Aurora 4x
C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 13, 2020, 02:40:57 PM
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Please post bugs in this thread for v1.12
Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.
When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
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Note: this bug was on 1.1 - the thread locked while I was posting. Adding here in case it is still relevant.
New game, checked "generate planet X" for Sol. A terrestrial Minerva was generated, with negative 0.9 atm. I kept the database in case you would like a look.
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Adding a NPR in Sol causes error:
Function #1512: Object reference not set to an instance of an object.
I have tried with both human NPR's checked and not checked at game start.
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Armour sizing bug is reproduced and fixed.
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Note: this bug was on 1.1 - the thread locked while I was posting. Adding here in case it is still relevant.
New game, checked "generate planet X" for Sol. A terrestrial Minerva was generated, with negative 0.9 atm. I kept the database in case you would like a look.
Please can you show me the gas list from System View for that planet.
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When pushing "new ship class" button in the "class design" window, after selecting a Hull, the ship is created under "Cruiser" hull, regardless of the hull selection. once that happens, selecting the needed hull again, and pushing "new ship class" again, does create the ship under the needed hull type.
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Your starting planet is always called Home World.
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Armour sizing bug is reproduced and fixed.
Here's one last tonnage issue. This may be the same bug, or might be different:
1) Create new ship design.
2) Set armor rating to 10.
3) Tonnage shows as 4,187 tons.
4) Press "Update Armour" button.
5) Tonnage now changes to 4,180 tons for no reason.
Thanks for taking care of all these, Steve!
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That might be the rounding... it's weird like that sometimes, but I've typically only seen it do so to the nearest ton.
I wish it would round down, but meh.
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Not a critical issue, but when creating a new game from a new and patched installation, hovering over the "Allow human NPRs" checkbox, along with research, terraforming, and survey speeds do not appear to create any new tooltips in the box below, resulting in them using the tooltip text of the last thing that did have an associated tooltip.
Reading comprehension failure on the known issues thread, sorry.
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using a default start (TN I guess - the only thing I changed was setting start pop size to 1000)
And no starting tech generated. Working in the Create Research project window, I've spotted a coule problems
- Engines start with Conventional, Nuclear Thermal and Improved nuclear thermal researched
- With engines, clicking the "Company Name" button generates an error "1652 - index out of range", then a "function 2636 object reference not set..." and finally the company name is set to "error"
- you get the same error on some other component types - but only if you click on company name after there is a name (other than "error") in the company name field
- if the company name is blank or "error" it works for other than engines
- Gauss Cannons work for 5 or 6 names then generate the error
- other components work once or twice, then error
- some techs seem available but maybe shouldn't be - can we get a list of what the default base techs are with a TN start? And a conventional start?
Components that always get error:
engines, CIWS, Em Detection Sensors, Fighter pod bay, others?
Missile design gets same error, as does turret design (and probably everywhere else company name is used...)
(this is in 1.1, but thread locked while I was typing it up...) - will confirm if still an issues in 1.2
I wonder if it is tied to one of the name files I selected. New game in 1.2 accepting random names for the race seems to work - so I'm guessing its specific files. I had used Alberta, Aurora Forum Members, Kreigsmarine when I got the errors...
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Tool tips were omitted for the sake of an earlier release. Check the Known Issues thread for more details.
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can't add missile launchers to space stations (when designing a new ship/space station class)
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Version 1. 20
When designing ground unit templates, the HQ level in the overview is shown only when the HQ unit class is the last one added.
Reproduction:
Start a new game.
Create two unit classes: 1: HQ unit 2: anything else.
Create new template.
Add HQ unit first.
Add other unit next.
Template attributes in overview stays empty.
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Hey guys, it appears that if you want to add a player race to a non-sol system, you need to restart the game after race creation for them to actually become playable.
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can't add missile launchers to space stations (when designing a new ship/space station class)
I think I read something about space stations being purely commercial structures, so you'd have to rely on defensive structures in order to defend your space stations.
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@Boris
can't add missile launchers to space stations (when designing a new ship/space station class)
If I recall correctly, Space Stations couldn't have weapons by design. Might be wrong, as I know you can have CIWS on them, but you can't have anything Military. Only commercial.
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Hey guys, it appears that if you want to add a player race to a non-sol system, you need to restart the game after race creation for them to actually become playable.
THIS WORKS FOR NPR RACES TOO
MUCH LOVE
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Adding a NPR in Sol causes error:
Function #1512: Object reference not set to an instance of an object.
I have tried with both human NPR's checked and not checked at game start.
Reproduced and fixed, If you save and restart game, this should vanish.
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It seems that you are not able to assign multiple capabilities to Ground Forces, the option reverts to only the last selected when using the unit class design.
Scouring the rules posts it seems as if it was intended that units could have multiple capabilities. If that was changed I missed the post.
http://aurora2.pentarch.org/index.php?topic=8495.msg105824#msg105824
Specifically:
At the top-right of the window is the Capability section. One or more Capabilities can be selected for the Unit Class. The Boarding Combat capability is required for a Unit to be able to board another ship. For all other capabilities, the Chance to Hit is doubled in the environment specified. If a unit has multiple capabilities, such as Mountain Warfare and Jungle Warfare on a world with a dominant terrain of ‘Jungle Mountain’, the bonus is cumulative (i.e. 4x to-hit in this case). Each capability selected for a Unit will increase the cost by the multiple specified. Some capabilities are only available for infantry units.
That is broken only allowing one selection.
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When starting a new game, the default flag of your race is the WH40k two-headed eagle. Without changing it, starting the game and going to the race tab shows the race's flag is now the British flag.
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That might be the rounding... it's weird like that sometimes, but I've typically only seen it do so to the nearest ton.
I wish it would round down, but meh.
It is rounding. The issue that adding armour changes the size of the ship, so now you need a little bit more armour, which in turn means a little more armour, etc. It is more of a problem with thicker armour. I have set the armour cycle to run 3x for each layer of armour on the ship, which seems to have fixed the issue.
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When using the Research economics screen, you are unable to view completed research (and remove ones you gave yourself in... error, yes in error ;D)
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It seems that you are not able to assign multiple capabilities to Ground Forces, the option reverts to only the last selected when using the unit class design.
Scouring the rules posts it seems as if it was intended that units could have multiple capabilities. If that was changed I missed the post.
hxxp: aurora2. pentarch. org/index. php?topic=8495. msg105824#msg105824
Specifically:
At the top-right of the window is the Capability section. One or more Capabilities can be selected for the Unit Class. The Boarding Combat capability is required for a Unit to be able to board another ship. For all other capabilities, the Chance to Hit is doubled in the environment specified. If a unit has multiple capabilities, such as Mountain Warfare and Jungle Warfare on a world with a dominant terrain of ‘Jungle Mountain’, the bonus is cumulative (i. e. 4x to-hit in this case). Each capability selected for a Unit will increase the cost by the multiple specified. Some capabilities are only available for infantry units.
That is broken only allowing one selection.
CTRL+Click works to select multiple capabilities. But this selection box should ideally operate this way by default, without requiring CTRL+Click.
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When pushing "new ship class" button in the "class design" window, after selecting a Hull, the ship is created under "Cruiser" hull, regardless of the hull selection. once that happens, selecting the needed hull again, and pushing "new ship class" again, does create the ship under the needed hull type.
Fixed.
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It seems that you are not able to assign multiple capabilities to Ground Forces, the option reverts to only the last selected when using the unit class design.
Scouring the rules posts it seems as if it was intended that units could have multiple capabilities. If that was changed I missed the post.
hxxp: aurora2. pentarch. org/index. php?topic=8495. msg105824#msg105824
Specifically:
At the top-right of the window is the Capability section. One or more Capabilities can be selected for the Unit Class. The Boarding Combat capability is required for a Unit to be able to board another ship. For all other capabilities, the Chance to Hit is doubled in the environment specified. If a unit has multiple capabilities, such as Mountain Warfare and Jungle Warfare on a world with a dominant terrain of ‘Jungle Mountain’, the bonus is cumulative (i. e. 4x to-hit in this case). Each capability selected for a Unit will increase the cost by the multiple specified. Some capabilities are only available for infantry units.
That is broken only allowing one selection.
CTRL+Click works to select multiple capabilities. But this selection box should ideally operate this way by default, without requiring CTRL+Click.
Thanks! Probably edit the post maybe? For those who didn't try that. Instead of updating the code to make it default?
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can't add missile launchers to space stations (when designing a new ship/space station class)
Space stations are non-military.
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Hey guys, it appears that if you want to add a player race to a non-sol system, you need to restart the game after race creation for them to actually become playable.
Yes, true. Fixed for next version.
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- Engines start with Conventional, Nuclear Thermal and Improved nuclear thermal researched
Improved thermal removed from start.
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I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
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Here's the screenshot. And here's the database in .zip and .7z formats if you want it for debugging.
https://drive.google.com/open?id=1wcFXEjsHUUnlAx9J-4zj2kSBi1YB2L3W
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Continuation of Display Bug from 1.0 through 1.20, no sensor display (passive) rings for Deep Space Tracking Stations. Is this working as designed? They were present in VB6 but not here. Tried clicking on passive vs. signature boxes on display tab on tactical map.
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I wonder if it is tied to one of the name files I selected. New game in 1.2 accepting random names for the race seems to work - so I'm guessing its specific files. I had used Alberta, Aurora Forum Members, Kreigsmarine when I got the errors...
I think you are on the right lines, but it uses commander names. Which commander name theme are you using?
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When starting a new game, the default flag of your race is the WH40k two-headed eagle. Without changing it, starting the game and going to the race tab shows the race's flag is now the British flag.
That doesn't sound like a bug :)
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Hi Steve,
Thanks so much for the amazing work you've put into this.
I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.
My Sorium Fuel Harvester fleet (EDIT: of Fuel Harvester class) does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)
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V1. 20
When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations.
Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame).
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I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
It the AI Diplomacy code. I've found something that might cause an occasional error.
Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?
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Hi Steve,
Thanks so much for the amazing work you've put into this.
I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.
My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)
You need to check tankers in class design, that'll fix it. But I think it's a bug too
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I posted this in the 1.1 thread but confirmed the case to be same in 1.2. Moving JP's around in SM mode only changes the data on the system view window, but the original location remains, both on the map and for navigational purposes.
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in Aurora VB divide fleet into single ships and the JP transit version of it kept the conditional and standing orders of the fleet on all the new single ship fleets.
In C# this does not happen and I suspect it's a bug.
Also could you please add a default event color button like in VB and just use the colors you have set for the campaign the download comes with? That would be super awesome.
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When using the Research economics screen, you are unable to view completed research (and remove ones you gave yourself in... error, yes in error ;D)
I found a display error but I was able to remove techs.
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I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
It the AI Diplomacy code. I've found something that might cause an occasional error.
Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?
I don't think so. I haven't built any ships yet. I do have AI activates precursors checked at startup, and I created a Neutral player race on Earth.
Forgot to mention, when creating the neutral race I got an object reference not set error in Function 2110. Also, are neutral races working? I haven't built a ship yet in this game, but in my 1.0 game I couldn't see a neutral race population to grab colonists from. I only see an EM contact that I can't interact with.
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V1. 20
When exploring junp points from the system view I get a #1558 The object reference was not set to an object instance. The system view goes to the new system. The jump connection in the bottom left shows the jump connection to sol, in sol it still shwos unexplored.
Reproduction:
Activate SM.
Open system view.
Click Full grav Survey.
Explore an unexplored jumppoint.
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When using the Research economics screen, you are unable to view completed research (and remove ones you gave yourself in... error, yes in error ;D)
I found a display error but I was able to remove techs.
That's because I was referencing 1.00, having just downloaded 1.20 (you know the bug thread i'm posting on), you are right, it appears to have been fixed.
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V1. 20
When exploring junp points from the system view I get a #1558 The object reference was not set to an object instance. The system view goes to the new system. The jump connection in the bottom left shows the jump connection to sol, in sol it still shwos unexplored.
Reproduction:
Activate SM.
Open system view.
Click Full grav Survey.
Explore an unexplored jumppoint.
There is a workaround for this:
In the new system, click the explore JP on the JP leading to Sol and it'll link up correctly. You'll still get the same error, but it works.
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V 1. 20
Windows open outside of the screen and don't remember their positions between Aurora launches.
When opening a window (like the Colony Summary tab), most of the window is outside the screen, so it needs to be dragged and repositioned.
If that window is closed and opened again in the same Aurora session, then it remembers it position, but if you close and open Aurora again, the window will appear again partly outside of the screen.
This is on a Surface Book on default screen settings (3000x2000 resolution, 200% scale), may be related to DPI calculations for screen positions.
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Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?
Oh and clicking on "economic" icon opens another window, instead of jumping to the one that is already opened.
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You can't remove targets from fire control (both beam and missile). Drag and dropping works fine for setting the target, but once you set it, you can only replace it by another one, not clear it.
Not sur if a bug or i'm missing something
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V1.20
When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations.
Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame).
Working as designed, to my knowledge. "Industrial percentage" is a multiplier to their output, not a multiplier to the number of installations - it carries through the whole game.
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Hi Steve,
Thanks so much for the amazing work you've put into this.
I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.
My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)
You need to check tankers in class design, that'll fix it. But I think it's a bug too
Hey Energyz,
Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,
but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)
so still happening
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In the Unit Class Design tab of the Ground Forces window, both "Base Unit Type" and "Component Type" are selectable fields, but throw an error if selected.
Function #1845.
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Hi Steve,
Thanks so much for the amazing work you've put into this.
I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.
My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)
You need to check tankers in class design, that'll fix it. But I think it's a bug too
Hey Energyz,
Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,
but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)
so still happening
Perhaps you need a Refueling System on the tanker in order to offload onto a colony, even if it has a spaceport/refueling hub?
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After deleting 2 Games from Create new game window, it just displays all game names as "h0" now. Create 4 games, then delete 2, and when you go to delete 3rd, it should recreate.
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Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?
you are able to modify the the amount of industry buildings under the civilian economy tab but it is hard to find and not that helpful, I would also like to be able to do that from the summary tab
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Hi Steve,
Thanks so much for the amazing work you've put into this.
I rushed Sorium Harvesters to see if the bad behaviour was still there, and it is, due to either my fault or a bug.
My Sorium Fuel Harvester fleet does the "Home World: Transfer Fuel to Colony" and "GAS_GIANT_WITH_SORIUM_HERE: Move to Location" cycle perfectly, but it doesn't deposit any fuel in Earth (I froze Fuel Production, and after a couple of years of the fleet going back and forth, the amount in earth hasn't changed)
You need to check tankers in class design, that'll fix it. But I think it's a bug too
Hey Energyz,
Tried your recommendation, both by
unlocking existing design, changing to tanker and locking again,
and by creating a new one from scratch, building it and setting the harvester transfer and return routine,
but I'm still getting the same behaviour (they refill at the gas giant, go to Transfer Fuel to Colony, but don't transfer any fuel whatsoever)
so still happening
Perhaps you need a Refueling System on the tanker in order to offload onto a colony, even if it has a spaceport/refueling hub?
. . . yes I do. Dumb mistake, thanks!
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While in the Design Components Screen:
Hitting "Show Next Tech" for engines does not show the next levels for Power Modifier and Max HS (For Prototyping). It's something minor, but I was really looking forward to it.
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V1. 20
When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations.
Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame).
Working as designed, to my knowledge. "Industrial percentage" is a multiplier to their output, not a multiplier to the number of installations - it carries through the whole game.
According to the changes list that is the "Factory production modifier" (species attribute), left side of the new race screen. "Industrial percentage" is the (old) race/empire attribute at game start.
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Continuation of Display Bug from 1.0 through 1.20, no sensor display (passive) rings for Deep Space Tracking Stations. Is this working as designed? They were present in VB6 but not here. Tried clicking on passive vs. signature boxes on display tab on tactical map.
It was never coded. I've just added it now.
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V 1. 20
Not able to change the "active race" in the tactical view, all other windows are working fine (can change to different player empires in Naval Organization, Economics,. . . ).
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Is the lack of option to modify planetary pop through Space Master mode ( amount of industry buildings, fuel researves etc ) bug or a feature?
Oh and clicking on "economic" icon opens another window, instead of jumping to the one that is already opened.
Use Edit Pop or Add Installations on the Economics window.
Second item is working as intended.
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In the class design menu collapsing the any drop down when a component is highlighted in the "race components" section will for some reason add the respective component to the selected ship design.
Not highlighting a component will avoid this. I think on registering a "double click" the designer just adds the highlighted component in the drop down list even if the component itself is not being double clicked on.
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Your starting planet is always called Home World.
Fixed.
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V1. 20
When creating a new race the Industrial percentage modifier (directly under population) is not changing the number of installations.
Reproduction steps:
Create two new races:
(1) Population: 500m / Industrial percentage: 100
(2) Population: 500m / Industrial percentage: 200
Number of installations is the same for both races (in the create new race screen and ingame).
That is a relic from the previous version. I've removed it. You can edit the industry directly now.
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Minor then major bug. When you have Spacemaster on and you create a new game the light stays on but Spacemaster is off. Clicking it keeps the light on but actually turns Spacemaster on.
Creating a new game and having it pre-build everything for you, the game will design xenoarchaeology teams without xenoarchaeology being researched.
Addition: They will also do this with construction vehicles.
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I posted this in the 1.1 thread but confirmed the case to be same in 1.2. Moving JP's around in SM mode only changes the data on the system view window, but the original location remains, both on the map and for navigational purposes.
Fixed.
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Not sure if a bug, but if your ship speed is 0 km/s, moving them around your Fleets produces a divided by zero error.
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Minor bug on the galaxy screen. The ring is supposed to represent an empty system with only stars but this system clearly has several terrestrial planets as shown in the attached image.
Edit: refreshing the galaxy screen fixes this.
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in Aurora VB divide fleet into single ships and the JP transit version of it kept the conditional and standing orders of the fleet on all the new single ship fleets.
In C# this does not happen and I suspect it's a bug.
Fixed.
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Repost from the v 1.00 thread, in case it is still present in v 1.20
Something to look into from v 1.00:
(Screenshots are a pain in the nutz, so I'll just describe it as best I can)
- After making some Ground Units, I proceeded to create some Ground Unit Formations. All is fine, nothing weird. (To me at least.)
- After assembling them into a Hierarchy I check the Total force to see how much they weigh.
- EGAD it's 6,400 Tons! It was then that I realized that the size shown in the design windows are not actually tons. (I'm guessing it's HS equivalent)
(Much tweaking and ree-ing ensued)
- Change things around, everything is cool at 14,000 Tons. (It's a full company, so... it's big.)
- I was unsure if I need HQ of 400 or 300 to command a 100 size formation and three 100 size sub-ordinate formations.
- I decided, screw it, better safe then sorry and I'll ask around a bit later if it isn't posted elsewhere.
- Changed the HQ 300s to HQ 400s, both of which are actually size ten. (Infantry Light HQs, btw)
- Now the formation is 15,200!!! Everything else is EXACTLY the same size, only the HQs changed.
- Why though?
Oh... well uh.
This would explain it:
(See Attachment)
Seems the DB is saving formations that I told it to delete using the "Delete formations" button. Or am I deleting things wrong?
(These formations did NOT show up before I exited and reloaded the game.)
Steps to Reproduce:
1 - Start a new game
2 - Make some ground units
3 - make some templates
4 - build a few formations. (I insta built them)
5 - delete formations using the delete formations button.
6 - make some new formations
7 - save
8 - close down aurora
9 - restart the game, load up your save and viola! you now have all of them back!
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I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
It the AI Diplomacy code. I've found something that might cause an occasional error.
Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?
I don't think so. I haven't built any ships yet. I do have AI activates precursors checked at startup, and I created a Neutral player race on Earth.
Forgot to mention, when creating the neutral race I got an object reference not set error in Function 2110. Also, are neutral races working? I haven't built a ship yet in this game, but in my 1.0 game I couldn't see a neutral race population to grab colonists from. I only see an EM contact that I can't interact with.
Was the neutral race an NPR or was the assign tech option checked?
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The button to remove ranks is only displayed for Naval Commanders, but not for Ground Force Commanders.
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I'm two years into a 1.2 conventional start and am getting an attempted divide by zero error in function #4 most production cycles.
It the AI Diplomacy code. I've found something that might cause an occasional error.
Could there be a situation where the AI is detecting your presence but without detecting any ships or populations? Maybe a sensor buoy?
I don't think so. I haven't built any ships yet. I do have AI activates precursors checked at startup, and I created a Neutral player race on Earth.
Forgot to mention, when creating the neutral race I got an object reference not set error in Function 2110. Also, are neutral races working? I haven't built a ship yet in this game, but in my 1.0 game I couldn't see a neutral race population to grab colonists from. I only see an EM contact that I can't interact with.
Was the neutral race an NPR or was the assign tech option checked?
No and no. Selecting an NPR race disables the neutral race checkbox.
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v 1.2
When starting a new conventional game I no longer have a commercial shipyard at the start, just the 1000 ton Naval yard.
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Am getting "Tried to divide by 0" errors, fresh campaign never had this before, it seems to get worse as times go on, I am on v1.2
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In v1.20, I still have "Compressed Fuel Storage System - Small" components available in the Ship Design window. I started a new game, but did not use any auto-tech or auto-start options. I used my instant research points, but not in anything related to this tech.
Also, small/tiny/fighter-sized fuel tanks and engineering spaces are available at start. Not sure if intended. I didn't use any instant research points to unlock them.
(https://i.imgur.com/JYqNsdB.png)
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Very minor issue: "Wide view" does not persist in Class Design if you close and reopen it. This option should stick. :)
And thanks for all your stupendous hard work! It's been an absolutely amazing 24 hours.
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V1. 20
When exploring junp points from the system view I get a #1558 The object reference was not set to an object instance. The system view goes to the new system. The jump connection in the bottom left shows the jump connection to sol, in sol it still shwos unexplored.
Reproduction:
Activate SM.
Open system view.
Click Full grav Survey.
Explore an unexplored jumppoint.
Fixed.
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v 1.2
When starting a new conventional game I no longer have a commercial shipyard at the start, just the 1000 ton Naval yard.
When making your race you specify how many starting shipyards you'll have, from that number their type is then semi-randomly assigned from what I can tell.
Automatically the race creation process will assign a total shipyard figure based on the stated starting population and some other base factors you provide.
So not really a bug I don't think. You probably just had starting shipyards set as 1.
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In the Unit Class Design tab of the Ground Forces window, both "Base Unit Type" and "Component Type" are selectable fields, but throw an error if selected.
Function #1845.
Fixed.
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Under Flags, when i click the extra flags folder i get Function #2578 out of memory.
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Hello Steve, I'm not sure if you saw the first item of this bug report (http://aurora2.pentarch.org/index.php?topic=10636.msg121688#msg121688) back in the 1.00 thread related to extended orbits (you didn't reply to it), but I can confirm it is definitely an issue. In my current save, without fail, whenever I tell any ship to enter an "extended orbit" around Luna or Mars the game freezes when the ships are supposed to complete the order. Standard move orders still complete normally.
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Small issue. If you select "automatically assign research points" and "automatically research ship components" in the New Race menu, the premade designs will include Aux Control and Combat Information Center on warships and Science Department on survey ships, even if you don't have those techs. This will prevent you from tooling shipyards to those designs until you remove the offending components.
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FYI if you uncheck orbital motion for planets etc. . when starting a game they still move.
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Creating a new game and having it pre-build everything for you, the game will design xenoarchaeology teams without xenoarchaeology being researched.
Addition: They will also do this with construction vehicles.
Fixed.
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I got a 1927, object not set to an instance of an object. I attacked an NPR on earth with ground forces. I successfully attacked. Then, next tick, some enemy ships moved. And then right after that the error appeared and is not going away. It does not look like the game will unfreeze enough for me to open the event menu or anything unfortunately.
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A colonies production of infrastructure does not seem to be added to the producing colony. I believe this applies to both types, as I have never seen a multiple other than 5 for regular infrastructure except when imperial freighters pick up non 5x amounts.
Additionally, LG infrastructure does not seem to be traded either as far as I can tell. I have seen regular infrastructure traded, along with wine, and plastics, but running several years with 10 LG colonies, some full of people and infrastructure, and some demanding, has not changes the total amount of LG infrastructure by even 1.
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You can't remove targets from fire control (both beam and missile). Drag and dropping works fine for setting the target, but once you set it, you can only replace it by another one, not clear it.
Not sur if a bug or i'm missing something
Added buttons to clear the target for a fire control and to clear targets for all fire controls
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Minor bug on the galaxy screen. The ring is supposed to represent an empty system with only stars but this system clearly has several terrestrial planets as shown in the attached image.
Edit: refreshing the galaxy screen fixes this.
Was this following a manual exploration on the System View window?
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Am getting "Tried to divide by 0" errors, fresh campaign never had this before, it seems to get worse as times go on, I am on v1.2
I think I already fixed that one.
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Mineral Survey Window doesn't filter by Colony Cost.
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In v1.20, I still have "Compressed Fuel Storage System - Small" components available in the Ship Design window. I started a new game, but did not use any auto-tech or auto-start options. I used my instant research points, but not in anything related to this tech.
Also, small/tiny/fighter-sized fuel tanks and engineering spaces are available at start. Not sure if intended. I didn't use any instant research points to unlock them.
(https://i.imgur.com/JYqNsdB.png)
Small engineering and fuel working as intended.
You using the latest AuroraDB.db? The Compressed Fuel Storage System - Small is flagged at Ruin-only in the latest db.
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When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.
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When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.
This applies to all buildings and this bug was not around in 1.0
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In v1.20, I still have "Compressed Fuel Storage System - Small" components available in the Ship Design window. I started a new game, but did not use any auto-tech or auto-start options. I used my instant research points, but not in anything related to this tech.
Also, small/tiny/fighter-sized fuel tanks and engineering spaces are available at start. Not sure if intended. I didn't use any instant research points to unlock them.
(https://i.imgur.com/JYqNsdB.png)
Small engineering and fuel working as intended.
You using the latest AuroraDB.db? The Compressed Fuel Storage System - Small is flagged at Ruin-only in the latest db.
Yes, it was like this in the earlier versions and like this in my new v1.20 game, as well. Someone else in a previous bug thread also confirmed they were getting this.
Reproduction steps are easy:
1) Create a New Game. No need to change any options.
2) Open up ship design and create a new class.
3) Compressed Fuel Storage System - Small shows as a component to add to your ship designs.
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I just unpacked patch 1.2 into clear install and I can confirm that Compressed Fuel Storage System - Small is still present in Race Components.
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The button to remove ranks is only displayed for Naval Commanders, but not for Ground Force Commanders.
Create and Delete now enabled for Ground Force ranks.
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[snip]
Small engineering and fuel working as intended.
You using the latest AuroraDB.db? The Compressed Fuel Storage System - Small is flagged at Ruin-only in the latest db.
Yes, it was like this in the earlier versions and like this in my new v1.20 game, as well. Someone else in a previous bug thread also confirmed they were getting this.
Reproduction steps are easy:
1) Create a New Game. No need to change any options.
2) Open up ship design and create a new class.
3) Compressed Fuel Storage System - Small shows as a component to add to your ship designs.
I'm also seeing the compressed fuel storage in ship design upon the generation of a fresh new 1.2 game without any instant tech. Could the issue be that it's potentially being automatically unlocked/researched with normal TN techs at game start for some reason?
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v 1.2
When starting a new conventional game I no longer have a commercial shipyard at the start, just the 1000 ton Naval yard.
Fixed.
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Repair times are a little out of whack - a geosurvey fighter lost its sensor, and repairing it in the yard will take over 5 months.
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Very minor issue: "Wide view" does not persist in Class Design if you close and reopen it. This option should stick. :)
Fixed.
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When adding a research project to the queue I have to select an ongoing project in order to enqueue the new project behind. Doing this however negates my selection for the scientist I chose for the new project; the scientist leading the ongoing project is being used to lead the new project, which I don't want.
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Removing a science project from the queue does not update the available projects, I need to refresh the window in order for the tech I just cancelled to show up again.
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When adding a research project to the queue I have to select an ongoing project in order to enqueue the new project behind. Doing this however negates my selection for the scientist I chose for the new project; the scientist leading the ongoing project is being used to lead the new project, which I don't want.
That's intended behavior. The queues are per Scientist, they don't work as "Ok Bill finished using the ten labs, now it's Janet's turn".
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Hello Steve, I'm not sure if you saw the first item of this bug report (http://aurora2.pentarch.org/index.php?topic=10636.msg121688#msg121688) back in the 1.00 thread related to extended orbits (you didn't reply to it), but I can confirm it is definitely an issue. In my current save, without fail, whenever I tell any ship to enter an "extended orbit" around Luna or Mars the game freezes when the ships are supposed to complete the order. Standard move orders still complete normally.
Extended orbits are not in the game yet. I need to remove the movement order.
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In Class design --> Select a Class --> Miscellanous , you can instant build ships even when not in SM mode. Should be hidden
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When adding a research project to the queue I have to select an ongoing project in order to enqueue the new project behind. Doing this however negates my selection for the scientist I chose for the new project; the scientist leading the ongoing project is being used to lead the new project, which I don't want.
That's intended behavior. The queues are per Scientist, they don't work as "Ok Bill finished using the ten labs, now it's Janet's turn".
I would have expected the queue to work tech after tech, not being limited to the scientist running the ongoing project, pretty confusing to me, but alright ???
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FYI if you uncheck orbital motion for planets etc. . when starting a game they still move.
Fixed.
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In V 1.2, "Missile Engines" is a category of tech you can view in the tech report, and those are no longer a thing.
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Small issue. If you select "automatically assign research points" and "automatically research ship components" in the New Race menu, the premade designs will include Aux Control and Combat Information Center on warships and Science Department on survey ships, even if you don't have those techs. This will prevent you from tooling shipyards to those designs until you remove the offending components.
Fixed.
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I got a 1927, object not set to an instance of an object. I attacked an NPR on earth with ground forces. I successfully attacked. Then, next tick, some enemy ships moved. And then right after that the error appeared and is not going away. It does not look like the game will unfreeze enough for me to open the event menu or anything unfortunately.
I thought I had fixed that for v1.2. Can you confirm you are using v1.2? (shows in the Misc tab of the Tactical Map window)
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When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.
Which decimal separator are you using?
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Steve, still fixing bugs at this time? My man, you're unstoppable today!
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Mineral Survey Window doesn't filter by Colony Cost.
Fixed.
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If you create a copy of a ship design and try to retool the shipyard to that copy(0 Retool cost), Function #2196 error comes up and the shipyard disappears from the Shipyards tab. The shipyard is still counted on the summary tab, but it is gone from the Shipyards tab.
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When attempting to modify a Research Facility build order from 2. 9320 to 3. 9320 or 12. 9320, I get:
Function #3190: Input string was not in a correct format.
This applies to all buildings and this bug was not around in 1.0
Thanks for mentioning that. I've reproduced but I have no idea why this suddenly stopped working. I'm looking into to it now.
EDIT: Fixed it - it was due to the extra code I added to check for negative values.
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Hit chance with beam fire control vs moving targets;
In VB6 , when a target was moving faster that the maximum beam fire control tracking speed, the base change was multiplied by Target Speed/Tracking Speed.
This appears to not be the case in 1.2, at least that's what class design summary describes :
Target speed at 3750:
https://ibb.co/GVQ3hcW (https://ibb.co/GVQ3hcW)
Target speed at 3751 :
https://ibb.co/18M4mqf (https://ibb.co/18M4mqf)
Hit chance dropped to 0, at least visually
(How do you post images on this forum?)
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I just unpacked patch 1.2 into clear install and I can confirm that Compressed Fuel Storage System - Small is still present in Race Components.
Yes, confirmed. No idea what is going on there :)
EDIT: This is a really weird bug. I can't even find where the tech is being researched :)
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In the Mineral Survey Window the default accessibility settings use a decimal point, but my language settings use a decimal comma.
Clicking "Search" with default settings gives a error in function #2026 "Invalid input string format. "
With a decimal comma everything works as expected.
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Having the AI create everything for you in a new game seems to prioritize building an army over a navy. Only troops were built in several games, but plenty of templates for ships were made.
When making ships, if you delete all/most of the components on the ship a warning text will appear saying "freighters require at least one engineering space."
You can design size 0 fighter pods. When you design the pods with size 0 they are still counted as 1 MSP.
A size 0 autocannon pod still does damage (mine says 30, not sure if this is base or not).
Damage on autocannon pod does not go up with MSP size but armor pen does, not sure if this is intentional or not.
When you put these size 0 pods on a ship the game says that there is "0x fighter pod" in the ordnance layout (probably working as intended but still weird).
Addition: When making size 0 pods the bombardment and air-to-air pods show the missile specifications rather then the fighter pod specifications. Autocannon size 0 shows fighter pods specifications
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Minor issue:
Class Design screen. Before creating any new ships: Select "New Hull", enter any text on the hull name popup. Hit "OK". Then hit "Cancel" on the Enter hull abbreviation popup. Error: Function #249: Object reference not set to an instance of an object. It appears to work OK if you first create a new ship.
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Minor issue:
Class Design screen. Before creating any new ships: Select "New Hull", enter any text on the hull name popup. Hit "OK". Then hit "Cancel" on the Enter hull abbreviation popup. Error: Function #249: Object reference not set to an instance of an object. It appears to work OK if you first create a new ship.
Fixed.
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I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.
That said, I'm not your dad and can't tell you what to do. :)
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In the civilian economy tab, when selecting the "Military Restricted Economy" check-box, the check-box is still checked, even when I hit no during the confirmation dialogue.
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I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.
That said, I'm not your dad and can't tell you what to do. :)
Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.
Somehow it keeps appearing! I have to know what is going on :)
EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!
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It appears that it is possible to multiple engines of different types to a ship in the designer. The engines show up in the components window and apply to the speed and fuel consumption of the ships. It is not reflected in the ship description
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Steve,
I regret to inform you that quad turrets made out of quad turrets are possible.
And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!
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The turret within a turret was in VB6, too.
Pretty sure that is intended.
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I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.
That said, I'm not your dad and can't tell you what to do. :)
Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.
Somehow it keeps appearing! I have to know what is going on :)
EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!
Found it!
The problem was the compressed fuel storage component was linked to the base tech for maintenance production in the DB, not the compressed fuel storage tech. I thought I was going insane :)
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The turret within a turret was in VB6, too.
Pretty sure that is intended.
Not in VB6 7.1, I checked. It allows you to create some ridiculous STOs.
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Steve,
I regret to inform you that quad turrets made out of quad turrets are possible.
And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!
Fixed.
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I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.
That said, I'm not your dad and can't tell you what to do. :)
Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.
Somehow it keeps appearing! I have to know what is going on :)
EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!
Found it!
The problem was the compressed fuel storage component was linked to the base tech for maintenance production in the DB, not the compressed fuel storage tech. I thought I was going insane :)
The bug making sense and you going insane are not mutually exclusive.
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In Class design --> Select a Class --> Miscellanous , you can instant build ships even when not in SM mode. Should be hidden
Only if you have build points available.
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In V 1.2, "Missile Engines" is a category of tech you can view in the tech report, and those are no longer a thing.
Fixed.
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Hit chance with beam fire control vs moving targets;
In VB6 , when a target was moving faster that the maximum beam fire control tracking speed, the base change was multiplied by Target Speed/Tracking Speed.
This appears to not be the case in 1.2, at least that's what class design summary describes :
Target speed at 3750:
https://ibb.co/GVQ3hcW (https://ibb.co/GVQ3hcW)
Target speed at 3751 :
https://ibb.co/18M4mqf (https://ibb.co/18M4mqf)
Hit chance dropped to 0, at least visually
(How do you post images on this forum?)
Fixed. One of the most annoying things about C# is that dividing an int by an int drops any fractions. You have to remember to cast one of the ints as a double or decimal and I forgot on this occasion.
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Steve,
I regret to inform you that quad turrets made out of quad turrets are possible.
And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!
Fixed.
Aww, don't fix that one!
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In the civilian economy tab, when selecting the "Military Restricted Economy" check-box, the check-box is still checked, even when I hit no during the confirmation dialogue.
Fixed.
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I have noticed some issues with the trade goods Infrastructure:
1) Neither Infrastructure or LG Infrastructure from Annual Production is added to the population. I. e. even if there is annual production , and a shortfall, the amount of infrastructure in population itself does not change.
2) While regular infrastructure is exported and traded by civies with priority over other trade goods, LG infrastructure does not seem to be traded at all. Even running a game with 10 LG colonies for several years, some with LG infra available for export, some demanding, no LG infrastructure was traded, but wine, plastics, etc. were.
3) May be bug or feature, but the only thing that seems to be affected by max pop size is growth %. At max pop growth is 0%, but if there is sufficient infrastructure, civies still drop off new colonists without problems, and there is no overcrowding penalty.
4) Minor feature/bug: It is possible to decrease the growth of a colony by adding orbital hab space.
Example:(say 100m orbital pop growing at 4. 31%) and a surface pop growing at 10%.
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In v1.0, when you switched between colonies while setting Civilian Contracts, the Supply column installation selection remained, while the Demand column installation selection resets each time you click a different colony. I haven't tested on v1.2, but this was never reported and I assume not fixed.
It would be a huge quality of life thing for those of use who use civilian contracts to have the Demand column selection stay the same while switching between different colonies, like the Supply column selection does.
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The shipyard tasks don't use the short letter abbreviations for ships.
Lets say I have the GSV Totem designed on the shipyard task I will only see Totem. In VB it would show GSV Totem.
Is this a bug?
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I'm closing this thread now but I will check the last few posts in the morning.