. Sync fire was on.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 05:31:34 AM
Has anyone else noticed that tooltips change which window is on top when they appear? For example, if I click the research window button then the research window appears and is on top of the system view as desired. However, if I leave my mouse there for a quarter second, the tooltip for the button will appear and the system view will go back to being on top, hiding the research window.

I have not experienced that.  Do you perhaps have Windows (or mouse) settings to "Select on Hover"?

No I don't, but that does seem like a good guess. I wouldn't  have thought to check for that.
Title: Re: v1.00 Bugs Thread
Post by: Garfunkel on April 13, 2020, 05:55:16 AM
[Possibly intended] When I set a ship to survey as its primary standing order and refuel as its secondary, when it runs out of things to survey and goes home to refuel, it sends an "Orders Assigned" event every single tick, even after it arrives home. Changing the secondary standing order to No Orders fixes this.
This is intended. Leave secondary order empty and use Conditional order for refueling instead.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 06:01:10 AM
Quote from: adriaans link=topic=10636. msg121570#msg121570 date=1586771043
. . . Not a bug, but there is no option for my freighters to only pick up a specific amount of installations, they will grab as much as their cargo can hold, so I cannot pick up just 1 if it can hold 10. 

Haven't tested it yet, but there is a Maximum Items field in the bottom left of the "movement orders" field
Title: Re: v1.00 Bugs Thread
Post by: steili on April 13, 2020, 06:05:20 AM
My apologies if this has been posted earlier, but reading 24 pages didn't tempt me more than playing.. :-)

It seems like excessively using the "Update Armor" during ship design can cause some problems. I used it to min-max the number of fuel tanks I could fit on a jump capable grav survey ship. When I opened the first jump point with this ship, the size of the ship jumped from just shy of 9000 tonnes (my jump drive capacity) to just over. I'm not sure if the design was locked or not when this happened, but you can still use the "Update Armor" button even if the ship design is locked. And it jumps a bit up and down every time I press it. Pressing the button doesn't affect the tonnage of my ships though, only the number displayed on the ship design screen. 
Title: Re: v1.00 Bugs Thread
Post by: ChubbyPitbull on April 13, 2020, 06:12:19 AM
When designing a new Grav Survey Ship, I created a Military Jump Drive with squadron jump 3, capacity 5,000 tons. I put it on the Grav Survey Ship, then started adding various size fuel tanks until the GSV reached 5,000 tons. As soon as it hit 5,000, I got a design warning that the jump drive was too small for the ship size. I had to reduce the ship size below 5,000 tons to make the warning go away.
Likely because the tonnage keeps changing.

Marc, not sure what you meant by that, but a Jump Engine with 5000 ton capability should be able to jump a 5000 ton ship. I spawned a copy of the design when it was 5000 tons, and tried to transit it through a jump point. I still get the "there is no jump drive capable of of allowing the fleet's military-engined ships to enter the jump point."

(https://i.imgur.com/E3KqyISl.png) (https://i.imgur.com/E3KqyIS.png)

(https://i.imgur.com/gm5ZtUql.png) (https://i.imgur.com/gm5ZtUq.png)

(https://i.imgur.com/AoIuUA5l.png) (https://i.imgur.com/AoIuUA5.png)
Title: Re: v1.00 Bugs Thread
Post by: steili on April 13, 2020, 06:15:29 AM
'Unload installation' does not pop up until the transport is actually loaded, meaning you cannot queue up load/unload orders.

I'm using "Unload all installations" for this. If you have multiple types of cargo that's going different places, you could then load them on again (inefficient ofc., but it should work if you have at least 1 of the item on the target body). Also, if you have different types of cargo going different places a better solution would probably be to divide your TG into multiple TGs.
Title: Re: v1.00 Bugs Thread
Post by: Black on April 13, 2020, 06:15:36 AM
When designing a new Grav Survey Ship, I created a Military Jump Drive with squadron jump 3, capacity 5,000 tons. I put it on the Grav Survey Ship, then started adding various size fuel tanks until the GSV reached 5,000 tons. As soon as it hit 5,000, I got a design warning that the jump drive was too small for the ship size. I had to reduce the ship size below 5,000 tons to make the warning go away.
Likely because the tonnage keeps changing.

Marc, not sure what you meant by that, but a Jump Engine with 5000 ton capability should be able to jump a 5000 ton ship. I spawned a copy of the design when it was 5000 tons, and tried to transit it through a jump point. I still get the "there is no jump drive capable of of allowing the fleet's military-engined ships to enter the jump point."


There seems to be a bug with ship sizes. It shows that it has for example 5000 tons, but in reality it is a bit bigger. I have similar problem where 5000t shipyard is unable to build 5000t ship.
Title: Re: v1.00 Bugs Thread
Post by: steili on April 13, 2020, 06:17:30 AM
The problem you're having is likely that the exact size is slightly higher than what the size in tonnes shows (the screenshot above is cropped so that the full exact size isn't shown). See "Exact size" in the top-right of the ship design window.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 06:39:46 AM
Here's another minor one: WISE 0855-0714 is showing up as WISE 08550714 on the galaxy map.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 06:54:57 AM
The options to have Sol surveyed at game start don't appear to work, I selected both to get into the swing of things quickly and it threw up an error about undefined distance. The game was still created but Sol is definitely not surveyed

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 06:55:19 AM
And I've started getting a null reference error from both function #2931 and #2193 on every 5-day increment (yes, I double-checked both numbers).

As a software engineer, these error messages would drive me nuts. There are no stack traces, and they're all just generic "null reference" errors. I'd catch them and replace them with more descriptive errors. They could still be fairly vague if you want, but I'm sure all of these functions have more than one variable that could be null when something goes wrong in them; some distinctiveness would help you and might help us as well.
Title: Re: v1.00 Bugs Thread
Post by: Gladaed on April 13, 2020, 07:02:37 AM
The game does not appear to remember academy comanders.  It is also unclear what they do, if someone could enlighten me.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:07:35 AM
"Function #1507: Object reference not set to an instance of a an object" at race creation for a new game if you check "Auto-Assign Tech Points", it also makes it so your race title and short name aren't used.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 07:11:49 AM
The game does not appear to remember academy comanders.  It is also unclear what they do, if someone could enlighten me.

If think the game does, it's just terrible at letting you know. The guy I gave the job to has it still, and it seems to have the correct effect, but have not done extensive testing on it.
But the job isn't removed from available jobs, so...

As to what it's supposed to do. It chances distribution of type of leaders. So put a scientist in charge and you'll get more scientist and weighted towards his expertise as well.
Title: Re: v1.00 Bugs Thread
Post by: Doren on April 13, 2020, 07:19:05 AM
CIWS Do not seem to appear in ship Class designer even if you have designed and researched those

Edit. So after closing the whole game (I changed the long date format) looks like CIWS category is now visible to me in the ship Class designer
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 13, 2020, 07:19:52 AM
When I'm trying to research Beam Fire Controls, they're showing up in different areas. Beam Fire Control R96-TS9000 is an Energy Weapons item, while Beam Fire Control R192-TS9000 is a Sensors and Control Systems item. I haven't researched them yet, but the costs seem correct for both.

Also, I'm seeing weird things with turret prototypes. The first one I tried to make wouldn't show up in either the prototype list or the research options list. The second one I tried to make (with the same name and stats) I clicked Prototype, and it shows up in the component options list as though it's already researched. And I don't have Spacemaster on, so I don't have an Instant button that I could have clicked.

[Possibly intended] When I set a ship to survey as its primary standing order and refuel as its secondary, when it runs out of things to survey and goes home to refuel, it sends an "Orders Assigned" event every single tick, even after it arrives home. Changing the secondary standing order to No Orders fixes this.
This is intended. Leave secondary order empty and use Conditional order for refueling instead.

I have that on too. I used Refuel as a stand-in for "head back to a base and wait there if you can't survey any more".
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 13, 2020, 07:37:49 AM
Conventional start: The "Compressed Fuel Storage System - Small" is available from the start.
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 13, 2020, 07:44:05 AM
I renamed a shipyard, and then renamed a ship class a bit later. The name I gave the shipyard was showing up as the default for the ship class(so the frigate previously named Achilles or something was showing up as "Mellor Gunboats Ltd."), and even when I hit cancel, the name was assigned to the ship class.

It did work properly when I gave it a new name, though.
Title: Re: v1.00 Bugs Thread
Post by: Hastermain on April 13, 2020, 07:50:00 AM
Sorium Harvesters aren't transferring fuel to Earth

standard start (the one provided in the installation), using same design as I did in VB6 which worked perfectly

moved fleet to Saturn, primary and secondary orders being No Order, Primary condition being Fuel tanks full, Harvester Transfer and Return

Tanks get full, fleet spends a couple of months in Saturn for some reason, go to Earth and return to Saturn (leaving Earth with ~97% of fuel)

I froze fuel production in Earth, and saw that fuel amount didn't change at all

couple of years in and no progress

might I be doing something wrong or is it a bug?
Title: Re: v1.00 Bugs Thread
Post by: ChubbyPitbull on April 13, 2020, 07:50:42 AM
The problem you're having is likely that the exact size is slightly higher than what the size in tonnes shows (the screenshot above is cropped so that the full exact size isn't shown). See "Exact size" in the top-right of the ship design window.

Steili that was it! Exact size was 100.0123. I guess gone are the days of getting some free extra room! I switched out a small fuel storage for 1 Tiny and 4 Fighter fuel storage, for an exact size of 99.914 and 5,000 tons, and the warning is now gone. A bit frustrating since I'm used to looking at just ship tonnage but it makes sense and removes that slight tonnage loophole.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:52:56 AM
Set Training Level in race information doesn't do anything.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:54:06 AM
The options to have Sol surveyed at game start don't appear to work, I selected both to get into the swing of things quickly and it threw up an error about undefined distance. The game was still created but Sol is definitely not surveyed

Likewise, immediately activating SpaceMaster at start, opening the System Display window, and clicking the "Full Grav Survey" button gives a series of:

"Function #2568: Object reference not set to an instnce of object."

errors, one per Jump Point.  (Confirmed by loading a fresh copy of Aurora.exe and using SM to add one jump point before clicking "Full Grav Survey" button.)

(Also confirmed that clicking "Full Grav Survey" in a system with only one jump point (the entry point) throws no errors with no undiscovered jump points.)

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Indefatigable on April 13, 2020, 07:54:27 AM
Ground Forces, Unit Class Design window

Clicking on Base Unit Type while having a selection under Component Type causes error messsage for Function #2608 and #1838
Repeats until one of the actual listed unit types is selected.

Clicking on Component Type causes  error message for Function #1845
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:54:58 AM
It's in french, and i don't really know what you can need :s

What was the Function number in the error?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:58:37 AM
Under some conditions (Seems tied to larger number of NPRs) the new game generation will freeze up indefinitely after creating your player race. On restarting Aurora the new game will be listed but will contain a blank state, when deleting such corrupted games in some situations it seems to cause the remaining game entries to get renamed to 'h1'.

Was this a Random Stars game?
Title: Re: v1.00 Bugs Thread
Post by: Demonius on April 13, 2020, 07:59:09 AM
Unloading and Mass Drivers, either I'm using the wrong way or the unload order still drops all units on the first target planet, not the x1 I specified. 

"Load Mass Driver x2 from Earth" works. 
"Unload Mass Driver x1 at Luna" unloads 2.
"Unload Mass Driver x1 at Mars" fails as there is none on board anymore. 
Title: Re: v1.00 Bugs Thread
Post by: Kristover on April 13, 2020, 08:03:23 AM
Under some conditions (Seems tied to larger number of NPRs) the new game generation will freeze up indefinitely after creating your player race. On restarting Aurora the new game will be listed but will contain a blank state, when deleting such corrupted games in some situations it seems to cause the remaining game entries to get renamed to 'h1'.

Was this a Random Stars game?

I’ve had the same issue earlier yesterday and yes, random stars.  I haven’t had a known stars game lock at setup like that.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:16:45 AM
I'd like to report two bugs:
1) The missile design window throws the "Function #2609: Attempted to divide by zero" error when i open it, atleast with no missiles designed;

Was this a conventional start? if so, fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:18:43 AM
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.

It happens regardless to known star systems.

I've found increasing minimum and/or max NPR LY distance seems to cause the new game corruption more likely to occur even with NPR counts of 3 or 4 on 1,000 sized galaxies.

Perhaps you are experiencing a different problem. There is a definite difference in errors associated with unchecking Known Star Systems on my end. I get no errors with high numbers of starting NPRs on Known Stars.

This is highly reproducible on my end, tied to unchecking Known Star Systems.

This is fixed now.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:21:46 AM
Not sure if I missed this as an update/feature or it's a bug but it seems you can teleport freshly made ships to your fleet by moving the fleet while the ship is building.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Doren on April 13, 2020, 08:27:21 AM
If you have selected a component previously and start quickly opening and closing a category this will start to add components into current design
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 08:32:47 AM
Are we supposed to be able to promote leaders manually with realistic promotions on now, or is this a bug?
Title: Re: v1.00 Bugs Thread
Post by: Agraelgrimm on April 13, 2020, 08:34:31 AM
Function:1126 insuficient memory
Im getting this now.  Was hard to even open the game and i got this after trying to make a custom game based on sol.
Title: Re: v1.00 Bugs Thread
Post by: Elouda on April 13, 2020, 08:34:59 AM
Seeing an odd issue with Training Admin Commands.

I have a Training Command directly subordinate to the Main Fleet Command, with the idea being that new fleets would be moved into this to get their Fleet Training level up, then be moved into the Patrol or Naval Admin Commands as needed.

However, any fleet assigned to the Training Admin Command seems to burn through its fuel in hours/days. I presume theyre meant to use fuel as part of their 'fleet training exercises', but the ships involved had 100+ day endurances and tore through their stores in only a day give or take. So most likely there is something going wrong with the calculation here.
Title: Re: v1.00 Bugs Thread
Post by: scoopdjm on April 13, 2020, 08:35:27 AM
Hi

First of all C# is looking awesome Steve, thank you!

Secondly I'm not sure whether this is a bug or not but is it intended for moons (specifically) under 4000km--possibly ALL moons actually to never generate minerals? Maybe I'm missing something, but since ship base geological surveys dont generate a mineral report and moons under the threshold can't have a ground unit generate survey points for it, I don't know what else to do in this case.

I did get minerals to generate on a moon, but it appears to still be extremely rare--again I'm not sure if this is intended as a scarcity motivator or it's a bug?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:37:07 AM
1) hitting the Avaliable/Completed/Exc. Start buttons in the Research screen doesn't actually do anything so i can't tell what my tech points were actually spent on.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Kiks on April 13, 2020, 08:40:32 AM
Some survey ships may ignore conditional orders to refuel.
Example, a survey ship at 37% fuel continues to follow it's primary standing order of "survey next five system bodies" even with the conditional order of "if fuel less than 50%, refuel from colony or hub (all)."

Only seems to happen with that standing order. Changing to "Survey nearest body" forces the ship to follow the conditional order.

Correction, seems to happen with both of the standing orders.
Title: Re: v1.00 Bugs Thread
Post by: bowman on April 13, 2020, 08:42:20 AM
This may be related to the Design Philosophy button (as I had clicked it when I first started this campaign and it might simply be having extended effects some 20 years further in).  If it is, apologies, as I'm aware the button shouldn't be visible and all but on the off chance this resulted from something else I figure I'll mention it.
I've been researching and building up just fine, have a set of ground units which I designed and built a few years ago but I suddenly got an interruption event for an entire set of Infantry-based units which I never designed (nor designated to be researched, as they didn't exist to me. . ) having completed research.
Checking my ground unit formation templates tab, I can see I now have what the completed research events suggested:
INF Anti-Air Team
INF Anti-Tank Team
INF Infantry
INF Infantry HQ
INF Resupply Infantry

These appear to have the strength that would be expected from my own empire's racial tech level.  I assume they're from an NPR having designed them but it's unclear to me how they ended up being researched into my empire.  It may be worth noting I set 1 NPR to be created at game-start and have yet to transit any jump points out of Sol.  As mentioned, this seems like it might just be related to having clicked the "Design Philosophy" button 20 game years ago but even in that case it's odd to me that it suddenly dumped more designs on me now, especially given I have had the requisite infantry tech for quite a while now.

Including the Database save when the research events occurred.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 08:46:19 AM
This may be related to the Design Philosophy button (as I had clicked it when I first started this campaign and it might simply be having extended effects some 20 years further in).  If it is, apologies, as I'm aware the button shouldn't be visible and all but on the off chance this resulted from something else I figure I'll mention it.
I've been researching and building up just fine, have a set of ground units which I designed and built a few years ago but I suddenly got an interruption event for an entire set of Infantry-based units which I never designed (nor designated to be researched, as they didn't exist to me. . ) having completed research.
Checking my ground unit formation templates tab, I can see I now have what the completed research events suggested:
INF Anti-Air Team
INF Anti-Tank Team
INF Infantry
INF Infantry HQ
INF Resupply Infantry

These appear to have the strength that would be expected from my own empire's racial tech level.  I assume they're from an NPR having designed them but it's unclear to me how they ended up being researched into my empire.  It may be worth noting I set 1 NPR to be created at game-start and have yet to transit any jump points out of Sol.  As mentioned, this seems like it might just be related to having clicked the "Design Philosophy" button 20 game years ago but even in that case it's odd to me that it suddenly dumped more designs on me now, especially given I have had the requisite infantry tech for quite a while now.

Including the Database save when the research events occurred.

Happens when Civilians starts a mining colony. I assume they need a small defense force, so they tech it for you.
Not certain we are supposed to get access to those designs or not
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:53:47 AM
Mineral production from conventional industry is a tenth what it should be.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 08:55:34 AM
Formations with multiple HQs don't seem to stack.  Not sure if this is a visual bug or a feature.

Working as Intended. Only highest HQ counts.
Title: Re: v1.00 Bugs Thread
Post by: Gladaed on April 13, 2020, 09:02:39 AM
LG Infrastructure may not work:
I have a astroid (Schaumasse) with CC 6. 9 LG and 580 LG Inf.  It has a population of 0. 1m and a alleged capacity of 0. 84m.  Yet it complains about overpopulation.  Political stab mod sank to 1%.
Title: Re: v1.00 Bugs Thread
Post by: bombastico on April 13, 2020, 09:03:20 AM
When I clcik "New ship class" in "Class design" tab, wahtever class is selected, tha ame create a new "Cruiser" class.
One the design is completed, it is impossible to build a new ship from "Economics - Shipyards" tab.
The only way I can build ship it's only using instant build under "Class design - Miscellanous" tab.

It is me or it is a bug?
Title: Re: v1.00 Bugs Thread
Post by: Tikigod on April 13, 2020, 09:08:06 AM
Version 1.0

Really weird bug noticed across 3 fresh starts, for some reason the conditional orders of:

"If Supply Points Less than xx% -> Resupply at Colony" do not work as either primary or secondary conditions.

Refuelling conditionals work fine, and my homeworlds in all 3 starts have more than sufficient capacity to support the ships in question and plenty of supplies in storage.

To further try pinpoint the problem cause I have tried using conditionals such as:

"If Supply Points Less than xx% -> Begin Overhaul at Colony", and those conditional triggers when the ships MSP drops below the target % as would be expected, which suggests something is causing my homeworld to not register as a valid destination for my ships to resupply with the conditional orders.

Manually giving my ships the order to resupply at my homeworld works fine, and the ships fully load up on maintenance supplies.


Below is my homeworld details, ship conditionals and so forth:

(https://i.imgur.com/FsVqX3w.jpg)


And the ship details & Conditional orders

(https://i.imgur.com/5INtGMV.jpg)

(https://i.imgur.com/sUl5w72.jpg)


Edit: Attached my DB as well in case it helps pinpoint any weirdness.
Title: Re: v1.00 Bugs Thread
Post by: Alsadius on April 13, 2020, 09:10:20 AM
When I clcik "New ship class" in "Class design" tab, wahtever class is selected, tha ame create a new "Cruiser" class.
One the design is completed, it is impossible to build a new ship from "Economics - Shipyards" tab.
The only way I can build ship it's only using instant build under "Class design - Miscellanous" tab.

It is me or it is a bug?

I've seen some of this behaviour. New ships always default to the Cruiser class. If you change the class, it won't update in the Class Design window immediately, but if you close and re-open, it'll show up in the right place.

I can build ships properly, FWIW. Remember to check the basics - make sure that the class design is legal and locked, make sure you have a shipyard of the appropriate type(military/commercial) and size, and retool the shipyard to build the ship class.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:10:44 AM
Repeat orders does lacks amout of repeats number box, civilian contracts do not decrease the amout of goods in the contract leading to infinite amouts of goods being transported.

Fixed civilian contracts.
Title: Re: v1.00 Bugs Thread
Post by: Veneke on April 13, 2020, 09:12:20 AM
Got a lengthy loop of Function #1414: Value was either too large or too small for a Decimal. It eventually cleared by clicking enter enough.
 
The error was thrown when a ship blew up due to lack of maintenance. I had left it stuck out there with dwindling maintenance supplies. The last event logs I have for it were that the Crew Quarters (possibly the last one on the ship?) failed, there were 0 maintenance supplies remaining, and the rate at which time passes for deployment due to overcrowding was 5,806.44x.
 
The ship launched lifepods with survivors according to the event log. I can't see them, or the wreck, though on the tactical map. They are listed on the Naval Organisation screen when lifepods or wrecks is selected though. When I tried to send a ship to their location through the Naval Organisation screen it kept throwing other errors: Function #917: Value was either too large or too small for a Decimal and once Function #1618: Collection was modified; enumeration operation may not execute.
 
Removing the ship's orders to try and get to the lifepods cleared the error.
Title: Re: v1.00 Bugs Thread
Post by: AlitarSemiramis on April 13, 2020, 09:13:23 AM
In the industry tab, Up Queue and Down queue sometimes don't work.  One repro:

- Queue 10 things (so they are marked Queue C1, Queue C2. . .  Queue C10).
- Delete items marked as Queue C6 and Queue C7.
- Try to move an item lower up.  So for example the item in Queue C10 up.
- It will move up to Queue C8, but not more than that.

Screenshot attached.
Title: Re: v1.00 Bugs Thread
Post by: Energyz on April 13, 2020, 09:13:29 AM
Three new bugs:

My game is crashing every time i use the extended orbit (when the fleet complete the order).  The save : https://drive. google. com/file/d/1ZVAybIzPBaXj79iHhEMeWrroP0lBflSR/view?usp=sharing  (look for frigate patrol orders)

Training fuel consumption seems to be broken, at least for me.  I think it should be using 10% of maximum fuel usage if not moving when in a training naval command, but the fleet is burning its fuel at an incredible rate (tanker empty in a few days, while the fleet can move for months in a standard Admin command).  That happens every the save I uploaded, if it's not happening to others

I had some duplicating ships when drag and droping fleet in naval organization.  That happened twice in a ten years game, i can't give steps to reproduce it but maybe someone had the same issues.

Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:14:46 AM
I'm getting "Function #2096: Attempted to divide by zero. " often when I move time forward, I haven't seen any resolution for that yet.   

Also related to the event days not sticking it looks like the Text color on the events page also does not stick after I close and re open the game.

Any chance you created a task to build a formation with no elements?
Title: Re: v1.00 Bugs Thread
Post by: bombastico on April 13, 2020, 09:15:56 AM
Quote from: Alsadius link=topic=10636. msg121683#msg121683 date=1586787020

I can build ships properly, FWIW.  Remember to check the basics - make sure that the class design is legal and locked, make sure you have a shipyard of the appropriate type(military/commercial) and size, and retool the shipyard to build the ship class.

that was the problem! Thank you!
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:16:02 AM
I can research jump engines (self only) smaller than size 12 before researching 'Minimum jump engine size - 12' tech.
Don't know if it is a bug.  Or that the tech allows for squadron jumps below size 12.

Minimum size is for non-self engines.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:18:00 AM
Unloading troops on a planet deletes them if the planet wasn't a colony.  Maybe automatically make it a colony when troops are unloaded?

To avoid bugs there is no auto-create colony function in C#. All colonies have to be created manually. How did you unload troops without a colony?
Title: Re: v1.00 Bugs Thread
Post by: RagnarVaren on April 13, 2020, 09:19:27 AM
Unloading troops on a planet deletes them if the planet wasn't a colony.  Maybe automatically make it a colony when troops are unloaded?

To avoid bugs there is no auto-create colony function in C#. All colonies have to be created manually. How did you unload troops without a colony?

I loaded the troops from Earth then selected Mars and gave the unload troops command.

Edit: attached image. I'm guessing the unload all ground units is not supposed to be visible?


Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:19:50 AM
How can you tell if a character has been successfully flagged as a story character?
I know there is a check box but when I checked it it shows the check for every character and when I reopen the officer menu its unchecked for everyone.

This is a copy paste from the questions thread as someone pointed out it might actually be a bug.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:23:24 AM
I created a new game, and ignored a couple errors after race creation (can't remember them).  I did edit some race characteristics when I made it.
Now about 5 months in, and I'm getting several dozen "Function #1414: Object reference not set to an instance of an object. " errors per time increment.  If I click or enter through them, I still could technically play the game, since I can't find what's causing the error and things seem to be behaving otherwise normally as far as I can tell.
On a Win7 machine.  I tried to replicate the bug, and turning off the real systems in game creation seemed to create the same game generation errors while changing or not changing the race seems not to, but I have not yet managed to replicate the 1414 errors.  I now recall that in my first game I tried to SM add some military academies to my homeworld (to seemingly no effect), so that may or may not be related.

#1414 is related to movement of fleets.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:25:18 AM
The Update Armor button appears to work on Locked classes.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 13, 2020, 09:26:05 AM
Refitting a ship doesn't remove it from the dropdown of available ships.
Title: Re: v1.00 Bugs Thread
Post by: Cyborg29 on April 13, 2020, 09:28:32 AM
I'm having issues tugging a ship with the structural shell armor type. I've designed the following two components that should attach together and act as a single ship:

(https://i.imgur.com/Ee4kf9t.png)

(https://i.imgur.com/ab8kDHK.png)

However, i have noticed that there is no option to manually attach tugs like there was in VB6 or to see if two ships are linked (if there is i must have missed it somewhere), and even by attaching the tractor beam by splitting fleets and targeting another's specific ship the resulting ship/fleet's maximum speed is of 1 km/s. Note that the tractor beam is mounted on the structural shell module, which might be relevant.

Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:29:30 AM
Built component with industry.
Built new ship using said component (Checkbox was selected)

Stockpile stayed the same (during construction and after completion of ship)

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:30:16 AM
for when the RNG gives your new empire a whole lot of Ny-Ghurrs, and not a single Mu-Thron.

LOL
Title: Re: v1.00 Bugs Thread
Post by: Marslettuce on April 13, 2020, 09:32:13 AM
I'm getting "Function #2096: Attempted to divide by zero. " often when I move time forward, I haven't seen any resolution for that yet.   

Also related to the event days not sticking it looks like the Text color on the events page also does not stick after I close and re open the game.

Any chance you created a task to build a formation with no elements?

I've been getting the same bug since before I started building ground units.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 13, 2020, 09:33:29 AM
There is an issue preventing transits of jump-enabled ships for 1 to 2 intervals of time.

It appears that when a ship receives Default/Conditional orders to jump from System A to System B, and then travels all the way across the system to Jumpgate C in System B, it will get stopped trying to transit to System C if it all happens in a single interval (usually only possible on long intervals like 30 days). This can sometimes persist for a second interval where the ship is unable to jump for the next time jump forward, as well. I assume this is related to jump delay cooldown persisting for an entire interval, instead of only a sub-pulse.

Here's a screenshot to illustrate a task group that got performed movement but got halted trying to transit in a 30-day interval:
(https://i.imgur.com/pF9JZkc.png)

I've had this happen several times in just the first few years of play.
Title: Re: v1.00 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 09:34:16 AM
I can also confirm this in my games, it seems to have something to do with the conditional order when they try to overhaul or resupply
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:35:32 AM
When selecting All for the officer filters, it shows officers of the NPRs.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: totos_totidis on April 13, 2020, 09:35:35 AM
No maintenance required setting does not work. Ships still suffer maintenance failures even with it enabled.
Title: Re: v1.00 Bugs Thread
Post by: MrHuman on April 13, 2020, 09:41:44 AM
Conventional industry is not mining the correct amount of minerals, in the mining modifiers table it shows 10% production compared to regular mine, but it appears to have another modifier which reduces it's output to 15% of that, which means every industry is only generating 0. 15 instead of 1 (or 1. 5 if that was the intended result).

https://i. imgur. com/WUVP3Zg. png

Title: Re: v1.00 Bugs Thread
Post by: Protomolecule on April 13, 2020, 09:42:36 AM
My ships disappeared after detecting what I think was The Swarm.
I could not make them hostile in the intelligence window (opening the window itself gave me error on function #1936).
Changing the relations to Hostile did not work, they still were shown as green on the map (and I could not target them).

Then I tried saving and reopening the game, but all my ships vanished from the Naval Org window.  The first time I tried to do an time advance, got errors on functions: #1418, #1414, #467.  The ships were still nowhere to be seen.

I think this is a new weapon of the Swarm, these fellas are devious.
Title: Re: v1.00 Bugs Thread
Post by: fflaguna on April 13, 2020, 09:42:55 AM
I am almost certain this has been reported, but I can't find it in this thread. I'll report it just in case, because it is a rather significant bug but likely simple to fix:

When designing ships, the armor weight is always calculated incorrectly when adding/removing armor or when adding/removing ship components. This happens on basically every ship, and it almost always causes jump engine overtonnages on people building their ships as close to the jump engine max as possible. It is a highly reproducible error and happens almost every time when designing a ship. The armor weight effect can most easily be showed by changing the armor value to a higher value, then changing it back to the normal value, while watching the tonnage.

The workaround for me is to switch to another ship design, then switch back to the original ship design. This appears to "reset" the ship's tonnage display to the actual value that will be used for construction, jumping, etc.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 13, 2020, 09:43:13 AM
How to unhide hidden events in the event log? The Button "Hide Event" says it can also unhide "this type of event"... yeah...  ;D :D
Just found it: the checkbox on the top right reveals "all events"  ::)
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:43:59 AM
Start conventional game
Open class design window
Select "No Armor"
Received
System Window with
System.NullReferenceException

Had you created a class at this point?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:45:34 AM
I just open the ship designer, selected transport and click on the No Armor checkbox, and got this exception.

For some reason I missed the exception handler on that function. Fixed now.
Title: Re: v1.00 Bugs Thread
Post by: hadi on April 13, 2020, 09:46:42 AM
When i use up and down arrow keys to navigate the event viewer, the game keeps opening the relative window to the event, as if i clicked on the event, or pressed enter on it; So can't effectively scroll through with the arrow keys.
Title: Re: v1.00 Bugs Thread
Post by: Xeladragn on April 13, 2020, 09:48:16 AM
Quote from: Steve Walmsley link=topic=10636. msg121690#msg121690 date=1586787286
Quote from: Xeladragn link=topic=10636. msg121305#msg121305 date=1586717852
I'm getting "Function #2096: Attempted to divide by zero.  " often when I move time forward, I haven't seen any resolution for that yet.   

Also related to the event days not sticking it looks like the Text color on the events page also does not stick after I close and re open the game. 

Any chance you created a task to build a formation with no elements?

I don't think I did, and I don't see anything weird on the formations page now, I believe the first time I saw it was after clicking on the missile creation page day 1 on a conventional start.   I was doing a lot of clicking around before I got started though, maybe selected something I shouldn't have.   
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:49:28 AM
Pressing the avoid combat button in the "Unit Class Design" tab doesn't immediately change the "Non-Combat Class" status.  You have to refresh the page by for example selecting a new component type.  This can cause accidents when creating new unit classes.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 09:50:51 AM
I've terraformed Luna but it still needs infrastructure...

Attached are pictures

You have more than 30% oxygen.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:05:17 AM
Scrapping ships.

The drop-down menu for scrapping ships does not automatically update when you give an order to a shipyard to scrap a ship. This is identical to VB6 behaviour but in the Changes list this was supposed to be changed so that it is no longer possible to have multiple slipways scrapping the same ship.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 13, 2020, 10:05:41 AM
I've terraformed Luna but it still needs infrastructure...

Attached are pictures

You have more than 30% oxygen.

I figured that out eventually and it worked.

Could you give some hints on what gases do what? Is there anyway to lower temperature?
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:06:33 AM
The obsolete and rename buttons do not work on the tech overview tab.

They seem to be working fine. Did you have a technology selected?
Title: Re: v1.00 Bugs Thread
Post by: Ektor on April 13, 2020, 10:06:53 AM
Deleting a save in the games window deletes all the saves at the same time. This was on a conventional random stars game about 30 years in.
Title: Re: v1.00 Bugs Thread
Post by: Desdinova on April 13, 2020, 10:06:56 AM
Scrapping ships.

The drop-down menu for scrapping ships does not automatically update when you give an order to a shipyard to scrap a ship. This is identical to VB6 behaviour but in the Changes list this was supposed to be changed so that it is no longer possible to have multiple slipways scrapping the same ship.

Fixed.

Hi Steve, the same thing is happening with refitting ships.
Title: Re: v1.00 Bugs Thread
Post by: Garfunkel on April 13, 2020, 10:07:21 AM
Could you give some hints on what gases do what? Is there anyway to lower temperature?

Read the terraforming changes in the Changes List thread, it'll give you a much better understanding of the whole process.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:09:07 AM
Ships leaving their shipyard will join instantly their task force, even if the fleet left the planet. 

Also, fleets are visible even when they contains no ship, wich was not the case in VB6.


Hope you're not overwhelmed Steve, that's a big amount of bugs reported in a few hours.  Take your time, the game is still frakking awesome and it's a miracle we encounter no game breaking bugs.  Nice work, and thanks!

Both fixed.

Not overwhelmed, thanks :). I expected a lot of minor bugs and I am working my way through them.
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 10:11:23 AM
After clicking an event in the event viewer that opens another window, the event viewer ends up on top.

The correct window open then the event window jumps in front again.
Not tried with every event type, but both Ship build, and colony unrest worked this way.
Title: Re: v1.00 Bugs Thread
Post by: Doren on April 13, 2020, 10:12:50 AM
The obsolete and rename buttons do not work on the tech overview tab.

They seem to be working fine. Did you have a technology selected?

I'm having issues with all beam type weapons on tech tab. Though might be related to the fact that I have pressed the "Design Philosophy" button.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:21:50 AM
Attempting to refit a ship to a ship of the same class (ie Cruiser Mk l -> Cruiser Mk 1) results in a
divide by 0 error.  The slipway is then considered unavailable but no task is made.  Incrementing time
after this point results in a divide by 0 error each increment.  The divide by 0 error continues to occur
each time increment even after deleting the shipyard - breaking the game.

Same class should not be available to refit. Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:26:04 AM
The ship designer doesn't seem to recognize plasma carronades as energy weapons. If you have carronades, you don't get a warning for insufficient reactor power, and it complains that you have beam fire control without beam weapons. I haven't tested to see if plasma carronades actually work in practice.
Related to this, since carronades aren't recognized as energy weapons, they do not provide PPV, at least in class design. The protection value is, however, calculated correctly outside the class design.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:28:33 AM
Here's a weird one: 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.

From a quick search it appears that this kind of error message shows up when it can't load a .NET component. However, why would this pop up after the game is loaded? Surely it's loaded all of those things already during startup?

The current install doesn't include the .NET libraries. I'll create a full install program that does that as well.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 10:30:48 AM
This might be less of a bug and more of a suggestion, but I've found Future Prototypes to be more trouble than they're worth. I created some and used them to build a ship class; that part worked great. However, even once I researched the tech the prototypes were based on, the prototypes were still classified as FP. This prevents you from researching them and then building the ship class. I ended up recreating the techs as non-prototype techs and then modifying the class to use those versions instead.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 10:32:41 AM
Here's a weird one: 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.

From a quick search it appears that this kind of error message shows up when it can't load a .NET component. However, why would this pop up after the game is loaded? Surely it's loaded all of those things already during startup?

The current install doesn't include the .NET libraries. I'll create a full install program that does that as well.

That's true, but note that this happened randomly in the middle of a game; I already had .NET available. It shouldn't need to load any libraries during a turn, should it? I've never programmed in .NET, but I would be surprised if that were the expected behavior.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:33:41 AM
And I've started getting a null reference error from both function #2931 and #2193 on every 5-day increment (yes, I double-checked both numbers).

As a software engineer, these error messages would drive me nuts. There are no stack traces, and they're all just generic "null reference" errors. I'd catch them and replace them with more descriptive errors. They could still be fairly vague if you want, but I'm sure all of these functions have more than one variable that could be null when something goes wrong in them; some distinctiveness would help you and might help us as well.

They are errors in populating the eligible ships into a dropdown for shipyard tasks.
Title: Re: v1.00 Bugs Thread
Post by: steili on April 13, 2020, 10:34:49 AM
When I clcik "New ship class" in "Class design" tab, wahtever class is selected, tha ame create a new "Cruiser" class.
One the design is completed, it is impossible to build a new ship from "Economics - Shipyards" tab.
The only way I can build ship it's only using instant build under "Class design - Miscellanous" tab.

It is me or it is a bug?

Have you retooled the shipyard to the class? Remember that vessels designated as military has to be built at military shipyards. Also make sure your shipyards are big enough for your design.
Title: Re: v1.00 Bugs Thread
Post by: TMaekler on April 13, 2020, 10:35:18 AM
After detaching a subfleet I wanted to rejoin it to the main fleet. Drag&Drop then leads to the ships in the subfleet being attached to the main fleet; but the subfleet itself is gone.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 10:36:00 AM
The problem you're having is likely that the exact size is slightly higher than what the size in tonnes shows (the screenshot above is cropped so that the full exact size isn't shown). See "Exact size" in the top-right of the ship design window.

Steili that was it! Exact size was 100.0123. I guess gone are the days of getting some free extra room! I switched out a small fuel storage for 1 Tiny and 4 Fighter fuel storage, for an exact size of 99.914 and 5,000 tons, and the warning is now gone. A bit frustrating since I'm used to looking at just ship tonnage but it makes sense and removes that slight tonnage loophole.

I've changed the way the class tonnage is displayed so it always rounds up.
Title: Re: v1.00 Bugs Thread
Post by: 01010100 on April 13, 2020, 10:40:10 AM
Here's a weird one: 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.

From a quick search it appears that this kind of error message shows up when it can't load a .NET component. However, why would this pop up after the game is loaded? Surely it's loaded all of those things already during startup?

The current install doesn't include the .NET libraries. I'll create a full install program that does that as well.

That's true, but note that this happened randomly in the middle of a game; I already had .NET available. It shouldn't need to load any libraries during a turn, should it? I've never programmed in .NET, but I would be surprised if that were the expected behavior.

.NET loads referenced libraries dynamically upon their first use, not upon startup.
Title: Re: v1.00 Bugs Thread
Post by: idefelipe on April 13, 2020, 10:41:04 AM
Maybe it was reported, in any case:

When I try to stablish more "race themes names", it launch me this message:

"Function #2035: Referencia no establecida como instancia de un objeto" (it is in spanish because that is my OS language).

1. Go to race screen
2. Click on Race Name Themes
3. Select Theme (anyone)
4. Change the "weight)
5. Click on "Add Theme"

Thanks for your work Steve.
Title: Re: v1.00 Bugs Thread
Post by: Akhillis on April 13, 2020, 10:41:11 AM
New Ground Forces ranks cannot be added and existing ones cannot be deleted.
Title: Re: v1.00 Bugs Thread
Post by: Migi on April 13, 2020, 10:42:03 AM
I set up a game and ticked the boxes for pre-designed ships and troops because I thought I'd save some time and tweak what I got, however there were a few issues.

Firstly I have ships designed with components which I don't have researched (I don't think I've missed too many from this list): diplomacy module, sorium harvester, terraforming module, orbital mining platform, geosurvey + gravsurvey modules
This means I have access to modules I normally shouldn't, but I can understand that the AI might need to start with some of them.

Also there were a few ships which were designed but didn't have a relevant module, the jump cruiser, jump tender and salvager.  Note that I didn't receive Jump point theory as part of my starting techs (and I started as trans newtonian).
Assuming the previous was a correct implementation then this seems a bit of a discrepancy, and if not it seems like these classes should be empty.

Also I noticed there were several ship components researched more than once, including lasers, magazines, and mesons.  Additionally there were 5 different active sensors with the same resolution, 4 military engines and 8 different magazines (3 of which were an identical size).
In addition the AMM researched is size 2. 5 and the ASM is size 15, while the missile launchers which are researched are sizes 1 and 6.

There was one other slight oddity, I started with 100 infrastructure and 100 LG infrastructure.
I had a look at the ground units but I don't understand that side of things well enough to comment if they had any discrepancies.

Assuming the same code is used for the AI NPRs as for this initial setup this could cause some issues for the AI.
Ships designed for a function but missing the necessary component seems the most obvious one.
Assuming that the components are designed from a limited pool of research points it seems like there is some unnecessary duplication of parts which means that overall the NPR starts weaker than it otherwise would.
Finally if it tries to fire size 2. 5 AMMs from size 1 launchers it will probably struggle, and if it is using AMMs for ASMs it might not get very far.

I'm probably going to try a conventional start for my next test and see how it goes.
Title: Re: v1.00 Bugs Thread
Post by: Speagott90 on April 13, 2020, 10:44:02 AM
A bug or oversight with officer auto-assignment for ground units:

It looks like the game does not check for officer-less ground units when deciding whether to run the automated assignment routine.
Seems like the officer auto-assignment routine is only activated when there's at least one officer-less ship.
Once the routine is triggered, it properly assigns officers to both ships and ground units for that increment.
So the problem is not with the routine itself, but with the conditions that trigger it, I think.

(I was wondering why the ground units seemed to only get officers automatically assigned to them at apparently random intervals, then I noticed that everytime it did actually activate, there was at least one ship officer auto-assignment happening as well. 
So I made an educated guess, might be wrong!)

steps to reproduce:
Have some officer-less ground units around, and officer autoassignment on.  Also make sure all ships already have officers on them.
Pass time.
On the next 5-day increment the auto-assignment is not run.
Now un-assign at least one ship officer.
Pass time again.
On the next 5-day increment the game runs the officer auto-assignment and both ships and ground units get their officers properly.

P. S.  Hello, and thank you for the amazing game! :)
Title: Re: v1.00 Bugs Thread
Post by: steili on April 13, 2020, 10:46:37 AM
Zooming sufficiently far out gives me a "Out of memory" error (the error message is localized to my language, so perhaps the translation isn't 100%).
Title: Re: v1.00 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 10:52:52 AM
I also got this but it was when i discovered a new system and it was massive and had a ton of asteroids and i zoomed in or out and i got "out of memory" errors
Title: Re: v1.00 Bugs Thread
Post by: Resand on April 13, 2020, 10:55:49 AM
Admin command bonuses doesn't seem to work.

Current survey fleet survey speed is 1.65 for example in attachment.
Math seems to be 3 from 3x sensors * 1.10 for the commander of the ship * 0.5 for my 50% survey speed in game setup.

None of the admin commands above is giving any bonuses.

My current structure:

Commander -> ship captain
Captain
Rear Admiral (lower) > Survey Command
Rear Admiral (upper) > Commercial Command
Vice Admiral
Admiral > Space command


Unless I've misunderstood something here, this should be a valid command structure.
Title: Re: v1.00 Bugs Thread
Post by: Father Tim on April 13, 2020, 10:58:31 AM
The obsolete and rename buttons do not work on the tech overview tab.

They seem to be working fine. Did you have a technology selected?

Steve, you may have fixed this bug yesterday.
http://aurora2.pentarch.org/index.php?topic=10636.msg120979#msg120979 (http://aurora2.pentarch.org/index.php?topic=10636.msg120979#msg120979)
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 11:04:16 AM
Unloading troops on a planet deletes them if the planet wasn't a colony.  Maybe automatically make it a colony when troops are unloaded?

To avoid bugs there is no auto-create colony function in C#. All colonies have to be created manually. How did you unload troops without a colony?

I loaded the troops from Earth then selected Mars and gave the unload troops command.

Edit: attached image. I'm guessing the unload all ground units is not supposed to be visible?

Yes, correct. Fixed now.
Title: Re: v1.00 Bugs Thread
Post by: db48x on April 13, 2020, 11:07:28 AM
This is really strange, but I've finally figured out what's going on. The main delete key is inserting periods ("." characters) whenever numlock is on, as if I had pressed the delete key on the numpad, which is supposed to switch to a period when numlock is on. I've triple-checked, and this doesn't happen in any other application; I thought I was going crazy the first few times it happened…

Backspace is fine, of course.
Title: Re: v1.00 Bugs Thread
Post by: JustAnotherDude on April 13, 2020, 11:11:16 AM
There's a typo in the "Instant RST" tooltip
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 11:27:09 AM
I am almost certain this has been reported, but I can't find it in this thread. I'll report it just in case, because it is a rather significant bug but likely simple to fix:

When designing ships, the armor weight is always calculated incorrectly when adding/removing armor or when adding/removing ship components. This happens on basically every ship, and it almost always causes jump engine overtonnages on people building their ships as close to the jump engine max as possible. It is a highly reproducible error and happens almost every time when designing a ship. The armor weight effect can most easily be showed by changing the armor value to a higher value, then changing it back to the normal value, while watching the tonnage.

The workaround for me is to switch to another ship design, then switch back to the original ship design. This appears to "reset" the ship's tonnage display to the actual value that will be used for construction, jumping, etc.

Fixed.
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 11:28:34 AM
Scrapping ships.

The drop-down menu for scrapping ships does not automatically update when you give an order to a shipyard to scrap a ship. This is identical to VB6 behaviour but in the Changes list this was supposed to be changed so that it is no longer possible to have multiple slipways scrapping the same ship.

Fixed.

Hi Steve, the same thing is happening with refitting ships.

Yes, also fixed.
Title: Re: v1.00 Bugs Thread
Post by: DFNewb on April 13, 2020, 11:30:19 AM
So something I like to do in VB was Colonize (wow I didn't sleep much haha) Luna cause it pretty much generates infrastructure all game for you for free.
It had problems in VB due to the distance but in C I notice there is a semi constant divide by 0 error that comes from the civvie ships doing stuff between Earth and Luna.

Recently I've been playing without civvies to avoid the error.
This might also be related to the broken civvie supply and demand system.


I re-read the terraform post and realized terrafoming is working as intended.
Title: Re: v1.00 Bugs Thread
Post by: Xeladragn on April 13, 2020, 11:30:35 AM
Maybe more of a suggestion than a bug, but I wish windows wouldn't minimize when I open a new one.   Just keep them stacked above each other.   Had like 10 economy windows open at one point.   
Title: Re: v1.00 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 11:31:55 AM
Maybe more of a suggestion than a bug, but I wish windows wouldn't minimize when I open a new one.   Just keep them stacked above each other.   Had like 10 economy windows open at one point.

Click the Keep Tactical in Background option.
Title: Re: v1.00 Bugs Thread
Post by: LuciusSulla on April 13, 2020, 11:33:51 AM
I wouldn't call this a bug.   But there is a Flags. rar and Extra4Flags. zip in /Flags which contain all the flag images in the folder.   There is also a UpdatedRaces. zip in /Races. 
These files to a small extent bloats the installation files. 
Title: Re: v1.00 Bugs Thread
Post by: Erik L on May 06, 2020, 03:57:06 PM
Test