Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 14, 2020, 06:36:20 PM

Title: v1.40 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:36:20 PM
Please post bugs in this thread for v1.4

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
Title: Re: v1.40 Bugs Thread
Post by: SoddenSlimeball on April 14, 2020, 06:48:53 PM
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. 

Edit: I should note that time does advance after clearing several dozen of these messages, until the next time you try to advance time.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:51:25 PM
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.

That is related to fleet training, although I can't see where an object could be null. Try turning off fleet training and see if the problem goes away.
Title: Re: v1.40 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 06:52:58 PM
Create a new race still does not create any Ships but only Ground Forces.

Templates for the ship design are there though.

EDIT: I have increased budget and flagged both creations of ground forces and ships but only bigger ground forces are created. Same if you flag only creation of ships without ground forces. Probably I start to think this is intended.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 06:55:03 PM
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?
Title: Re: v1.40 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 06:58:11 PM
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?

all good works as intended, I have overwritten the database rather than cancel it first :-)

EDIT: rushing in it I guess
Title: Re: v1.40 Bugs Thread
Post by: Chrisianak on April 14, 2020, 06:59:35 PM
Trade good LG infrastructure does not seem to be traded.   I have seen lot's of other trade goods shipped, but not that one.   Also annual production is not credited to a colony that needs more.
Title: Re: v1.40 Bugs Thread
Post by: Inglonias on April 14, 2020, 07:00:35 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 14, 2020, 07:06:13 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: Inglonias on April 14, 2020, 07:12:27 PM
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.

I thought of that too, but if yoy regen minerals on a gas giant with sorium, the amount STILL doesnt change.
Title: Re: v1.40 Bugs Thread
Post by: Migi on April 14, 2020, 07:14:04 PM
I was going to put this in the 1. 3 thread but it got closed before I had chance  :(
I'm going to stop for the evening before I have chance to check if they still apply to 1. 4

The log doesn't record the (P) which the component should have when 'researching' a prototype.  IMO prototypes should not appear in the log or should be listed as a prototype not a research event.

You can use a prototype gauss cannon and gauss cannon turret to design an STO.  I managed to research and build one without generating any errors.

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.
Title: Re: v1.40 Bugs Thread
Post by: Desdinova on April 14, 2020, 07:17:43 PM
When creating an industry construction project, it will accept a negative or zero quantity of the thing to be created (although it will be rounded to a quantity of 1). It will also accept a fractional quantity (you can tell it to build half a mine) or a industrial capacity percentage greater than 100% - although this causes an exception "function #2199: Sequence contains no elements".
Title: Re: v1.40 Bugs Thread
Post by: bankshot on April 14, 2020, 07:22:21 PM
System display:  holding down shift in VB6 allowed you to measure distance and direction.  That functionality seems to have been removed. 

Edit: nevermind - I was informed that this has not been added back in yet. 
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 07:28:35 PM
When exploring a new jump point (40 years in, 3 NPR's set at start) I finally found something (this error!).

I got the error: No Species found for this race followed by

(https://i.imgur.com/O1FjWiF.png)

Afterwards everything seemed fine and I passed some years

50 years in, can't find any NPR's, time has never slowed down (unlike in 1.3 where it would slow down quite a few times), no stabilized jump points anywhere. I've explored maybe 50 systems.
Title: Re: v1.40 Bugs Thread
Post by: Demonius on April 14, 2020, 07:30:33 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 07:34:03 PM
The minimum distance setting for movement options does not work.
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 07:38:10 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: RougeNPS on April 14, 2020, 07:54:03 PM
Quote from: bankshot link=topic=10715. msg122926#msg122926 date=1586910141
System display:  holding down shift in VB6 allowed you to measure distance and direction.   That functionality seems to have been removed. 

This isnt a bug.  Its not been added back in yet.
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 07:57:06 PM
Pressing Assign all for Fire control gives me this error:

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


Also it seems area defense does not work.
Title: Re: v1.40 Bugs Thread
Post by: Desdinova on April 14, 2020, 08:01:29 PM
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)
Title: Re: v1.40 Bugs Thread
Post by: rglory on April 14, 2020, 08:03:00 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: SpaceMarine on April 14, 2020, 08:07:50 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: RougeNPS on April 14, 2020, 08:10:48 PM
Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580
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.

Are you sure its not window scaling or anything?
Title: Re: v1.40 Bugs Thread
Post by: Castinar on April 14, 2020, 08:13:07 PM
Not a bug per se, but is it possible to add the ability to save color schemes in the event window within a game?  I set different events w/ different colors/backgrounds in the event log, but have to redo them every time I open a game (even a saved game).   Understand needing to set up whenever I start a new game (which will be common for a while now :D)   but would love the settings to be saved w/ the rest of the game is saved.   

Again. . . not huge, just something to improve the readability of the event log in a long term game :)
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 08:14:26 PM
Auto fleet FC and auto assign FC seem to be broken.

Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 08:15:19 PM
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
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 14, 2020, 08:17:24 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: rglory on April 14, 2020, 08:37:30 PM
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048
Quote from: rglory link=topic=10715.  msg122940#msg122940 date=1586912580
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. 

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.
Title: Re: v1.40 Bugs Thread
Post by: RougeNPS on April 14, 2020, 08:51:52 PM
Quote from: rglory link=topic=10715. msg122956#msg122956 date=1586914650
Quote from: RougeNPS link=topic=10715.  msg122944#msg122944 date=1586913048
Quote from: rglory link=topic=10715.   msg122940#msg122940 date=1586912580
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.   

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.

Guess it is a bug then.
Title: Re: v1.40 Bugs Thread
Post by: swarm_sadist on April 14, 2020, 09:06:20 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: 01010100 on April 14, 2020, 09:09:17 PM
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."
Title: Re: v1.40 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 09:14:08 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: db48x on April 14, 2020, 09:16:08 PM
I've designed a ship that requires 250 crew. The Misc tab says that it has 250 crew berths, but also that it has -1 spare berths. It also says that it requires 7.21 HS for crew spaces, but that it only has 7.2 HS. I've not yet built it to see if that causes any problems. This is from version 1.30; I haven't updated yet.

Code: [Select]
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
Title: Re: v1.40 Bugs Thread
Post by: Froggiest1982 on April 14, 2020, 09:19:20 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: 01010100 on April 14, 2020, 09:52:15 PM
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.

I'm still getting the same result.
Title: Re: v1.40 Bugs Thread
Post by: swarm_sadist on April 14, 2020, 10:04:05 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: Jovus on April 14, 2020, 10:11:49 PM
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.)
Title: Re: v1.40 Bugs Thread
Post by: Blobbish on April 14, 2020, 10:22:33 PM
So I am able to detach a civilian trading ship from its fleet, and give orders as if it was my own ship.    Could be a neat feature being able to commandeer civilian ships but i dont think this was intended.
Title: Re: v1.40 Bugs Thread
Post by: Kiks on April 14, 2020, 10:25:44 PM
All of these have to do with terraforming with SM mode. The last one is my most favorite bug I have found.


There are 2 patterns that you can follow when SM adding Frigusium to to an atmosphere. Pattern A starts at .8 atm, while pattern B starts at .9 atm.

Rules of the patterns: To follow the pattern you must either make an increase or a decrease by .1, or by 1. Increasing or decreasing by anything else
will reset the pattern. Inputting an atm of 0 gives normal atm pressure (atmp) results and will reset the pattern. Inputting an atm of .2-.7 will
give a normal atm pressure result. If you begin the pattern and put in a number in the described range it will follow the pattern once, giving a second input in that range will reset the pattern and give normal atmp results. Inputting .1 atm seems to follow the pattern but also resets it, I'm not quite sure, just don't do this input.
For simplicity sake when I talk about atm I am talking about the amount of Frigusium that you add into the system, atmp will be the resulting output of atmospheric pressure the game says is there.

Pattern A: starting at .8, and following the rules above, you will get this atmp output with these inputs ...
atm   atmp
.8    .04
.9    1.8
1    .05
1.1    2.2
1.2    .06
1.3    2.6
.4    .07
Every other atm increase will the low atmp by .01 or it will double the atm input.

Following this with atm increases by 1 will show the same results.
atm   atmp
1     .05
2    4
3     .15
4    8
5     .25

Pattern B: Pattern B is basically the same as Pattern A but starts at .9, these are the results.
atm   atmp
.8     1.6
.9     .045
1   2
1.1   .055
1.2   2.4

This continues on as the one before just following these new numbers.
I attached a copy of my save file so you can check it out, it has become my favorite bug that I have found so far.
Title: Re: v1.40 Bugs Thread
Post by: Alsadius on April 14, 2020, 10:34:29 PM
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.)

That's intentional. I can't remember exactly where it was announced, but it's been discussed here and there.
Title: Re: v1.40 Bugs Thread
Post by: Marski on April 14, 2020, 10:38:50 PM
If a military vessel runs out of supplies and suffers a damaged component due to maintenance failure and you bring it to a population with a shipyard and put a repair task for it on the shipyard. If the shipyard is retooled to a newer model of the ship class being repaired, and you then put in an order to refit the repaired ship in question to a newever model while it is still being repaired, the game will give an error message of "Function #2907: Division by zero"

I have attached the game in this post.
Title: Re: v1.40 Bugs Thread
Post by: KvaNTy on April 14, 2020, 10:47:12 PM
Hi Steve

Bug: Double-clicking on movement order in Available Actions list does not add it to assigned orders queue.  (This was a thing in VB6 so I assume its a bug)

Suggestion: Double-clicking on already assigned order removes that order from queue.
Title: Re: v1.40 Bugs Thread
Post by: xenoscepter on April 14, 2020, 10:53:08 PM
Ground Units cannot be Insta-Built w/o using the SM Mode, even when Instant Build Points remain. Tested on a fresh TN start.

Fighter Pod Bays can be designed w/o their pre-requisite technology having been researched first.
Title: Re: v1.40 Bugs Thread
Post by: Desdinova on April 14, 2020, 10:55:32 PM
There are some issues with fighters and with how shipyards interact with them.

Bug #1: built fighter classes are not being locked in the class designer, and you can add and remove components to them freely.

Bug #2:
Military shipyards have the option to retool to fighter classes; attempting to do so causes an error:

Function #2926 Object reference not set to an instance of an object.

Bug #3:
Furthermore, fighters can only be scrapped by military shipyards, but do not appear in the scrap dropdown if the shipyard doesn't have a class assigned.

Latest test campaign bugs:

I received this error message:

(https://i.imgur.com/JrJda2L.png)

Note that civilian tech research is still interrupting auto turns as well, but I don't know if that's a bug or not.

This popup was followed by:
Function #1567 Object reference not set to an instance of an object.

Saving the game resulted in:
Function #1434: Object reference not set to an instance of an object.

Link to database (https://drive.google.com/open?id=1k_sXKIr4cV0YazNQX5CVyrN7b8GtTlb1)
Title: Re: v1.40 Bugs Thread
Post by: Luna on April 14, 2020, 11:03:18 PM
Future Prototypes do not appear to automatically convert to researchable prototypes when you finish researching all the requisite technology.
Title: Re: v1.40 Bugs Thread
Post by: Red Dusk on April 14, 2020, 11:13:41 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: xenoscepter on April 14, 2020, 11:14:39 PM
When designing a ship, the warning for "No Power for Energy Weapons" doesn't show up.

I've attached the DB and a screenshot of the Class Design Menu, but have not tested if the weapon fires. The design in question uses a 15cm Laser with 0.5x reduction and Capacitor 3.

In VB6, 0.75x reduced 10cm lasers were 100 Tons (2HS), now they are 150 Tons (3 HS), is this a bug or WAI?
Title: Re: v1.40 Bugs Thread
Post by: Chrisianak on April 14, 2020, 11:15:39 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: JustAnotherDude on April 14, 2020, 11:35:47 PM
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.

Title: Re: v1.40 Bugs Thread
Post by: sctjkc01 on April 14, 2020, 11:44:29 PM
I've got two different bugs that I need to report.

- If you design a research project, scrap the resulting project before you research it, and create a new design (such as creating a new Engine, then scrapping it after researching a component tech) it comes up with a Null Reference error from function #10x (couldn't remember the function number exactly).
- After starting a new game where you get Instant Research Points, the "Instant" button doesn't disappear once you run out of Instant RP.   And there's no check to ensure you have sufficient Instant RP to research a tech.
Title: Re: v1.40 Bugs Thread
Post by: xjalbritton on April 14, 2020, 11:56:58 PM
Geological survey sensors seem to be counted as military components now, not sure if this was intentional or not.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 14, 2020, 11:59:14 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: thashepherd on April 15, 2020, 12:04:31 AM
Selecting a previous missile design sets weight assignments for warhead/fuel/agility/sensors/etc but does not set engine thrust/size.

When changing a scientist's field in the Commanders window, their field is updated in the sidebar on the left but their Research skill level (decreased in the new field) is not.

When renaming a class, the name of the class is not updated in the class's detailed description (see attachment).

When using the 'Change Rank' button to set default commander rank for a formation template, the dialog always contains the race's highest rank rather than the rank that the formation template is set to use (see attachment - the Fuzileiros are set to use the lowest rank, but the dialog shows 'Teniente General', the highest.).

It is possible to add negative units to a formation template (see attachment). It is possible to create a Headquarter unit with no Headquarter Capacity.

It is possible to create/rename formation templates with empty names (although this doesn't appear to break anything).
It is possible to create a unit class with a blank name; the name 'New Unit Class Name' is automatically assigned and the research appears to behave normally.

Stars cannot be renamed with 'Rename Body'.

Renaming a system in the System Generation and Display window doesn't update the system's name in the main window.

Technologies don't return to the available technologies window when they are removed from queue.

Creating a shipyard task to repair a damaged ship may cause undamaged ships to appear in the dropdown as well. Repairing any of those undamaged ships causes a recurring Function #2185 Attempt to divide by zero error.

A warning dialog about interrupting the current shipyard activity is shown when the shipyard has an ongoing activity and you use your 'free' initial retool, even though using that free retool doesn't interrupt the activity.

The 'Intelligence and Foreign Relations' window should not be available (greyed-out icon) when no foreign races have been encountered.

The following inputs immediately throw errors when symbols/letters are entered:

The following don't:

All should just be updated so that only numbers can be entered (i.e. nothing happens when the user presses the 'q' key).
Title: Re: v1.40 Bugs Thread
Post by: thashepherd on April 15, 2020, 12:06:08 AM
Geological survey sensors seem to be counted as military components now, not sure if this was intentional or not.

Yeah, this was intentional.
Title: Re: v1.40 Bugs Thread
Post by: Ves on April 15, 2020, 12:14:16 AM
After creating a repair task for a damaged ship, its undamage sister took its place on the dropdown list.  Attempting to create a repair task for the undamaged ship created a slew of divide by zero errors.  They continued even after deleting the shipyard, but stopped when I deleted the ship.
Title: Re: v1.40 Bugs Thread
Post by: harpyeagle on April 15, 2020, 12:32:13 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: harpyeagle on April 15, 2020, 12:43:53 AM
Maintenance vessels in a fleet or in a sub-fleet that are set to "Supply Fleet" don't transfer MSP to the parent fleet.
Title: Re: v1.40 Bugs Thread
Post by: smoelf on April 15, 2020, 12:47:34 AM
Slight continuance of this for v. 1.40: http://aurora2.pentarch.org/index.php?topic=10684.msg122830#msg122830

If I copy a design, I am able to select the design from the 'Refit From' dropdown menu, even if there aren't any ships build of it. If I select refit, it creates a 'divide by zero' error for function #2185. This is repeated every time I enter the economics window and when I pass time I get a 'divide by zero' error for function #2097.
Title: Re: v1.40 Bugs Thread
Post by: db48x on April 15, 2020, 12:54:25 AM
Geological survey sensors seem to be counted as military components now, not sure if this was intentional or not.

This is intentional.
Title: Re: v1.40 Bugs Thread
Post by: db48x on April 15, 2020, 12:55:58 AM
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.

If you don't give a quantity it will load as much as it can, even if that's a fractional amount. You can then repeat the order multiple times to transfer the full facility.
Title: Re: v1.40 Bugs Thread
Post by: master18 on April 15, 2020, 01:18:16 AM
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
Title: Re: v1.40 Bugs Thread
Post by: Vivalas on April 15, 2020, 01:28:50 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: mtm84 on April 15, 2020, 01:55:09 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Spotswood on April 15, 2020, 03:15:04 AM
Quote from: mtm84 link=topic=10715. msg123030#msg123030 date=1586933709
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 03:25:59 AM
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.

Did you click the point defence option?
Title: Re: v1.40 Bugs Thread
Post by: Vivalas on April 15, 2020, 03:39:02 AM
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
Title: Re: v1.40 Bugs Thread
Post by: L0ckAndL0ad on April 15, 2020, 04:04:39 AM
Create Project Window -> Shield Generators does not display size & weight (tons) stats
Title: Re: v1.40 Bugs Thread
Post by: Person012345 on April 15, 2020, 04:07:33 AM
I'm not sure if this is a bug or intended behaviour but two opposing armies both on frontline defense don't seem to generate any combat reports, so unless one side is actively attacking you can't tell what is actually happening on the ground.
Title: Re: v1.40 Bugs Thread
Post by: Elouda on April 15, 2020, 04:14:19 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Cedras on April 15, 2020, 04:25:19 AM
After opening the Commanders window and before selecting a type, the 'Add Rank' button is accessible.  Enter name and Abbreviation windows show, giving a Function #446 error.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:25:37 AM
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.

That error is in Display Medals. Can you link your DB?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:26:16 AM
The minimum distance setting for movement options does not work.

It works for me. Can you describe the situation in more detail.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:28:24 AM
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.

Do you have windows text set to more than 100%?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:30:18 AM
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.

There is no launch or land. Detach to launch and use orders to land.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:31:32 AM
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.
Title: Shipyard Refit atempt causing #2185
Post by: Toobah on April 15, 2020, 04:34:50 AM
Hi!

I'm having trouble with the Refit function through all versions so far.
Now, in 1. 4:
I atempted to perform a refit from one class to an updated version - but there was no such ship in orbit.  This caused a division by zero error probably as I had not selected a target shipname.

However, this also emptied my ongoing shipyard tasks and generated #2185 every time the shipyard screen was opened.
I restarted the game and the error dissapeard  -but the Shipyard tasks was still empty.
DB directly after shutting down Aurora:
https://    drive. google. com/open?id=1iJNiDCnaLe6NT1U3TGXkWRN4ysyJaN59

Also (in 1. 3, haven't tested in 1. 4 yet): I seem to be unable to Refuel underway even with the research done.  Removing all move orders instantly refuels the fleet from my tankers, but even at 1km/s no refueling happens.
Title: Re: v1.40 Bugs Thread
Post by: Oriolus on April 15, 2020, 04:40:17 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Rastaman on April 15, 2020, 04:54:55 AM
Celestial objects are "point masses" on the map and don't have a diameter to them that becomes apparent when you zoom in. Especially with gas giant moon systems this looks strange. Working as designed? VB6 had this I think?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:09:46 AM
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)

It is caused by an NPR repair task with no minerals assigned. Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:10:36 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:11:58 AM
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048
Quote from: rglory link=topic=10715.  msg122940#msg122940 date=1586912580
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. 

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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:12:35 AM
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

Yes, it is. Should be fixed now.
Title: Re: v1.40 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 05:14:28 AM
Quote from: RougeNPS link=topic=10715. msg122944#msg122944 date=1586913048
Quote from: rglory link=topic=10715.  msg122940#msg122940 date=1586912580
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. 

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.

It's the zoom for text on display settings. I had the same issue trying to make the text more readable. When reverted to 100% problem was sorted.
Title: Re: v1.40 Bugs Thread
Post by: rglory on April 15, 2020, 05:21:44 AM
Quote from: Steve Walmsley link=topic=10715. msg123061#msg123061 date=1586942904
Quote from: rglory link=topic=10715. msg122940#msg122940 date=1586912580
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.

Do you have windows text set to more than 100%?

No, it was 100% text size, and I tried 100 to 200% text size and even various resolutions but results are fruitless while the other PC cause no problem with various scaling and resolutions.
Very weird I set them on same locale and language setting.
So maybe it is not about text scaling or screen resolution issue.

Title: Re: v1.40 Bugs Thread
Post by: hadi on April 15, 2020, 05:45:16 AM
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
Title: Re: v1.40 Bugs Thread
Post by: firsal on April 15, 2020, 05:45:55 AM
The Indonesian name theme doesn't generate surnames for about half of its commanders; unsure if this is a bug or intended behavior.
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 05:47:18 AM
"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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:52:43 AM
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."

I just tested it and overhaul is working normally.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:56:14 AM
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.

Important tip. Don't delete your home world :)

Sensors fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:00:15 AM
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.

There are two options for field position when selecting the HQ. Only units in Hierarchy or Also units in Hierarchy

I've added a Clear Support button.
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 06:04:02 AM
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"?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:05:14 AM
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.

When does error occur? Are you opening a window or is during an increment?
Title: Re: v1.40 Bugs Thread
Post by: Zerkuron on April 15, 2020, 06:08:21 AM
Minor UI issues

When creating new game.

Missing tooltips
"Allow Human NPRs"
"Generate Rakhas"
"Allow Civilian Harvesters"
"Earth Mineral Deposits (100 = normal)
"Minimum NPR Distance (LY)"
"Maximum NPR Distance (LY)"
"Add Planet X to the Sol System"


Tooltip only shows when mouse hovers over number, but not descriptive text
"Starting Year"
"Number of Player Races"
"Minimum Sol Jump Points (0 = Random)


Typos and such
"Orbital Motions for Planets / Moons" Missing the "." at the end.
"Generate non-TN races only" Missing the "." at the end.
"Generate Precursors" Missing the "." at the end of the last sentence.
"Generate Invaders" "... normal non-player race (NPR)s" I think "(NPRs)." is better.
"Generate Star Swarm" Missing the "." at the end of the last sentence.
"NPR´s activate Ancient Races" Missing the "." at the end of the sentence.
"No Maintenance Required" Missing the "." at the end of the second sentence.
"Inexperienced Fleet Penalties" Tooltip starts with a "space" instead of the "W".
"Number of Non-Player Races" Tooltip, "... Aurora and  are hidden ..." between "and" and "are" is one space too much.


Sorry for the small fries, but I wanted to help, too.

*Edit: Removed some of my own typos  ::)*
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 06:13:51 AM
Started a colony on Luna. It's not terraformed nor I am planning on terraforming it, so the available infastructures set the pop limit.
So I set it to "not a destination not a source of colonists"
I received some messages that public order is decreasing due to overcrowding.
But they have a surplus of infrastructures (see image 1)! And infrastructures are not increasing, they have been stuck on the same value for several months now.
They're basically producing infrastructures and importing them from Earth but not using them. 
Title: Re: v1.40 Bugs Thread
Post by: MarcAFK on April 15, 2020, 06:15:40 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:29:57 AM
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?
Title: Re: v1.40 Bugs Thread
Post by: Zerkuron on April 15, 2020, 06:33:14 AM
When setting the Construction Cycle Time to 86400 (1 Day) it takes 1 Day and 5 seconds. Setting it to 86399 fixes the Issue (Off-By-One error)
Title: Re: v1.40 Bugs Thread
Post by: MarcAFK on April 15, 2020, 06:41:26 AM
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?
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.
Edit:
Well that was fast, Copying an old class triggers the error, it appears to happen in the new and all the old designs untill the window has been closed and reopened.
Refreshing the window doesn't make it go away, it must be fully closed and reopened.
Title: Re: v1.40 Bugs Thread
Post by: SerBeardian on April 15, 2020, 06:45:08 AM
Looks like a button that got removed still has it's background block of blue left over.
Title: Re: v1.40 Bugs Thread
Post by: Alsadius on April 15, 2020, 06:46:24 AM
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"?

WAI. Most bodies don't have the potential for ground surveys any more. There's a (fairly low) percentage chance, and only for the largest bodies. In my starting system, only Titan was surveyable. All the rest will show "completed" from the start.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:48:33 AM
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.


Fixed. The gas that makes things colder had a high boiling point, so it kept freezing out and removing itself from the atmosphere - oops!
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:50:05 AM
Future Prototypes do not appear to automatically convert to researchable prototypes when you finish researching all the requisite technology.

Yes, I don't think I have add that functionality yet.
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 07:05:14 AM
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?

I tried replicating but it also works for me.
However, adding the first shuttle bay doesn't reduce loading time (which is intended I think? It only gives the ship the ability to load and unload on bodies without a spaceport iirc), which might be mistaken for the entire feature not working properly.
Title: Re: v1.40 Bugs Thread
Post by: Demonius on April 15, 2020, 07:07:12 AM
Quote from: Steve Walmsley link=topic=10715. msg123058#msg123058 date=1586942737
Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633
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.

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
Title: Re: v1.40 Bugs Thread
Post by: Gladaed on April 15, 2020, 07:11:52 AM
You can toggle no armor on locked designs removing all armor and engines from allready build ships.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 07:32:00 AM
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.

Working for me. Anyone else with this problem?

BTW Are you looking at race components and not class components?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 07:32:29 AM
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.

Not added yet.
Title: Re: v1.40 Bugs Thread
Post by: insanegame27 on April 15, 2020, 07:34:28 AM
Function #2217 pops up whenever I select summary, industry, mining or wealth tabs: "An item with the same key has already been added"
Title: Re: v1.40 Bugs Thread
Post by: Zerkuron on April 15, 2020, 07:40:15 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: L0ckAndL0ad on April 15, 2020, 07:48:46 AM
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.
All types of officers are assigned automatically in my current game, including XOs.

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.
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 15, 2020, 07:49:21 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Impassive on April 15, 2020, 07:53:11 AM
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.



Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 07:59:26 AM
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.

Just checking I am looking at the right DB - main race is United Nations and Survey groups are GEV1, GEV2, etc.?

Ships are there from what I can see.
Title: Re: v1.40 Bugs Thread
Post by: L0ckAndL0ad on April 15, 2020, 08:01:16 AM
Auto Beam FCS assignment works for me, but I noticed some quirks.

My CA design:

3x Triple 200mm SXR Laser Turrets / 8000 tracking
4x Dual GC PD Turrets / 16000 tracking

1x Main Gunnery FCS 4x range 1x tracking (8000)
2x PD FCS 1x range 2x tracking (16000)

Auto Beam FCS assigns main battery triple 200mm turrets with 8000 tracking to one of the PD FCS and with Final Defensive Fire on. Which is kinda smart for a default setup when expecting missiles. But, obviously, main battery lasers should've been assigned to the main gunnery FCS with longer range.

Not sure how it works if there are enemies nearby and how it affects the AI. But for me, that's not a big deal really.

ps: It works perfectly on my DD with mixed beam weaponry (2x range 2x tracking Dual Purpose laser main battery + 1x range 2x tracking GC PD turrets).

Attaching a screenie
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 08:03:52 AM
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.

Just click Obso Comp again and they are un-obsoleted.
Title: Re: v1.40 Bugs Thread
Post by: Kiks on April 15, 2020, 08:09:59 AM
You can SM add negative atmosphere.

With SM mode off you can still instant research missile designs.

Having the AI design everything for you results in doubling or tripling of certain racial tech like lasers and mesons.

When AI pre-designs ships they can skip over prerequisite tech for troop transports and tech straight into drop pod equipped troop transports.

When designing fighter pods the msp of the engine mount for the missile is still counted.
When you design the pods and missiles with size <1 they are still counted as 1 MSP (probably just a minimum but still mentioning it).
You can put fighter pods on a ship that has no fighter pod bays, the game will say that there is a "0x fighter pod" in the ordnance layout.

Addition: When generating a new TN player race starting build points is always at 57,800 locked at what ever points they started with when you pull up the race generator.
Title: Re: v1.40 Bugs Thread
Post by: Droll on April 15, 2020, 08:28:12 AM
When designing fighter pods the msp of the engine mount for the missile is still counted.

Is this true even with "no engine" checked?
Title: Re: v1.40 Bugs Thread
Post by: Kiks on April 15, 2020, 08:30:31 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: MinuteMan on April 15, 2020, 08:33:23 AM
Issues regarding "Minerals" window


Issues regarding "Ground Forces" window
When the Order of Battle screen is empty the following buttons will return an error.   
Title: Re: v1.40 Bugs Thread
Post by: MrHuman on April 15, 2020, 08:50:41 AM
Bug found in 1. 2 patch but did not see it posted anywhere, sometimes when I build space stations they end up in a civilian fleet instead of the space station one.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:18:59 AM
Maintenance 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?
Title: Re: v1.40 Bugs Thread
Post by: JustAnotherDude on April 15, 2020, 09:21:22 AM
Main empire is Colonial Mandate, and I have like Ten or so survey fleets. Definitely not it.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:21:47 AM
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

The errors are in saving fleet orders and saving system bodies

Have you made any changes to system bodies? Editing, Deleting, etc.?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:22:32 AM
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.

You need auxiliary control for XO.

Do the large ships have the same rank requirement?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:29:02 AM
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

I think it is a bugged NPR ship repair task. Can't check the DB as my code is now using a new DB :(
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:29:53 AM
Bugs fixed so far
STO able to use prototypes
(P) was not added to prototype research in event log
Redo Mineral did not work for gas giants
Percentage on Industry tab could be set to more than 100%
Bug in Rakhas generation
Passive Sensor display not showing for moons.
Manufacturing Efficiency falling below 0.
Civilian ship could be detached
Ship could be repaired and refitted at same time.
Ground Units could not be Insta-Built w/o using the SM Mode, even when Instant Build Points remained
Fighter class not locked on construction
No Repair or scrap in shipyard if no tooled class.
Laser with less than 1 recharge rate not triggering power warning on class window
Max items could not be set to a decimal amount.
Possible to add negative units to formation
Possible to set negative HQ capacity
Previous Missile Design was not populating engine size and power modification
When changing a scientist's field in the Commanders window, their field was updated in the sidebar on the left but their Research skill level was not.
Possible to create/rename formation templates with empty names
Renaming a system in the System Generation and Display window does not update the system's name in the main window.
After creating a repair task for a damaged ship, its undamaged sister took its place on the dropdown list

Additions
Double-click added to Fleet Orders
Clear Support button added to Ground Forces window.
Fighter Pod Bay made a starting system
Title: Re: v1.40 Bugs Thread
Post by: Red Dusk on April 15, 2020, 09:36:39 AM
Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021
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.

Working for me.  Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.
And I was looking  at Race Components, using Wide View.  I can upload the DB if needed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:40:25 AM
Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021
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.

Working for me.  Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.
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?
Title: Re: v1.40 Bugs Thread
Post by: MinuteMan on April 15, 2020, 09:40:40 AM
Issue regarding shipping line in the "Naval Organization" window

My Civilian freighters are moving automated mines for me.
But in the 'Shipping Line' tab it states 'Trade goods' for the column 'Trade good'

See attached DB.
Title: Re: v1.40 Bugs Thread
Post by: Spacemonkey969 on April 15, 2020, 09:45:09 AM
Interesting bug all my officers scientist and admins just up and left

I turned on automated assignments after manually assigning about 1/2 of my ground force commanders
Made a 5 day increment adjustment

when I went to look I no longer had any Characters of any type even the positions that were already assigned were now empty

Edit
Started a new game turned on automated assignments right out of the gate  ran 8 hours and everything seems fine
Title: Re: v1.40 Bugs Thread
Post by: Red Dusk on April 15, 2020, 09:47:04 AM
Quote from: Steve Walmsley link=topic=10715. msg123197#msg123197 date=1586961625
Quote from: Red Dusk link=topic=10715. msg123195#msg123195 date=1586961399
Quote from: Steve Walmsley link=topic=10715.  msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715.  msg122993#msg122993 date=1586924021
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. 

Working for me.   Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window. 
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?

Opening and closing the Class Design window does not affect it, the obsoleted engines still show.  Even a closing the game and reopening it does not reflect the changes.  I've attached a couple screenshots to show the Tech Window and Class Design windows.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 09:47:33 AM
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.

Reproduced but haven't figured it out yet :)

This bug is second only to Compressed fuel storage in annoyance value. I removed the code behind it and even deleted the box and replaced with a brand new one with a new name. Same problem :)  I'll come back to this later.
Title: Re: v1.40 Bugs Thread
Post by: firsal on April 15, 2020, 09:47:51 AM
I'm getting a "Function #2398: Object Reference not set to instance of an object" error in my conventional, Sol start campaign, about 5 years in. I haven't even reached TN tech yet (playing with 5x slower research), so it's probably an NPR bug

EDIT: It's happening every increment now, which is severely annoying.

EDIT: Saving the game and restarting Aurora seems to solve the issue.
Title: Re: v1.40 Bugs Thread
Post by: Randy on April 15, 2020, 09:49:58 AM
How do you view the information on an existing missile design?

Some of it appears on missile and ordinance (the stats, but not the composition) of view technology form.

On the missile design form, selecting one in the "Load Previous" doesn't load the proper information. This is using the start with spend tech points option. Or at least the information doesn't match the view technology information for the same missile.

Eg - from tech viewer:
Anzac AMM size 2.5 (or 1), speed 20,400 warhead 1, MR 14, radiation 1, cost 0.84, total range "-"

From missile design:
On the left, it shows .25 warhead size (correct), fuel .0232 (58), agility .0868 (4.17). Everything else is 0
In centre it shows engine size 0.1. It would appear total size should thus be about .46?

In the summary (at bottom) it shows:
Size 1MSP (2.5 tons), warhead 1, rad 1, MR 14 - line matches tech viewer
Speed 800, fuel 58 (not shown in tech viewer), flight time 32 hours, range 93.4m km - speed way different than viewer, others not visible in viewer
cost per missile 0.3534 - viewer show 0.84
rest of summary info not shown in viewer.

Looking at the default antiship missile, the size info on the design form matches in summary and components (2.35 MSP on both); however the viewer shows size as 5MSP (12.5 tons)
Speed 340 (viewer shows 13,640) flight time and range not shown in viewer
cost per missile 1.148 - cost in viewer 2.83

Something is not working right here... on both forms since range info not on tech viewer

(Also to echo previous poting, selecting to load a previous missile also puts it in as the second stage)

One other minor thing - on the view tech form, when looking at missile launchers, the size in tons toggle only toggles the size of the launcher. It would be handy if it also toggled the missile size from MSP to tons...


Title: Re: v1.40 Bugs Thread
Post by: MinuteMan on April 15, 2020, 09:50:32 AM
"Class design" window

Renaming a prototype will remove the (P) suffix.
While the rename popup doesn't have the (P) suffix. 
(It still seems to be a prototype)
Title: Re: v1.40 Bugs Thread
Post by: AlitarSemiramis on April 15, 2020, 09:51:23 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: sneer on April 15, 2020, 09:56:11 AM
I did not managed to post it in 1.30 but maybe this issue was not adressed

under 1.30
In tried to upgrade my early warships with better engines after I reached magneto-plasma.
copied design , changed engines and fire controls + needed msp/eng adjustments
shipyard retool to new type
when I look for refit order I have no ship to start refit with  ( even if whole class sits in shipyard tf )
Title: Re: v1.40 Bugs Thread
Post by: Randy on April 15, 2020, 09:56:39 AM
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...
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:01:09 AM
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.

Added most of them.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:02:56 AM
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.

You need to change your windows date format - see the Known Issues post.
Title: Re: v1.40 Bugs Thread
Post by: Protomolecule on April 15, 2020, 10:04:32 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: DoctorDanny on April 15, 2020, 10:05:41 AM
From the changes list:


Both normal infrastructure and LG-Infrastructure can be used on a world with gravity in the tolerable range. 

LG Infra doesn't work on a normal grav world though.

I have 3. 250 LG Infra on Mars (I know) but supported population remains at 0.
I've brought 100 regular infra and the supported pop moved up to 0. 38 million.

Title: Re: v1.40 Bugs Thread
Post by: Resand on April 15, 2020, 10:10:02 AM
This might just be "don't do that stupid" thing, but I managed to completely lock the game.

1. Created 2 Admin command under a third one
2. Moved one of the new ones in under the other.
3. Realized I'd arranged them in the wrong order, so I tried to move the upper one in under the lower one with drag and drop.
4. Profit

Been about 5 min now and game is still trying to work out wtf I did  ;D
Title: Re: v1.40 Bugs Thread
Post by: MinuteMan on April 15, 2020, 10:12:13 AM
Issue with using civilian shipping

I defined a demand of 5 automated mines on multiple bodies. 
But more than 5 were delivered. 

Something seems to be of with the algorithm.   

--edit--
I've attached a database in which you can find the following.
Using the Naval Organisation window I can see that the Shipping line have 4 freighters which are intending to unload an automated mine at Quaoar.
2 of the 4 ships still need to pickup the automated mine.

Using the civilian economic tab on the Economics window you can see that only 2 automated mines are assigned.
I think you need to assign ships at the moment they have a pickup movement in their list.
Instead of assigning a ship when it has picked up the mine/installation.
Title: Re: v1.40 Bugs Thread
Post by: Hallec on April 15, 2020, 10:13:00 AM
Hi all,

Steve, this game rocks,  having said that, I just researched the science department module and added it to my survey ships.    I assigned science officers, and now every time I advance time (5day intervals if it matters) I get  "function #647:Input string was not in a correct format.  " error. 

Edit:  the actual problem seems to be that somehow I managed to get some letters and special characters in the max events edit field in the events list.   Once I fixed that, it seems to be ok.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 15, 2020, 10:23:36 AM
Good morning Steve,

Attached is a v1.4 save file that gives "Function #4: Object reference not set to an instance of an object" when you push the 5-day time interval button (using auto-subpulses) one time.

Throughout this game, I have been periodically getting that error when I push the time forward. When the error pops up, it never shows more than once per turn. Usually, but not always, it pops up three turns in a row before going away for a while. It started a few months or years after 2025 start. It appears unrelated to anything I'm doing in the game, other than progressing time forward.

Let me know if you need more info. (I can provide several error messages that occurred at New Game generation that I wrote down.... but I forgot if the error messages were from this game or the one before it, so I didn't include them here.)
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:28:40 AM
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

I've added the Accessible Name property to the icon buttons on the Tactical and Galactic maps and put the buttons in tab order.
Title: Re: v1.40 Bugs Thread
Post by: db48x on April 15, 2020, 10:30:15 AM
The new Aurora Forum Members name list has a fair number of duplicates in it:

Code: [Select]
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
Title: Re: v1.40 Bugs Thread
Post by: Father Tim on April 15, 2020, 10:33:15 AM
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.
All types of officers are assigned automatically in my current game, including XOs.

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.

Command Priority works fine -- it works in the other direction.  You set your Cargo ships to the highest (first) priority, your destroyers to third priority, and your armoured cruisers to sixth priority.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:33:26 AM
"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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:34:13 AM
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"?

Only a small number of bodies are eligible for survey - check the changes list for details.
Title: Re: v1.40 Bugs Thread
Post by: Desdinova on April 15, 2020, 10:38:47 AM
It might be less ambiguous to have a "survey potential - None" value.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:39:21 AM
Looks like a button that got removed still has it's background block of blue left over.

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 10:52:07 AM
You can toggle no armor on locked designs removing all armor and engines from allready build ships.

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: GL on April 15, 2020, 10:55:33 AM
Still some problems with the calculation of admin command min ranks.

Here is a save where the oob has some examples
Title: Re: v1.40 Bugs Thread
Post by: Kiks on April 15, 2020, 11:02:46 AM
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."
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 11:05:16 AM
"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) ((Edit: attached the wrong image. However, I did check in the misc tab, this is 1.4))
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:05:48 AM
Quote from: Steve Walmsley link=topic=10715. msg123058#msg123058 date=1586942737
Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633
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.

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.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 15, 2020, 11:06:57 AM
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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:07:22 AM
"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.

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.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:09:24 AM
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."

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:11:09 AM
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.

See the change log. Conventional industry functions as a partial financial centre.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 15, 2020, 11:15:39 AM
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:

(https://i.imgur.com/FtWv1Fa.png)
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:17:01 AM
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.
All types of officers are assigned automatically in my current game, including XOs.

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.

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
Title: Re: v1.40 Bugs Thread
Post by: Doren on April 15, 2020, 11:17:38 AM
Maintenance 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?
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 either

What should I be doing?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:18:07 AM
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.

Make sure you have a ship selected before pressing the button
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:18:53 AM
Maintenance 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?
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 either

What should I be doing?

Is the supply ship flagged as a supply ship? Does the supply ship have cargo handling systems?
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:21:00 AM
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.

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Doren on April 15, 2020, 11:23:03 AM
It is marked as Supply ship and has:
Cargo Shuttle Bay (I think this is the new name of the cargo handling system right?)
Ordnance Transfer System
Refuelling System
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:27:40 AM
You can SM add negative atmosphere.
With SM mode off you can still instant research missile designs.

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 15, 2020, 11:28:10 AM
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?
Title: Re: v1.40 Bugs Thread
Post by: Scott on April 15, 2020, 11:29:00 AM
Ground forces have different cost rounding depending on what section of the formation window you are looking at.  An Infantry HQ with size 59,000 in light armor costs, 23. 76.  This displays on the left side as 24, then displays as 23. 8 in the formation element tab.
Title: Re: v1.40 Bugs Thread
Post by: Agoelia on April 15, 2020, 11:29:58 AM


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.

No, they do not have squares around them. I thought that feature was yet to be implemented in C#.
Yes, it is 1.4, I am absolutely sure. And it's a new game, not an imported save from 1.3 or earlier.
However,  I just launched a new game, and I can't seem to reproduce the bug myself. At this point I'm starting to believe I might have f* something up in the options, like turning the "jump points all stabilised" off and then on, or starting the game without the option on and adding it later, or something like that, making the bug very hard to reproduce.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:30:41 AM
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.

I've added a check so that any pod being clicked also means no engine.
Title: Re: v1.40 Bugs Thread
Post by: DFNewb on April 15, 2020, 11:37:32 AM
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.

I'm sorry to say I just checked and it seems like I didn't save the game after closing that test.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:40:31 AM
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.

Its another 'Ruins on Mars' bug. Did you create the ruin manually or were you unaware of the ruins?

Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:46:31 AM
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...

Can't reproduce. Can someone provide a step by step with order of windows opened, selections made and buttons pressed?
Title: Re: v1.40 Bugs Thread
Post by: db48x on April 15, 2020, 11:50:25 AM
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

Actually, I would say that it makes the most sense to present text instead of numbers, perhaps "Highest" through "Normal" to "Lowest".
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:51:01 AM
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.

Every window that refreshes slows down the speed of the game. Events and economics update because they will be very relevant, but naval org is less critical on a increment by increment basis, so I didn't include it.
Title: Re: v1.40 Bugs Thread
Post by: muzzlehead on April 15, 2020, 11:53:29 AM
1st Observation:

When Refreshing the Tactical Map Window, while survey bodies with a Geological Survey ship, the Minerals Tab on the Tactical Map does not refresh and a window pops up identifying the ship (same as clicking on the ship in the Military Tab on the Tactical Map.  )   

Closing the client and restarting it clears the bug.   

2nd Observation:

When selecting a ship in the Military tab on the Tactical Map, the Map does not center on the selected ship.   Nor does it center, when selecting a body in the Minerals Tab on the Tactical Map, as the Map centers when selecting a body on the All Bodies tab.   

If this is by design obviously not a bug but may I suggest that when selecting an object in all tabs on the Tactical Map, center the Map on that selected object (body or ship).   

I appreciate all your hard work

Thank You
Title: Re: v1.40 Bugs Thread
Post by: Demonius on April 15, 2020, 11:54:51 AM
Quote from: Steve Walmsley link=topic=10715. msg123058#msg123058 date=1586942737
Quote from: Demonius link=topic=10715. msg122932#msg122932 date=1586910633
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.

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.

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.
Title: Re: v1.40 Bugs Thread
Post by: Ancalagon on April 15, 2020, 11:54:56 AM
Minor ribbon bug: I'm not sure why the second ship got an auto-ribbon, but the first ship didn't:

(https://i.imgur.com/E68RYhp.png)

The ribbon is set to "Multiple: Yes", and the first ship had a commander at the time. That commander also has no ribbons yet. I can't explain it. As far as I can see, the ribbon should have been auto-awarded, but wasn't:

(https://i.imgur.com/VyZWhS3.png)
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 11:56:10 AM
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:

Yes, that sounds reasonable. Done.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:01:57 PM
Still some problems with the calculation of admin command min ranks.

Here is a save where the oob has some examples

Thanks for setting that up and providing DB. Found and Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Protomolecule on April 15, 2020, 12:08:40 PM
Quote from: Steve Walmsley link=topic=10715. msg123290#msg123290 date=1586968831
Quote from: Protomolecule link=topic=10715. msg123214#msg123214 date=1586963072
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.

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. 
Title: Re: v1.40 Bugs Thread
Post by: Black on April 15, 2020, 12:09:06 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: xenoscepter on April 15, 2020, 12:09:55 PM
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.
Title: Re: v1.40 Bugs Thread
Post by: Inglonias on April 15, 2020, 12:10:20 PM
Quote from: Steve Walmsley link=topic=10715. msg123290#msg123290 date=1586968831
Quote from: Protomolecule link=topic=10715. msg123214#msg123214 date=1586963072
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.

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.

Reproduced this myself.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:10:44 PM
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?

There is no randomise option (for now, anyway). However, I have added a Select Name button so you can manually name a system from any name in any naming theme.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:12:26 PM
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.

Thanks - that narrows down the problem considerably.
Title: Re: v1.40 Bugs Thread
Post by: Kelewan on April 15, 2020, 12:15:09 PM

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.

I SM added the ruins to mars and have the same problem
Mars was geoscanned but no human has set foot on it jet.
Title: Re: v1.40 Bugs Thread
Post by: Ektor on April 15, 2020, 12:19:55 PM
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:
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:20:42 PM
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.

Bug - there shouldn't be any fighter-only components in C#. Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:22:56 PM
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.

Fixed.
Title: Re: v1.40 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:24:11 PM
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:

Is the artillery battery attached to the same parent formation when you drag it over the infantry formation?
Title: Re: v1.40 Bugs Thread
Post by: AlitarSemiramis on April 15, 2020, 12:27:03 PM
V 1.40

In the Industry tab, if you queue several things (Queue C1, Queue C2, Queue C3...), and then you remove one item, you can't move items up or down on the queue if they would go "over" the removed item. So if you remove C5, then you can't move up in priority C6, or down in priority C4.