Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 13, 2020, 07:51:13 PM

Title: v1.30 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 07:51:13 PM
Please post bugs in this thread for v1.3

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.
Title: Re: v1.30 Bugs Thread
Post by: Blackjanek on April 13, 2020, 07:59:17 PM
Menu icons not visible in windows high-contrast mode
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 13, 2020, 08:05:07 PM
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 13, 2020, 08:23:00 PM
I am just here to protest the fixing of the turret in turret bug. If I want to pay for a stupid amount of guns on my STO and put all my eggs in one basket I should be allowed to gosh darn it all.

Also, damn fine work sir. The above is a serious remark, but it doesn't detract from the damn fine'dness of your work. :)
Title: Re: v1.30 Bugs Thread
Post by: Ektor on April 13, 2020, 08:23:45 PM
Improved geosurvey modules are still classified as civilian.
Title: Re: v1.30 Bugs Thread
Post by: Gladaed on April 13, 2020, 08:24:49 PM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.
Title: Re: v1.30 Bugs Thread
Post by: Kiks on April 13, 2020, 08:28:20 PM
Going to post this here for posterity sake.


Addition: AI no longer pre-builds geo, xeno, and construc ground units without tech, but they still make the templates for them without the tech.
Title: Re: v1.30 Bugs Thread
Post by: Froggiest1982 on April 13, 2020, 08:31:42 PM
Going to post this here for posterity sake.

  • 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.
    Having the AI build everything for you results in doubling or tripling of certain racial tech like lasers and mesons.
    When AI prebuilds ships they can skip over prerequisite tech for troop transports and tech straight into drop pod equipped troop transports.

I guess this really needs further investigation from Steve as I am afraid the script used by the NPR to create their forces in a new random encounter it's the same. Am I correct Steve?
Title: Re: v1.30 Bugs Thread
Post by: Hazard on April 13, 2020, 08:41:31 PM
Stacked 3 different research queues (5+ articles per queue), the game wiped all articles from the list and didn't place them back into the research subject box. Given that these were baseline research projects and not racial's that was rather annoying. Gave what I think was a 'no pointer/entry' error, but could not reproduce to check because I forced the game to close without saving after it happened.

Also, locked designs do not appear to replace their prototyped components with the researched components. IIRC designs should be doing that.
Title: Re: v1.30 Bugs Thread
Post by: Z3d10uS on April 13, 2020, 08:44:45 PM
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.

I find no issue with this, just click "Normal View" does it for me
Title: Re: v1.30 Bugs Thread
Post by: Tikigod on April 13, 2020, 08:49:14 PM
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.

I find no issue with this, just click "Normal View" does it for me

Same. Clicking Normal view button works fine.
Title: Re: v1.30 Bugs Thread
Post by: Alsadius on April 13, 2020, 09:08:29 PM
I'm still on 1.00, but I haven't seen this mentioned yet, so presumably it's still in 1.30.

I sent two ships through an unexplored stabilized jump point (separately). When the second one got there, I got a message "[Ship] has discovered a new connection to the known system of [system]". It went through the same JP, but I guess because it was unexplored when I made the order, it must have thought it was going through a new JP.
Title: Re: v1.30 Bugs Thread
Post by: insanegame27 on April 13, 2020, 09:11:34 PM
After clicking on the 30 day increment for the sixth time, I got thrown a #1414 error that doesnt go away.   Conventional start, set a civ shipyard to a 10k increase, started TN research, made a couple of ground force units, started building 2 research labs, no other changes I can think of bar ticking auto assign officers

EDIT: Tabbing through the options when starting a game or creating a race skips lines and comes back to them rather than going through every option sequentially in order
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 13, 2020, 09:30:07 PM
I'm still on 1.00, but I haven't seen this mentioned yet, so presumably it's still in 1.30.

I sent two ships through an unexplored stabilized jump point (separately). When the second one got there, I got a message "[Ship] has discovered a new connection to the known system of [system]". It went through the same JP, but I guess because it was unexplored when I made the order, it must have thought it was going through a new JP.

I can confirm this was a bug as well in v1.0, and I expect it is still unfixed as I haven't seen anyone report this event log bug yet.

Edit: It still happens on v1.3, and here is a screenshot and reproduction instructions:

1) Discover an unexplored jumppoint.
2) Order two separate fleets to transit the unexplored jumppoint.
3) The first fleet will transit and "discover" the system.
4) Later, even after multiple time intervals, the second fleet will transit the same jump point but get the erroneous message that it "discovered a new connection" to the system.

(https://i.imgur.com/MWnuql2.png)
Title: Re: v1.30 Bugs Thread
Post by: lordcirth on April 13, 2020, 09:30:52 PM
Error in Function 2661, screenshot attached.    Happens randomly, a few times in a row, then goes away.    No apparent correlation with my activity.    Guessing it's the NPR?
2038, TN start, random stars.
Title: Re: v1.30 Bugs Thread
Post by: Desdinova on April 13, 2020, 09:37:56 PM
Looks like fighters can be built with unresearched prototype components. Maybe the function that checks is only called by shipyard construction.
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 13, 2020, 09:39:07 PM
V1.3
After opening the system view, and clicking "create system"
I get 5 Errors after cancelling out of the window.
Function 1612 error > 1607 > 1562 > 2430 > and  2431 .
Title: Re: v1.30 Bugs Thread
Post by: Kiks on April 13, 2020, 09:41:08 PM
Going to post this here for posterity sake.

  • 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.
    Having the AI build everything for you results in doubling or tripling of certain racial tech like lasers and mesons.
    When AI prebuilds ships they can skip over prerequisite tech for troop transports and tech straight into drop pod equipped troop transports.

I guess this really needs further investigation from Steve as I am afraid the script used by the NPR to create their forces in a new random encounter it's the same. Am I correct Steve?

NPR races seem to have no issue with building both ships and ground forces. Player races seem to spend half of their build points on ground forces but neglect to spend the other half on ships.

Also, another issue I have come across. Adding 1 atm of Frigusium to Mercury (in SM mode) drops the surface temp from 702.5C to 75.375C. Adding an additional 1 atm of Frigusium (2 total) increases the temperature to 423.8C. Lowering the atm content back down to 1 lowers the temperature to 214.7C. Removing it brings it back up to starting temperature. Going to 3 atms drops the temperature below absolute zero at -900.1C. Bleeding off 1 atm at a time brings up the same results as previous. Depending on when you stop adding or taking away atm determines what temp the planet stays at.
This is constant across other planets and moons but not quite as wacky. This also works with Aestusium.
Title: Re: v1.30 Bugs Thread
Post by: lordcirth on April 13, 2020, 09:47:53 PM
A survey ship runnng out of fuel didn't stop autoturns. 
Title: Re: v1.30 Bugs Thread
Post by: surprise on April 13, 2020, 09:56:10 PM
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.

There is a "Normal View" button on the bottom right of the class design window, next to "Delete Class".
Title: Re: v1.30 Bugs Thread
Post by: surprise on April 13, 2020, 09:59:03 PM
Quote from: insanegame27 link=topic=10684. msg122205#msg122205 date=1586830294
After clicking on the 30 day increment for the sixth time, I got thrown a #1414 error that doesnt go away.    Conventional start, set a civ shipyard to a 10k increase, started TN research, made a couple of ground force units, started building 2 research labs, no other changes I can think of bar ticking auto assign officers

EDIT: Tabbing through the options when starting a game or creating a race skips lines and comes back to them rather than going through every option sequentially in order

I'm having the same issue with a similar start; I had started building financial centers and researching TN tech, but didn't tick auto-assign officers.  The full error is "Function #1414: Object reference not set to an instance of an object".
Title: Re: v1.30 Bugs Thread
Post by: Marslettuce on April 13, 2020, 10:05:52 PM
Troop Transport Bay - Small research instead gives access to Troop Transport Bay - Very Small component. Not sure if this is a bug or a typo.
Title: Re: v1.30 Bugs Thread
Post by: NuclearStudent on April 13, 2020, 10:24:56 PM
I can't seem to be able to design STO units. I can click on Static Unit, Armor Type, and Surface To Orbit perfectly fine. But when I click on the gun I've researched, I get-

Function#2640: Object reference not set to an instance of an object.
Function#2608: Object reference not set to an instance of an object.
Function#1838: Object reference not set to an instance of an object.

https://imgur.com/Mn33WaC

Screencap for good measure. I researched a half-size gauss, a full-size gauss, and a laser. Researching more projects means more errors when I initially open the ground force design tab.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 13, 2020, 10:31:57 PM
EDIT: Tabbing through the options when starting a game or creating a race skips lines and comes back to them rather than going through every option sequentially in order

This is the "tab order," bug mentioned in V1.0 accessibility bugs. It's fixable in Visual Studio's "Tab Order," view.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 13, 2020, 10:33:47 PM
Function 1530: Object reference not set to an instance of an object.

Also I am un-able to gather intelligence on an enemy colony using a ELINT module, this bug might be related to above error message as I only started getting that when I put my ship  in range of the enemy pop.

EDIT: Errors stopped after moving out of range, definitely related.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 13, 2020, 10:38:31 PM
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.

I find no issue with this, just click "Normal View" does it for me

Same. Clicking Normal view button works fine.

Normal view button doesn't even appear for me after I press wide view...
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 13, 2020, 10:40:19 PM
Omouamoua doesn't orbit once you make it a colony.
Title: Re: v1.30 Bugs Thread
Post by: Panek on April 13, 2020, 10:58:40 PM
V 1. 30

Bug: Commander screen won't load, button deselects the system view screen, but the commander screen is invisible/doesn't exist.  6 years into campaign, only changes I've made in the commander screen are a few name changes and ribbons.

Possible bug/change I missed/I'm just an idiot: Geological Survey Sensors are causing my survey ship to be classed as a military vessel.  Not sure if that's a bug or not, but I thought they counted as commercial in V 1. 0
Title: Re: v1.30 Bugs Thread
Post by: Desdinova on April 13, 2020, 11:11:43 PM
If you set the shipyard continual expansion target to less than the current amount, it will shrink your shipyard.
Title: Re: v1.30 Bugs Thread
Post by: Lightning on April 13, 2020, 11:16:39 PM
It appears that the deployment & maintenance clocks run at double speed when training.
Title: Re: v1.30 Bugs Thread
Post by: Desdinova on April 13, 2020, 11:46:28 PM
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 13, 2020, 11:50:48 PM
v 1.30
Conventional start with no predesigned ground units.
Opening ground unit screen results in 2 instances of errors : #2639 and #2379
Creating and researching a unit class, and then creating a template did not mitigate the issue.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 12:00:04 AM
Wrecks and lifepods on lets say a NPR home planet will push all their contacts out of sight (using grouped contacts).

Clicking wrecks or life pods off does not solve the issue, the contacts are still somewhere high above while the invisible wreck and lifepod names still take up the space.
Title: Re: v1.30 Bugs Thread
Post by: buergerjoh on April 14, 2020, 12:03:21 AM
v 1. 30

When creating more player controlled races on sol, you can not switch to the new race view in tactical (naval, economics, etc.  are working).  Restarting fixes the problem, refresh doesn´t.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 12:03:58 AM
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.

In my game 30 years in I just attacked a NPR in Sol using fighters, they destroyed all my fighters and the carriers, now I am getting error functions 1995, and 1998 every cycle, and I get 1482 when I save the game.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 12:04:30 AM
After landing ships on another ship there doesn't seem to be a way to get them off the mothership.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 12:12:35 AM
My reduced size (0.5HS) gauss cannons seem to have the same 100 percent accuracy as the 6 HS ones.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 12:35:11 AM
Finished Research with a queued research project still interrupts auto-turns. I would expect for auto-turns to not stop unless a research project finishes and there's no queued project after.

Also, there is no message in the Events Log that the science team has begun working on the queued research project. There should definitely be an event log message like there is in VB6, regardless of auto-turns.

Edit: Same for queued Industrial Construction. It interrupts auto-turns despite a queued project existing, and doesn't put a message in the event log that a queued project has now begun.
Title: Re: v1.30 Bugs Thread
Post by: Erik L on April 14, 2020, 12:40:48 AM
When picking up a number of installations greater than 1, attempting to drop off 1 installation drops all.
Title: Re: v1.30 Bugs Thread
Post by: buergerjoh on April 14, 2020, 12:41:19 AM
v 1.30

Two minor bugs when auto-generating starting ground forces (and auto assigning techpoints):

Construction and xenoarchaelogy equipment are not researched, construction and xenoarchaelogy unit classes are created anyway.

The HQ calculation for the following unit templates are off, resulting in to low HQ ratings: Survey Expedition, Xenoarchaelogy Expedition, Construction Regiment. Infantry Regiment.
Title: Re: v1.30 Bugs Thread
Post by: firsal on April 14, 2020, 12:42:24 AM
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 12:51:24 AM
Good morning, Steve!

Military Vessel equipped with Commercial Engines + Military Jump Drives can no longer "standard transit", due to mismatch between the engines and jump drive. That means a 50% power (or lower) engine cannot be jumped with a military jump drive, but a 55% power (or higher) engine can be.

(https://i.imgur.com/9dQRA8c.png)

I would have expected a Military Jump Drive to be able to jump a Military Vessel equipped with Commercial Engines, but it needs to be a Military Vessel equipped with Military Engines to jump successfully. Commercial engines have long been available for use on Military Vessels, so it is confusing now that Military Jump Drives cannot successfully jump them.

Ship design in question. All components are named accurately:
(https://i.imgur.com/y2AaUvZ.png)
Title: Re: v1.30 Bugs Thread
Post by: Chrisianak on April 14, 2020, 12:58:57 AM
Increment length affects civilian shipping profitability.     Each ship only seems to check once per interval to do a trade.     As a result 30 day turns result in a much poorer civilian economy and infrastructure transfer than 1 or 5 day turns.     A trade route moving infrastructure and colonists between Earth and Luna is 6x more profitable at 5 day vs 30 days.     Mars, Venus, Mercury and other inner system destinations are likewise penalized.     Early on this can really low growth of colonies to a crawl as the shipping lines grow very slowly.   

Not sure if bug or missing feature, but a ship with a broken component worth more MSP than it's MSP storage will not repair itself when at a maintenance location with excess MSP and capacity.     Have had two of my geosurvey ships lose their sensors in their maiden voyage, and could only repair them with their shipyards slipway.     Didn't have a hangar, so not sure if it works with motherships, etc.   

Survey craft without functional sensors will not throw a warning when their standard order sends them to "survey" a body, just orbiting a place in perpetuity.   

Order Delay does not seem to work.    In VB6 I would use this to make a sort of alarm clock.    This helped with the civilian profitability issue above, which was in VB6 as well.    With the lightning fast turns, it is even more useful now.

Edit: Once the civies are up and running, they keep trying to trade infrastructure from populations that export it but are out of stock.   Included a screenshot, not sure how to insert as image.
Title: Re: v1.30 Bugs Thread
Post by: Gnoman on April 14, 2020, 02:16:23 AM
This is a bit hard to explain, but ordering a ship to be repaired does not remove it from the "ships needing repair" list immediately.  This allows you to assign the same ship for repair in multiple slips and/or shipyards.  If this happens, it will cause a divide by zero order whenever you open the Colonies Window, look at the Shipyard or Shipyard Tasks screens, or advance time by more than a few seconds.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 02:31:03 AM
I clicked this button (I believe) and it caused all my perfectly auto-aligned systems to all be "reverted" to all occupying the same jumbled location. I had to manually drag them out back into a similar layout, much like VB6 galactic map days. I had never previously "saved" a galactic map layout in this game.

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

Sadly, I was no longer able to restore the perfect straight lines and spacing that the galactic map had originally laid out for me automatically, even with the help of the Align To Grid button.

I suggest there should be one or both of these solutions implemented when you have time:
1) Clicking the "Return systems to last saved position" button should NOT do anything if the person has not saved a galactic map layout.
2) There should be a new button that automatically lays out and spaces out all the systems on the galactic map just like it does when you first discover them.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 02:37:22 AM
Are Civilian Shipping Line ships supposed to all be commanded by my own naval officers when Automated Assignments is turned on? Happened to me in every game since v1.0 including v1.3 now:

(https://i.imgur.com/KG7XC90.png)

I have 5x shipping line ships, and they are all commanded by one of my officers:

(https://i.imgur.com/wWVrlHU.png)
Title: Re: v1.30 Bugs Thread
Post by: alaysian on April 14, 2020, 02:43:56 AM
Quote
Function 1530: Object reference not set to an instance of an object.

Also I am un-able to gather intelligence on an enemy colony using a ELINT module, this bug might be related to above error message as I only started getting that when I put my ship  in range of the enemy pop.

EDIT: Errors stopped after moving out of range, definitely related.

I'm getting this same error every 5 days.   I have a neutral NPR sitting a ship right above one of my automine colonies, so I assume they have an ELINT there.   Might be due to them having 0 population?
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 02:48:06 AM
My ship was exploded by my first alien encounter this game while surveying. Not sure if it's an NPR or a spoiler, but every time I click the "Intelligence" button now, this error pops up before the Intelligence screen opens up:
(https://i.imgur.com/yxeaKL9.png)

Additionally, when I click "Communicate" I got an additional error, but forgot to record the number. When I click "Communicate" again now, it says I'm already attempting to communicate and throws a Function #1936 object reference not set to object instance error.
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 14, 2020, 02:58:29 AM
I'm getting a constant #1414 error after clicking time forward. It was also reported in the v1.1 bugs thread.
The error didn't show up untill a few months into the game so I'm thinking it must be NPR related. Or perhaps one of the spoiler racer. I'm uploading the DB to dropbox but it'll take a while.
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 03:19:20 AM
When generating a new game, the description for "Generate Rakhas" is missing
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 03:42:24 AM
It appears that the deployment & maintenance clocks run at double speed when training.

That's what it supposed to do
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 03:47:21 AM
When designing a prototype engine,"Engine Power" doesn't show next tech level. 
For example, if current minimum level is 50%, next level should be 40%, but it doesn't show it in the selection box. 
I'm guessing that the algorithm is only looking for bigger values and not looking at possible smaller values.
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 03:58:19 AM
In the Class Design window. 
In 1.  2 there was a bug where creating a new ship class would always assign it to a Cruiser hull. 
Now, the first ship you create is reassigned to the last hull you used. 
For example:
1.   I created a geo survey ship class named "a", and it was assigned to geo survey hull. 
2.   I created a cargo ship class named "b", and both classes ("a" and "b") were assigned to cargo hull
3.   I created a command dropship class, "a" and "c" were assigned to command dropship hull, while "b" remained to be cargo hull. 


When changing the hull type of the ship, it doesn't update in the hierarchical view on the left.
If you close the window and open it again - it shows the correct hierarchy
Title: Re: v1.30 Bugs Thread
Post by: LuciusSulla on April 14, 2020, 04:02:22 AM
After made contact with some aliens (probably the new spoiler race hit down my geosurvey ship with their land units).

Opening intelligence window or clicking on communication generates Function #1936: Object reference not set to an instance of an object.

Attached is the save.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:02:47 AM
Menu icons not visible in windows high-contrast mode

I didn't even know there was a high contrast mode :)

This is something I can't really fix without understanding the effect of different modes and how to avoid that, so this is unlikely to be fixed any time soon.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:04:10 AM
Improved geosurvey modules are still classified as civilian.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:05:14 AM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:09:10 AM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log. don't have the full message atm, but it's the "unable to load due to not having anything to load" message. Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:10:25 AM
[Minor 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.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:11:18 AM
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

Stupid question time :)

Was this a freighter and did you delete the last engineering space?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:26:14 AM
You can research bombardment, autocannon, and air-to-air pods before researching fighter pods. You don't need the fighter pod research in order to put
pods onto your fighters. You can also 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)

Fixed research pre-requisite. Damage working as intended for AC. With no AP, damage won't matter anyway.
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 04:30:41 AM
Created this fighter design and it is having the armor rounding issue when clicking "Update Armour".
You can add additional 5tons of components after clicking "Update Armour" but after revisiting the designer the size will return to be too big

Code: [Select]
Pebble class Geological Survey Craft      495 tons       13 Crew       117,9 BP       TCS 10    TH 13    EM 0
1314 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/1      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 98%    IFR 1,4%    1YR 52    5YR 776    Max Repair 100 MSP
Follower    Control Rating 1   
Intended Deployment Time: 4 months    Morale Check Required   

Fighter NT Engine  EP13,50 (1)    Power 13,5    Fuel Use 173,21%    Signature 13,50    Explosion 10%
Fuel Capacity 20 000 Litres    Range 4,2 billion km (37 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction

Also noticed that Fighter Engineering Space gives 14MSP but on some setups this gets bumped up to 15MSP when clicking the "Update Armour"
An example:
Code: [Select]
Pebble class Geological Survey Craft      495 tons       14 Crew       118,6 BP       TCS 10    TH 13    EM 0
1315 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/1      DCR 0      PPV 0
Maint Life 1,38 Years     MSP 15    AFR 20%    IFR 0,3%    1YR 9    5YR 128    Max Repair 100 MSP
Follower    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Fighter NT Engine  EP13,50 (1)    Power 13,5    Fuel Use 173,21%    Signature 13,50    Explosion 10%
Fuel Capacity 15 000 Litres    Range 3,2 billion km (27 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:32:06 AM
After clicking on the 30 day increment for the sixth time, I got thrown a #1414 error that doesnt go away.   Conventional start, set a civ shipyard to a 10k increase, started TN research, made a couple of ground force units, started building 2 research labs, no other changes I can think of bar ticking auto assign officers

EDIT: Tabbing through the options when starting a game or creating a race skips lines and comes back to them rather than going through every option sequentially in order

What was the error text?
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 14, 2020, 04:40:41 AM
My #1414 was "object reference not set to an instance of an object"
Title: Re: v1.30 Bugs Thread
Post by: The_Seeker on April 14, 2020, 04:46:47 AM
I started a game with Planet X enabled, it generated with a set of moons starting at #26, with the trojan asteroids erroneously having the names "Minera - Moon #1-25".   This is a naming issue only; in the system generation and display screen, the trojan asteroids (named Moon #1-25) are correctly listed as asteroids, not moons.

Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?

Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 04:47:26 AM
Thanks for the awesome work!

some input:


Edit: Also I am too stupid to post pictures inline of the post, so I attached them instead :-\

Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 14, 2020, 04:50:32 AM

Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is....
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
Title: Re: v1.30 Bugs Thread
Post by: insanegame27 on April 14, 2020, 04:56:01 AM
Quote from: Steve Walmsley link=topic=10684. msg122319#msg122319 date=1586856726
Quote from: insanegame27 link=topic=10684. msg122205#msg122205 date=1586830294
After clicking on the 30 day increment for the sixth time, I got thrown a #1414 error that doesnt go away.    Conventional start, set a civ shipyard to a 10k increase, started TN research, made a couple of ground force units, started building 2 research labs, no other changes I can think of bar ticking auto assign officers

EDIT: Tabbing through the options when starting a game or creating a race skips lines and comes back to them rather than going through every option sequentially in order

What was the error text?

Function #1414: Object reference not set to an instance of an object
Title: Re: v1.30 Bugs Thread
Post by: The_Seeker on April 14, 2020, 04:58:52 AM
Quote from: MarcAFK link=topic=10684.   msg122324#msg122324 date=1586857832
Quote from: The_Seeker link=topic=10684.   msg122322#msg122322 date=1586857607

Quote from: MarcAFK link=topic=10684.    msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is.   .   .   .   
Disabling that doesn't change anything though.   
Edit: I Disabled read only but checking the folder again it still says read only.   
Did you play on versions 1. 0, 1. 1, or 1. 2 before extracting 1. 3 and overwriting the exe and db?  If so, make a new, clean 1. 0 folder and apply the 1. 3 patch, and see if that works.  I suspect it might be caused by the presence of the save backup files being a different version than the primary db.  I have not received any #1414 errors since applying the 1. 3 patch directly to a clean install of 1. 0. 
Title: Re: v1.30 Bugs Thread
Post by: Vivalas on April 14, 2020, 05:02:54 AM
Man, spent forever setting a game up but I guess it's all premature right now:

Attatched a DB file, whenever the fleet that is currently at my homeworld (Imperial Fleet 01) tries to go anywhere, it starts throwing about 30 or so "Function #713: Reference not set to instance of an object" errors. This is a random stars SM start. Before this happened I was messing about with fighters and sub fleets and what not and might have broken something.


EDIT: My current game is over an old 1.00 install as well that had games on it.
Title: Re: v1.30 Bugs Thread
Post by: insanegame27 on April 14, 2020, 05:07:07 AM
Quote from: The_Seeker link=topic=10684. msg122328#msg122328 date=1586858332
Quote from: MarcAFK link=topic=10684.    msg122324#msg122324 date=1586857832
Quote from: The_Seeker link=topic=10684.    msg122322#msg122322 date=1586857607

Quote from: MarcAFK link=topic=10684.     msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is.    .    .    .   
Disabling that doesn't change anything though.   
Edit: I Disabled read only but checking the folder again it still says read only.   
Did you play on versions 1.  0, 1.  1, or 1.  2 before extracting 1.  3 and overwriting the exe and db?  If so, make a new, clean 1.  0 folder and apply the 1.  3 patch, and see if that works.   I suspect it might be caused by the presence of the save backup files being a different version than the primary db.   I have not received any #1414 errors since applying the 1.  3 patch directly to a clean install of 1.  0. 
My 1414 was straight from 1. 0 to 1. 3, I didn't even know about the other two patches
Title: Minerals tab Function #2026
Post by: Toobah on April 14, 2020, 05:09:21 AM
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.
Title: Re: v1.30 Bugs Thread
Post by: The_Seeker on April 14, 2020, 05:10:07 AM
Quote from: insanegame27 link=topic=10684. msg122331#msg122331 date=1586858827
Quote from: The_Seeker link=topic=10684.  msg122328#msg122328 date=1586858332
Quote from: MarcAFK link=topic=10684.     msg122324#msg122324 date=1586857832
Quote from: The_Seeker link=topic=10684.     msg122322#msg122322 date=1586857607

Quote from: MarcAFK link=topic=10684.      msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is.     .     .     .     
Disabling that doesn't change anything though.     
Edit: I Disabled read only but checking the folder again it still says read only.     
Did you play on versions 1.   0, 1.   1, or 1.   2 before extracting 1.   3 and overwriting the exe and db?  If so, make a new, clean 1.   0 folder and apply the 1.   3 patch, and see if that works.    I suspect it might be caused by the presence of the save backup files being a different version than the primary db.    I have not received any #1414 errors since applying the 1.   3 patch directly to a clean install of 1.   0.   
My 1414 was straight from 1.  0 to 1.  3, I didn't even know about the other two patches
But did you play at all or even start the game before applying the patch?
Title: Re: v1.30 Bugs Thread
Post by: insanegame27 on April 14, 2020, 05:12:19 AM
Quote from: The_Seeker link=topic=10684. msg122337#msg122337 date=1586859007
Quote from: insanegame27 link=topic=10684.  msg122331#msg122331 date=1586858827
Quote from: The_Seeker link=topic=10684.   msg122328#msg122328 date=1586858332
Quote from: MarcAFK link=topic=10684.      msg122324#msg122324 date=1586857832
Quote from: The_Seeker link=topic=10684.      msg122322#msg122322 date=1586857607

Quote from: MarcAFK link=topic=10684.       msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is.      .      .      .     
Disabling that doesn't change anything though.     
Edit: I Disabled read only but checking the folder again it still says read only.     
Did you play on versions 1.    0, 1.    1, or 1.    2 before extracting 1.    3 and overwriting the exe and db?  If so, make a new, clean 1.    0 folder and apply the 1.    3 patch, and see if that works.     I suspect it might be caused by the presence of the save backup files being a different version than the primary db.     I have not received any #1414 errors since applying the 1.    3 patch directly to a clean install of 1.    0.   
My 1414 was straight from 1.   0 to 1.   3, I didn't even know about the other two patches
But did you play at all or even start the game before applying the patch?
I did start a game, yes.
Title: Re: v1.30 Bugs Thread
Post by: db48x on April 14, 2020, 05:15:13 AM
I think controls on the right-hand edge of some windows can get cut off or wrapped to the next line if they don't fit, rendering them invisible or inaccessible. For example, the number of instant research points on the research screen:

(http://db48x.net/temp/Screenshot%20from%202020-04-14%2002-53-32.png)

or the exact size of a class on the class design screen:

(http://db48x.net/temp/Screenshot%20from%202020-04-14%2003-13-23.png)
Title: Re: Minerals tab Function #2026
Post by: db48x on April 14, 2020, 05:16:56 AM
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

I haven't figured out how to use that window either, but I do know that all the text boxes must have numbers in them; they can't be left empty or have anything but a number in them.
Title: Re: v1.30 Bugs Thread
Post by: L0ckAndL0ad on April 14, 2020, 05:22:42 AM
Assigning a commander to a fleet with flag bridge causes Function #382  Object reference error.

Details:
Off-Topic: show

I open Commanders window. Select any appropriate commander for my test ship (equipped with Flag bridge). Rear Admiral (Lower half) in this instance. Press assign and get the #382 Object reference error.

At the top line of the Commanders window, rank and name of the commander is displayed. After the initial "unassigned" status, assigning him with an error turns the "unassigned" status into "error". Selecting this officer again causes the error message to reappear.

Unassigning and reassigning any other officer of appropriate rank causes the same error.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 05:25:47 AM

Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241
My #1414 was "object reference not set to an instance of an object"
Was your aurora folder set to read-only?
Why yes it is....
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.

if by folder is read only you mean that it has a black square in the read only checkbox, that doesn't actually mean anything.
So folder probably isn't read only.
Title: Re: Minerals tab Function #2026
Post by: Energyz on April 14, 2020, 05:31:27 AM
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

You need to change the decimal separator in windows regional settings
Title: Re: v1.30 Bugs Thread
Post by: LuciusSulla on April 14, 2020, 05:36:32 AM
Damage to dropship transport bays dealt over 100% damage to the embarked ground units; resulting in negative number of units in a formation.

Save file after the damage attached.
Title: Re: v1.30 Bugs Thread
Post by: Kiks on April 14, 2020, 05:40:55 AM
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

Stupid question time :)

Was this a freighter and did you delete the last engineering space?

This was not a freighter, seems to happen with every design, even new ship designs. And yes I did remove the last engineering space.  (I keep messing up sending this my brain has not fully woken up.)
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 05:43:13 AM

This was not a freighter, seems to happen with every design, even new ship designs. And yes I did remove the last engineering space.
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

Stupid question time :)

Was this a freighter and did you delete the last engineering space?

Every design over 1kT needs at least one engineering space
Title: Re: Minerals tab Function #2026
Post by: nhb1986 on April 14, 2020, 05:43:38 AM
Quote from: Energyz link=topic=10684.  msg122349#msg122349 date=1586860287
Quote from: Toobah link=topic=10684.  msg122335#msg122335 date=1586858961
Hi!

Conditions:
Conventional start as well as new start.   
Same issue both on day 0 and a couple of months in.   
Have tried changing the numbers, checkboxes on the Minerals window - no difference.   

Issue:
Clicked the "Open mineral survey window".   
This opens the Minerals window with no rows showing in the main section.   
Clicked "Search".   
Popup appears notifying me: Function #2026: input string was not in a correct format.   "
Nothing else seems to happen. 

You need to change the decimal separator in windows regional settings

This is odd.   For me it works just fine with the standard separator for Germany ( , )

I can type either , or .   in the Mineral Survey Window.   Both work, no errors.   In class design Deployment Time it only recognizes my standard ( , ) so 2,1 works fine and gives me 2,1 in the ship desgin window.   All numbers scaling perfectly as well as adding Crew Quarters.   If I type 2. 1 it converts into 21 but no error.   
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:46:31 AM
Error in Function 2661, screenshot attached.    Happens randomly, a few times in a row, then goes away.    No apparent correlation with my activity.    Guessing it's the NPR?
2038, TN start, random stars.

Do you have Net Frameworks 4.0 installed?
Title: Re: Minerals tab Function #2026
Post by: Energyz on April 14, 2020, 05:47:06 AM
Quote from: Energyz link=topic=10684.  msg122349#msg122349 date=1586860287
Quote from: Toobah link=topic=10684.  msg122335#msg122335 date=1586858961
Hi!

Conditions:
Conventional start as well as new start.   
Same issue both on day 0 and a couple of months in.   
Have tried changing the numbers, checkboxes on the Minerals window - no difference.   

Issue:
Clicked the "Open mineral survey window".   
This opens the Minerals window with no rows showing in the main section.   
Clicked "Search".   
Popup appears notifying me: Function #2026: input string was not in a correct format.   "
Nothing else seems to happen. 

You need to change the decimal separator in windows regional settings

This is odd.   For me it works just fine with the standard separator for Germany ( , )

I can type either , or .   in the Mineral Survey Window.   Both work, no errors.   In class design Deployment Time it only recognizes my standard ( , ) so 2,1 works fine and gives me 2,1 in the ship desgin window.   All numbers scaling perfectly as well as adding Crew Quarters.   If I type 2. 1 it converts into 21 but no error.

Dunno, i had the exact same error than toobah in 1.0, didn't checked if it is still needeed in 1.30 but I suspect this is the case, as I remember Steve told something about this.

Edit: if I type using , instead of . i get Function #2026: input string was not in a correct format.
Title: Re: v1.30 Bugs Thread
Post by: Kristover on April 14, 2020, 05:47:46 AM
For what it’s worth, I have noticed for me when patching if I extract the patch to the existing folder and overwrite, I get lots of errors when playing.  I checked back and noted the issue seemed to be related to one or the other patch files not actually overwriting.  BUT, if I do a fresh install of v1.0 and then apply the patch manually ensuring both files transferred over - I deleted the two 1.0 files and then transferred the patch .exe and DB - no errors in play.  Wondering if that is the source of some of the errors for folks?

Additional Note:  Aurora folder is NOT in program files.
Title: Re: v1.30 Bugs Thread
Post by: SerBeardian on April 14, 2020, 05:48:21 AM
Auto-Refit throws #2097 Divide by Zero errors every production cycle.
In addition, ships eligible for refit are not shown on the list of refit targets even for standard refit orders.

Also throws #2085 when you open the Economics window.

Attempting to order a shipyard to do anything, causes it to list slipway in use, but no task is added to task list.
This persists even after deleting the original auto-refit shipyard and recreating it using SM.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:49:23 AM
Looks like fighters can be built with unresearched prototype components. Maybe the function that checks is only called by shipyard construction.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Silverkeeper on April 14, 2020, 05:51:50 AM
I second the minerals not shown bug. 
Installed Version 1.  00 patched clean to 1.  3.   Started conventional empire .   My geosurvey vessels are finding minerals but the mineral tab and mineral survey window wont show any minerals

Restarted the game as admin and now the tab shows minerals correctly.  The mineral Survey window how ever puts an error 2026
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:55:30 AM
V1.3
After opening the system view, and clicking "create system"
I get 5 Errors after cancelling out of the window.
Function 1612 error > 1607 > 1562 > 2430 > and  2431 .

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:02:33 AM
NPR races seem to have no issue with building both ships and ground forces. Player races seem to spend half of their build points on ground forces but neglect to spend the other half on ships.

Player races shouldn't pre-build anything. Only the designs should be done, so the ground forces are the bug rather than the ships :)

Fixed now.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:06:11 AM
I can't seem to be able to design STO units. I can click on Static Unit, Armor Type, and Surface To Orbit perfectly fine. But when I click on the gun I've researched, I get-

Function#2640: Object reference not set to an instance of an object.
Function#2608: Object reference not set to an instance of an object.
Function#1838: Object reference not set to an instance of an object.

https://imgur.com/Mn33WaC

Screencap for good measure. I researched a half-size gauss, a full-size gauss, and a laser. Researching more projects means more errors when I initially open the ground force design tab.

Do you have at least one tech in both EM Sensors and, Active Sensors?
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 06:10:26 AM
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
Title: Re: v1.30 Bugs Thread
Post by: Jovus on April 14, 2020, 06:15:31 AM
The 'minor' bug in Linux regarding the way C# concatenates filepaths to find Race, Flag, and Ship pictures isn't as minor as I first thought. Not finding those files actually causes C# to dump everything on the floor and fail out, so a fix would be very much appreciated, as it even causes instability under WINE (a Windows compatibility layer).

I recognize you probably have no interest in supporting Linux, and that's OK, but I thought it worth reporting in any case.

http://aurora2.pentarch.org/index.php?topic=10636.msg121116#msg121116
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:17:06 AM
Troop Transport Bay - Small research instead gives access to Troop Transport Bay - Very Small component. Not sure if this is a bug or a typo.

Should be very small for both. Fixed.
Title: Re: v1.30 Bugs Thread
Post by: L0ckAndL0ad on April 14, 2020, 06:17:30 AM
I encountered several bugs while testing carrier ops:

1. Detaching a fighter from the fleet (as opposed to manual drag& drop into a different fleet)  causes assigned mothership name suffix to disappear in Naval Organisation OOB list. Ship Design Display in Ship Overview still shows that the fighter is assigned though.

2. Manually drag & dropping a fighter into another fleet OR putting it into a sub-fleet and then detaching (using Detach button) this sub-fleet causes the fighters in this fleet to be unable to land on already assigned mothership. This fleet can land + assign (or not assign) on a mothership as if it wasn't assigned yet. This all happens with fighters that's already assigned to a mothership.

3. Only fleets with fighters that were detached from the mothership's fleet (with Detach button, one by one) can get an order to land back on assigned mothership. Drag & drop of fighters that were not detached into the same fleet causes this fleet to loose an ability to land on assigned mothership.

4. Fighters that were not detached but simply drag & dropped into another fleet and then return to the mothership will get their deployment clock go into negative numbers.

5. Not a bug, but a hassle: landing a fleet of fighters on a mothership disbands the fighter fleet and absorbs fighters into mothership fleet as opposed to putting this fighter fleet in as sub-fleet.

6. Using "Join as Sub-Fleet" order does not land fighters on an assigned mothership in this fleet and thus causes deployment clock to increase.
Title: Re: v1.30 Bugs Thread
Post by: SerBeardian on April 14, 2020, 06:18:38 AM
Not sure if intended, but scrapping ships yields their armor, crew quarters, and fuel tanks as reusable components. Probably other bits that shouldn't be reusable.
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 06:19:54 AM
You can't set amount to be lower than 1 in industry tab (Economics view). Of course you don't want to build half a research lab,but that cause issues in some scenarios :

If you want to build 2 RL, then if one month later you want to stop at only 1 RL, you can't. Amount will now be at 1.90 , and since you can't modify that to 0.9, you're screwed.
Title: Re: v1.30 Bugs Thread
Post by: hadi on April 14, 2020, 06:20:31 AM
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
Also would like to mention, related to this:
using the arrow keys in the event viewer, to scroll through the events and read them, will trigger the events as if you clicked on them, and will launch  the related window!
This is probably unintended and should not happen, right?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:21:16 AM
Function 1530: Object reference not set to an instance of an object.

Also I am un-able to gather intelligence on an enemy colony using a ELINT module, this bug might be related to above error message as I only started getting that when I put my ship  in range of the enemy pop.

EDIT: Errors stopped after moving out of range, definitely related.

I think I fixed it :)
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:22:20 AM
Normal view button doesn't even appear for me after I press wide view...

Sounds like the Wide view is too wide for your screen. Try using the title bar to move the window left until you see the Normal View button.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:25:28 AM
V 1. 30

Bug: Commander screen won't load, button deselects the system view screen, but the commander screen is invisible/doesn't exist.  6 years into campaign, only changes I've made in the commander screen are a few name changes and ribbons.

Possible bug/change I missed/I'm just an idiot: Geological Survey Sensors are causing my survey ship to be classed as a military vessel.  Not sure if that's a bug or not, but I thought they counted as commercial in V 1. 0

Geological is military. Previous version was bug.

Have you tried using Reset Windows to make the commander window appear?
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 06:29:02 AM
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:30:34 AM
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.

Seems to be related to a shipyard task that should exist but doesn't. Does that make any sense?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:31:20 AM
v 1.30
Conventional start with no predesigned ground units.
Opening ground unit screen results in 2 instances of errors : #2639 and #2379
Creating and researching a unit class, and then creating a template did not mitigate the issue.

Do you have any reactor tech?

In fact, there are some general issues around STO units on a conventional start as techs that they need are not available yet.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:39:59 AM
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.

In my game 30 years in I just attacked a NPR in Sol using fighters, they destroyed all my fighters and the carriers, now I am getting error functions 1995, and 1998 every cycle, and I get 1482 when I save the game.

It is related to shipyard tasks. Not sure how yet. What is the error text?
Title: Re: v1.30 Bugs Thread
Post by: The_Seeker on April 14, 2020, 06:42:17 AM
Quote from: Kristover link=topic=10684. msg122363#msg122363 date=1586861266
For what it’s worth, I have noticed for me when patching if I extract the patch to the existing folder and overwrite, I get lots of errors when playing.   I checked back and noted the issue seemed to be related to one or the other patch files not actually overwriting.   BUT, if I do a fresh install of v1. 0 and then apply the patch manually ensuring both files transferred over - I deleted the two 1. 0 files and then transferred the patch . exe and DB - no errors in play.   Wondering if that is the source of some of the errors for folks?
I believe this is likely the case even though I can't reproduce it.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:43:31 AM
If you set the shipyard continual expansion target to less than the current amount, it will shrink your shipyard.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Frank Jager on April 14, 2020, 06:44:21 AM

No more unlimited duration Civilian Geological surveyors?
Gods noooo.

Makes sense. Geological and Gravitational survey is a strategic goal after all. Makes sense the military should oversee it

V 1. 30

Bug: Commander screen won't load, button deselects the system view screen, but the commander screen is invisible/doesn't exist.  6 years into campaign, only changes I've made in the commander screen are a few name changes and ribbons.

Possible bug/change I missed/I'm just an idiot: Geological Survey Sensors are causing my survey ship to be classed as a military vessel.  Not sure if that's a bug or not, but I thought they counted as commercial in V 1. 0

Geological is military. Previous version was bug.

Have you tried using Reset Windows to make the commander window appear?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:46:01 AM
Wrecks and lifepods on lets say a NPR home planet will push all their contacts out of sight (using grouped contacts).

Clicking wrecks or life pods off does not solve the issue, the contacts are still somewhere high above while the invisible wreck and lifepod names still take up the space.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Bubbaisagod on April 14, 2020, 06:48:04 AM
Conventional industry no longer available during conventional start.
I have the 800 industry from game start but no option to build more under the
industry tab ==> construction.
Title: Re: v1.30 Bugs Thread
Post by: Fe-eze on April 14, 2020, 06:50:02 AM
Hi

Not sure if this is a bug or I'm just blind but I can't seem to find the 'create new rank' for Ground Force Commanders.  I can only see that for naval ranks.  I can rename but not create.
Title: Re: v1.30 Bugs Thread
Post by: Lastof on April 14, 2020, 06:52:19 AM
Quote from: Steve Walmsley link=topic=10684. msg122365#msg122365 date=1586861363
Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876
Looks like fighters can be built with unresearched prototype components.  Maybe the function that checks is only called by shipyard construction.

Fixed.

Can't spot it mentioned already, but I can also build prototyped parts with industry before researching the prototype.  Might be that this also fixes that, but if not sounds like a similar missing check.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:55:01 AM
v 1. 30

When creating more player controlled races on sol, you can not switch to the new race view in tactical (naval, economics, etc.  are working).  Restarting fixes the problem, refresh doesn´t.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: serger on April 14, 2020, 07:00:04 AM
Ground Forces - OOB - Scrap button doesn't do anything visible with selected formation, unit or element.
(Win7 64, Conventional start, 1st year of compaign.)
P.S. Delete Formation button deletes formation succesfully.
Title: Re: v1.30 Bugs Thread
Post by: Kristover on April 14, 2020, 07:01:59 AM
Ground Forces - OOB - Scrap button doesn't do anything visible with selected formation, unit or element.
(Win7 64, Conventional start, 1st year of compaign.)
P.S. Delete Formation button deletes formation succesfully.

Same here. Scrap I assumed was to delete a particular element from a formation but nothing.
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 07:03:19 AM
when starting a new game, automated turns is turned off, while the button is green
Title: Re: v1.30 Bugs Thread
Post by: Yonder on April 14, 2020, 07:04:33 AM
Finished Research with a queued research project still interrupts auto-turns. I would expect for auto-turns to not stop unless a research project finishes and there's no queued project after.

Also, there is no message in the Events Log that the science team has begun working on the queued research project. There should definitely be an event log message like there is in VB6, regardless of auto-turns.

Edit: Same for queued Industrial Construction. It interrupts auto-turns despite a queued project existing, and doesn't put a message in the event log that a queued project has now begun.

I don't think this is a bug, I like it this way. While sometimes those events just mean "yay my numbers went up" sometimes those events need additional input. After a Naval Headquarters or Shipyard is built you may want to start shipyard tasks or assign leaders. After a research project is finished you may want to shift research to new unlocked projects, you may want to design components, or a new ship.
Title: Re: v1.30 Bugs Thread
Post by: Duzzit on April 14, 2020, 07:06:49 AM
Version: 1.3

Bug: Minor, Popup occasionally. I have no idea what could be causing this as its a thing that shows up sporadically.

Function #2397: Object reference not set to an instance of an object.

---

Second Minor Bug: In the ground forces template creation tab, even if you click cancel, cancel on creating a new template, it will still create a template.

---
Typo: "Are you sure you want to give all designed 'byt' unresearched tech to this race." (Should be 'by') this is the text for the SM function for Instant RST in the research screen.

---

Also Steve, I really can't seem to find the 'Instant research to X cost' button, only the 'instant' button for single techs. (and the Instant racial techs)
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 07:07:54 AM
Something is still fishy with Ship Tonnage.

This design:

Code: [Select]
Horizon class Geological Survey Vessel (P)      7.997 tons       184 Crew       780,3 BP       TCS 160    TH 263    EM 0
2188 km/s    JR 3-50      Armour 1-35       Shields 0-0       HTK 43      Sensors 12/12/1/1      DCR 7      PPV 0
Maint Life 3,27 Years     MSP 426    AFR 73%    IFR 1,0%    1YR 60    5YR 904    Max Repair 191,3 MSP
Fregattankapitan    Control Rating 1   BRG   
Intended Deployment Time: 34 months    Morale Check Required   

J8000(3-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 3

Commercial Improved Nuclear Pulse Engine  EP175,00 (2)    Power 350,0    Fuel Use 6,61%    Signature 131,2500    Explosion 5%
Fuel Capacity 500.000 Litres    Range 170,1 billion km (899 days at full power)

Waldheim Electronics | ES | HS 02 | S12 | (1)     Sensitivity 12     Detect Sig Strength 1000:  27,4m km
Waldheim Electronics | TS | HS 02 | S12 | (1)     Sensitivity 12     Detect Sig Strength 1000:  27,4m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I am trying desperately to get it to 8000 tons exactly . . .  because of reasons.

For some reason the Armour is only 5,94 in this design - why is that, how is armour calculated anyhow in C# couldn't find anything the changes list can somebody point me to the calculation?
The exact size is 159,9371

Also, we can't add any spare berths manually, shouldn't we be able to? I understand the changes to overcrowding, but wouldn't it be prudent to add extra berths in case of combat damage or is the increased wear negligible?

(https://i. imgur. com/mWxl0fc. png)
Title: Re: v1.30 Bugs Thread
Post by: Gladaed on April 14, 2020, 07:08:23 AM
Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114
Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489
Disclaimer: Happened in 1.  10 and 1.  20 but was not mentioned. 

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.   The log complains about them not being able to load infrastructure every 5 or so days. 
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It is tradegood infrastructure.  The bug has been reported by another player in 1. 2, too.  (SerBeadian twitchchat)
I appended AuroraDB. db and a screen of the event log.  I do not have a manual order set up.

Code: [Select]
https://www.dropbox.com/s/etg13ohk0cpccv5/AuroraDB.db?dl=0
Title: Re: v1.30 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 07:19:38 AM
when starting a new game, automated turns is turned off, while the button is green

Yes, this is the same as the space master bug starting on while it is actually off. It's like it memorized the previous stance only in the graphics but not in the actual command. You have to trigger it twice and will go back to working as intended
Title: Re: v1.30 Bugs Thread
Post by: Erik L on April 14, 2020, 07:25:33 AM
SM button on the Galaxy window toggles SM Mode, but does not update visually.

My bad. It does not read the current state of the SM Mode when the window is opened.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:30:18 AM
My reduced size (0.5HS) gauss cannons seem to have the same 100 percent accuracy as the 6 HS ones.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:35:47 AM
Good morning, Steve!

Military Vessel equipped with Commercial Engines + Military Jump Drives can no longer "standard transit", due to mismatch between the engines and jump drive. That means a 50% power (or lower) engine cannot be jumped with a military jump drive, but a 55% power (or higher) engine can be.

Jump drives are affected by the engine (commercial vs military) of the ship they are jumping, rather than the maintenance classification  (commercial vs military).
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 07:36:35 AM
Not entirely sure this is a bug or just new with C#, but we're able to promote officers manually with realistic promotions active. Without having to activate SM mode
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:37:56 AM
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name

I've tested this but I can't reproduce the bug. Anyone else have a similar problem?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:43:24 AM
This is a bit hard to explain, but ordering a ship to be repaired does not remove it from the "ships needing repair" list immediately.  This allows you to assign the same ship for repair in multiple slips and/or shipyards.  If this happens, it will cause a divide by zero order whenever you open the Colonies Window, look at the Shipyard or Shipyard Tasks screens, or advance time by more than a few seconds.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 07:44:52 AM
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name

I've tested this but I can't reproduce the bug. Anyone else have a similar problem?

I experienced this in 1.0. Couldn't reproduce in 1.3 now
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:46:41 AM
I clicked this button (I believe) and it caused all my perfectly auto-aligned systems to all be "reverted" to all occupying the same jumbled location. I had to manually drag them out back into a similar layout, much like VB6 galactic map days. I had never previously "saved" a galactic map layout in this game.

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

Sadly, I was no longer able to restore the perfect straight lines and spacing that the galactic map had originally laid out for me automatically, even with the help of the Align To Grid button.

I suggest there should be one or both of these solutions implemented when you have time:
1) Clicking the "Return systems to last saved position" button should NOT do anything if the person has not saved a galactic map layout.
2) There should be a new button that automatically lays out and spaces out all the systems on the galactic map just like it does when you first discover them.

This is working as intended. The button is used for when you want to try different layouts without losing the original. You try different options then go back to where you started. If you want to keep an option, then save it.
Title: Re: v1.30 Bugs Thread
Post by: Lymark on April 14, 2020, 07:48:43 AM
Quote
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. 

This issue was reported in the 1. 20 bugs thread, I just now experienced the same thing in 1. 30.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:48:51 AM
Are Civilian Shipping Line ships supposed to all be commanded by my own naval officers when Automated Assignments is turned on? Happened to me in every game since v1.0 including v1.3 now:

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 07:53:01 AM
Assignment of a commander is not updated in the search area when assigning a commander to a post. Makes assigning commanders by skills a bit harder since you have to remember or keep refreshing the list
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:55:11 AM
I'm getting a constant #1414 error after clicking time forward. It was also reported in the v1.1 bugs thread.
The error didn't show up untill a few months into the game so I'm thinking it must be NPR related. Or perhaps one of the spoiler racer. I'm uploading the DB to dropbox but it'll take a while.

What is the error text?
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 08:02:15 AM
In my current game, 10 years in, and I'm getting object reference not set errors in functions 1995, 1998, and 2398 every production cycle.

In my game 30 years in I just attacked a NPR in Sol using fighters, they destroyed all my fighters and the carriers, now I am getting error functions 1995, and 1998 every cycle, and I get 1482 when I save the game.

It is related to shipyard tasks. Not sure how yet. What is the error text?

Attached are the errors. 1995 an 1998 happen on what seem to be construction cycles.

1482 happens when I save.
Title: Re: v1.30 Bugs Thread
Post by: firsal on April 14, 2020, 08:09:38 AM
All ground units that share the same name get marked obsolete when one unit gets marked as obsolete.

For example, I have a ground unit named Rifleman which is PWL Infantry and Rifleman which is PW Infantry; marking one as obsolete also marks the other as obsolete on the ground forces screen.

This is from 1.10, though I haven't seen this bug reported yet and it still might be in 1.30

EDIT: In addition, it might be prudent to be able to rename already-research ground units.

EDIT: Renaming units to another name does not resolve this issue, perhaps since they shared the same original name

I've tested this but I can't reproduce the bug. Anyone else have a similar problem?

I experienced this in 1.0. Couldn't reproduce in 1.3 now

Could not reproduce in 1.3 as well; looks like it's fixed.
Title: Re: v1.30 Bugs Thread
Post by: insanegame27 on April 14, 2020, 08:10:15 AM
Quote from: Steve Walmsley link=topic=10684.    msg122429#msg122429 date=1586868911
Quote from: MarcAFK link=topic=10684.    msg122287#msg122287 date=1586851109
I'm getting a constant #1414 error after clicking time forward.     It was also reported in the v1.    1 bugs thread.   
The error didn't show up untill a few months into the game so I'm thinking it must be NPR related.     Or perhaps one of the spoiler racer.     I'm uploading the DB to dropbox but it'll take a while.   

What is the error text?

Same issue, here's a db that will do it when you advance 30 days.     Error text is Function #1414: Object reference not set to an instance of an object

https://drive. google. com/open?id=1vsImoR6tSCSsWAO5hHKLcUOGxpgXWqJ2 (remove spaces after the periods)
Title: Re: v1.30 Bugs Thread
Post by: Kristover on April 14, 2020, 08:13:34 AM
Minor bug.  I created some new medals and manually awarded them to a Commander which should have bumped his promotion score up by 100 points.  Didn't see his promo score go up so I closed out window and reopened, no promo score bump of 100 points.  I advanced the time by 5 and 30 day increments and didn't see the 100 points ever get added - I did see his promo score go up slightly because of time in grade like expected.  Game is 1.30 with realistic promotions turned on.
Title: Re: v1.30 Bugs Thread
Post by: Demonius on April 14, 2020, 08:19:23 AM
You can put 0 Pop colonies on Super Jovians and Gas Giants.  They are uninhabitable and have 0 Pop space (though funnily list their own atmosphere as breathable).  Would think this is unintended.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 08:41:43 AM
After made contact with some aliens (probably the new spoiler race hit down my geosurvey ship with their land units).

Opening intelligence window or clicking on communication generates Function #1936: Object reference not set to an instance of an object.

Attached is the save.

Thanks - database was really useful. It's because the alien race didn't have a population greater than zero. Fixed now.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 08:42:19 AM
In the Class Design window. 
In 1.  2 there was a bug where creating a new ship class would always assign it to a Cruiser hull. 
Now, the first ship you create is reassigned to the last hull you used. 
For example:
1.   I created a geo survey ship class named "a", and it was assigned to geo survey hull. 
2.   I created a cargo ship class named "b", and both classes ("a" and "b") were assigned to cargo hull
3.   I created a command dropship class, "a" and "c" were assigned to command dropship hull, while "b" remained to be cargo hull. 


When changing the hull type of the ship, it doesn't update in the hierarchical view on the left.
If you close the window and open it again - it shows the correct hierarchy

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 08:42:29 AM
Error: Function #242: Object reference not set to an instance of an object
I did the following:
1.  opened a Class Design window
2.  opened a Create Research Project window (while the 1st one is still open in the background)
3.  designed a new prototype engine
4.  went back to the Class Design window
5.  shrunk the engines hierarchical view
6.  expanded the engines hierarchical view
7.  got the error
Title: Re: v1.30 Bugs Thread
Post by: Elouda on April 14, 2020, 08:48:57 AM
v1.30
Got a 'Function #1434: Object Reference not set to an instance of an object' error when I entered a system (Ross 128), went away afterwards, except when saving.

.db file - https://www.mediafire.com/file/gl9ol7pzhp7mzdd/AuroraDB.db/file
Title: Re: v1.30 Bugs Thread
Post by: Hastermain on April 14, 2020, 08:49:03 AM
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).     


Error 1414: Value too large or too small for Decimal (literally translated, could be the wrong text error since my computer's in another language) happens after moving forward for any amount of time; the windows shows up a very large number of time and disappears after ~3 seconds of holding Esc.      Related to a 0% fuel tanker, which I now can't find anywhere on the map, and can move at the speed of light (damn what a good engine).     

When I try to open its fleet on Naval Organisation, 2 errors showed up:

Function #2976: Value too large or too small for Decimal (literally translated, could be the wrong text error since my computer's in another language)
There was a second error window with the same text, but it stopped showing up after I changed the fleet's name (??????)

How it began:

Been failing over and over at the correct fleet settings for my tanker, which transports fuel from my gas giant station to Earth.      After the thousandth time it stops orbiting the planet and stays there (normally with a full fuel tank; this time, stopped midway when returning to the gas giant due to 0% fuel), I used a tug to move it back to Earth.      It refuelled and resupplied there.      Can't remember now what orders I gave and what it did afterwards, but the error above started happening.      I can't find it anywhere on the map now, its fuel is 0% and its speed in Naval Organisation is at 300.     000 km/s.      Whenever I try to open its fleet (I detached it so it's alone), 2 error windows appear, as I described above.     

P.     S.      it's not the first time tankers doing the sorium gas giant -> earth route start flying away at 300.     000km/s for me


EDIT: after changing the fleet's name, I just noticed the Error 1414 windows stopped showing up, but clicking on the Fleet in Naval Organisation still prompts the Function #2976 window

EDIT 2: . dbs below, one a save I had made a few minutes ago, one I saved now

for the new one, when opening Aurora I get "Function #1171: Object can't be converted from DBNull to other types" (translated literally).  The Tanker fleet also disappeared, but I can open Aurora.

For the old one, get the same Function 1171 but Aurora's window took about a minute to open (only showed up in alt-tab).  I haven't made notes of differences between savefiles, sorry, rookie mistake, but they should be close to 0 and, if there are any differences, they're only related to (things tied to) the passage of time and to the tanker fleet.

old : https://drive. google. com/open?id=1OHdkWDwyzL3O22QBT6SEvuhMAjCiCNT5
new : https://drive. google. com/open?id=15Q_adu09Y1OrRBzQ44tIE5XCtynlcMPa
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 08:52:48 AM
When designing a prototype engine,"Engine Power" doesn't show next tech level. 
For example, if current minimum level is 50%, next level should be 40%, but it doesn't show it in the selection box. 
I'm guessing that the algorithm is only looking for bigger values and not looking at possible smaller values.

Its because there are two different techs involved - higher and lower. I'll fix this later as its more complex than it sounds. The Next Tech code is setup for parameters relying on a single tech.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 08:53:18 AM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log. don't have the full message atm, but it's the "unable to load due to not having anything to load" message. Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

Could you attach the db file please?
Title: Re: v1.30 Bugs Thread
Post by: Father Tim on April 14, 2020, 08:54:27 AM
You can put 0 Pop colonies on Super Jovians and Gas Giants.  They are uninhabitable and have 0 Pop space (though funnily list their own atmosphere as breathable).  Would think this is unintended.

I hope this doesn't get changed, as my empire needs an 'Ice Station Zebra' to which inconvenient officers can be sent to contemplate their mistakes.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 08:55:08 AM
My #1414 was "object reference not set to an instance of an object"

Please could you attach the db?
Title: Re: v1.30 Bugs Thread
Post by: serger on April 14, 2020, 08:59:59 AM
Ground Force officers have Tactical bonuses (used for naval Tactical Officers, not ground combat).
Title: Re: v1.30 Bugs Thread
Post by: Boris on April 14, 2020, 09:05:05 AM
creating a turret prototype makes that turret be available to be built (as if it was researched)
Title: Re: v1.30 Bugs Thread
Post by: bankshot on April 14, 2020, 09:05:33 AM
Assignment of a commander is not updated in the search area when assigning a commander to a post. Makes assigning commanders by skills a bit harder since you have to remember or keep refreshing the list

I can confirm seeing this one.  Also there is no warning or filtering (I had eligible and available only checked) for assigning a commander to a ship who is the same rank as the fleet commander.  I assigned an R2 commander to the top level admin command and an R4 commander to the survey admin command.  I then added an R4 commander as captain of a survey vessel.  Opening up the admin command again I showed the survey command red flagged with R3 as a requirement. 

And an enhancement request - when you sort commanders by a given ability add a checkbox to only display unassigned commanders. 

Edit: there also seems to be some issues with assigning science officers.  I promoted the survey commander to R3 to fix the above issue, and assigned R4-R6 commanders to the survey ships.  When I first open up commanders I have to drop down and select an individual commander to populate the list of positions.  Then when I pick science officer the list of survey ships shows up, all of which show R7 as the minimum required rank.  I select Naval Officer Survey sort to show the list of officers that would be suitable, which properly displays those who have already been assiged.  But when I select an R6 officer who I planned to assign to a ship with an R5 captain the list of ships blanks out. 

Is this intended behavior?  Since one of my survey ships has an R6 captain does this mean that none of my other survey ships of the same class can have an R6 science officer?  I had thought the rank check would be on a per-ship basis, not per-class.
Title: Re: v1.30 Bugs Thread
Post by: DEEPenergy on April 14, 2020, 09:17:09 AM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log. don't have the full message atm, but it's the "unable to load due to not having anything to load" message. Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

I can also confirm this error. It occurs when civilians are trying to trade infrastructure between two planets, but I've not got it yet for any other trade good.
Title: Re: v1.30 Bugs Thread
Post by: Karlito on April 14, 2020, 09:19:40 AM
Very minor display error: in the officer screen, rank names normally have the (number) of officers next to them, however, if you change the name of a rank, the number disappears, at least until you reopen the window.
Title: Re: v1.30 Bugs Thread
Post by: Awazruk on April 14, 2020, 09:20:13 AM
Adding geological survey sensors makes a design classified as an military vessel.  I can't find it anywhere in the changes, and in v1. 00 it wasn't the case so i assume it's a bug.
Title: Re: v1.30 Bugs Thread
Post by: AeroEngine on April 14, 2020, 09:22:17 AM
Quote from: DEEPenergy link=topic=10684. msg122471#msg122471 date=1586873829
Quote from: Resand link=topic=10684. msg122313#msg122313 date=1586855350
Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114
Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489
Disclaimer: Happened in 1.  10 and 1.  20 but was not mentioned. 

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.   The log complains about them not being able to load infrastructure every 5 or so days. 
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log.  don't have the full message atm, but it's the "unable to load due to not having anything to load" message.  Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

I can also confirm this error.  It occurs when civilians are trying to trade infrastructure between two planets, but I've not got it yet for any other trade good.

I have this too right now.
Db in attach
Title: Re: v1.30 Bugs Thread
Post by: Inglonias on April 14, 2020, 09:24:17 AM
Adding geological survey sensors makes a design classified as an military vessel.  I can't find it anywhere in the changes, and in v1. 00 it wasn't the case so i assume it's a bug.

Not a bug. This is intended (http://aurora2.pentarch.org/index.php?topic=10671.msg122081#msg122081)
Title: Re: v1.30 Bugs Thread
Post by: Gladaed on April 14, 2020, 09:26:29 AM
Disclaimer: Happened in 1. 10 and 1. 20 but was not mentioned.

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.  The log complains about them not being able to load infrastructure every 5 or so days.
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log. don't have the full message atm, but it's the "unable to load due to not having anything to load" message. Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

Could you attach the db file please? 1.2 db:
I did. Must have gone missing:
Code: [Select]
https://www.dropbox.com/s/etg13ohk0cpccv5/AuroraDB.db?dl=0
Edit: thought you quoted me. Had appended some screenshots&DB in a previous comment
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 09:36:31 AM
Not sure if this is WAI.

In the Commander Assignment Window:

For Scientists and Civil Administrators the Minimum Rank and Maximum Rank Dropdowns are not populated, so you cannot Filter the search list.
Title: Re: v1.30 Bugs Thread
Post by: Yonder on April 14, 2020, 09:38:42 AM
Canceled an Industry task and now get

Function #2184: Attempted to divide by zero

whenever I interact with the industry tasks. Closing and reopening Economy window seems to have resolved it.
Title: Re: v1.30 Bugs Thread
Post by: serger on April 14, 2020, 09:46:06 AM
Naval Officers have Xenoarchaelogy bonuses, used for ground formations only.

UPD. Maybe not a bug: it can increase chances of successfully salvage alien tech.
Title: Re: v1.30 Bugs Thread
Post by: Wieseltrupp on April 14, 2020, 09:51:57 AM
In a TN start the [INSTANT] button is still unlocking free Tech after you spent all your RP. Closing and opening the window fixes this
Title: Re: v1.30 Bugs Thread
Post by: Saquenay on April 14, 2020, 09:55:00 AM
I am experiencing the same bug that Resand (and possibly others) have described, which is that a short while after setting up a colony, civilian freighters will start complaining about 'pickup failed' trying to pickup Infrastructure from the home world.   This has happened in every one of my (conventional start) games so far.
Typical steps:
Conventional start.
Build some Infrastructure on Earth
Build a Freighter, make a colony on, say, Luna, and ship Infrastructure there.
Build a colony ship and move some civilians there.
wait
Eventually you will get a message in the events as follows:: "Pickup Failed"  "Berryer Small F1 006 (FLD: FT Berryer Small F1 006) was unable to load Infrastructure from Earth as nothing was available for pickup".
(in this case Berryer is the name of the shipping company)
In my latest game, at the time the first message appeared, there were in fact no Infrastructure on Earth, but I didn't track if I had just just run out or not.

In a previous game, this issue affected freighters from 3 separate shipping companies.   At some point I DID have spare infrastructure on earth, though I also had my own freighters delivering that infrastructure.   In none of these setups have I used the civilian economy tab to setup installation transfers.   In a previous game, I tried to set up some supply and demand to see if that would fix it, it didn't.   Later in that previous game, I SMed a pile of infrastructure on earth and that seemed to fix the issue temporarily.   This previous game was in 1. 0 / 1. 1

Here is the db for a game in 1. 3 when the issue first appears.

https://drive. google. com/open?id=1gWUCmRN1z75_QybA4fLopjpPhpmtoPxb

Thanks for the great work so far!

--Saq
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 10:01:09 AM
After opening a new window by clicking an event in event viewer, the event viewer window will often jump in front again.
It's not every time and I'n not sure what triggers it. I think it was every time in earlier builds, but not 100% sure.
Title: Re: v1.30 Bugs Thread
Post by: smoelf on April 14, 2020, 10:11:52 AM
There is no event message if a geo survey fleet is unable to plot enough orders based on a standing order. I sent a survey fleet to a way point close to 2009 YE7 with the standing order 'Survey Next Five System Bodies'. It surveyed 2009 YE7 just fine, but then stopped and stayed there. In VB6 there would a message if there were no destinations with 10b km (IIRC).
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 10:14:09 AM
Thanks for the awesome work!

some input:

  • Clicking on the header in GU - Unit Class Design leads to #2608 and #1838 Object reference not set to an instance of an object
  • Clicking the Show Next Tech Button in the Part Design window is a bit sketchy, as it will reset the values chosen initially in the dropdowns.     Makes it difficult to compare 2 parts, I guess the Prototype option makes it obsolete anyway.   

Edit: Also I am too stupid to post pictures inline of the post, so I attached them instead :-\

Was this a conventional start?
Title: Re: Minerals tab Function #2026
Post by: Steve Walmsley on April 14, 2020, 10:15:36 AM
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

Is your decimal separator a comma?
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 10:18:24 AM
The civilian shipping line bug many people have reported with "unable to pick up infrastructure" was caused in my v1.0 game by all the civilian shipping lines having grown large enough to ship all of Earth's "free" Wealth/Trade infrastructure faster than Earth could replenish its annual free supply.

I expect it will happen to any player whose shipping line growth outstrips Earth's annual production capability (including in v1.3). When it happens, it clutters the Event Log and also interrupts auto-turns, which can be a pain.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 10:23:19 AM
If I try to manually load fractional installations from a planet, such as 0.1 Spaceports, I get this Function 946 error:

(https://i.imgur.com/Neo6i5s.png)

I don't have weird localization or decimal settings on my US English computer. The error pops up when I try to "Add Move".

(https://i.imgur.com/F0ClDlX.png)
Title: Re: Minerals tab Function #2026
Post by: Resand on April 14, 2020, 10:27:16 AM
Hi!

Conditions:
Conventional start as well as new start.
Same issue both on day 0 and a couple of months in.
Have tried changing the numbers, checkboxes on the Minerals window - no difference.

Issue:
Clicked the "Open mineral survey window".
This opens the Minerals window with no rows showing in the main section.
Clicked "Search".
Popup appears notifying me: Function #2026: input string was not in a correct format. "
Nothing else seems to happen.

Is your decimal separator a comma?

Mine was, same issue and changing it helps. But its quit annoying to be honest.
As I've changed it to . 3 times since launch and windows keeps "helping" me to set it to "correct" value again.

Not your fault, but would love a fix. If nothing else, I'd prefer to have it as ,
Title: Re: v1.30 Bugs Thread
Post by: bankshot on April 14, 2020, 10:28:41 AM
Minor display issue:

After geo survey discovers minerals the Minerals tab display on system view isn't automatically refreshed.  Closing and restarting, or presumably swapping to another system and back should refresh the list (I only have one system at present so can't test that). 
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 10:28:52 AM
Man, spent forever setting a game up but I guess it's all premature right now:

Attatched a DB file, whenever the fleet that is currently at my homeworld (Imperial Fleet 01) tries to go anywhere, it starts throwing about 30 or so "Function #713: Reference not set to instance of an object" errors. This is a random stars SM start. Before this happened I was messing about with fighters and sub fleets and what not and might have broken something.


EDIT: My current game is over an old 1.00 install as well that had games on it.

The problem is caused by a flag bridge with no commander assigned. Fixed for next version. DB was very helpful, thanks.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 10:30:20 AM
Good morning, Steve!

Military Vessel equipped with Commercial Engines + Military Jump Drives can no longer "standard transit", due to mismatch between the engines and jump drive. That means a 50% power (or lower) engine cannot be jumped with a military jump drive, but a 55% power (or higher) engine can be.

Jump drives are affected by the engine (commercial vs military) of the ship they are jumping, rather than the maintenance classification  (commercial vs military).

Perhaps there should be an error displayed in ship design about jump drive + engine mismatch, if this is intended behavior?
Title: Re: v1.30 Bugs Thread
Post by: vyser1on on April 14, 2020, 10:34:07 AM
Quote from: Ancalagon link=topic=10684.    msg122509#msg122509 date=1586877504
The civilian shipping line bug many people have reported with "unable to pick up infrastructure" was caused in my v1.    0 game by all the civilian shipping lines having grown large enough to ship all of Earth's "free" Wealth/Trade infrastructure faster than Earth could replenish its annual free supply.   

I expect it will happen to any player whose shipping line growth outstrips Earth's annual production capability (including in v1.    3).     When it happens, it clutters the Event Log and also interrupts auto-turns, which can be a pain.   

Exactly this.  It doesn't happen with all the other trade goods, so I guess it is related to infrastructure actually showing up in your installations after the trade, whereas all the other stuff vanishes into the civilian economy.   
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 10:36:37 AM
There should also be a "helper hint" if someone puts a Cargo Hold on a ship without putting Cargo Shuttle Bays, suggesting they add one. Same for ground troop transports and colony ships. This is the second-most-asked-about issue that people are repeatedly having trouble with on Discord when they build their first freighters.

And the #1 top issue is people asking "Where is the system map event log, I checked the checkbox to enable it?" Maybe you should simply hide the "Events" checkbox on the system map for now  :)
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 10:37:07 AM
Small thing, but keeps bugging me  :)

The Naval Org. window doesn't remember that I've unchecked "Show Civilian".

Edit: Another small one, so just adding it in here. The Academy jobs for your leaders aren't marked as taken after you've given the job to someone.
So it's difficult to know if anyone have the job or not.

Not found any where to see this other then assignment of the guy that has the job.
Title: Re: v1.30 Bugs Thread
Post by: JacenHan on April 14, 2020, 10:38:39 AM
I haven't seen this posted anywhere else, so as far as I know this is a feature I have misunderstood, but ground unit formations seem to always be created with the lowest ground forces rank (Major, in my current game), regardless of what is set for the formation template. While it is possible to change it after building it, it can become a bit tedious for larger numbers of units.
Title: Re: v1.30 Bugs Thread
Post by: db48x on April 14, 2020, 10:42:56 AM
Function #3180: An item with the same key has already been added.

If you open up the Create Research Project window and start designing something, let's say a Beam Fire Control, then open up the Turret Design window to design and save a turret, then come back to the fire control and save it, you'll get this error. I suspect that each of these windows (and probably others such as the missile design window, although I haven't checked) look up the next value to use as the primary key when they are opened, then use that primary key when you save the tech. Since they both found the same next value from the table, they both tried to save to the same ID. May I suggest skipping that and letting sqlite insert the next value at the time of the insert?
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 14, 2020, 10:52:24 AM
v 1.30
Conventional start with no predesigned ground units.
Opening ground unit screen results in 2 instances of errors : #2639 and #2379
Creating and researching a unit class, and then creating a template did not mitigate the issue.

Do you have any reactor tech?

In fact, there are some general issues around STO units on a conventional start as techs that they need are not available yet.
Ok researching reactors fixed both errors.
However I found more errors after clicking on STO weapons on the ground forces tab, I have a rail gun researched, which shows up, but I got the following errors : 2640, 2608 ,and  1838,
And furthermore creating a template using the bugged STO wipes all my existing templates. They're all gone from the Ground unit screen.
Title: Re: v1.30 Bugs Thread
Post by: kks on April 14, 2020, 11:01:38 AM
From the v.1.1 thread:
Quote
Quote

    When two empires with the same homeworld (maybe just colonies on the same body) go hostile to each other and have ground forces, before any combat happens, the following message shows (an infinite time, not able to click all away): Function #1927: Object reference not set to an instance of an object.
    I originally found this bug in an testgame, where I wanted to try the new ground combat. So I started a game with another race SM'ed to Earth. First I did this in an conventional, real stars game, then reproduced it with a new game (just infantry with PWL against infantry with CAP + HQs) using all standard settings for generating the races. Reproduced it in V1.10 with the already loaded game, just adding a race, letting it run a few days, then switching to hostile. Both instantbuilding, as well as recruiting the formations reproduced the error.
    I have only the tactical map, and sometimes the event window open.

    Also, Thank You alot for the release. Great work! :)


This is going to sound like a weird question but can they detect each other?

I didn't think about that... They could see each other on DSTS but not on active.

Reproduced the bug on v1.3, but now it only shows a couple of such messages each combat phase, which you can click away. More messages if longer increments are used.
I also build a small Active Sensor platform for both empires and activated it: the error is still shown after that.
Title: Re: v1.30 Bugs Thread
Post by: Panek on April 14, 2020, 11:03:47 AM
Quote
Geological is military.  Previous version was bug.

Have you tried using Reset Windows to make the commander window appear?

Probably a dumb question, but how do I do that?

Also possibly another bug I'm encountering- checking the "story character box" seems to turn it on for all commanders  (checking it and switching to a different commander leaves the box checked, unchecking on the new commander's screen leaves it unchecked it when you switch to the original commander as well)
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:10:54 AM
Assigning a commander to a fleet with flag bridge causes Function #382  Object reference error.

Details:
Off-Topic: show

I open Commanders window. Select any appropriate commander for my test ship (equipped with Flag bridge). Rear Admiral (Lower half) in this instance. Press assign and get the #382 Object reference error.

At the top line of the Commanders window, rank and name of the commander is displayed. After the initial "unassigned" status, assigning him with an error turns the "unassigned" status into "error". Selecting this officer again causes the error message to reappear.

Unassigning and reassigning any other officer of appropriate rank causes the same error.


Fixed.
Title: Re: v1.30 Bugs Thread
Post by: MarcAFK on April 14, 2020, 11:13:12 AM

Could you attach the db file please?
[/quote]
I'm trying but my upload speed is garbage and it keeps getting timed out. Its likely the same error insanegame27 found:

"Same issue, here's a db that will do it when you advance 30 days.     Error text is Function #1414: Object reference not set to an instance of an object"

https://drive.google.com/open?id=1vsImoR6tSCSsWAO5hHKLcUOGxpgXWqJ2
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:15:24 AM
Damage to dropship transport bays dealt over 100% damage to the embarked ground units; resulting in negative number of units in a formation.

Save file after the damage attached.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:16:15 AM
For what it’s worth, I have noticed for me when patching if I extract the patch to the existing folder and overwrite, I get lots of errors when playing.  I checked back and noted the issue seemed to be related to one or the other patch files not actually overwriting.  BUT, if I do a fresh install of v1.0 and then apply the patch manually ensuring both files transferred over - I deleted the two 1.0 files and then transferred the patch .exe and DB - no errors in play.  Wondering if that is the source of some of the errors for folks?

Additional Note:  Aurora folder is NOT in program files.

Thanks - I will note that for each patch.
Title: Re: v1.30 Bugs Thread
Post by: 01010100 on April 14, 2020, 11:25:56 AM
Not sure if this is a bug, but the cost for some installations does not correspond to the published table. For example mines only cost corundium and no duranium, even though the table (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382 (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382)) states that they should still cost 30 duranium.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:27:09 AM
Not sure if this is a bug, but the cost for some installations does not correspond to the published table. For example mines only cost corundium and no duranium, even though the table (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382 (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382)) states that they should still cost 30 duranium.

I've updated the database so the table is out of date.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:32:30 AM
Auto-Refit throws #2097 Divide by Zero errors every production cycle.
In addition, ships eligible for refit are not shown on the list of refit targets even for standard refit orders.

Also throws #2085 when you open the Economics window.

Attempting to order a shipyard to do anything, causes it to list slipway in use, but no task is added to task list.
This persists even after deleting the original auto-refit shipyard and recreating it using SM.

The only code I can see with division involves class cost. Any chance you have a zero-cost class?

What is the error text for 2085? The numbers are just the function in which the error occurs. I need the text as well to know what happened.

Looks like something odd going on because if shipyards weren't working in general I would be getting a lot of bug reports ion that subject.
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 11:32:56 AM
I haven't seen this posted anywhere else, so as far as I know this is a feature I have misunderstood, but ground unit formations seem to always be created with the lowest ground forces rank (Major, in my current game), regardless of what is set for the formation template. While it is possible to change it after building it, it can become a bit tedious for larger numbers of units.
You can set the default rank of the formation on the formation screen. The button is on the right side third from right. Does not change any already existing formation settings only new ones that are built
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:34:14 AM
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: TeSparg on April 14, 2020, 11:36:41 AM
1. 30
3 bugs with the Missile Design window:
- the ECCM check box makes the missile be more radioactive (and the enhanced radiation number goes up). 
- the Enhanced Radiation check box doesn't appear to work at all.   ( doesn't matter if the ECCM is checked or not ). 
- the No Engine check box works only if you modify another value.   ( it doesn't update the missile and it still has an engine if you create it without updating/changing anyother value or checkbox this also includes the faulty Enhanced Radiation checkbox! )

1 bug or missing feature (wasn't sure if it needed to be reported but i did it anyway just in case):
- in the Technology Report Window you can select multiple items but if you decide to obsolete them all only the highest selected one is obsoleted. 
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:36:58 AM
Not sure if intended, but scrapping ships yields their armor, crew quarters, and fuel tanks as reusable components. Probably other bits that shouldn't be reusable.
Not intended. Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 11:40:43 AM
You can't set amount to be lower than 1 in industry tab (Economics view). Of course you don't want to build half a research lab,but that cause issues in some scenarios :

If you want to build 2 RL, then if one month later you want to stop at only 1 RL, you can't. Amount will now be at 1.90 , and since you can't modify that to 0.9, you're screwed.

Changed to <= 0 rather than < 1.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 11:48:17 AM
Military Jump Drives are classed as "commercial" components. Not sure if intended.

"Commercial" drives can be used on Military-classed vessels. Also not sure if intended, since Military Jump Drives can no longer transit commercial-class engines.
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 11:52:24 AM
Thanks for the awesome work!

some input:

  • Clicking on the header in GU - Unit Class Design leads to #2608 and #1838 Object reference not set to an instance of an object
  • Clicking the Show Next Tech Button in the Part Design window is a bit sketchy, as it will reset the values chosen initially in the dropdowns.     Makes it difficult to compare 2 parts, I guess the Prototype option makes it obsolete anyway.   

Edit: Also I am too stupid to post pictures inline of the post, so I attached them instead :-\

Was this a conventional start?

In 1.0 I opted for no Auto generated ground units and it happened. In 1.3 I just marginally changed the start conditions from the standard. So no conventional start.

Link: https://www.dropbox.com/s/04kmc81mns7hihp/AuroraDB.db?dl=0
Title: Re: v1.30 Bugs Thread
Post by: Demonius on April 14, 2020, 11:53:20 AM
1. 30 TN start

I did a normal TN start this morning, customising Race Name, Picture, Flag, Name lists, etc.  then after exploring 3 star Systems i changed the Systems Names, also changed some planet names etc.
Then I pressed save About around 18:40 local, waited for the hdd to process it, then quit the game.  then I reloaded, and get 2 errors 1170 and 1168 "Der angegebene Schlüssel war im wörterbuch ncth vorhanden - the specified key was not found in the dictionary"

Now I am looking at a Sol system that only consists of Earth and Mercury, and the other 3 systems are listed as empty star Systems.

I attached a zip with the DB and the 2 saves, which strangely still have the timestamp from today at 0900.
Title: Re: v1.30 Bugs Thread
Post by: master18 on April 14, 2020, 11:53:28 AM
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 11:54:41 AM
In a TN start the [INSTANT] button is still unlocking free Tech after you spent all your RP. Closing and opening the window fixes this

Shhhh.... I need this to unlock my final 2000 pts Tech when I only have 800 available....  ;D
Title: Re: v1.30 Bugs Thread
Post by: GL on April 14, 2020, 11:58:21 AM
Alreay reported in 1. 00, still happening:
Quote
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.  .  . 

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)
Title: Re: v1.30 Bugs Thread
Post by: Marslettuce on April 14, 2020, 12:03:23 PM
This is a bit hard to explain, but ordering a ship to be repaired does not remove it from the "ships needing repair" list immediately.  This allows you to assign the same ship for repair in multiple slips and/or shipyards.  If this happens, it will cause a divide by zero order whenever you open the Colonies Window, look at the Shipyard or Shipyard Tasks screens, or advance time by more than a few seconds.

Fixed.

To add to this, Repairing a ship with 0 damage causes a divide-by-zero error and causes the "Shipyard Tasks" tab to be blank, preventing you from cancelling the task. DB attached
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:03:42 PM
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .

No, not blind :)

Removed.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 12:03:59 PM
I'd like to second the request that events open on a double click rather than a single. It's disorienting to try and read them with my screen reader because arrowing down on them does the equivalent of focus/single-clicking, and the window pops open.
Title: Re: v1.30 Bugs Thread
Post by: nhb1986 on April 14, 2020, 12:07:35 PM
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .

No, not blind :)

Removed.

I did read the last line at the eye doctor sheet a few years ago  ;D
Title: Re: v1.30 Bugs Thread
Post by: Hastermain on April 14, 2020, 12:07:56 PM
Quote from: Hastermain link=topic=10684.     msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).         
.     .     .     .     .     .     .     .     .     
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.     

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.      FH Station is marked as with no armour and as a tanker, and has a refuelling hub.     
- Have a tanker to transport fuel from station to Earth.      At moment of test, both station and tanker are orbiting giant, different fleets.      For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.   png to see speed, and fleet.  png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:08:23 PM
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
Also would like to mention, related to this:
using the arrow keys in the event viewer, to scroll through the events and read them, will trigger the events as if you clicked on them, and will launch  the related window!
This is probably unintended and should not happen, right?

I've changed it to double-click instead.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:08:44 PM
Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying

Agreed and changed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:09:46 PM
Conventional industry no longer available during conventional start.
I have the 800 industry from game start but no option to build more under the
industry tab ==> construction.

That is working as intended. You should not be able to build conventional industry.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:10:02 PM
Hi

Not sure if this is a bug or I'm just blind but I can't seem to find the 'create new rank' for Ground Force Commanders.  I can only see that for naval ranks.  I can rename but not create.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:11:07 PM
Quote from: Steve Walmsley link=topic=10684. msg122365#msg122365 date=1586861363
Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876
Looks like fighters can be built with unresearched prototype components.  Maybe the function that checks is only called by shipyard construction.

Fixed.

Can't spot it mentioned already, but I can also build prototyped parts with industry before researching the prototype.  Might be that this also fixes that, but if not sounds like a similar missing check.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 14, 2020, 12:11:12 PM
Commercial Hangar does not allow for the "Land on Mothership" order to appear as a movement order.

I cannot give a land order to a fleet with this carrier:

Code: [Select]
Commercial_Test class Carrier      6,196 tons       60 Crew       356.5 BP       TCS 124    TH 250    EM 0
2017 km/s      Armour 1-30       Shields 0-0       HTK 13      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 35    Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40   

Commercial Ion Drive  EP250.00 (1)    Power 250.0    Fuel Use 7.07%    Signature 250.00    Explosion 5%
Fuel Capacity 250,000 Litres    Range 102.7 billion km (589 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


But I can with this one:

Code: [Select]
Military_Test class Carrier      5,031 tons       60 Crew       352.7 BP       TCS 101    TH 250    EM 0
2484 km/s      Armour 1-26       Shields 0-0       HTK 19      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.29 Years     MSP 43    AFR 202%    IFR 2.8%    1YR 148    5YR 2,214    Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40    Morale Check Required   

Commercial Ion Drive  EP250.00 (1)    Power 250.0    Fuel Use 7.07%    Signature 250.00    Explosion 5%
Fuel Capacity 250,000 Litres    Range 126.5 billion km (589 days at full power)

This design is classed as a Military Vessel for maintenance purposes


These are the parasites:

Code: [Select]
Parasite_Test - Fighter class Useless Rocket      47 tons       1 Crew       7.9 BP       TCS 1    TH 1    EM 0
1080 km/s      Armour 2-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 9%    IFR 0.1%    1YR 0    5YR 3    Max Repair 5 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Ion Drive  EP1.56 (1)    Power 1.6    Fuel Use 1397.54%    Signature 1.56    Explosion 12%
Fuel Capacity 1,000 Litres    Range 0.3 billion km (71 hours at full power)

This design is classed as a Fighter for production, combat and planetary interaction


Code: [Select]
Parasite_Test - Commercial class Useless Rocket      1,831 tons       22 Crew       102.9 BP       TCS 37    TH 156    EM 0
4261 km/s      Armour 2-13       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 35    Max Repair 39.06250 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Commercial Ion Drive  EP156.25 (1)    Power 156.2    Fuel Use 8.94%    Signature 156.25    Explosion 5%
Fuel Capacity 1,000 Litres    Range 1.1 billion km (71 hours at full power)

This design is classed as a Commercial Vessel for maintenance purposes


I previously tried this with a Commercial Hangar that also has a maintenance module, but I got the same result.
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 14, 2020, 12:12:27 PM
Here is the DB for the carrier bug, it includes the screenshots.
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 14, 2020, 12:16:33 PM
Very small fighters can potentially have an Armor Rating of X-0, where X is the layers, but 0 is the columns. This throws up a divide by zero error when they are selected in the Fleet Organization window.

Likewise, engines that aren't strong enough can provide a 0 km/s speed, this also throws up a divide by zero error when they are selected in the Fleet Organization window.

In both cases, such ships have the word "error" in the Ship / Class Design screen on the Fleet Organization window. @Conventional Advanced Composite, the armor bug occurs at >30 tons. For the 0 km/s bug, just slap a 5 Ton engine on something and start adding components, you'll get there sooner than later.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 12:17:02 PM
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

This was fixed for 1.3
Worked fine for me.

Might want to try a fresh install
Title: Re: v1.30 Bugs Thread
Post by: LuciusSulla on April 14, 2020, 12:31:14 PM
Resolve land combat resulting in numerous #1927. 

You could just run the attached file till the next combat round resolution.
Title: Re: v1.30 Bugs Thread
Post by: JacenHan on April 14, 2020, 12:31:29 PM
I haven't seen this posted anywhere else, so as far as I know this is a feature I have misunderstood, but ground unit formations seem to always be created with the lowest ground forces rank (Major, in my current game), regardless of what is set for the formation template. While it is possible to change it after building it, it can become a bit tedious for larger numbers of units.
You can set the default rank of the formation on the formation screen. The button is on the right side third from right. Does not change any already existing formation settings only new ones that are built
Thanks for the suggestion. After manually resetting all of the ranks of the templates, everything appears to work correctly regarding new units.

The initial problem still remains: the default, game-generated rank shown on the "Formation Templates" screen seems to be inaccurate unless you manually change the rank. For example, I created a template called "Infantry Regiment". After adding an HQ to it, the game auto-assigned a rank of lieutenant-colonel (rank 2), visible to the right of that template in the design tab. However, until I manually set the rank (to the same rank as was already displayed) as suggested above, all newly recruited infantry regiments were given a required rank of major (rank 1).
Title: Re: v1.30 Bugs Thread
Post by: Inglonias on April 14, 2020, 12:35:32 PM
Good morning, Steve!

Military Vessel equipped with Commercial Engines + Military Jump Drives can no longer "standard transit", due to mismatch between the engines and jump drive. That means a 50% power (or lower) engine cannot be jumped with a military jump drive, but a 55% power (or higher) engine can be.

Jump drives are affected by the engine (commercial vs military) of the ship they are jumping, rather than the maintenance classification  (commercial vs military).

Perhaps there should be an error displayed in ship design about jump drive + engine mismatch, if this is intended behavior?

Yeah, this is confusing to me. My understanding is that military jump drives should work for any engine type at all. Is this no longer the case?
Title: Re: v1.30 Bugs Thread
Post by: sneer on April 14, 2020, 12:51:39 PM
I tried to find it reported earlier but did not notice
conditional orders ( like when below 20% fuel refuel at nearest colony /hub ) do not break standing orders - fleets run out of fuel in space when not in system with refueling ability

Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 12:53:47 PM
Quote from: Hastermain link=topic=10684.     msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).         
.     .     .     .     .     .     .     .     .     
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.     

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.      FH Station is marked as with no armour and as a tanker, and has a refuelling hub.     
- Have a tanker to transport fuel from station to Earth.      At moment of test, both station and tanker are orbiting giant, different fleets.      For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.   png to see speed, and fleet.  png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post

Both design lacks refueling systems. Without them, no fuel transfer.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 12:56:42 PM
Ground Forces - OOB - Scrap button doesn't do anything visible with selected formation, unit or element.
(Win7 64, Conventional start, 1st year of compaign.)
P.S. Delete Formation button deletes formation succesfully.

Same here. Scrap I assumed was to delete a particular element from a formation but nothing.

I've removed the button
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:01:05 PM
Second Minor Bug: In the ground forces template creation tab, even if you click cancel, cancel on creating a new template, it will still create a template.

Typo: "Are you sure you want to give all designed 'byt' unresearched tech to this race." (Should be 'by') this is the text for the SM function for Instant RST in the research screen.

Both fixed.
Title: Re: v1.30 Bugs Thread
Post by: Scud on April 14, 2020, 01:03:18 PM
Small bug: The "Instant Build" button is not immediately available on the GU Training tab after opening the window (When you have BP available).  If you pass a time increment, it appears.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:04:12 PM
Not entirely sure this is a bug or just new with C#, but we're able to promote officers manually with realistic promotions active. Without having to activate SM mode

That is working as intended. You can override if you wish to.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 01:05:30 PM
Is it intended that military jump engines are not a military component?

While I love my massive Commercial jump gate ships that have both Commercial and Military jump drives and who just sit at jump points to allow my ships travel and enemy ships not to, I would understand if you changed it.

Also a quick suggestion but can we have an auto build or a build queue for shipyards? Auto-build as in continuous build, similar to your auto-refit.
Title: Re: v1.30 Bugs Thread
Post by: bankshot on April 14, 2020, 01:09:21 PM
Naval Organization, Fleet, Movement Orders

Repeat Orders button works, but the "number of times to repeat" field from VB6 no longer exists, so you can only double the existing orders.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:11:58 PM
Quote
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. 

This issue was reported in the 1. 20 bugs thread, I just now experienced the same thing in 1. 30.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Hastermain on April 14, 2020, 01:13:41 PM
Quote from: Energyz link=topic=10684.  msg122613#msg122613 date=1586886827
Quote from: Hastermain link=topic=10684.  msg122587#msg122587 date=1586884076
Quote from: Hastermain link=topic=10684.       msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).           
.       .       .       .       .       .       .       .       .       
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.       

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.        FH Station is marked as with no armour and as a tanker, and has a refuelling hub.       
- Have a tanker to transport fuel from station to Earth.        At moment of test, both station and tanker are orbiting giant, different fleets.        For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.     png to see speed, and fleet.    png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post

Both design lacks refueling systems.   Without them, no fuel transfer. 

First, the FH Station has a refuelling hub, and from what I understood of Steve's post in the Changes discussion, only the station needs the refuelling part to transfer the fuel to the tanker. 

Second, that isn't the problem

Third, by deleting the fleet causing the 1414 error right after after loading the save below, I get a division by 0 error when moving forward in time
db file: https://drive.  google.  com/open?id=1zgujHcZDSGTR8gtlkEDJ3jvNo-3CUUyi
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:14:29 PM
Assignment of a commander is not updated in the search area when assigning a commander to a post. Makes assigning commanders by skills a bit harder since you have to remember or keep refreshing the list

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:17:37 PM
Minor bug.  I created some new medals and manually awarded them to a Commander which should have bumped his promotion score up by 100 points.  Didn't see his promo score go up so I closed out window and reopened, no promo score bump of 100 points.  I advanced the time by 5 and 30 day increments and didn't see the 100 points ever get added - I did see his promo score go up slightly because of time in grade like expected.  Game is 1.30 with realistic promotions turned on.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 01:22:41 PM
Is it intended that military jump engines are not a military component?

While I love my massive Commercial jump gate ships that have both Commercial and Military jump drives and who just sit at jump points to allow my ships travel and enemy ships not to, I would understand if you changed it.
Yes, it is. Note that enemy can do that too and they can also simply build a gate and forgo the whole jump tender thing.
For squadron jump I think you also need to have multiple jump tenders and it can be hard for tenders to keep up with the combat fleet if they are huge slow ships. And if combat ships need to wait for these tenders to move to jump point they will accrue the maintenance and deployment time

Putting a jump tender on every jump point is fine and dandy until enemy fleet travels through multiple points wiping out handful of those which then need to be rebuild
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:31:04 PM
Quote from: Steve Walmsley link=topic=10684.    msg122429#msg122429 date=1586868911
Quote from: MarcAFK link=topic=10684.    msg122287#msg122287 date=1586851109
I'm getting a constant #1414 error after clicking time forward.     It was also reported in the v1.    1 bugs thread.   
The error didn't show up untill a few months into the game so I'm thinking it must be NPR related.     Or perhaps one of the spoiler racer.     I'm uploading the DB to dropbox but it'll take a while.   

What is the error text?

Same issue, here's a db that will do it when you advance 30 days.     Error text is Function #1414: Object reference not set to an instance of an object

https://drive. google. com/open?id=1vsImoR6tSCSsWAO5hHKLcUOGxpgXWqJ2 (remove spaces after the periods)

Thanks for the DB. Weird problem :)

When home worlds are generated for NPRs, I remove any ruins that get generated. Unfortunately I left the RuinID > 0, so when the NPR surveyed the planet it tried to find a ruin that didn't exist and that is what threw the error.

Fixed now.

Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 01:33:20 PM
You can put 0 Pop colonies on Super Jovians and Gas Giants.  They are uninhabitable and have 0 Pop space (though funnily list their own atmosphere as breathable).  Would think this is unintended.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 01:37:00 PM
Is it intended that military jump engines are not a military component?

While I love my massive Commercial jump gate ships that have both Commercial and Military jump drives and who just sit at jump points to allow my ships travel and enemy ships not to, I would understand if you changed it.
Yes, it is. Note that enemy can do that too and they can also simply build a gate and forgo the whole jump tender thing.
For squadron jump I think you also need to have multiple jump tenders and it can be hard for tenders to keep up with the combat fleet if they are huge slow ships. And if combat ships need to wait for these tenders to move to jump point they will accrue the maintenance and deployment time

Putting a jump tender on every jump point is fine and dandy until enemy fleet travels through multiple points wiping out handful of those which then need to be rebuild


Are you saying the enemy can use MY ships to jump through the point? Cause I do not think they can use my jump engines... I haven't had a chance to test yet I will eventually but I am pretty sure they can't use my jump engines to jump their ships.

EDIT: Tested it, the enemy cannot use another race's jump engines.
Title: Re: v1.30 Bugs Thread
Post by: Protomolecule on April 14, 2020, 01:38:14 PM
Not sure if this is a bug, but these civilians appear to be trying to load infrastructure that is not there.
No civilians contracts, this is only normal trade between colonies.  Lots of interrupts right now.
Title: Re: v1.30 Bugs Thread
Post by: DoctorDanny on April 14, 2020, 01:41:37 PM
Maybe a bug, or maybe I'm doing something wrong.   

I attempt to design a jump engine (tried several sizes).   
Upon selecting create I get a message that a design has been made that I can research.   

It won't appear under P&P though.   
I do get a new design for Active Search Sensor added to the research list.   

If I attempt to design the same jump engine again I get #1051 error telling me the same design allready exists.   
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 01:42:28 PM
Not sure if that belongs to that thread but the conditional order "overhaul at colony" does not really correspond to any condition.

The closest I could find was "Supply point less that 20%", wich is fine except the fleet will not automaticly replenish its SP at the end of the overhaul (So the ship will begin her overhaul again)
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 01:45:05 PM
The "fleet summary", for lack of a better term, might be nice to have in the tab order. The area in your default 1.3 game where it says this…

Sol System 1720m km from Jupiter at bearing 35° Orders: Uranus: Geological Survey All Orders Distance: 4.86 b km Travel Time Required: 28 days…

Also, a little clarification on how/what gets that extra info  listed would be appreciated. I noticed a distance from Homeworld in the movement window but no bearings or distances list of potential targets, but no distances to anywhere else.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 01:47:02 PM
Minor bug: In the Movement Orders tab, when you click "Remove Last Order" then the displayed "Travel Time Required" in the upper right does not update until you refresh the window.
Title: Re: v1.30 Bugs Thread
Post by: Agoelia on April 14, 2020, 01:47:17 PM
It is possible to modify a ship class, even when some ship of that class are already built, even when SM mode is turned off (I turned it on and then off because I heard a rumor there was a related bug). When doing so, the already built ships also get modified.

I discovered it this way:
Make 2 cargo ships to get infostructure to Luna
Forget to add Shuttles Cargo Bays
Luna doesn't have a Space Port.
Realize I need Shuttles Cargo Bays
Add said Shuttles Cargo Bays to my Cargo Ship class.
My two cargo ships, which were already on their way to Luna, now have Shuttles Cargo Bays.
Title: Re: v1.30 Bugs Thread
Post by: Person012345 on April 14, 2020, 01:47:54 PM
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.
Title: Re: v1.30 Bugs Thread
Post by: Elysium43 on April 14, 2020, 02:00:30 PM
Refreshing the Galatic map still doesn't make the jump points in the bottom left
Title: Re: v1.30 Bugs Thread
Post by: kks on April 14, 2020, 02:02:32 PM
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 02:03:17 PM
"Size in Tons" check box in the class design doesn't appear to be doing anything.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 02:05:57 PM
"Size in Tons" check box in the class design doesn't appear to be doing anything.

It wasn't, and has been removed for the next version.
Title: Re: v1.30 Bugs Thread
Post by: buergerjoh on April 14, 2020, 02:07:57 PM
V 1.30

Adding a sector command via SM in the economics-civilian economy view does not create a sector, the sector window stays completely empty (three empty boxes). Building one with industry works as expected.
Title: Re: v1.30 Bugs Thread
Post by: Yonder on April 14, 2020, 02:14:14 PM
In the "Ground Forces" window on the "Unit Class" if you click on "Base Unit Type" field (the header of the column for the actual unit types, not the real values) you get:

Function #2608: Object reference not set to an instance of an object.
Function #1838: Object reference not set to an instance of an object.

I assume it's trying to find allowed values for Armour Type and Component Type :)
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 14, 2020, 02:19:24 PM
Had some frakkery when insta-building lasers / gauss, and turrets. The system threw up an error, I got the error code in the screen shot.

 - The first issue was the Gauss not researching, but upon refreshing everything and exiting / re-entering the Research screen, the gauss cannons were there. Researching them did not make them available on the Class Design screen. Likewise, after the fact, the lasers did not show up in the Class Design screen, and neither showed up in the turret design screen. I can't attach the DB, as I exited w/o saving. (again...)

 - The next issue is unrelated, the system threw an error when trying to remove an engine. I'm not sure if I can replicate it or not, but I had been fiddling with the range bands when it happened. I can't remember what the error was, and I didn't manage to get a screenshot, sorry about that. Re-opening the Class Design display fixed this, however and I did remember to save this time, so I have the DB that it happened on.

I have attached the screenshots from the first and the DB from the second to this post. This is how I got the second bug to trigger, as best I can tell:

(Note: This was a fresh TN start)

 - 1: Open Class Design

 - 2: Design a fighter, 250-Tons w/ Gauss. Include the Beam FCS, engine, Active Sensor etc. The Beam FCS should be a 20km range with half range modification, so a max range of 10km. The tracking tech was 1,250 km/s. It should be modified to 2,000km/s. The final product should be 24 tons (I think)
.
 - 3: Change the range band speed values. 2400, then 2000.

 - 4: Check the "Show Bands" box.

 - 5: Profit ???
Title: Re: v1.30 Bugs Thread
Post by: Person012345 on April 14, 2020, 02:20:16 PM
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.
Title: Re: v1.30 Bugs Thread
Post by: Lukeford on April 14, 2020, 02:20:25 PM
Hi, I've got on bug and one typo to report:

* When creating a new ship class 2 with a Hull 2 while selecting an already existing ship class 1 with a Hull 1 the new Hull section (under which the ship classes are listed) is created but the ship class 1 gets moved into Hull 2, too, when it should stay under Hull 1 (which is its original hull).  This keeps happening after creating the first new Hull section, e. g.  continuing the previous example: If I select ship class 2 (which has Hull 2), select a different Hull 3 and now create a new ship class 3 under the Hull 3, ship class 2 gets moved to Hull 3 section again and so on.

* before leaving the game asks "Do you sure you wish to close C# Aurora? [. . . ]" I'm not a native English speaker so please excuse this if its space slang or something :D

Also thanks for the great game and your totally over-the-top bug squashing speed!!
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 02:32:02 PM
Not quite sure how but it seems like one of the engines which I set to obsolete won't disappear from class design component selection. The component is obsolete in tech view and is working properly there but on class design view it is always visible no matter if the "show obsolete" check box is checked or not. Other obsolete tech are hidden just fine
Title: Re: v1.30 Bugs Thread
Post by: Doren on April 14, 2020, 02:39:49 PM
Are you saying the enemy can use MY ships to jump through the point? Cause I do not think they can use my jump engines... I haven't had a chance to test yet I will eventually but I am pretty sure they can't use my jump engines to jump their ships.
No, they can park their jump ship on the other side and jump in their fleet on top of your jump tender. Rinse and repeat. It's not really overpowered tactics if both sides can utilize it.

Difference is that if they are using a single ship that has been designed to go with combat ships they do not need huge amount of jump tenders neither will they be as expensive as yours once they start to blow up.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 02:41:20 PM
In the System View window, if you click a Star and try to "Ban Body", you get this error window but no apparent ill effects:

(https://i.imgur.com/TJF226h.png)
Title: Re: v1.30 Bugs Thread
Post by: mtm84 on April 14, 2020, 02:43:17 PM
When opening the research screen, the assign research labs field defaults to 25, despite only have 20 labs available.  Clicking on a scientist will change it to the max number of labs (or the max number of labs a scientist can handle).  Clicking on another tab in the economics screen then back to research tab will keep the last selection, but closing the econ screen and opening it again will default back to 25.  Also, if you click on a scientist that can only handle 5 labs, the default will stay at 5 even if you click on a scientist that can handle more then 5.  Not sure if you want to change that behavior or not.

Edit: on further reflection that last bit is probably intended behavior to not change the labs input unless needed, ie if you set it to use 4 labs you don’t want it changing every time you click on a scientist.
Title: Re: v1.30 Bugs Thread
Post by: Paul Shakur on April 14, 2020, 02:45:07 PM
In "Mineral Survey Window" each mineral has default accessibility value set to 0. 1
My system uses for floating point numbers comma instead of period.  When I click "search" I get error: "Function #2026: Invalid input stream format".
When I replace period with comma everything works perfectly.

Can "Mineral Survey Window" have default values saved in DB and/or use system specific floating separator or at least default accessibility changed to 1? I'm asking, because everytime I open this window and want to search for something I must change 11 accessibility fields.
Title: Re: v1.30 Bugs Thread
Post by: kks on April 14, 2020, 02:46:25 PM
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.

Thank you.
I did some test with one to two tanks (HQ50 tons + crewserved antipersonell) each side. Groundcombat doesn't happen too often, but if it does, about 4 such error messages appear per 30-day-increment. Much more when I use a 90 soldier formation on each side. Formations as large as yours seems infinite for me too.
I have attached my database. Maybe this information we collected is useful for Steve.
Title: Re: v1.30 Bugs Thread
Post by: Erik L on April 14, 2020, 02:49:51 PM
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 02:50:44 PM
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.

I think they just go for the closest one when it comes to travel time.
Title: Re: v1.30 Bugs Thread
Post by: Erik L on April 14, 2020, 02:53:06 PM
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.

I think they just go for the closest one when it comes to travel time.

It's annoying when they don't go back to their rooms after dinner.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 02:59:13 PM
creating a turret prototype makes that turret be available to be built (as if it was researched)

Fixed
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:01:18 PM
Ground Force officers have Tactical bonuses (used for naval Tactical Officers, not ground combat).

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:04:37 PM
Naval Officers have Xenoarchaelogy bonuses, used for ground formations only.

UPD. Maybe not a bug: it can increase chances of successfully salvage alien tech.

It is a bug. Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:07:06 PM
Function #3180: An item with the same key has already been added.

If you open up the Create Research Project window and start designing something, let's say a Beam Fire Control, then open up the Turret Design window to design and save a turret, then come back to the fire control and save it, you'll get this error. I suspect that each of these windows (and probably others such as the missile design window, although I haven't checked) look up the next value to use as the primary key when they are opened, then use that primary key when you save the tech. Since they both found the same next value from the table, they both tried to save to the same ID. May I suggest skipping that and letting sqlite insert the next value at the time of the insert?

I need the ID immediately and the DB is not touched until the record is saved.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:10:09 PM
v1.30
Got a 'Function #1434: Object Reference not set to an instance of an object' error when I entered a system (Ross 128), went away afterwards, except when saving.

.db file - https://www.mediafire.com/file/gl9ol7pzhp7mzdd/AuroraDB.db/file

I ran the game without the error so I assumed one of the other fixes sorted this bug.
Title: Re: v1.30 Bugs Thread
Post by: gor on April 14, 2020, 03:10:30 PM
Version 1. 30

I am not sure if mentioned or working as intended but you can terraform with teraforming installaation while having 0 populaation. 
Title: Re: v1.30 Bugs Thread
Post by: hadi on April 14, 2020, 03:13:03 PM
The "fleet summary", for lack of a better term, might be nice to have in the tab order. The area in your default 1.3 game where it says this…

Sol System 1720m km from Jupiter at bearing 35° Orders: Uranus: Geological Survey All Orders Distance: 4.86 b km Travel Time Required: 28 days…

Also, a little clarification on how/what gets that extra info  listed would be appreciated. I noticed a distance from Homeworld in the movement window but no bearings or distances list of potential targets, but no distances to anywhere else.
Steve, can you please make this information tabbable?
Then we could tab into it and read it with screen readers, and it also becomes copyable by others?
Besides distance and such, it also has this info:
Speed 2,000 km/s    Sensor Range 19m  km    Geo Survey 4.62   
Fuel 0.6m / 0.8m litres    Military Hulls 4,450 tons    Total Crew 98    Fleet Cost 675   
Also, thanks sooo sooo much for the events viewer double click fix, minor change, but massive for us keyboard users
Title: Re: v1.30 Bugs Thread
Post by: AlitarSemiramis on April 14, 2020, 03:13:31 PM
Version 1. 30

Maximum Shield Generator - 12 can be researched before researching TN Tech (so you don't have any type of shields yet).
Title: Re: v1.30 Bugs Thread
Post by: Taino2 on April 14, 2020, 03:15:29 PM
you can still "instant build" a ship even when they have prototype parts
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 03:19:27 PM
When a Fleet is ordered to "Divide", the "Exclude Alien-Controlled" checkbox is reset for all the new Fleets that are created. Ideally it should keep the same checked/unchecked state from the original Fleet.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:27:39 PM
Quote from: DEEPenergy link=topic=10684. msg122471#msg122471 date=1586873829
Quote from: Resand link=topic=10684. msg122313#msg122313 date=1586855350
Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114
Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489
Disclaimer: Happened in 1.  10 and 1.  20 but was not mentioned. 

After about 30 years & having colonies at about 30m pop the civilian shipping lines break.   The log complains about them not being able to load infrastructure every 5 or so days. 
Furthermore the civilian research done for ground units also unlocks player techs.

Was there an error message or just an event in the log? Can you provide the text please.

It's an event in the log.  don't have the full message atm, but it's the "unable to load due to not having anything to load" message.  Same as we get if we set repeated pickups and colony runs out.
But the civvies keep trying, so get interrupted all the time

I can also confirm this error.  It occurs when civilians are trying to trade infrastructure between two planets, but I've not got it yet for any other trade good.

I have this too right now.
Db in attach

Fixed. The code that checked inbound pickups wasn't working for infrastructure, so too many ships were trying to pick up a limited supply.
Title: Re: v1.30 Bugs Thread
Post by: herles on April 14, 2020, 03:29:41 PM
function #2185 "tentativo di divisione per zero".  "attempt to divide by zero". . .  i guess - random start - error is reproducible - generated when attempting to build same ship from a commercial dock after having finished scraping one before, unable to reproduce from naval shipyard with single slipway but i was able to do from commercial with 2 slipways. 
Use components was check not sure if it matters.  after pressing construct ship slipway available goes down but no shipyard task is added, function prevent normal gameplay as it pop up every interval of time. . . 

also would like alt+f4 to override errors as having to wait for an event to stop the autoturn enabling to stop the game without relying on task manager would be nice :P
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:31:08 PM
1. 30
3 bugs with the Missile Design window:
- the ECCM check box makes the missile be more radioactive (and the enhanced radiation number goes up). 
- the Enhanced Radiation check box doesn't appear to work at all.   ( doesn't matter if the ECCM is checked or not ). 
- the No Engine check box works only if you modify another value.   ( it doesn't update the missile and it still has an engine if you create it without updating/changing anyother value or checkbox this also includes the faulty Enhanced Radiation checkbox! )

1 bug or missing feature (wasn't sure if it needed to be reported but i did it anyway just in case):
- in the Technology Report Window you can select multiple items but if you decide to obsolete them all only the highest selected one is obsoleted.

Both Enhanced radiation and ECCM were referencing the ECCM checkbox. Refresh for No Engine was missing. Both Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:33:48 PM
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

I thought that was fixed. Is this confirmed v1.3 (check the Misc tab for version number)?
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 03:35:09 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:35:38 PM
Alreay reported in 1. 00, still happening:
Quote
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.  .  . 

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)

Is anyone assigned to Logistic Command 11?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:35:58 PM
I'd like to second the request that events open on a double click rather than a single. It's disorienting to try and read them with my screen reader because arrowing down on them does the equivalent of focus/single-clicking, and the window pops open.

Added.
Title: Re: v1.30 Bugs Thread
Post by: Aloriel on April 14, 2020, 03:36:40 PM
Game Version: v1.20, but I don't see it bug reported anywhere (according to a forum search).

Every time someone is promoted, they are relieved of command. Automated assignments doesn't appear to be able to handle this either, as they aren't immediately reassigned to their prior posting, even if it wouldn't cause a conflict in the command structure.

---
Example:
I have 3 score fighter craft landed at 3 fighter bases on Earth. The bases are commanded by commodores, and therefore the fleet is commanded by a commodore. The admin seat (Earth Defense Force) is thus RADM rank requirement, but commanded by a VADM because she was better. The system admin seat is VADM and commanded by a VADM, and the navy as a whole is ADM, commanded by an ADM.

In such a case, a commodore can sit in any of those fighters and not break up the command chain. They can also sit in any of the bases. Yet, when a CAPT on a fighter was promoted to commodore, they were relieved of command, and the automatic assignments setting did not reassign them.

Similarly, that VADM in charge of Earth Defense Force was only recently promoted to VADM. She was relieved of her RADM minimum seat despite the fact that her superior is of equal rank, and thus would not change the command needs. I had to manually assign her back to her posting.

---
In the very least, it should only relieve the command of people who will break the command structure. It should also auto assign people to positions they can actually fulfill without breaking the command structure.

Related, but not precisely the same issue, I am losing LCDRs to retirement at 31 years of age, despite having more than enough positions available for them to be assigned to. Automatic assignments aren't assigning them to vessels.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:40:45 PM
Commercial Hangar does not allow for the "Land on Mothership" order to appear as a movement order.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: GL on April 14, 2020, 03:42:02 PM
Quote from: Steve Walmsley link=topic=10684. msg122732#msg122732 date=1586896538
Quote from: GL link=topic=10684. msg122580#msg122580 date=1586883501
Alreay reported in 1.  00, still happening:
Quote
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.   .   .   

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)

Is anyone assigned to Logistic Command 11?

Doesn't seem to matter, same result in both cases.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:42:24 PM
Very small fighters can potentially have an Armor Rating of X-0, where X is the layers, but 0 is the columns. This throws up a divide by zero error when they are selected in the Fleet Organization window.

Likewise, engines that aren't strong enough can provide a 0 km/s speed, this also throws up a divide by zero error when they are selected in the Fleet Organization window.

In both cases, such ships have the word "error" in the Ship / Class Design screen on the Fleet Organization window. @Conventional Advanced Composite, the armor bug occurs at >30 tons. For the 0 km/s bug, just slap a 5 Ton engine on something and start adding components, you'll get there sooner than later.

What is the function number for the error?
Title: Re: v1.30 Bugs Thread
Post by: Inglonias on April 14, 2020, 03:45:44 PM
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

I thought that was fixed. Is this confirmed v1.3 (check the Misc tab for version number)?

I just reproduced this in 1.3 myself. One ship with the Use Component box checked, one without. (Ignore the fact that I'm at max tech, this game is for messing around)

EDIT: Disregard. The stockpiles simply needed to be refreshed. I discovered that the stockpile count was wrong when I scrapped the engine and the event log told me I had scrapped a total of zero engines.

This looks to be a display bug. The stockpile just isn't updating unless you close and reopen the econ window.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:46:09 PM
Is it intended that military jump engines are not a military component?

While I love my massive Commercial jump gate ships that have both Commercial and Military jump drives and who just sit at jump points to allow my ships travel and enemy ships not to, I would understand if you changed it.

Also a quick suggestion but can we have an auto build or a build queue for shipyards? Auto-build as in continuous build, similar to your auto-refit.

Yes, WAI.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:47:00 PM
Not sure if this is a bug, but these civilians appear to be trying to load infrastructure that is not there.
No civilians contracts, this is only normal trade between colonies.  Lots of interrupts right now.

Yes bug. Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:49:21 PM
Minor bug: In the Movement Orders tab, when you click "Remove Last Order" then the displayed "Travel Time Required" in the upper right does not update until you refresh the window.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Protomolecule on April 14, 2020, 03:49:39 PM
Quote from: Inglonias link=topic=10684. msg122742#msg122742 date=1586897144
Quote from: Steve Walmsley link=topic=10684. msg122730#msg122730 date=1586896428
Quote from: master18 link=topic=10684. msg122575#msg122575 date=1586883208
V 1.  3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

I thought that was fixed.  Is this confirmed v1. 3 (check the Misc tab for version number)?

I just reproduced this in 1. 3 myself.  One ship with the Use Component box checked, one without.  (Ignore the fact that I'm at max tech, this game is for messing around)

EDIT: Disregard.  The stockpiles simply needed to be refreshed.

The components are being consumed at the end of ship construction.  Worked for me this morning, 1. 3
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:50:28 PM
Refreshing the Galatic map still doesn't make the jump points in the bottom left

Sorry - you will need to explain that a little more.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:52:09 PM
The "fleet summary", for lack of a better term, might be nice to have in the tab order. The area in your default 1.3 game where it says this…

Sol System 1720m km from Jupiter at bearing 35° Orders: Uranus: Geological Survey All Orders Distance: 4.86 b km Travel Time Required: 28 days…

Also, a little clarification on how/what gets that extra info  listed would be appreciated. I noticed a distance from Homeworld in the movement window but no bearings or distances list of potential targets, but no distances to anywhere else.

When things calm down, I will go through all the windows and make the tab order more sensible.

The info on the fleet window is just a calculation of the distance to the nearest notable object, to help make it easier to understand the fleet location without having to check the map.
Title: Re: v1.30 Bugs Thread
Post by: Droll on April 14, 2020, 03:53:36 PM
v 1.3 Function 2609 : Value was either too small or too large for int 32

I get this when on the missile design screen and set the engine size to 0.1 and boost to 0.15. The engine has a power of 0.02.

P.S: Will 1.4 be save compatible?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:55:08 PM
Resolve land combat resulting in numerous #1927. 

You could just run the attached file till the next combat round resolution.

Fixed. Thanks for DB.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 03:56:21 PM
In the "Ground Forces" window on the "Unit Class" if you click on "Base Unit Type" field (the header of the column for the actual unit types, not the real values) you get:

Function #2608: Object reference not set to an instance of an object.
Function #1838: Object reference not set to an instance of an object.

I assume it's trying to find allowed values for Armour Type and Component Type :)

I thought this was fixed for v1.3. Can you confirm version on misc tab please.
Title: Re: v1.30 Bugs Thread
Post by: Desdinova on April 14, 2020, 03:57:36 PM
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.
Title: Re: v1.30 Bugs Thread
Post by: Malorn on April 14, 2020, 04:01:12 PM
Version 1. 30

I'm having an odd problem with fuel harvesters.  The standing order 'Move to Gas Giant with Sorium' does not appear to do anything, even with surveyed gas giants that have sorium.  If i manually move them, they collect fuel properly, but the standing order does nothing.

I've having a similar problem with 'Move to Asteroid Mineral Source' but that might be to lack of understanding of what that is supposed to do.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:01:35 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.
Title: Re: v1.30 Bugs Thread
Post by: mtm84 on April 14, 2020, 04:05:02 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

You only get full service if the colony is in the Oregon system.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:05:16 PM
V 1.30

Adding a sector command via SM in the economics-civilian economy view does not create a sector, the sector window stays completely empty (three empty boxes). Building one with industry works as expected.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Anamori on April 14, 2020, 04:05:34 PM
1. 30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.  Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup.

Occurred soon after colonizing mars as military colony.  Luna (Renamed to Ksiezyc) at 70-80m pop.  Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.  Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.  This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.  When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.  My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.  Problem disappears on its own.

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www. youtube. com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 
Title: Re: v1.30 Bugs Thread
Post by: xenoscepter on April 14, 2020, 04:06:03 PM
The Armor Bug error is a Function #2801 Divide by Zero.

The 0km/s bug is the same.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:07:01 PM
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.

The issue was causing by code instructing the AI to declare war. However, it triggered for the player and the player race didn't have AI.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 04:08:05 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

I thought this just wound down the overhaul clock, and consumed MSP from planetary stockpiles, but that resupply was a separate order.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:10:15 PM
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.

Haven't tried with fighter sized, but unless the class design window is lying to me, fractional power is checked.
My 2999 T ship with 49.5 EP moves at 817
My 2999 T ship with 50 EP moves at 833

Not saying you're wrong but seems like there's more going on then just not using fractions

Edit: I'm a idiot and you where right. Needed to check 49EP to of course and that to moved at 817
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:11:36 PM
Hi, I've got on bug and one typo to report:

* When creating a new ship class 2 with a Hull 2 while selecting an already existing ship class 1 with a Hull 1 the new Hull section (under which the ship classes are listed) is created but the ship class 1 gets moved into Hull 2, too, when it should stay under Hull 1 (which is its original hull).  This keeps happening after creating the first new Hull section, e. g.  continuing the previous example: If I select ship class 2 (which has Hull 2), select a different Hull 3 and now create a new ship class 3 under the Hull 3, ship class 2 gets moved to Hull 3 section again and so on.

* before leaving the game asks "Do you sure you wish to close C# Aurora? [. . . ]" I'm not a native English speaker so please excuse this if its space slang or something :D

Also thanks for the great game and your totally over-the-top bug squashing speed!!

I might be misunderstanding here, but as soon as you change the hull type the current class will change hulls. You can't select a hull for a class until after you create it.

You are right on the English. Problems of coding at speed :)
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:11:39 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

I thought this just wound down the overhaul clock, and consumed MSP from planetary stockpiles, but that resupply was a separate order.

I see that overhauling also does not fill up fuel. Perhaps it is intended behavior, my bad.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:12:28 PM
Not quite sure how but it seems like one of the engines which I set to obsolete won't disappear from class design component selection. The component is obsolete in tech view and is working properly there but on class design view it is always visible no matter if the "show obsolete" check box is checked or not. Other obsolete tech are hidden just fine

Any chance you are looking at a class that still has the component, rather than the list of race components?
Title: Re: v1.30 Bugs Thread
Post by: Red Dusk on April 14, 2020, 04:12:49 PM
If you classify a colony as Military Restricted, every following time you select the colony will reopen the confirmation box.  Tested both with a planet in Sol and a planet in an external system.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:15:49 PM
In the System View window, if you click a Star and try to "Ban Body", you get this error window but no apparent ill effects:

(https://i.imgur.com/TJF226h.png)

A star is not a body :)

I'll add a check.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:16:52 PM
In "Mineral Survey Window" each mineral has default accessibility value set to 0. 1
My system uses for floating point numbers comma instead of period.  When I click "search" I get error: "Function #2026: Invalid input stream format".
When I replace period with comma everything works perfectly.

Can "Mineral Survey Window" have default values saved in DB and/or use system specific floating separator or at least default accessibility changed to 1? I'm asking, because everytime I open this window and want to search for something I must change 11 accessibility fields.

 I think you will need to change the separator for Aurora to work correctly.
Title: Re: v1.30 Bugs Thread
Post by: Malorn on April 14, 2020, 04:18:28 PM
Quote from: Anamori link=topic=10684. msg122760#msg122760 date=1586898334
1.  30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.   Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup. 

Occurred soon after colonizing mars as military colony.   Luna (Renamed to Ksiezyc) at 70-80m pop.   Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.   Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.   This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.   When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.   My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.   Problem disappears on its own. 

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www.  youtube.  com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 

I can confirm this, as well.  Earth just ran out of infrastructure, and it is producing constant warnings and interrupts.  It's not vital, but it certainly slows down gameplay when I have to check the log every time increment to make sure it was only the civilian freighters being upset.  Perhaps civilian freighters should not general 'pickup failed' in any circumstances?
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:19:33 PM
Version 1. 30

Maximum Shield Generator - 12 can be researched before researching TN Tech (so you don't have any type of shields yet).

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 04:21:12 PM
Quote from: Anamori link=topic=10684. msg122760#msg122760 date=1586898334
1.  30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.   Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup. 

Occurred soon after colonizing mars as military colony.   Luna (Renamed to Ksiezyc) at 70-80m pop.   Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.   Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.   This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.   When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.   My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.   Problem disappears on its own. 

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www.  youtube.  com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures. 

I can confirm this, as well.  Earth just ran out of infrastructure, and it is producing constant warnings and interrupts.  It's not vital, but it certainly slows down gameplay when I have to check the log every time increment to make sure it was only the civilian freighters being upset.  Perhaps civilian freighters should not general 'pickup failed' in any circumstances?

This specific case has already been fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:21:46 PM
you can still "instant build" a ship even when they have prototype parts

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:23:09 PM
When a Fleet is ordered to "Divide", the "Exclude Alien-Controlled" checkbox is reset for all the new Fleets that are created. Ideally it should keep the same checked/unchecked state from the original Fleet.

Added that and Avoid Danger.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 04:25:44 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

Title: Re: v1.30 Bugs Thread
Post by: Kristover on April 14, 2020, 04:30:43 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

I notice a dip when the first officers start retiring but I mitigated it by building more academies and in the one game I have taken out about 80 years, I have more than enough to deal with requirements.  I had 5 academies that game.  I think it is a timing thing because the the higher level of initial officers might cause you delay building/expanding and you really need to be thinking in 10 year increments on staffing your fleet.
Title: Re: v1.30 Bugs Thread
Post by: Droll on April 14, 2020, 04:30:46 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

I don't have this problem but have noticed that a lot of unassigned officers tend to retire at 31. As all start at 21 this means that 10 years into the game one could expect retirements to start.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:31:04 PM
Civilian contracts work very well now, but it's not exact. I asked for 500x infrastructure supplied on Earth, and 100x infrastructure demanded on five different Sol colonies.

All 500 was delivered and the supply contract disappeared, as well as four of the demand contracts. But the fifth colony's demand contract is still waiting for 20 infrastructure.

No civilian ships were destroyed by combat at any point. I assume one ship accidentally delivered 20 extra infrastructure to one of the colonies by accident. This happened occasionally in VB6 as well.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:32:04 PM
Not entirely sure if this is bug or just missing feature.

Ships don't tell you they've run out of possible standing orders. So they will just sit there until you notice them, or one of the conditional ones trigger.
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 04:34:46 PM
Researching a new armor level does not automaticly updates the type of armor for class design.

It will update new designs but not the one that were created before the research was completed.

IE: NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK1 still has conventional armor, even if not locked, not produced, etc...

NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK2 (copy of  NameOfClass MK1) still has conventional armor

Any design created after the armor change will be correctly impacted

Edit: yeah, there's a big button Update armor....

Title: Re: v1.30 Bugs Thread
Post by: Malorn on April 14, 2020, 04:35:32 PM
Shields appear to still use fuel reduction technology, but do not actually consume fuel as far as I'm aware.  (Also from the dev diaries, they are not supposed to use fuel, so that part is good. )
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:37:48 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

It seems you only get ONE new commander per month construction cycle, regardless of the number of Military Academies you have:

(https://i.imgur.com/pbFp6ku.png)

I tested with 7 academies and got 1 commander per month. Used SM edit to change it to 70 academies, and I still get exactly 1 new commander per month.

Looks like a big officer bug.

Even the Race Details screen says I should be getting around 30 new commanders per month (355 per year):

(https://i.imgur.com/8VfNaaN.png)
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:38:07 PM
Researching a new armor level does not automaticly updates the type of armor for class design.

It will update new designs but not the one that were created before the research was completed.

IE: NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK1 still has conventional armor, even if not locked, not produced, etc...

NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK2 (copy of  NameOfClass MK1) still has conventional armor

Any design created after the armor change will be correctly impacted

That's by design. Same in VB6 and why there's a update amour button for when you do "copy design"
Title: Re: v1.30 Bugs Thread
Post by: thashepherd on April 14, 2020, 04:40:35 PM
unkfester discovered this and I was able to reproduce (in 1. 2. 0, but don't believe this has been reported).   

When initially opened, the Turret Design window has inaccurate stats (everything's zeroed-out).    This occurs even when a valid weapon is selected by default.    The correct stats appear when the user makes a selection using the weapon selection dialog (whether to select a new weapon or re-select the same one).   


Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 04:41:11 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

It seems you only get ONE new commander per month, regardless of the number of Military Academies you have:

(https://i.imgur.com/pbFp6ku.png)

I tested with 7 academies and got 1 commander per month. Used SM edit to change it to 70 academies, and I still get exactly 1 new commander per month.

Looks like a big officer bug.

Even the Race Details screen says I should be getting around 30 new commanders per month (355 per year):

(https://i.imgur.com/8VfNaaN.png)

Yeah, i now have 22 (!!) academies, and exactly one naval officer per month
Title: Re: v1.30 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 04:41:49 PM
Not entirely sure if this is bug or just missing feature.

Ships don't tell you they've run out of possible standing orders. So they will just sit there until you notice them, or one of the conditional ones trigger.

Needs more info on this one. Usually, you get a log XXX completed its orders, or an alert when an order cannot be carried further: XXX cannot survey as there are not acceptable bodies within XXX km. I haven't come across such a situation yet and I have many ships going around so it may be possible one or 2 have slipped out my sight.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:42:40 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

It seems you only get ONE new commander per month, regardless of the number of Military Academies you have:

I tested with 7 academies and got 1 commander per month. Used SM edit to change it to 70 academies, and I still get exactly 1 new commander per month.

Looks like a big officer bug.

Even the Race Details screen says I should be getting around 30 new commanders per month (355 per year):


Yeah, i now have 22 (!!) academies, and exactly one naval officer per month

It is actually 1 new commander per construction cycle. So if you do 5-day turns, you can get 1 per 5 days.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:45:02 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

It seems you only get ONE new commander per month construction cycle, regardless of the number of Military Academies you have:

(https://i.imgur.com/pbFp6ku.png)

I tested with 7 academies and got 1 commander per month. Used SM edit to change it to 70 academies, and I still get exactly 1 new commander per month.

Looks like a big officer bug.

Even the Race Details screen says I should be getting around 30 new commanders per month (355 per year):

(https://i.imgur.com/8VfNaaN.png)

That's not what I'm seeing. I got 5 academies. Race Details say I should get around 2 a month. Checking last 3 months I got 6 total of all types.
3 of which was naval.

Seems about right

Edit: It's probably max 1 per cycle yeah. My cycle was often enough to keep up, but 3 months doing 30 day only gave me 3 guys
Title: Re: v1.30 Bugs Thread
Post by: AlitarSemiramis on April 14, 2020, 04:45:48 PM
V 1. 30

When you open the Events window, and click on a report (for example some construction completed), the new window will open for a brief amount of time on top of the events window, and then go below the event window.

But if you close that window, and without closing the Events window you click the same report again, then the new window opens and stays on top.
Title: Re: v1.30 Bugs Thread
Post by: Resand on April 14, 2020, 04:46:03 PM
Not entirely sure if this is bug or just missing feature.

Ships don't tell you they've run out of possible standing orders. So they will just sit there until you notice them, or one of the conditional ones trigger.

Needs more info on this one. Usually, you get a log XXX completed its orders, or an alert when an order cannot be carried further: XXX cannot survey as there are not acceptable bodies within XXX km. I haven't come across such a situation yet and I have many ships going around so it may be possible one or 2 have slipped out my sight.

XXX completed orders I get.
Not the XXX cannot survey as there...
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:46:22 PM

That's not what I'm seeing. I got 5 academies. Race Details say I should get around 2 a month. Checking last 3 months I got 6 total of all types.
3 of which was naval.

Seems about right

Try doing 30-day turns, and you will only get 1 per month instead of the expected 2 per month.

I just gave myself 71,000 military academies on Sol for an even more extreme demonstration. Skipping 30 days forward still gives me exactly 1 new officer each month.
Title: Re: v1.30 Bugs Thread
Post by: smoelf on April 14, 2020, 04:48:36 PM
Not entirely sure if this is bug or just missing feature.

Ships don't tell you they've run out of possible standing orders. So they will just sit there until you notice them, or one of the conditional ones trigger.

Needs more info on this one. Usually, you get a log XXX completed its orders, or an alert when an order cannot be carried further: XXX cannot survey as there are not acceptable bodies within XXX km. I haven't come across such a situation yet and I have many ships going around so it may be possible one or 2 have slipped out my sight.

XXX completed orders I get.
Not the XXX cannot survey as there...

I have experienced the same thing: http://aurora2.pentarch.org/index.php?topic=10684.msg122506#msg122506
Title: Re: v1.30 Bugs Thread
Post by: Energyz on April 14, 2020, 04:50:57 PM

That's not what I'm seeing. I got 5 academies. Race Details say I should get around 2 a month. Checking last 3 months I got 6 total of all types.
3 of which was naval.

Seems about right

Try doing 30-day turns, and you will only get 1 per month instead of the expected 2 per month.

I concur, I have a naval officer almost every turn now doing 5 days turn, instead of 1 officer per month

Edit : I've set construction cycle time to 43000, and it's nice to see all these youngs turning to the military sundendly :)
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 04:51:47 PM
Civilian contracts work very well now, but it's not exact. I asked for 500x infrastructure supplied on Earth, and 100x infrastructure demanded on five different Sol colonies.

All 500 was delivered and the supply contract disappeared, as well as four of the demand contracts. But the fifth colony's demand contract is still waiting for 20 infrastructure.

No civilian ships were destroyed by combat at any point. I assume one ship accidentally delivered 20 extra infrastructure to one of the colonies by accident. This happened occasionally in VB6 as well.

I had something similar with 100 auto mines and two different colonies and I did a supply of 200 from earth. 1 colony got 98 and the other one got 102.
Title: Re: v1.30 Bugs Thread
Post by: Aloriel on April 14, 2020, 04:59:11 PM
v1.20, but checked for previous reporting of bug and/or fixing

Retirement event message *always* says "Current assignment: Unassigned" even if they were assigned to something.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 04:59:24 PM

That's not what I'm seeing. I got 5 academies. Race Details say I should get around 2 a month. Checking last 3 months I got 6 total of all types.
3 of which was naval.

Seems about right

Try doing 30-day turns, and you will only get 1 per month instead of the expected 2 per month.

I concur, I have a naval officer almost every turn now doing 5 days turn, instead of 1 officer per month

Edit : I've set construction cycle time to 43000, and it's nice to see all these youngs turning to the military sundendly :)

Hopefully the one-officer-per-construction-cycle bug has an easy solution.
Title: Re: v1.30 Bugs Thread
Post by: Malorn on April 14, 2020, 05:00:16 PM
Version 1. 30

This may not be a bug, but there does not appear to be any UI location to order GMC to actually modify a population.  I haven't been able to find anything concrete about this feature not being in the game yet, perhaps I overlooked it. 

To be clear, I have researched the new race as a project, built GMCs, and have looked various places in the economy tabs, including the environment tab where it was located in VB6.  Is genetic modification not in the game yet, is there a UI bug, or have I somehow overlooked it entirely.

I assumed I overlooked it at first and asked elsewhere in the forum, but no one else appeared to have an answer. 
Title: Re: v1.30 Bugs Thread
Post by: Aloriel on April 14, 2020, 05:03:32 PM
v1.20, but I checked for bug report and/or fix.

Academy Commandant is always shown as an available command even if someone is assigned to that command.
Title: Re: v1.30 Bugs Thread
Post by: smoelf on April 14, 2020, 05:04:15 PM
Auto-Refit throws #2097 Divide by Zero errors every production cycle.
In addition, ships eligible for refit are not shown on the list of refit targets even for standard refit orders.

Also throws #2085 when you open the Economics window.

Attempting to order a shipyard to do anything, causes it to list slipway in use, but no task is added to task list.
This persists even after deleting the original auto-refit shipyard and recreating it using SM.

The only code I can see with division involves class cost. Any chance you have a zero-cost class?

What is the error text for 2085? The numbers are just the function in which the error occurs. I need the text as well to know what happened.

Looks like something odd going on because if shipyards weren't working in general I would be getting a lot of bug reports ion that subject.

I have a similar issue with ships not showing up on the refit-dropdown menu.
However, if I copy a design, the copied design does show up on the list of 'Refit From'. If I try to refit from the copied design to whatever class the shipyard is assigned to, it results in a 'divide by 0' error in function #2185.

I also copied another existing design and retooled a shipyard to it. This resulted in a 'divide by zero' error in function #2196 and two of my shipyards disappear. The error is repeated I go to the economics window.

Edit: v. 1.3
Title: Re: v1.30 Bugs Thread
Post by: Nori on April 14, 2020, 05:08:44 PM
v1.20, but I checked for bug report and/or fix.

Academy Commandant is always shown as an available command even if someone is assigned to that command.
I can confirm this is still the case for v1.30. Also I'm not sure what category of officer is supposed to be assigned to this, but at the least, admin and naval can be assigned.
TBH I'm not even sure what the assignment is supposed to do.  :)
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:22:57 PM
Game Version: v1.20, but I don't see it bug reported anywhere (according to a forum search).

Every time someone is promoted, they are relieved of command. Automated assignments doesn't appear to be able to handle this either, as they aren't immediately reassigned to their prior posting, even if it wouldn't cause a conflict in the command structure.

---
Example:
I have 3 score fighter craft landed at 3 fighter bases on Earth. The bases are commanded by commodores, and therefore the fleet is commanded by a commodore. The admin seat (Earth Defense Force) is thus RADM rank requirement, but commanded by a VADM because she was better. The system admin seat is VADM and commanded by a VADM, and the navy as a whole is ADM, commanded by an ADM.

In such a case, a commodore can sit in any of those fighters and not break up the command chain. They can also sit in any of the bases. Yet, when a CAPT on a fighter was promoted to commodore, they were relieved of command, and the automatic assignments setting did not reassign them.

Similarly, that VADM in charge of Earth Defense Force was only recently promoted to VADM. She was relieved of her RADM minimum seat despite the fact that her superior is of equal rank, and thus would not change the command needs. I had to manually assign her back to her posting.

---
In the very least, it should only relieve the command of people who will break the command structure. It should also auto assign people to positions they can actually fulfill without breaking the command structure.

Related, but not precisely the same issue, I am losing LCDRs to retirement at 31 years of age, despite having more than enough positions available for them to be assigned to. Automatic assignments aren't assigning them to vessels.

Commanders are relieved of command when they are no longer the right rank for the command. If you want to keep people in their command, use the Do Not Promote flag. This new command system is explained in the changes log and replaces the Tour system from VB6.

Similarly, commander retire after a number of years of service, although more slowly if assigned. Also explained in the change slog.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:24:38 PM
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile

I thought that was fixed. Is this confirmed v1.3 (check the Misc tab for version number)?

I just reproduced this in 1.3 myself. One ship with the Use Component box checked, one without. (Ignore the fact that I'm at max tech, this game is for messing around)

EDIT: Disregard. The stockpiles simply needed to be refreshed. I discovered that the stockpile count was wrong when I scrapped the engine and the event log told me I had scrapped a total of zero engines.

This looks to be a display bug. The stockpile just isn't updating unless you close and reopen the econ window.

I've added code to update the stockpile.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 05:24:55 PM
my shipyard with 1 slipway is able to make an unlimited amount of ships

(https://i.imgur.com/0BQPbDD.png)

(https://i.imgur.com/Aa09YfR.png)

I just click create task and it works.

After passing time they all have progress done on them.

It now says Avil -26 for Avil slipways.

The shipyard was making 1 class while retooling to another, after it finished retooling I click on the event and pressed construct a bunch of times.

No errors are given at least :)

Note the class constructed is the old class not the one it retooled to.
Title: Re: v1.30 Bugs Thread
Post by: Lightning on April 14, 2020, 05:25:13 PM
It appears that the deployment & maintenance clocks run at double speed when training.

That's what it supposed to do

Guess I missed that in the 24 pgs of changes. Thanks
Title: Re: v1.30 Bugs Thread
Post by: NuclearStudent on April 14, 2020, 05:30:49 PM
When you finish a research, it doesn't tell you if another research is queued up. That was a VB feature. Is this a bug, or was it deliberately removed?
Title: Re: v1.30 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 05:31:51 PM
Hi, I guess most people do not look at the changes list prior to reporting a bug or functionality they think it's a bug. It could be good to do not waste time looking into these things and also keep the bug report thread clean just looking into that first. In case you missed it this from Demonides http://aurora2.pentarch.org/index.php?topic=10666.0 it's a very good tool to use to quickly check if what you reporting is intended or an actual functionality not working properly. Stave you may add that to the bug report rules and guidelines?
Title: Re: v1.30 Bugs Thread
Post by: Thorgarth2 on April 14, 2020, 05:33:18 PM
Hit this error in the Fall of the 1st Year
Function #1512: Object reference not set to an instance of an object.

I had created the first conventional troops.   Produced the 1st Police unit.   Was in the middle of producing the 2nd.   No other orders changed.   In the midst of producing Low Grav Infrastructure and Research centers.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:34:33 PM
v 1.3 Function 2609 : Value was either too small or too large for int 32

I get this when on the missile design screen and set the engine size to 0.1 and boost to 0.15. The engine has a power of 0.02.

P.S: Will 1.4 be save compatible?

It was very long flight time for that missile, which exceeded int32. Replaced with Decimal in code and DB.

Not compatible due to DB changes.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:35:37 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

Overhaul rewinds the clock. Resupply is a different function.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:44:31 PM
Engine power ignores fractions. This is mostly only noticable in the early game: a 500-ton geosurvey fighter with a 1 EP conventional engine will go 100 km/s, while a 500-ton geosurvey fighter with a 2.5 EP nuclear thermal engine will only go 200 km/s.

Fixed - not sure how I missed that one.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:46:05 PM
1. 30 Conventional Start
Low priority, Interruption Type, non-critical bug with civilian shiplines, freighters (Civilian produced infrastructure for export.  Loading/trading action "Pickup Failed")

(Specific civilian freighter) was unable to load Infrastructure from Ziemia as nothing was available for pickup.

Occurred soon after colonizing mars as military colony.  Luna (Renamed to Ksiezyc) at 70-80m pop.  Earth (Renamed to Ziemia) can't provide enough infrastructure for lunar demand.  Freighters try to pick up full load of infrastructure whenever there is at least one waiting for export on Earth.  This generate report that they can't load infrastructure due to lack of it (Non-full load would be my guess), creating interruptions.  When there are other possible exports/missions(Ordered via civilian economy) there are no interruptions.  My guess would be that priority on transporting infrastructure is overwriting check for "is there enough infrastructure to pick up" when civilian ships have nothing better to do.  Problem disappears on its own.

 If any other reference is needed there is my recording (Part of let's play) with polish narration where I try to understand and mitigate this interruption issue https://www. youtube. com/watch?v=0akI1ctRdyw&t=4m07s that will not post properly due to pre 10 post countermeasures.

Confirmed bug and fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:46:40 PM
Completing an overhaul does not fill a ship with MSP, as one would expect. Even if the colony has plenty of MSP in the stockpile.

I thought this just wound down the overhaul clock, and consumed MSP from planetary stockpiles, but that resupply was a separate order.

Yes, correct.
Title: Re: v1.30 Bugs Thread
Post by: Migi on April 14, 2020, 05:50:25 PM
I haven't seen it mentioned yet but it looks like missiles are now limited to 1x size 5 engine.
Because I can't see an option to add more than 1 engine this limits how fast large missiles can go.
IIRC the design decision was to make missile engines and ship engines operate on the same scale, so limiting the size of engines doesn't make sense from that perspective but you can't add more engines to make the missiles faster.

Is this a bug or am I missing a crucial checkbox in front of my nose?
At least I don't have anything which needs shooting.
Title: Re: v1.30 Bugs Thread
Post by: WSoxfan86 on April 14, 2020, 05:50:54 PM
I don't think automated assignments are working as designed-I have a conventional start that I've let run for 20 years, and the ai has never assigned a governor of Earth-I removed the commanders of the navy and the academy about 5 years in, and they haven't been re-assigned either.  I'm going to start a second game to verify this.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 05:51:14 PM
New game, 3 NPRs at start. NPRs can activate non-NPRs.

8 years in, all turns are much less than they should be. No indication why.

30day becomes 6 hours.
5days becomes 2 hours
1 day becomes 30min


goes down all the way with 30 sec becoming 5 sec.



EDIT: after about a year of this it's finally back to normal.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:53:31 PM
If you classify a colony as Military Restricted, every following time you select the colony will reopen the confirmation box.  Tested both with a planet in Sol and a planet in an external system.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:55:12 PM
Researching a new armor level does not automaticly updates the type of armor for class design.

It will update new designs but not the one that were created before the research was completed.

IE: NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK1 still has conventional armor, even if not locked, not produced, etc...

NameOfClass MK1 has conventional armor -> Duranium armor is researched -> NameOfClass MK2 (copy of  NameOfClass MK1) still has conventional armor

Any design created after the armor change will be correctly impacted

Edit: yeah, there's a big button Update armor....

Armour stays the same on existing classes. It isn't supposed to automatically update. Update Armour is really for Copy Class and then Update.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 05:57:27 PM
(Edit: Steve fixed this already, so disregard :) ) Following up on the "no more than one new commander produced per construction cycle" bug:

Adding Naval Academies to multiple colonies allows you to gain more new commanders per construction cycle, but only 1 per colony per cycle.

So even if you have, say, 1000x Naval Academies on Earth and 1000x Naval Academies on the Moon, you will never receive more than 2 new commanders in a single construction cycle.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 05:57:46 PM
Not sure if I missed something, but i have a severe lack of naval officer. I have a 40 years game with a conventional start, and i barely have 60 naval officers... I have a military academy level 14, i should have enought haven't I?

That does sound odd, but I can't see a problem in the code. Anyone else have a similar problem?

It seems you only get ONE new commander per month construction cycle, regardless of the number of Military Academies you have:

I tested with 7 academies and got 1 commander per month. Used SM edit to change it to 70 academies, and I still get exactly 1 new commander per month.

Looks like a big officer bug.

It seems to affect all sizes of officer, not just the big ones. Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:01:12 PM
unkfester discovered this and I was able to reproduce (in 1. 2. 0, but don't believe this has been reported).   

When initially opened, the Turret Design window has inaccurate stats (everything's zeroed-out).    This occurs even when a valid weapon is selected by default.    The correct stats appear when the user makes a selection using the weapon selection dialog (whether to select a new weapon or re-select the same one).   

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 06:01:46 PM
I don't think automated assignments are working as designed-I have a conventional start that I've let run for 20 years, and the ai has never assigned a governor of Earth-I removed the commanders of the navy and the academy about 5 years in, and they haven't been re-assigned either.  I'm going to start a second game to verify this.
This was the same in the previous version, it is supposed to assign naval officers, and ground force commanders, but doesn’t do anything about civilians and planet governorship. Those are left to be managed by the player, because the pool is presumably smaller. The academy  position is new, but also explicitly intended to help players shape the makeup of their Academy graduates, and thus not autoassigned either.
Title: Re: v1.30 Bugs Thread
Post by: Agoelia on April 14, 2020, 06:02:51 PM
TN start, Real Stars, Found an NPR after little more than 15 years.
My survey ship starts surveying their home planet, after it's done, I get Image 1.
After pressing "ok" a dozen time exactly 48 times or so, it goes away.
I pressed a 1-day time increase, and it happened again.
I did it again with autoturn active, and it does not stop auto-turn: it resumes as soon as I click another 48 times.
I looked at the Events, and I saw Image 2.
First thing I notice, is that it did indeed fast forward 24h, which I did not expect.
On the bottom, you can see my usual research and the aliens probably protesting because I'm surveying their house. But hey, I don't speak your language so I don't care.
The most interesting thing is the several 48 (I'm 98% sure they're exactly 48, it's hard to count manually while scrolling), identical reports of my survey ship finding mineral on their home planet.

Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:05:31 PM
v1.20, but checked for previous reporting of bug and/or fixing

Retirement event message *always* says "Current assignment: Unassigned" even if they were assigned to something.

I can't see a code issue. I'll add a break point and monitor.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:08:24 PM
my shipyard with 1 slipway is able to make an unlimited amount of ships

I can't recreate. Create Task button greys out when no slipways available.
Title: Re: v1.30 Bugs Thread
Post by: muzzlehead on April 14, 2020, 06:09:22 PM
I designed a Survey Ship in the Class Design Window.   I included prototype engines in the initial design.   When I researched the prototype the engines, after the engines were researched they still remained as prototype (RP).   The option to research them was no longer available.

I included a zipped data base in which the events records the engine having been researched.

Thanks for such great game.
Title: Re: v1.30 Bugs Thread
Post by: AlitarSemiramis on April 14, 2020, 06:10:00 PM
V 1. 30

When you get an event of a research lab being inactive, and you click on it, the screen opens on the Mining tab.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 06:11:25 PM
my shipyard with 1 slipway is able to make an unlimited amount of ships

I can't recreate. Create Task button greys out when no slipways available.

It was the starting naval one.

I first tooled it for class A, started making class A, set it to retool for class B. Once the event log said it was done I clicked on the event and the economics screen that appeared let me do that.

Not sure if I can reproduce but if I do I will let you know.
Title: Re: v1.30 Bugs Thread
Post by: Caplin on April 14, 2020, 06:11:59 PM
V 1. 30

When you get an event of a research lab being inactive, and you click on it, the screen opens on the Mining tab.

Fixed for the next version already. :-)
Title: Re: v1.30 Bugs Thread
Post by: snapto on April 14, 2020, 06:12:46 PM
V1.3 Generic TN (Real Stars) start.

After the log notified me of a potential survey site, I looked in the Survey Sites window and nothing appeared. I used the refresh button on the tactical map window to refresh the panel but still nothing appeared. I saved and restarted and the survey site then appeared in the Survey Sites window.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 06:13:37 PM
Again 3 NPR game with them being able to trigger swarm and stuff.


Some fighting it going on (5 second ticks with message) and every now and then I get error:

(https://i.imgur.com/blwfSNp.png)
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:14:54 PM
v1.20, but I checked for bug report and/or fix.

Academy Commandant is always shown as an available command even if someone is assigned to that command.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:17:30 PM
I don't think automated assignments are working as designed-I have a conventional start that I've let run for 20 years, and the ai has never assigned a governor of Earth-I removed the commanders of the navy and the academy about 5 years in, and they haven't been re-assigned either.  I'm going to start a second game to verify this.

Automated assignment does not assign Academy commandants or planetary governors. They depend on what you need, so it isn't an obvious choice for auto-assign.

Title: Re: v1.30 Bugs Thread
Post by: Red Dusk on April 14, 2020, 06:18:18 PM
V1.  30
After renaming a planet in the solar system view, saving, and then closing and reopening the window, the following error messages open up.   Clicking through them still allows the game to open. 
Function #1372: Value was either too large or too small for an Int32
Function #1168: The given key was not present in the dictionary

I had changed a planet called Acamar-A III to Acamar Prime (as it was my first colony in the system and had reached a point where it was sufficiently developed that I wished to rename it for quick identification at a glance)

The name is also not updated in the Economics window, still reflecting the original name. 

Edit: Changing the name in the Solar System View back to the original solves the errors.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:18:22 PM
IIRC the design decision was to make missile engines and ship engines operate on the same scale, so limiting the size of engines doesn't make sense from that perspective but you can't add more engines to make the missiles faster.

The design decision was to make missile engines and ship engines operate with the same mechanics.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:18:52 PM
New game, 3 NPRs at start. NPRs can activate non-NPRs.

8 years in, all turns are much less than they should be. No indication why.

30day becomes 6 hours.
5days becomes 2 hours
1 day becomes 30min


goes down all the way with 30 sec becoming 5 sec.



EDIT: after about a year of this it's finally back to normal.

WAI - NPRs are probably fighting each other.
Title: Re: v1.30 Bugs Thread
Post by: Deoloth on April 14, 2020, 06:19:14 PM
In the commanders window.

If you hit replace all (on accident) and then hit cancel to back out (because it was an accident) it fires all your commanders and does not replace any of them.

Commanders should not be replaced without hitting OK or at least requiring confirmation (like reassigning officers, which was my goal, does).
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 06:21:00 PM
New game, 3 NPRs at start. NPRs can activate non-NPRs.

8 years in, all turns are much less than they should be. No indication why.

30day becomes 6 hours.
5days becomes 2 hours
1 day becomes 30min


goes down all the way with 30 sec becoming 5 sec.



EDIT: after about a year of this it's finally back to normal.

WAI - NPRs are probably fighting each other.


Normally when they do it changes to 5, 10 or 15 second increments (even if I did 30 day turns) and says NPR fighting it going on in the event log.

This one only make the turns shorter with no message.

Just thought it was different / weird.
Title: Re: v1.30 Bugs Thread
Post by: Ancalagon on April 14, 2020, 06:21:39 PM
Very minor: When a colony reaches minimum Political Stability Modifier (1%) it no longer causes a message in the event log, which makes it easy to overlook. Not sure if intended or not.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:21:57 PM
In the commanders window.

If you hit replace all (on accident) and then hit cancel to back out (because it was an accident) it fires all your commanders and does not replace any of them.

Commanders should not be replaced without hitting OK or at least requiring confirmation (like reassigning officers, which was my goal, does).

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: amram on April 14, 2020, 06:22:54 PM
Future prototypes do not convert to Prototypes if all of their tech is available.

Designed a Future Prototype engine, Improved Thermal pulse, 0.7 Fuel use, no thermal reduction.  Only needed to research 0.7 Fuel use, had 0.8 at the time.  Engine prototype remained (FP) even when the 0.7x fuel use tech was acquired.  Refresh tech and restarting the game had no effect.

--
edit: more specific engine spec: Improved Thermal pulse, hull size 59, power 0.50, fuel rate 0.70, thermal 100
--

Poked around the DB to see if I was still missing tech, TechSystem shows it requires BGTechs 24605, 25131, and 26091, and has Prototype=2.  Race says I am game 33, race 186, and checking RaceTech shows I have techs 24605, 25131, and 26091, it seems I have all the tech it needs.

If this is not a bug, I'll make a suggestion over in suggestions...  lol

Anyways, thanks for the super quick response times you've been giving.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 06:23:47 PM
Same game as before, 16 years in, getting

(https://i.imgur.com/cmhaj78.png)

on random construction phases and the error always comes up 3 times.
Title: Re: v1.30 Bugs Thread
Post by: DFNewb on April 14, 2020, 06:26:15 PM
Now getting

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

followed by

(https://i.imgur.com/EOB1Dpx.png)

for a total of 3 times ( I have 3 NPR's set)

and then the 2398 error 3 times after these 6.



Saving gives:

(https://i.imgur.com/SxZ6Fdh.png)
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:26:58 PM
V1.3 Generic TN (Real Stars) start.

After the log notified me of a potential survey site, I looked in the Survey Sites window and nothing appeared. I used the refresh button on the tactical map window to refresh the panel but still nothing appeared. I saved and restarted and the survey site then appeared in the Survey Sites window.

Fixed.
Title: Re: v1.30 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:29:17 PM
At this point, I am going to create a new build. There are one or two I haven't fixed from the thread but some bugs may be knock-on effects of one I have already fixed, so better to start with cleat slate again.
Title: Re: v1.30 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 06:30:27 PM
At this point, I am going to create a new build. There are one or two I haven't fixed from the thread but some bugs may be knock-on effects of one I have already fixed, so better to start with cleat slate again.

Been waiting all morning for this, it is 11:30am Auckland NZ time :-)