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.
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307After 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
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.
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?
After you press wide view on the ship making screen there is no way of reversing it except for closing and reopenning the program.
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
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
Quote from: DFNewb link=topic=10684. msg122185#msg122185 date=1586826307After 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.
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.
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.
It appears that the deployment & maintenance clocks run at double speed when training.
Menu icons not visible in windows high-contrast mode
Improved geosurvey modules are still classified as civilian.
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.
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.
[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.
When making ships, if you delete all/most of the components on the ship a warning text will appear saying "freighters require at least
one engineering space
You can 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)
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
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
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
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....Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Quote from: insanegame27 link=topic=10684. msg122205#msg122205 date=1586830294After 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?
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.Quote from: The_Seeker link=topic=10684. msg122322#msg122322 date=1586857607Why yes it is. . . .Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
My 1414 was straight from 1. 0 to 1. 3, I didn't even know about the other two patchesQuote from: MarcAFK link=topic=10684. msg122324#msg122324 date=1586857832Did 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.Quote from: The_Seeker link=topic=10684. msg122322#msg122322 date=1586857607Why yes it is. . . .Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
But did you play at all or even start the game before applying the patch?Quote from: The_Seeker link=topic=10684. msg122328#msg122328 date=1586858332My 1414 was straight from 1. 0 to 1. 3, I didn't even know about the other two patchesQuote from: MarcAFK link=topic=10684. msg122324#msg122324 date=1586857832Did 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.Quote from: The_Seeker link=topic=10684. msg122322#msg122322 date=1586857607Why yes it is. . . .Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
I did start a game, yes.Quote from: insanegame27 link=topic=10684. msg122331#msg122331 date=1586858827But did you play at all or even start the game before applying the patch?Quote from: The_Seeker link=topic=10684. msg122328#msg122328 date=1586858332My 1414 was straight from 1. 0 to 1. 3, I didn't even know about the other two patchesQuote from: MarcAFK link=topic=10684. msg122324#msg122324 date=1586857832Did 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.Quote from: The_Seeker link=topic=10684. msg122322#msg122322 date=1586857607Why yes it is. . . .Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
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.
Why yes it is....Quote from: MarcAFK link=topic=10684. msg122320#msg122320 date=1586857241My #1414 was "object reference not set to an instance of an object"Was your aurora folder set to read-only?
Disabling that doesn't change anything though.
Edit: I Disabled read only but checking the folder again it still says read only.
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.
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.
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?
Quote from: Toobah link=topic=10684. msg122335#msg122335 date=1586858961Hi!
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
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.
Quote from: Energyz link=topic=10684. msg122349#msg122349 date=1586860287Quote from: Toobah link=topic=10684. msg122335#msg122335 date=1586858961Hi!
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.
Looks like fighters can be built with unresearched prototype components. Maybe the function that checks is only called by shipyard construction.
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 .
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.
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.
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.
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.Also would like to mention, related to this:
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
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.
Normal view button doesn't even appear for me after I press wide view...
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
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.
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.
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.
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.
If you set the shipyard continual expansion target to less than the current amount, it will shrink your shipyard.
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?
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.
Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876Looks like fighters can be built with unresearched prototype components. Maybe the function that checks is only called by shipyard construction.
Fixed.
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.
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.
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.
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
Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489Disclaimer: 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.
https://www.dropbox.com/s/etg13ohk0cpccv5/AuroraDB.db?dl=0
when starting a new game, automated turns is turned off, while the button is green
My reduced size (0.5HS) gauss cannons seem to have the same 100 percent accuracy as the 6 HS ones.
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.
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
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.
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 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.
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.
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:
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.
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?
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
Quote from: MarcAFK link=topic=10684. msg122287#msg122287 date=1586851109I'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?
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.
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
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.
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
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.
My #1414 was "object reference not set to an instance of an object"
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
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
Quote from: Resand link=topic=10684. msg122313#msg122313 date=1586855350Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489Disclaimer: 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.
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.
I did. Must have gone missing: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:
https://www.dropbox.com/s/etg13ohk0cpccv5/AuroraDB.db?dl=0
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 :-\
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.
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?
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.
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).
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.
Ok researching reactors fixed both errors.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.
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?
Geological is military. Previous version was bug.
Have you tried using Reset Windows to make the commander window appear?
Assigning a commander to a fleet with flag bridge causes Function #382 Object reference error.
Details:Off-Topic: show
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.
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.
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.
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.
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
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.
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.
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.
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 a TN start the [INSTANT] button is still unlocking free Tech after you spent all your RP. Closing and opening the window fixes this
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. . .
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.
Class Design Window:
Size in Tons Checkbox doesn't do anything. Or I am blind. . . .
Class Design Window:
Size in Tons Checkbox doesn't do anything. Or I am blind. . . .
No, not blind :)
Removed.
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)
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.Also would like to mention, related to this:
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
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?
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
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.
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.
Quote from: Steve Walmsley link=topic=10684. msg122365#msg122365 date=1586861363Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876Looks 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.
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
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
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
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
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
Thanks for the suggestion. After manually resetting all of the ranks of the templates, everything appears to work correctly regarding new units.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
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?
Quote from: Hastermain link=topic=10684. msg122456#msg122456 date=1586872143Forum 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
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.
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.
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
QuoteIf 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.
Quote from: Hastermain link=topic=10684. msg122587#msg122587 date=1586884076Quote from: Hastermain link=topic=10684. msg122456#msg122456 date=1586872143Forum 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.
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
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.
Is it intended that military jump engines are not a military component?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.
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.
Quote from: Steve Walmsley link=topic=10684. msg122429#msg122429 date=1586868911Quote from: MarcAFK link=topic=10684. msg122287#msg122287 date=1586851109I'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)
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.
Is it intended that military jump engines are not a military component?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.
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.
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
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.
"Size in Tons" check box in the class design doesn't appear to be doing anything.
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: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.
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.
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: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.
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.
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.
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.
creating a turret prototype makes that turret be available to be built (as if it was researched)
Ground Force officers have Tactical bonuses (used for naval Tactical Officers, not ground combat).
Naval Officers have Xenoarchaelogy bonuses, used for ground formations only.
UPD. Maybe not a bug: it can increase chances of successfully salvage alien tech.
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?
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
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…Steve, can you please make this information tabbable?
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.
Quote from: DEEPenergy link=topic=10684. msg122471#msg122471 date=1586873829Quote from: Resand link=topic=10684. msg122313#msg122313 date=1586855350Quote from: Steve Walmsley link=topic=10684. msg122311#msg122311 date=1586855114Quote from: Gladaed link=topic=10684. msg122193#msg122193 date=1586827489Disclaimer: 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
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.
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
Alreay reported in 1. 00, still happening:QuoteUnless 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)
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.
Commercial Hangar does not allow for the "Land on Mothership" order to appear as a movement order.
Quote from: GL link=topic=10684. msg122580#msg122580 date=1586883501Alreay reported in 1. 00, still happening:QuoteUnless 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?
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.
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)?
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.
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.
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.
Quote from: Steve Walmsley link=topic=10684. msg122730#msg122730 date=1586896428Quote from: master18 link=topic=10684. msg122575#msg122575 date=1586883208V 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.
Refreshing the Galatic map still doesn't make the jump points in the bottom left
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.
Resolve land combat resulting in numerous #1927.
You could just run the attached file till the next combat round resolution.
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 :)
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.
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.
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: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.
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.
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.
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.
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!!
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.
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
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)
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.
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.
Version 1. 30
Maximum Shield Generator - 12 can be researched before researching TN Tech (so you don't have any type of shields yet).
Quote from: Anamori link=topic=10684. msg122760#msg122760 date=15868983341. 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?
you can still "instant build" a ship even when they have prototype parts
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.
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?
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?
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?
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?
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
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)
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.
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
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 permonthconstruction 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)
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.
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
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...
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.
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.
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 :)
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.
v1.20, but I checked for bug report and/or fix.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.
Academy Commandant is always shown as an available command even if someone is assigned to that command.
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.
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.
It appears that the deployment & maintenance clocks run at double speed when training.
That's what it supposed to do
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?
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.
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.
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.
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.
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.
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....
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 permonthconstruction 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.
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).
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.
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.
my shipyard with 1 slipway is able to make an unlimited amount of ships
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.
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.
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 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.
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.
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.
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.
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).
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.
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.