If you, for some reason, grant independence to your only colony(not sure if for any colony or only your last one), trying to advance time will return the error message:
Function #1555: Object reference not set to an instance of an object.
Create a new race still does not create any Ships but only Ground Forces.
Templates for the ship design are there though.
Create a new race still does not create any Ships but only Ground Forces.
Templates for the ship design are there though.
It should not create anything for players apart from designs. I thought I stopped the ground forces being created - definitely 1.4?
Super minor bug: Pressing "redo minerals" on a gas giant does nothing. Since gas giants can only contain sorium, I guess I can just roll a million sided die or something and just put that much sorium down if I really want to.
Related note: Pressing "Redo Minerals" on a solid system body will usually generate no minerals, which is, I suppose, technically correct, but... it feels a little strange.
Super minor bug: Pressing "redo minerals" on a gas giant does nothing. Since gas giants can only contain sorium, I guess I can just roll a million sided die or something and just put that much sorium down if I really want to.
Related note: Pressing "Redo Minerals" on a solid system body will usually generate no minerals, which is, I suppose, technically correct, but... it feels a little strange.
Redo just reruns the mineral generation, so most of the time it will be nothing.
System display: holding down shift in VB6 allowed you to measure distance and direction. That functionality seems to have been removed.
In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
New test game, conventional start, 2 years in. Every production cycle, I get:
Function #1995: Object reference not set to an instance of an object.
Function #1998: Object reference not set to an instance of an object.
Twice.
Saving the game causes the error:
Function #1482: Object reference not set to an instance of an object.
Link to database (https://drive.google.com/open?id=16V3kKQucIJYPJEXYHjGzjj4FkA6LMLO9)
After spawning an NPR in Sol on Mars, I am getting this error every construction phase:
(https://i.imgur.com/J9pRT33.png)
Also I have not been able to communicate with any NPR's yet on any 1.x version but I will keep trying maybe they are not making diplo ships or something.
Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Are you sure its not window scaling or anything?
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Are you sure its not window scaling or anything?
both screenshot taken 1920x1080 no scaling.
Also I tried different screen resolutions and scaling but no use.
Main problem of this stretch is that right part of some windows is cut off hiding few buttons and vertical scroll bar.
Map scale indicator on the main screen is also partially behind the interface.
Exorcist class Replenishment Ship (P) 30,000 tons 250 Crew 883.4 BP TCS 600 TH 1,280 EM 0
2133 km/s JR 2-25 Armour 1-86 Shields 0-0 HTK 75 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 10,018 Max Repair 40.00 MSP
Magazine 1,000
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Vorax-Ahriman Engines Limited EP160 Commercial NPE (8) Power 1280.0 Fuel Use 7.95% Signature 160.0 Explosion 5%
Fuel Capacity 5,252,000 Litres Range 396.1 billion km (2149 days at full power)
Ordnance Transfer Rate: 40 MSP per hour Complete Transfer 25 hours
This design is classed as a Commercial Vessel for maintenance purposes
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
The existing game gets affected by the updated database as it started on V1.00. You'll have to start a new game.
It appears that in C#, a military jumpdrive can only jump military engines, and a commercial jump drive can only jump commercial engines.
In VB6, a military jumpdrive could jump either military or commercial engines, while a commercial jump drive could only jump commercial engines.
If this is not an intentional change, consider this a bug report. (I have a vague memory it might be intentional, but I can't for the life of me find it in the changelog.)
Geological survey sensors seem to be counted as military components now, not sure if this was intentional or not.
Geological survey sensors seem to be counted as military components now, not sure if this was intentional or not.
Loading a fractional number of installations such as "0.1" Spaceports gives the following error:
(https://i.imgur.com/MMivM6p.png)
Loading fractional installations is important for moving the extremely large installations one bit at a time.
I don't have any unusual localization settings, such as comma decimals. I think it's an input form issue.
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
Quote from: Vivalas link=topic=10715. msg123025#msg123025 date=1586932130
Pretty sure its when you refit a ship without a auxilliary bridge, to a design with one. My XOs would assign for new ships but to a ship after a refit.
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
I was having some odd issues too. I might have a bugged dB though.
Finally you can put turrets in STO's. However if you do this the tracking speed stays at the racial level, there is no bonus or change for putting a turret (at least in the display). I tried with both a twin gauss cannon and twin laser turret designed with tracking at 5000 but the unit showed 1250. Not sure if turrets are supposed to be able to go in STOs but seems to be a bit wrong either way.
Anyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
The minimum distance setting for movement options does not work.
In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Hey steve, this has happened since 1.0 I believe anyway, I have carriers but there is either no launch button for fighters and there is no land button or I am completely blind, if you could let me know if I am or if its either not implemented or a bug is hiding it let me know.
Auto fleet FC and auto assign FC seem to be broken.
New test game, conventional start, 2 years in. Every production cycle, I get:
Function #1995: Object reference not set to an instance of an object.
Function #1998: Object reference not set to an instance of an object.
Twice.
Saving the game causes the error:
Function #1482: Object reference not set to an instance of an object.
Link to database (https://drive.google.com/open?id=16V3kKQucIJYPJEXYHjGzjj4FkA6LMLO9)
After spawning an NPR in Sol on Mars, I am getting this error every construction phase:
(https://i.imgur.com/J9pRT33.png)
Also I have not been able to communicate with any NPR's yet on any 1.x version but I will keep trying maybe they are not making diplo ships or something.
After changing them to hostile I stopped getting this error.
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Are you sure its not window scaling or anything?
both screenshot taken 1920x1080 no scaling.
Also I tried different screen resolutions and scaling but no use.
Main problem of this stretch is that right part of some windows is cut off hiding few buttons and vertical scroll bar.
Map scale indicator on the main screen is also partially behind the interface.
New test game, conventional start, 2 years in. Every production cycle, I get:
Function #1995: Object reference not set to an instance of an object.
Function #1998: Object reference not set to an instance of an object.
Twice.
Saving the game causes the error:
Function #1482: Object reference not set to an instance of an object.
Link to database (https://drive.google.com/open?id=16V3kKQucIJYPJEXYHjGzjj4FkA6LMLO9)
I've had this happen in every 1.x version and I think it has to do with NPRs
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Are you sure its not window scaling or anything?
both screenshot taken 1920x1080 no scaling.
Also I tried different screen resolutions and scaling but no use.
Main problem of this stretch is that right part of some windows is cut off hiding few buttons and vertical scroll bar.
Map scale indicator on the main screen is also partially behind the interface.
There is no 'stretch' code in C# Aurora, so it is likely to be a local windows display issue.
Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580In game screen is stretched out horizontally on my desktop and some windows are cut off(system generation and display, class design so far).
But everything is okay on my other laptop although both are basically on same OS (windows 10 pro) and almost same windows setting.
Do you have windows text set to more than 100%?
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
Planetary sensors do not seem to work when placed on moons. My example: Eris and Dysnomia. Show "passive vs signature" and Eris shows up but Dysnomia does not.
Also, if you delete your home planet without manually setting the Naval HQ to another planet first, you will get a string of errors every turn saying object missing and be unable to make any task force or admin commands.
Hi Steve, in relation to this http://aurora2.pentarch.org/index.php?topic=8495.msg109807#msg109807 and http://aurora2.pentarch.org/index.php?topic=8495.msg109808#msg109808 I don't seem be able to clear the Hierarchy using the button on Ground Force as the units just get out of the formation but still keeping support roles. Is this a bug or is intended? If intended how do you actually reset them? While at it, there is also a way to reset the Field Position? Again clear the Hierarchy just doesn't do it.
Thanks
EDIT: While at it, there is also a way to reset the Field Position? Apparently it also doesn't modify the HQ position if you issue the order of applying the field position to the subgroups. I have attached a new image. You have to issue a separate order just to the HQ.
On very small bodies with LG Infrastructure, there reaches a point where the percentage of manufacturing jobs reduces. When it reaches 0, you get error #1690 and 2169 divide by 0 if there are workers. On Eris this happens around 42 million. On Io it's about 163 mil (so not just LG infrastructure). Strangely it's about 75 mil for titania which is quite a bit smaller than the other 2.
V 1.4 In class design adding or removing cargo shuttles isn't affecting the displayed load time for colonists, troops or cargo ships. I haven't checked if it affects the actual load time. In earlier versions the displayed time definitely changed with addition of shuttle bays.
It appears to be transient, I'm not getting the problem now. I have closed and reopened the window since then. I'll poke around and see if I theres some way to trigger the condition.V 1.4 In class design adding or removing cargo shuttles isn't affecting the displayed load time for colonists, troops or cargo ships. I haven't checked if it affects the actual load time. In earlier versions the displayed time definitely changed with addition of shuttle bays.
it's working on my version. I haven't changed anything in that area. Anyone else with a similar problem?
On every colony in Sol (haven't colonized other system yet) it says:
"ground based survey potential - Completed"
But I haven't even built my first ground survey unit!
I haven't started the game with geological surveys already done in Sol either.
So shouldn't it say "excellent" or "poor" or "average" or something like that, instead of "completed"?
All of these have to do with terraforming with SM mode. The last one is my most favorite bug I have found.
- You can SM add "None" as an atmosphere.
- SM adding atmosphere to planets will eventually make water vapor appear (at 0 atm) as a atmospheric component, even on planets with no water.
- SM adding Frigusium to planets will produce temperatures that can go below absolute zero.
- SM adding Frigusium to planets will follow a unusual set of patterns.
Future Prototypes do not appear to automatically convert to researchable prototypes when you finish researching all the requisite technology.
V 1.4 In class design adding or removing cargo shuttles isn't affecting the displayed load time for colonists, troops or cargo ships. I haven't checked if it affects the actual load time. In earlier versions the displayed time definitely changed with addition of shuttle bays.
it's working on my version. I haven't changed anything in that area. Anyone else with a similar problem?
Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633Anyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
That error is in Display Medals. Can you link your DB?
V1. 4
Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.
I was unable to find a way to genetically modify a species. I instant researched the project and instant built some Genetic modification centers. I was unable to find anywhere where I could add a population of the new species. It is as if it didn't exist.
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.All types of officers are assigned automatically in my current game, including XOs.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
Auto fleet FC and auto assign FC seem to be broken.
Could you be more specific. Error text, what you did, etc? They are working fine for me.
When I closed out of my game, which had been getting "Function #28: Object Reference not set to an instance of an object" errors for a while, and then reopened it every ship in my empire disappeared. The fleets and admin commands are still intact, but every ship is gone. I can't remember off the top of my head when the errors began, but it was around the same time as I found what I assume are Precursors. I've attached my DB.
Basic ship components that can't be designed (like maintenance storage bays) should not be able to made obsolete.
Incidentally, since AFAIK it only affects the ship designer view, it would be handy if components that were accidentally made obsolete were able to be reversed.
When designing fighter pods the msp of the engine mount for the missile is still counted.
When designing fighter pods the msp of the engine mount for the missile is still counted.
Is this true even with "no engine" checked?
Maintenance vessels in a fleet or in a sub-fleet that are set to "Supply Fleet" don't transfer MSP to the parent fleet.
V 1. 4, conventional start, ~13 years in
Saved game, tried to reopen it, got the following error messages: "Function #1170: The given key was not present in the dictionary" followed by "Function #1168: The given key was not present in the dictionary" followed by the game loading with the solar system only populated by mercury, earth, and 4 asteroids
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
Darn. Was actually really enjoying my current game, but there's an annoying bug issue now. It's getting a lot better though!
Getting a funciton #1995 Error: Reference not set to instance of an object 4 times about every other 5-day tick or so. TN start on random stars with 4 NPRs.
It started after I found a jump point, so might be related. Also, on saving, I get a #1482 error.
DB is attached
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021V1. 4
Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.
Working for me. Anyone else with this problem?
BTW Are you looking at race components and not class components?
Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021V1. 4
Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.
Working for me. Anyone else with this problem?
BTW Are you looking at race components and not class components?
And I was looking at Race Components, using Wide View. I can upload the DB if needed.
Quote from: Red Dusk link=topic=10715. msg123195#msg123195 date=1586961399Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021V1. 4
Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.
Working for me. Anyone else with this problem?
BTW Are you looking at race components and not class components?
And I was looking at Race Components, using Wide View. I can upload the DB if needed.
What happens if you open and close class window? Does it disappear then?
The 'Load Previous' and 'Second Stage' dropdown boxes in the Missile Design page are linked, meaning when you try to select a missile to use as a second stage it loads the values of that missile, overwriting everything else.
V 1.40
Testing some more conventional start, looking at the list of techs, there's a few that doesn't seem should be available:
Orbital Mining Diameter
Spinal Mount
Box Launcher Explosion Chance
Beam Fire Control Range
Primary Flight Control (Logistic modules related to fighters are not available before TN research)
All Ground Combat techs are available, not sure which ones should be available and which ones should not.
I am out of instant research points, but I am still able to insta-research as many projects as I want, without any cost.
Also, the completion date of the research projects are unreadable because of the long date format.
Hi there steve
Any chance of the main game buttons getting accessible labels?
Here's the example code that you were looking for in the v1.1 topic
Button1.AccessibleName = "Ground forces";
Got the code from here:
https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/providing-accessibility-information-for-controls-on-a-windows-form
edit: more info just in case: the 27 buttons on the main game interface don't have any text on them, the code example i gave you adds a hidden text to them that only announces them to screen readers
sqlite> select Name,count(Name) from DIM_NamingTheme where NameThemeID=389 group by Name order by count(Name) desc limit 10;
Tyrius|3
Treebiter|3
LostWookie|3
vaaern|2
ussugu|2
ussdefiant|2
starwyvern|2
phil|2
palu|2
nightlord84|2
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.All types of officers are assigned automatically in my current game, including XOs.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
Commander priority for ships isn't working, however, I can confirm that.
I have commercial ships with 0 Command Priority, DDs with priority 2, and CAs with priority 5. DDs and civilians were filled first, while CAs are not getting officers. There were not enough officers of required rank (Captain) to fill all the ships before the assignments took place, so priority should've picked the CAs first, then DDs and only then civilian ships. But CAs were not given priority.
"all jump points are stable" in the options menu does not work.
Very easy to reproduce in 5 minutes, start a new game with grav survey already done, instant-create a new ship with no jump engine, try jumping.
On every colony in Sol (haven't colonized other system yet) it says:
"ground based survey potential - Completed"
But I haven't even built my first ground survey unit!
I haven't started the game with geological surveys already done in Sol either.
So shouldn't it say "excellent" or "poor" or "average" or something like that, instead of "completed"?
Looks like a button that got removed still has it's background block of blue left over.
You can toggle no armor on locked designs removing all armor and engines from allready build ships.
"all jump points are stable" in the options menu does not work.
Very easy to reproduce in 5 minutes, start a new game with grav survey already done, instant-create a new ship with no jump engine, try jumping.
Just tested and it is working. Please confirm you are using v1.4.
Quote from: Steve Walmsley link=topic=10715. msg123058#msg123058 date=1586942737Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633Anyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
That error is in Display Medals. Can you link your DB?
Here it is.
I also got the load game bug with 1170 and 1168 again which was also reported by master18 just a bit before your reply, as well as the message 1130 d:\auroraC\medals
"all jump points are stable" in the options menu does not work.
Very easy to reproduce in 5 minutes, start a new game with grav survey already done, instant-create a new ship with no jump engine, try jumping.
Just tested and it is working. Please confirm you are using v1.4.
Confirmed (Image 1)
I checked again that the option is on, and it is.
Then I sent once again my survey ship to a Jump Point in Sol (I still have to make my first jump).
The ship is a military ship, with a military engine, no jump drive, it is alone and traveled from Earth to the jump point with no problems and has plenty fuel/supplies.
As soon as the ship gets to the JP, I get a transit failure event (Image 3)
I also tried a squadron jump (as opposed to a standard transit) but result is the same.
Hovering over the "Raise Shields" button in the Naval Organization tab shows the text "set all ships in the selected fleet to synchronize fire on or off."
Conventional Start.
Get income from 300,6 Financial centres, despite having still conventional industry and no financial centres.
If Conventional Industry is supposed to to add wealth, I think it is much clearer it would show CI as source of wealth.
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.All types of officers are assigned automatically in my current game, including XOs.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.
EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.
Commander priority for ships isn't working, however, I can confirm that.
I have commercial ships with 0 Command Priority, DDs with priority 2, and CAs with priority 5. DDs and civilians were filled first, while CAs are not getting officers. There were not enough officers of required rank (Captain) to fill all the ships before the assignments took place, so priority should've picked the CAs first, then DDs and only then civilian ships. But CAs were not given priority.
I noticed that I am also unable to order a fleet with low MSP to resupply from a fleet that contains supply ships. Haven't been able to transfer MSP from ship to ship at all. Order to resupply from own supplies or the join commands aren't transferring any MSP to ships eitherMaintenance vessels in a fleet or in a sub-fleet that are set to "Supply Fleet" don't transfer MSP to the parent fleet.
Are they flagged as supply ships?
Auto fleet FC and auto assign FC seem to be broken.
Could you be more specific. Error text, what you did, etc? They are working fine for me.
I had 2 beam fire controls and 8 railguns on each ship. It gave no error text, I just press the button and nothing happens. I will see if I can reproduce later. Later when I tested it with missiles it seemed to work fine.
I noticed that I am also unable to order a fleet with low MSP to resupply from a fleet that contains supply ships. Haven't been able to transfer MSP from ship to ship at all. Order to resupply from own supplies or the join commands aren't transferring any MSP to ships eitherMaintenance vessels in a fleet or in a sub-fleet that are set to "Supply Fleet" don't transfer MSP to the parent fleet.
Are they flagged as supply ships?
What should I be doing?
When dragging units between formations and the popup asking how many ground units you want to move shows, if you click cancel it moves all of them anyway.
You can also enter in -1 rifleman to move, adding -1 riflemen to the other formation and adding an extra one to the original.
You can SM add negative atmosphere.
With SM mode off you can still instant research missile designs.
Do you the jump gates have squares around them?
Can you please confirm that is says v1.4 in the Misc tab of the Tactical Map.
When designing fighter pods the msp of the engine mount for the missile is still counted.
Is this true even with "no engine" checked?
Didn't see that checkbox. This is not the case when you put no engine.
After spawning an NPR in Sol on Mars, I am getting this error every construction phase:
(https://i.imgur.com/J9pRT33.png)
Also I have not been able to communicate with any NPR's yet on any 1.x version but I will keep trying maybe they are not making diplo ships or something.
After changing them to hostile I stopped getting this error.
Can you provide the db please.
When opening the game, got an error #1170 "given key was not present in the dictionary". After opening the game, only Mercury, Earth and 4 asteroids were in, the rest of the bodies vanished. I had not yet left Sol, but I used Space Master to perform a Geological Survey of the the System.
My only colonies, Io, Luna and Mars, were still empty.
I have attached the DB.
I have also seen the delete tech/create new tech error pop up
I created an engine, realized I forgot to make the right size, so deleted it, and created a new one. The second one generated the error (didn't see what it was as it just flashed on the screen, saw it was an error message - not the normal tech added to research list). The new engine still showed up as researchable...
It is working. It is just that the highest priority is zero :) It probably makes more sense to have higher numbers with higher priority so I will reverse the sort order.
http://aurora2.pentarch.org/index.php?topic=8495.msg104046;topicseen#msg104046
The Economics window auto-updates itself whenever you move time forward a turn (great improvement over VB6!), but the Naval Organization window doesn't. Every turn, you have to click "Refresh" or close/reopen the Naval Org window to get an accurate display.
Naval Org should probably refresh once at the start of every turn.
Quote from: Steve Walmsley link=topic=10715. msg123058#msg123058 date=1586942737Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633Anyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
That error is in Display Medals. Can you link your DB?
Here it is.
I also got the load game bug with 1170 and 1168 again which was also reported by master18 just a bit before your reply, as well as the message 1130 d:\auroraC\medals
1170 is caused by a problem with ruins on Mars (in this DB anyway). There are abandoned factories but no Ruin ID or Ruin Race.
1130 is caused by not being able to find the image file for a medal because the image name is blank. That causes the load function to fail, which in turn means no medals are loaded. I'll make the load more robust.
Minor annoyance: Unrest can happen in C# from population slightly exceeding infrastructure, perhaps from pop growth fluctuations. This causes a bunch of needless messages in the game log as unrest fluctuates between 99.9% and 100%.
Perhaps unrest messages should not be shown in the log until the unrest level drops at least below 99.0%. Example event log:
Still some problems with the calculation of admin command min ranks.
Here is a save where the oob has some examples
Quote from: Protomolecule link=topic=10715. msg123214#msg123214 date=1586963072When opening the game, got an error #1170 "given key was not present in the dictionary". After opening the game, only Mercury, Earth and 4 asteroids were in, the rest of the bodies vanished. I had not yet left Sol, but I used Space Master to perform a Geological Survey of the the System.
My only colonies, Io, Luna and Mars, were still empty.
I have attached the DB.
Its another 'Ruins on Mars' bug. Did you create the ruin manually or were you unaware of the ruins?
Quote from: Steve Walmsley link=topic=10715. msg123290#msg123290 date=1586968831Quote from: Protomolecule link=topic=10715. msg123214#msg123214 date=1586963072When opening the game, got an error #1170 "given key was not present in the dictionary". After opening the game, only Mercury, Earth and 4 asteroids were in, the rest of the bodies vanished. I had not yet left Sol, but I used Space Master to perform a Geological Survey of the the System.
My only colonies, Io, Luna and Mars, were still empty.
I have attached the DB.
Its another 'Ruins on Mars' bug. Did you create the ruin manually or were you unaware of the ruins?
Manually created them, was unaware of the bug.
When choosing a System Naming Theme that is not actually prefixed with "System Theme" (for example, "Minerals" or "Mountain Names") then newly discovered systems are all given names in alphabetical order from the list.
Is there a way to randomize the chosen system name from this list instead of always going in alphabetical order? Or should I add my own new Naming Theme with a scrambled order?
I manually added the Mars one and had 2 Xeno Batallions working on them, though they had not yet unlocked the ruins. Also had a naturally occuring damaged outpost on... Ganymede, I think, which I had Colony marked, but not yet touched otherwise.
I also got the load game bug with 1170 and 1168 again which was also reported by master18 just a bit before your reply, as well as the message 1130 d:\auroraC\medals
1170 is caused by a problem with ruins on Mars (in this DB anyway). There are abandoned factories but no Ruin ID or Ruin Race.
This one was in v 1.00, but I haven't seen it reported yet and can confirm it is still in v 1.40:
Fighter-Sized Engineering throws a "This design has fighter only components" if the ship is over 500 tons, but fighter-sized Maintenance Sotrage doesn't.
WAI or bug? In vb6, they weren't fighter only, just really small.
It seems that Minimum Comets per System setting is not working. I set it to 6 and generated Proxima Centauri with SM and there are only two comets.
I have the following issue:
I'm adding an army through SM, I've created a brigade with four battalions and two artillery batteries. Now, as far as I know, formations under the same parent formation can support each other, and indeed, one infantry battalion, when dragged on top of another, gives support, however, I want the artillery batteries to support the infantry battalions, but whenever I drag them over to add suport, they are added as a sub-formation of the battalion. In practice, the artillery battery gets attached to the infantry battalion.
I'm doing a custom start on a custom-built system. The game hasn't progressed yet. Version is 1.4. Here's my DB: