Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 18, 2020, 02:13:20 PM

Title: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 02:13:20 PM
Please post bugs in this thread for v1.6.3

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

Please do not post bugs from previous versions unless you confirm they are still present in v1.6.3.

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: v1.6.3 Bugs Thread
Post by: Inglonias on April 18, 2020, 02:15:31 PM
Hadi asked me about this behavior that I suppose isn't really a bug so much as an accessibility oversight. We were able to work through it, though since it's easier to explain with pictures, I took the liberty of writing the report.

Reproduction steps
1. Launch Aurora 1.6.3
2. Open the Federated Nations game.
3. Open the Naval Organization window.
4. Using the mouse, select SRV Federation Survey Command (CAPT) - Home World. Make sure it is expanded.
5. Using the keyboard this time, press the down arrow to select the GEV Ferdinand Magellan fleet. This is where the problem appears.

Once you select that fleet, the focus moves over to this location with the red box around it, meaning that further keyboard navigation doesn't apply to the list of fleets on the left.

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

Hadi has expressed that this is undesired behavior, as that may not be the fleet they were going for. This is only a problem if you use the keyboard to navigate, though.

Since I obviously can't read your source code, I don't know how easy this would be to do, but my first guess for a solution would be to call the Control.Focus (https://docs.microsoft.com/en-us/dotnet/api/system.windows.forms.control.focus?view=netframework-4.8) method to refocus the list on the left side of the Naval Org window as the last step of whatever happens when you select that fleet. It doesn't matter to anyone using the mouse what's in focus, as they'll just click on whatever it is that they need to click.
Title: Re: v1.6.3 Bugs Thread
Post by: TMaekler on April 18, 2020, 02:16:37 PM
Bug Report from 1.5.1; but still happening in 1.6.3 (sorry, was slightly too slow for 1.6.2 report):

------------------------------------------------------
Version 1.5.1, Conventional Start:
When adding 1x Fighter MSB, 1x Small MSB and 1x MSB, I should have 500 MSP in totoal, but I get 1.380 MSP...
Looks like that the amount of MSP is multiplied by the position the MSB is sitting, or the order in which the modules are added... I tried again and got 1.320 MSP...

https://drive.google.com/open?id=1GnoBK9zLhk_J4W1anIuglJV5DpW0h2BI
------------------------------------------------------
Title: Re: v1.6.3 Bugs Thread
Post by: Kelewan on April 18, 2020, 02:17:33 PM
This is save game compatible. It can only be used to patch v1.6.3

I think the it should read "It can only be used to patch v1.6.2" like the title suggests
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 02:27:38 PM
Bug Report from 1.5.1; but still happening in 1.6.3 (sorry, was slightly too slow for 1.6.2 report):

------------------------------------------------------
Version 1.5.1, Conventional Start:
When adding 1x Fighter MSB, 1x Small MSB and 1x MSB, I should have 500 MSP in totoal, but I get 1.380 MSP...
Looks like that the amount of MSP is multiplied by the position the MSB is sitting, or the order in which the modules are added... I tried again and got 1.320 MSP...

https://drive.google.com/open?id=1GnoBK9zLhk_J4W1anIuglJV5DpW0h2BI
------------------------------------------------------

Confirmed and fixed.

Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 02:27:56 PM
This is save game compatible. It can only be used to patch v1.6.3

I think the it should read "It can only be used to patch v1.6.2" like the title suggests

Thanks - I updated it.
Title: Re: v1.6.3 Bugs Thread
Post by: Desdinova on April 18, 2020, 02:29:30 PM
Hardly game-breaking but the medal conditions screen doesn't update unless you close & reopen the medals screen.
Title: Re: v1.6.3 Bugs Thread
Post by: Demonides on April 18, 2020, 02:31:07 PM
Possible solution to the error with a comma and a period in the mineral table. When the window is switched on, the default value is 0 0

https://imgur.com/WwBF7Tm
Title: Re: v1.6.3 Bugs Thread
Post by: Inglonias on April 18, 2020, 02:31:18 PM
Attempting to load a previous missile design that has no engine results in an error being thrown.

Function #2044: Object reference not set to instance of an object.

There are apparently other issues when trying to deploy missiles with no engines on the battlefield.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 02:32:05 PM
Just watching the Discord. I have seen the buoy bug - I just haven't generated the enthusiasm yet to setup everything up to test it :)

There are a few bugs I am skipping over, but I am making a list. Other include making troop transport components more consistent, the Unload Max Items bug, Transit by sub-fleet, etc. I am reading all the bugs. I am just not trying to fix every single one before the next release.

EDIT: BTW I don't just watch on the Discord, I post on the Discord :)
Title: Re: v1.6.3 Bugs Thread
Post by: Ektor on April 18, 2020, 02:40:23 PM
Steve, the discord loves you ;D
Title: Re: v1.6.3 Bugs Thread
Post by: Nori on April 18, 2020, 02:44:42 PM
Just watching the Discord. I have seen the buoy bug - I just haven't generated the enthusiasm yet to setup everything up to test it :)

There are a few bugs I am skipping over, but I am making a list. Other include making troop transport components more consistent, the Unload Max Items bug, Transit by sub-fleet, etc. I am reading all the bugs. I am just not trying to fix every single one before the next release.

EDIT: BTW I don't just watch on the Discord, I post on the Discord :)
Are you one of those trolls?  :P

Thanks for fixing the bugs I reported!
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 02:45:32 PM
Possible solution to the error with a comma and a period in the mineral table. When the window is switched on, the default value is 0 0

https://imgur.com/WwBF7Tm

I'm guessing the reason for 0.1 instead of 0 is so that at least 1 mineral must be present, assuming they are minimum values and "or" comparitors.

So setting them all to 0 will get empty bodies showing up
Title: Re: v1.6.3 Bugs Thread
Post by: Rogtuok on April 18, 2020, 02:47:46 PM
When i do a mineral search i get as in the attachement
Title: Re: v1.6.3 Bugs Thread
Post by: Doren on April 18, 2020, 02:50:20 PM
When i do a mineral search i get as in the attachement
I guess your decimal separator is , instead of .
Replace the 0.1 with 0,1 and it will work. Alternatively you could change the system decimal separator if you do not feel like refilling the search all the time
Title: Re: v1.6.3 Bugs Thread
Post by: Rogtuok on April 18, 2020, 02:53:08 PM
Thanks
Title: Re: v1.6.3 Bugs Thread
Post by: Caplin on April 18, 2020, 02:53:39 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.
Title: Re: v1.6.3 Bugs Thread
Post by: YABG on April 18, 2020, 02:55:18 PM
Partially remaining issue from 1.5.1, tested again on a game patched to 1.6.3.

Carriers and docked ships going missing when using the detach button and divide into single ships order
Issue: When using a carrier with ships loaded, detaching a docked ship, then click-dragging other docked ships into the newly generated fleet causes ships that were click-dragged to disappear when using the divide into single ships order. Click-dragging the carrier into a new fleet causes these ships to reappear with the carrier.

How to reproduce: Create a new game and instant research the boat bay and hanger deck techs. Create and spawn a ship with hanger capacity and several ship to load into it. Land and assign fighters to the carrier. Create a new fleet from one of the docked ships using the 'detach' button. Click-drag remaining ships into the new fleet. Order the new fleet to divide into single ships.

Using subfleets doesn't cause this issue.

Ships with commercial hanger bays cannot be selected using the land on specified carrier order unless they include at least one military hanger
Issue: as above

How to reproduce: Create a new game and instant research the commercial hanger bay. Create a ship with commercial hangers and a fighter to load into it. Create a fleet with the fighter and select the fleet with the carrier. Attempt to use the land on specified ship order. Use SM mode to modify the commercial hanger ship with a single military hanger. Attempt to land the fighter again.

Minor queries
Is it WAI that a ship can have both commercial and military hanger decks?
In the ship design screen, should commercial hanger components be grouped with the other hanger deck components?

Title: Re: v1.6.3 Bugs Thread
Post by: Agoelia on April 18, 2020, 02:59:12 PM
This happened on 1.6.2, but I haven't seen anyone bring up this bug so I think it hasn't yet been fixed.

I started a new game on 1.6.2, disabled Known Stars, and didn't change any other option only changed the difficulty modifer (Picture 2).
Discovered two Jump Points. Jumped into the first, and my ship came out the second (Picture 1).
It would seem two jump points in Sol take me to Sol. Probably not WAI?

I played some more. Completed the Grav Survey of Sol. There are no more jump points. Just the ones leading to back Sol. I have no access to the galaxy :(



Edit: updated to 1.6.3. Didn't modify any option.
Luckily last time I saved was before I discovered the 2 jump points. Did everythin again, and when my jump ship jumped into the JP, it discovered a different system, as normale.
Either the bug was fixed, or it is hard to reproduce.
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 18, 2020, 02:59:37 PM
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!
Title: Re: v1.6.3 Bugs Thread
Post by: Nori on April 18, 2020, 03:03:53 PM
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.
Title: Re: v1.6.3 Bugs Thread
Post by: Alsadius on April 18, 2020, 03:06:31 PM
In the ship class designer, the "Exact size" value displays wrong if the ship is over 1000 HS. It'll truncate all digits below the thousands, so my 80k ton freighter shows as size "1". (The actual tonnage calculations still seem to work properly, though)

Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

Mine defaulted to 80k (I just used the default setup unmodified), and my game started with 80k tech points. Weird.
Title: Re: v1.6.3 Bugs Thread
Post by: crispiboiz on April 18, 2020, 03:15:54 PM
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding. 
Title: Re: v1.6.3 Bugs Thread
Post by: Kelewan on April 18, 2020, 03:18:56 PM
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

I think there was a Problem with NPRs if they did not have the tech points for their designs. AFAIK Steve therfore set a lower limit on the tech points
Title: Re: v1.6.3 Bugs Thread
Post by: Demonides on April 18, 2020, 03:21:52 PM
When i do a mineral search i get as in the attachement
I guess your decimal separator is , instead of .
Replace the 0.1 with 0,1 and it will work. Alternatively you could change the system decimal separator if you do not feel like refilling the search all the time

as I wrote earlier, it is enough that when opening the window both values are set to 0/0 by default and not 0 / 0.1 because you have to enter it every time you open the window.
Title: Re: v1.6.3 Bugs Thread
Post by: TMaekler on April 18, 2020, 03:28:52 PM
1.6.3:
Starting a race as conventional, when you tab through all values, once you leave the "Instant Research Points", no matter what you enter or just skip over the field, you get 100.000 RPs.
Title: Re: v1.6.3 Bugs Thread
Post by: Kiks on April 18, 2020, 03:31:00 PM
So I am testing the same thing I was testing last time. Small NPR on Earth with me, base stats that come with 500 pop for myself and 400 for them, minimal tech for the NPR (I set 0 RP for them so the 100k minimum kicked in) and maxed out combat tech for me, start fighting them within first 10 in-game minutes of game start.

With boarding combat I'm coming across something kinda weird. I suspected it in the last test but it's very prominent now. It must be take you daughter to work day or something because my boarding units are able to kill more people then are supposed to be on a ship. E.g. their destroyer escort has a complement of  231, and I killed 327.

Another issue is that it seems like no one is attacking me, again. Fighting has gone on for a few minutes now and I am easily leap frogging from ship to ship boarding them unopposed. It's not like they don't have combat ships, because they do.

Edit: I think I know why I can board their ships with impunity. The diplomatic rating hasn't been lowered to a point where they will attack me. It sits at 40 after stealing 5 ships totaling to 50,000 tons of shipping. Apparently stealing their ships doesn't justify going to war. Who knew? Going to try to lower their diplo-rating some more and see if they attack me
Title: Re: v1.6.3 Bugs Thread
Post by: Desdinova on April 18, 2020, 03:44:06 PM
Mass medal awards from the naval organization screen don't work correctly. If you choose the top-level admin command, select award medal, and check admin officers, fleet commanders, and ship commanders as recipients, only officers in fleets directly under the top-level admin command will be awarded.

admin officers and those in fleets under admins don't get medals.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 03:44:57 PM
1.6.3 Game started on 1.6.2


(https://i.imgur.com/opX3JKn.png)

(https://i.imgur.com/PCDOZ0j.png)

Sector bonus not showing. Saving does not fix it. Closing the program and re-opening it fixes it.

(https://i.imgur.com/CakBzbr.png)
Title: Re: v1.6.3 Bugs Thread
Post by: IanD on April 18, 2020, 04:14:54 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:19:08 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.
Title: Re: v1.6.3 Bugs Thread
Post by: SakSak on April 18, 2020, 04:20:11 PM
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding.

I confirm. Same problem, created a colony on Mars on conventional start, used Spacemaster to create Infrastructure sufficient for 10 million people, and gave it a population of 1 million.
Each turn receive reports of growing unrest due to overcrowding.
Tried to add LG infrastructure as well. No effect.

EDIT: Did a new test after reinstalling 1.6.3 update. Problem not present when starting a completely new game in 1.6.3
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:21:06 PM
Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

That should only happen for NPRs. Fixed.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:24:12 PM
Experienced in a new game created in 1. 62 and also after patching to 1. 63 .
I have a colony with a cost of  . 95, a population of 2million and enough infrastructure to support 8million.  This colony continues to generate unrest due to overcrowding.

That bug was in 1.6.2 but fixed in 1.6.3. Can you check your version number please.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:36:37 PM
Hadi asked me about this behavior that I suppose isn't really a bug so much as an accessibility oversight. We were able to work through it, though since it's easier to explain with pictures, I took the liberty of writing the report.

Reproduction steps
1. Launch Aurora 1.6.3
2. Open the Federated Nations game.
3. Open the Naval Organization window.
4. Using the mouse, select SRV Federation Survey Command (CAPT) - Home World. Make sure it is expanded.
5. Using the keyboard this time, press the down arrow to select the GEV Ferdinand Magellan fleet. This is where the problem appears.

Once you select that fleet, the focus moves over to this location with the red box around it, meaning that further keyboard navigation doesn't apply to the list of fleets on the left.

Fixed. I've set the focus back to the tree view after the tab view is displayed so you can now go down the list with keys.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:42:07 PM
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!

The problem is that people are jumping back and forth mid-project and it is creating errors. It is a lot easier to restrict use than try to figure out every possible situation.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:43:46 PM
So I am testing the same thing I was testing last time. Small NPR on Earth with me, base stats that come with 500 pop for myself and 400 for them, minimal tech for the NPR (I set 0 RP for them so the 100k minimum kicked in) and maxed out combat tech for me, start fighting them within first 10 in-game minutes of game start.

With boarding combat I'm coming across something kinda weird. I suspected it in the last test but it's very prominent now. It must be take you daughter to work day or something because my boarding units are able to kill more people then are supposed to be on a ship. E.g. their destroyer escort has a complement of  231, and I killed 327.

Another issue is that it seems like no one is attacking me, again. Fighting has gone on for a few minutes now and I am easily leap frogging from ship to ship boarding them unopposed. It's not like they don't have combat ships, because they do.

The reported number of units killed isn't the exact number killed. Your troops will tend to overestimate the enemy casualties.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 04:45:24 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian

Please go to the Misc tab of the Tactical window and tell me what version number you see.
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 18, 2020, 04:47:08 PM
Please don't change the multiple research window, it' so useful to design weapons and sensors all together!

The problem is that people are jumping back and forth mid-project and it is creating errors. It is a lot easier to restrict use than try to figure out every possible situation.

I understand, it's a bummer really
Title: Re: v1.6.3 Bugs Thread
Post by: Black on April 18, 2020, 04:49:39 PM
Luna doesn't have it's Crustal Hydrosphere.
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 04:52:31 PM
as I wrote earlier, it is enough that when opening the window both values are set to 0/0 by default and not 0 / 0.1 because you have to enter it every time you open the window.

If this is implemented, it should at best be by toggle - I would really hate having to manually exclude all bodies with no minerals every time I opened the form...

Given that this problem only exists because of the system setting to  use , instead of . - and this has been designated as WAI, you must be having lots of other issues from not switching to use the UK style number presentation.
Title: Re: v1.6.3 Bugs Thread
Post by: Caplin on April 18, 2020, 04:53:24 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian

Please go to the Misc tab of the Tactical window and tell me what version number you see.

It's definitely 1.6.3 for me, no question.
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 04:55:03 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.

I just created a new game in 1.6.3, and still got the multiple spinal mounts error while it was creating my designs (turned on auto tech, auto ships and auto ground units). And definitely 1.6.3 (in misc tab)
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 05:00:57 PM
Also another bug:
On the Economics screen - research tab. Select radio to show completed tech.

The check boxes under the planet list don't always follow the radio button.
System body, Hide CMC, and By function all immediately switch to show available only (but radio is still showing completed)

The Star option however, will continue to show Completed when checked, but when you uncheck it, it reverts to Available tech displayed.

In all cases, the current radio selection doesn't change...
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:04:06 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.

I just created a new game in 1.6.3, and still got the multiple spinal mounts error while it was creating my designs (turned on auto tech, auto ships and auto ground units). And definitely 1.6.3 (in misc tab)

That is really weird - I can't get that to happen in my game.
Title: Re: v1.6.3 Bugs Thread
Post by: IanD on April 18, 2020, 05:05:16 PM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I see the same in 1.63

Ian

Please go to the Misc tab of the Tactical window and tell me what version number you see.

I am definitely playing 1.6.3
Title: Re: v1.6.3 Bugs Thread
Post by: Kristover on April 18, 2020, 05:12:02 PM
Partially remaining issue from 1.5.1, tested again on a game patched to 1.6.3.

Carriers and docked ships going missing when using the detach button and divide into single ships order
Issue: When using a carrier with ships loaded, detaching a docked ship, then click-dragging other docked ships into the newly generated fleet causes ships that were click-dragged to disappear when using the divide into single ships order. Click-dragging the carrier into a new fleet causes these ships to reappear with the carrier.

How to reproduce: Create a new game and instant research the boat bay and hanger deck techs. Create and spawn a ship with hanger capacity and several ship to load into it. Land and assign fighters to the carrier. Create a new fleet from one of the docked ships using the 'detach' button. Click-drag remaining ships into the new fleet. Order the new fleet to divide into single ships.

Using subfleets doesn't cause this issue.

Ships with commercial hanger bays cannot be selected using the land on specified carrier order unless they include at least one military hanger
Issue: as above

How to reproduce: Create a new game and instant research the commercial hanger bay. Create a ship with commercial hangers and a fighter to load into it. Create a fleet with the fighter and select the fleet with the carrier. Attempt to use the land on specified ship order. Use SM mode to modify the commercial hanger ship with a single military hanger. Attempt to land the fighter again.

Minor queries
Is it WAI that a ship can have both commercial and military hanger decks?
In the ship design screen, should commercial hanger components be grouped with the other hanger deck components?

Was able to replicate this pretty easily - was messing around with Carrier Ops in 1.6.3.  The first issue I can work around pretty easily but the Commercial Hangers are presently unusable - I tried docking several different variations of craft and couldn't get any of them to land on the mothership unless I added a military hanger or boat bay - which then makes it a military vessel.
Title: Re: v1.6.3 Bugs Thread
Post by: crispiboiz on April 18, 2020, 05:18:38 PM
Quote from: Steve Walmsley link=topic=10902. msg125412#msg125412 date=1587245052
Quote from: crispiboiz link=topic=10902. msg125390#msg125390 date=1587240954
Experienced in a new game created in 1.  62 and also after patching to 1.  63 . 
I have a colony with a cost of  .  95, a population of 2million and enough infrastructure to support 8million.   This colony continues to generate unrest due to overcrowding. 

That bug was in 1. 6. 2 but fixed in 1. 6. 3.  Can you check your version number please.
This is fixed in 1. 6. 3 .  There is a difference between downloading a patch and actually installing it :).  Thanks Steve.
Title: Re: v1.6.3 Bugs Thread
Post by: clement on April 18, 2020, 05:19:17 PM
Luna doesn't have it's Crustal Hydrosphere.

I believe it was removed by Steve a few versions ago as part of fixing a terraform bug involving water/hydrosphere calculations.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 05:24:04 PM
Luna doesn't have it's Crustal Hydrosphere.

I believe it was removed by Steve a few versions ago as part of fixing a terraform bug involving water/hydrosphere calculations.

Yes, that's correct.
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 05:39:29 PM
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?
Title: Re: v1.6.3 Bugs Thread
Post by: Tikigod on April 18, 2020, 05:41:09 PM
New 1.6.3 start, went with 1 player race and 5 NPR start. Think one or more NPRs must have started in the same system as each other as turn times have gone from half a second for a 5 day step in 1.51 to around 3-4 seconds right from the first day.

Anyway, 7 years into the new start and suddenly had about 20+ 5 second increment lengths trigger which seems to have also triggered a "Function #311: Attempted to divide by Zero" error. After accepting the error prompt the 5 second turn intervals continued.

(https://i.imgur.com/ONP1DcO.jpg)

Database attached.



Edit: On Saving, closing Aurora and reloading the first turn process always seems to generated the Function #311: Attempted to divide by zero error.
Title: 1.6.3 cosmetic bug
Post by: Iceman66 on April 18, 2020, 05:45:50 PM
Hi, im coming from the Tortuga power livestream in youtube. 

In version 1. 6. 3

In economics window, wealth and trade tab.  The values of annual racial wealth, racial per capita income and population per capita income are all editable.  However as soon as you allow a time tick, the values return to normal and appears to not have an impact in game.  The issue appears to be completely cosmetic fortunately.

I think the values should be display only but haven't had the chance to test it very thoroughly. 

Im sorry if the bug report is not very good, im new to the forum.
Hope this helps.
Title: Re: v1.6.3 Bugs Thread
Post by: Caplin on April 18, 2020, 05:47:57 PM
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?

That might be it... I was trying an unusual pop size to see how well the game would scale up.
Title: Re: v1.6.3 Bugs Thread
Post by: stabliser on April 18, 2020, 05:51:41 PM
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.
Title: Re: v1.6.3 Bugs Thread
Post by: Tikigod on April 18, 2020, 05:51:53 PM
Continuing on from that DB save state, after processing what felt like a hundred more 5-15 second interval steps the game now churns out "Function #1821: Object Reference not set to an instance of an object".

(https://i.imgur.com/EGEea1v.jpg)

Attached the progressed Database state where it starts generating the 1821 errors.


At this point unless you have any request for me to continue processing to generate more potential errors to help debug I'm going to chalk this campaign up as corrupted and do a full DB clear and 1.6.3 copy over again.
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 18, 2020, 05:55:46 PM
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.
Title: Re: v1.6.3 Bugs Thread
Post by: UberWaffe on April 18, 2020, 05:57:37 PM
1. 6. 3 - Minor bug

Short description:
It is possible to pirate / thieve the daylights out of your civilian companies, while very realistic of authoritarians, does not properly simulate your economy entirely crashing due to socialism.  Also, this is likely unintended given the divide by zero errors and blatant exploiting.

To replicate thievery:
Have a civilian mining complex.
Send over a freighter fleet and nick their installations (Mass drivers and deep space trackers).
Unload for fun and unrealistic profit on your colonies.
Attempt to nick their civilian mining complex and get about 8x "Function 2774: Attempted to divide by zero. " popups.  Likely due to civilian mining complexes defying reality by being weightless.


To replicate self piracy:
Have a fleet.
Have civilian fleet.
Order your fleet to absorb the civilian fleet.
Get control of the civilian ship.
Detach the civilian ship and use as pleased.
Send to shipyards and disassemble for fun and unrealistic profit.
Title: Re: v1.6.3 Bugs Thread
Post by: Caplin on April 18, 2020, 05:58:01 PM
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.

This is a known issue. See this post (http://aurora2.pentarch.org/index.php?topic=10637.0)
Title: Re: v1.6.3 Bugs Thread
Post by: Castinar on April 18, 2020, 06:00:34 PM
That is really weird - I can't get that to happen in my game.

Not sure if it makes a difference - but I set start pop to 1000, which generates more at start research. Perhaps you aren't seeing it with 500 pop because of the fewer points not getting to spinal mounts tech researched?

 Just trying one now with only 500 pop to see if it changes - no error with only 500 pop. So maybe thats the issue?

That might be it... I was trying an unusual pop size to see how well the game would scale up.

Don't know that that is the issue --- I started with 350 pop and had it pop up (1.6.1, before the fix in 1.6.3 --- where w/ 350 pop it didn't appear).
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:03:45 PM
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:04:33 PM
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.

Civs won't pick up anything that won't fill their cargo holds.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 18, 2020, 06:06:01 PM
1. 6. 3 - Minor bug

Short description:
It is possible to pirate / thieve the daylights out of your civilian companies, while very realistic of authoritarians, does not properly simulate your economy entirely crashing due to socialism.  Also, this is likely unintended given the divide by zero errors and blatant exploiting.

To replicate thievery:
Have a civilian mining complex.
Send over a freighter fleet and nick their installations (Mass drivers and deep space trackers).
Unload for fun and unrealistic profit on your colonies.
Attempt to nick their civilian mining complex and get about 8x "Function 2774: Attempted to divide by zero. " popups.  Likely due to civilian mining complexes defying reality by being weightless.


To replicate self piracy:
Have a fleet.
Have civilian fleet.
Order your fleet to absorb the civilian fleet.
Get control of the civilian ship.
Detach the civilian ship and use as pleased.
Send to shipyards and disassemble for fun and unrealistic profit.

I think this comes under 'cheating at solitaire'. It is a lot easier to just turn on SM mode and give yourself lots of stuff :)
Title: Re: v1.6.3 Bugs Thread
Post by: Caplin on April 18, 2020, 06:14:00 PM
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.

Civs won't pick up anything that won't fill their cargo holds.

It might be too much trouble to fix, but I feel like this is weird/unexpected behavior. You contract for your civs to move 500 rocks, not 498, darn it.
Title: Re: v1.6.3 Bugs Thread
Post by: Cosinus on April 18, 2020, 06:25:05 PM
Four bugs from me, all from a fresh conventional start in 163:
Title: Re: v1.6.3 Bugs Thread
Post by: Luna on April 18, 2020, 06:25:51 PM
Ghost fleets with no ships are still executing standing orders.  This is occurring on a 1. 6. 3 savefile.
Title: Re: v1.6.3 Bugs Thread
Post by: Nori on April 18, 2020, 06:28:44 PM
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 06:32:28 PM
Titan's environment is not updating:

(https://i.imgur.com/uOEQL3U.png)

DB attached.

Title: Re: v1.6.3 Bugs Thread
Post by: Nori on April 18, 2020, 06:40:45 PM
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.

Probably related. There be aliens here as I just found out.
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 07:02:24 PM
Don't know that that is the issue --- I started with 350 pop and had it pop up (1.6.1, before the fix in 1.6.3 --- where w/ 350 pop it didn't appear).

I think the issue is that if your starting tech researched by auto research includes Spinal Mount, you will get this problem. If it isn't a tech you get, then you wont see the problem.

So - did your pop 350 race that have the issue get spinal mount tech?  ???
Title: Re: v1.6.3 Bugs Thread
Post by: Ironclad Mouse on April 18, 2020, 07:03:20 PM
Version 1. 6. 3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.
For example, in my game I told my terraforming ship to add . 2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about . 21 atm.  of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to . 2 atm
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 07:07:07 PM
Version 1. 6. 3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.
For example, in my game I told my terraforming ship to add . 2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about . 21 atm.  of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to . 2 atm

Works fine for me, I even get a message and then it gets changed to none. I don't press enter tho.
Title: Re: v1.6.3 Bugs Thread
Post by: Ironclad Mouse on April 18, 2020, 07:29:04 PM
Quote from: DFNewb link=topic=10902. msg125497#msg125497 date=1587254827
Quote from: Ironclad Mouse link=topic=10902. msg125496#msg125496 date=1587254600
Version 1.  6.  3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified. 
For example, in my game I told my terraforming ship to add .  2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about .  21 atm.   of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to .  2 atm

Works fine for me, I even get a message and then it gets changed to none.  I don't press enter tho.
I suppose I could try not doing that, just seems strange that it would only work if I didn't hit the enter key though, y'know?
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 18, 2020, 07:49:35 PM
My apologies, but this bug is occuring on 1.51. I'm reporting it anyway simply because there's a fair amount of luck involved in reproducing it, so it might be a while before I can capture it again in a newer version.

I found a planet with ruins, and they're amazing; an intact abandoned colony with 400+ goodies to dig up! (That's not the bug; don't fix that.) Now that I've got some construction units in place digging up something most weeks, I occasionally get an error that I reported last week, the one about not being able to load the Entity Framework library. It only happens when they dig something up, and on those weeks it may happen more than once. I think, but cannot prove, that it only happens if they dig up a deep-space tracking network. Based on this, I suspect that an NPR has dug up some ruins, and that accounts for the occurance I previously reported (though they could also be unrelated.)

However, I noticed an additional detail, which you'll be able to see in the screenshots I'll post. Each time I get this error message, alien components are added to the colony's stockpile. They aren't announced in the log, but you can see them in the screenshots.

Before dismissing the error message:
(http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-10-46.png)

After dismissing the error message eight times:
(http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-11-11.png)

I hope that helps narrow it down!

Edit: It just happened again, and it announced that I got a "Jump Point Stabilization Module - 150", and that is indeed what showed up in the stockpile. I suppose the tracking station thing was only confirmation bias after all :)
Title: Re: v1.6.3 Bugs Thread
Post by: Chrisianak on April 18, 2020, 08:01:36 PM
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes.

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.   They'd rather just send wine, etc.  from Ceres to Earth than export any LG Infrastructure to outlying colonies.
Title: Re: v1.6.3 Bugs Thread
Post by: Aezel on April 18, 2020, 08:01:47 PM
Quote from: DFNewb link=topic=10902.  msg125497#msg125497 date=1587254827
Quote from: Ironclad Mouse link=topic=10902.  msg125496#msg125496 date=1587254600
Version 1.   6.   3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.   
For example, in my game I told my terraforming ship to add .   2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about .   21 atm.    of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to .   2 atm

Works fine for me, I even get a message and then it gets changed to none.   I don't press enter tho. 
I think this may be related to a bug I found.   The maximum atmosphere parameter seems to start misbehaving (not updating, go to 0 sometimes) after the economics window has been open for a while (at least half a year in-game time as far as I've found).   Just closing and opening the window again seems to solve the issue. 
Title: Re: v1.6.3 Bugs Thread
Post by: Father Tim on April 18, 2020, 08:17:38 PM
Version 1. 6. 3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.
For example, in my game I told my terraforming ship to add . 2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about . 21 atm.  of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to . 2 atm

Did you type ".2" atm, or did you type "0.2" atm?  And what's your decimal separator ("." or ",")?
Title: Re: v1.6.3 Bugs Thread
Post by: Father Tim on April 18, 2020, 08:19:13 PM
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes.

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.   They'd rather just send wine, etc.  from Ceres to Earth than export any LG Infrastructure to outlying colonies.

Civilians will only move LG infrastructure to LG colonies.  They'll also go for the more lucrative contracts first.
Title: Re: v1.6.3 Bugs Thread
Post by: The_Seeker on April 18, 2020, 08:48:09 PM
Titan's environment is not updating:

(https://i.imgur.com/uOEQL3U.png)

DB attached.
Unless I am missing something, it says you have no terraformers in orbit even, it would show up on the colony list next to Titan's name.  Are you trying to use installations or ship-based terraforming modules?
Title: Re: v1.6.3 Bugs Thread
Post by: Chrisianak on April 18, 2020, 08:51:47 PM
Quote from: Father Tim link=topic=10902. msg125519#msg125519 date=1587259153
Quote from: Chrisianak link=topic=10902. msg125513#msg125513 date=1587258096
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes. 

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.    They'd rather just send wine, etc.   from Ceres to Earth than export any LG Infrastructure to outlying colonies.

Civilians will only move LG infrastructure to LG colonies.   They'll also go for the more lucrative contracts first.

I was aware of the LG to LG only, I was using a fully populated Ceres with an annual surplus and seeing if I could get it to export to Rhea.   No luck.   Regular infrastructure takes priority of regular trade goods(so I made sure there was no need to trade regular infrastructure via an excess SM'd in), but I can't seem to get them to trade LG at all, they just start moving the other trade goods.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 08:55:15 PM
Titan's environment is not updating:

(https://i.imgur.com/uOEQL3U.png)

DB attached.
Unless I am missing something, it says you have no terraformers in orbit even, it would show up on the colony list next to Titan's name.  Are you trying to use installations or ship-based terraforming modules?

are you serious dude?

First of all look at the total ATM and the add the ATM's of all the gases and see they do not match.

Then look at the bottom and see there is an ANNUAL TRANSFORMER CAPACITY which means I have them... Like come on it's not like Titan has 0.32atm of Aestusium...


The bug is that the total ATM and greenhouse effect and other stuff in that box is not updating.
Title: Re: v1.6.3 Bugs Thread
Post by: pwhk on April 18, 2020, 09:01:00 PM
v1. 6. 3

Unable to move a Ground Unit out of a Headquarters regiment to root (i. e.  not under any Headquarters Regiment).  The tree view updates but the HQ regiment details does not update.  Said unit reverted to be under the HQ when Closing and reopening the window.

See picture, drag and drop according to the red arrow.
Title: Re: v1.6.3 Bugs Thread
Post by: Ironclad Mouse on April 18, 2020, 09:12:59 PM
Quote from: Father Tim link=topic=10902. msg125518#msg125518 date=1587259058
Quote from: Ironclad Mouse link=topic=10902. msg125496#msg125496 date=1587254600
Version 1.  6.  3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified. 
For example, in my game I told my terraforming ship to add .  2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about .  21 atm.   of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to .  2 atm

Did you type ". 2" atm, or did you type "0. 2" atm?  And what's your decimal separator (". " or ",")?
I think I just typed . 2 and my decimal seperator is a ". " so that may be why, i don't know, I tried it a few moments ago on the federated nations campaign and seemed to get it to save by clicking somewhere else on the environment tab so I may have just been being not very bright at that moment
I just felt like it might be a bug since it didn't seem to save when I closed and reopened the economics window
Title: Re: v1.6.3 Bugs Thread
Post by: The_Seeker on April 18, 2020, 09:15:40 PM
Titan's environment is not updating:


DB attached.
Unless I am missing something, it says you have no terraformers in orbit even, it would show up on the colony list next to Titan's name.  Are you trying to use installations or ship-based terraforming modules?

are you serious dude?

First of all look at the total ATM and the add the ATM's of all the gases and see they do not match.

Then look at the bottom and see there is an ANNUAL TRANSFORMER CAPACITY which means I have them... Like come on it's not like Titan has 0.32atm of Aestusium...


The bug is that the total ATM and greenhouse effect and other stuff in that box is not updating.
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".  The two gases aren't counted because of the (F), whatever that even means.  In the meantime, try using SM mode to add the gases.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 09:20:05 PM
Titan's environment is not updating:


DB attached.
Unless I am missing something, it says you have no terraformers in orbit even, it would show up on the colony list next to Titan's name.  Are you trying to use installations or ship-based terraforming modules?

are you serious dude?

First of all look at the total ATM and the add the ATM's of all the gases and see they do not match.

Then look at the bottom and see there is an ANNUAL TRANSFORMER CAPACITY which means I have them... Like come on it's not like Titan has 0.32atm of Aestusium...


The bug is that the total ATM and greenhouse effect and other stuff in that box is not updating.
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".  The two gases aren't counted because of the (F), whatever that even means.  In the meantime, try using SM mode to add the gases.

SM mode does nothing, it's broken, it's a bug, I am gonna stop replying to you.
Title: Re: v1.6.3 Bugs Thread
Post by: Ironclad Mouse on April 18, 2020, 09:21:40 PM
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".   The two gases aren't counted because of the (F), whatever that even means.   In the meantime, try using SM mode to add the gases.
[/quote]
Correct me if I'm wrong, but I think the (F) means it's frozen so the temp needs to be raised before it'll count
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 09:23:53 PM
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".   The two gases aren't counted because of the (F), whatever that even means.   In the meantime, try using SM mode to add the gases.
Correct me if I'm wrong, but I think the (F) means it's frozen so the temp needs to be raised before it'll count
[/quote]

Now this is a useful response; that does seem to be it.

Weird how the gas we are supposed to use to heat up planets can freeze, perhaps that is unintended behavior.
Title: Re: v1.6.3 Bugs Thread
Post by: MarcAFK on April 18, 2020, 09:25:35 PM
The select increment length buttons on the galaxy map don't start a turn. The button gets highlighted, but no turn processing begins.

I'm not sure if this is a bug as I don't usually use Standing orders, But the "survey nearest survey location" order sent my GEV ship to do a geo survey.
I was under the impression that "Survey nearest body" was exclusively geo surveys, while "Survey next survey location" was exclusively grav surveys.
If I'm wrong then I apologise, if I'm right perhaps the label should be "Survey next Grav Location" or something like that.
Its possible the bug is happening because the whole system was already surveyed. I added more jump points and assumed those would unflag the system as being not explored. I was testing the bug where systems link back to sol and was wondering what the behaviour for hidden jump points would be. Probably working as intended as you can still resurvey the system by manually flagging each survey location.
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 18, 2020, 09:40:17 PM
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".   The two gases aren't counted because of the (F), whatever that even means.   In the meantime, try using SM mode to add the gases.
Correct me if I'm wrong, but I think the (F) means it's frozen so the temp needs to be raised before it'll count

Now this is a useful response; that does seem to be it.

Weird how the gas we are supposed to use to heat up planets can freeze, perhaps that is unintended behavior.
[/quote]

Any gas has a freezing point therefore not all bodies can be heated. You may check what gas can be used prior terraforming a body.

To be completely honest I even forgot that new feature on terraforming.
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 18, 2020, 09:52:11 PM
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".  The two gases aren't counted because of the (F), whatever that even means.  In the meantime, try using SM mode to add the gases.

The ones with (F) after them are frozen out as snow or ice on the surface. They only become an actual part of the atmosphere if you warm it up enough for them to melt. The melting points are easily found on wikipedia.
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 18, 2020, 10:24:40 PM
Quote
Quote
Now this is a useful response; that does seem to be it.

Weird how the gas we are supposed to use to heat up planets can freeze, perhaps that is unintended behavior.

Any gas has a freezing point therefore not all bodies can be heated. You may check what gas can be used prior terraforming a body.

To be completely honest I even forgot that new feature on terraforming.

There was a previous report of these gasses freezing unexpectedly. I don't recall whether it was fixed or not, and a quick search didn't turn it up (I probably searched for the wrong words).
Title: Re: v1.6.3 Bugs Thread
Post by: johiah on April 18, 2020, 10:33:43 PM
I seem to have found an odd little duckling of a bug related to low gravity colonies when they are below 1 million pop.    In the imaged I attached you can see Deimos' LG infra, current pop, and pop cap.    Despite having plenty of LG infra, my political stability is going down due to overcrowding.    Yes this is 1.   6.   3
Upon further examination I realized it was the carrying capacity of the planet as a whole that was the issue.  Whoopsies!

Oh an unrelated thing that's persisted since 1.  0.  0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.   Presumably this is not WAI?
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 18, 2020, 10:42:31 PM
Quote
Quote
Now this is a useful response; that does seem to be it.

Weird how the gas we are supposed to use to heat up planets can freeze, perhaps that is unintended behavior.

Any gas has a freezing point therefore not all bodies can be heated. You may check what gas can be used prior terraforming a body.

To be completely honest I even forgot that new feature on terraforming.

There was a previous report of these gasses freezing unexpectedly. I don't recall whether it was fixed or not, and a quick search didn't turn it up (I probably searched for the wrong words).

One of the previous issues was the gas meant to cool would evaporate before it can cool on really hot planets. I think this is similar with the gas meant to heat freezing on cold planets.
Title: Re: v1.6.3 Bugs Thread
Post by: firsal on April 18, 2020, 10:43:35 PM
System bodies (such as planets, moons, and asteroids) do not scale in size when zooming in on the tactical map; they seem fixed to only one "size" on the tactical map. I assume this is a bug since when one zooms in on Sol, the yellow circle representing the star increases in size relative to zoom.

Title: Re: v1.6.3 Bugs Thread
Post by: HeroicHan on April 18, 2020, 10:52:24 PM
Quote from: johiah link=topic=10902.  msg125549#msg125549 date=1587267223
I seem to have found an odd little duckling of a bug related to low gravity colonies when they are below 1 million pop.     In the imaged I attached you can see Deimos' LG infra, current pop, and pop cap.     Despite having plenty of LG infra, my political stability is going down due to overcrowding.     Yes this is 1.    6.    3


This isn't a LG thing, this is a new mechanic in C# aurora. 
I can't link, but see "Population Capacity" on page 1 of the C# Aurora Changes List thread. 
Effectively, small bodies (asteroids, small moons) can't have very much surface population.
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 18, 2020, 10:52:54 PM
I have seen two different users today report a jump point found in Sol, which leads to Sol. One posted a screenshot.

Both users said when they jump through it, they appear where they came from—the same Sol system, not a duplicate.

The second user posted this description:

Quote
when i jumped through i was taken to the same sol system, I had "Real Systems" disabled and the starting year was set to 1
I managed to get this bug twice with these settings, so i think it the starting year may effect it somehow
Title: Re: v1.6.3 Bugs Thread
Post by: swarm_sadist on April 18, 2020, 11:04:23 PM
Probably not a big problem, but it might lead to some interesting planets.

The star (Luyten 726-8 B) has a diameter of 0.417m

Asteroid #1 is 0.146m from the sun and 2,162 C.
Asteroid #2 is 0.2m from the sun and 1,917 C.
Title: Re: v1.6.3 Bugs Thread
Post by: Randy on April 18, 2020, 11:33:02 PM
Another few defects in the starting autotech development:
- minor: naming of lasers is inconsistent. eg 10cm..., 15.0 cm..., 18.750cm...  - would be better to lose the trailing 0, but this is just cosmetic , so very low priority

- Major - you get duplicate copmponents developed. eg I see 2 of R15/C3 Meson Cannon and 2 of R15/C3 High Power Microwave  (each pair have identical stats in the class designer); 3 Capacity 340 Magazine (again, all identical)

- Ground Unit Heavy Vehicle Armour researched, but not available for ground units. Ground Unit Base Type - Heavy Vehicle was still in Available research. Probably shouldn't research stuff dependant on it unless it gets researched first.

- Have 2 "race-designed missile Engines" - one EP1.01, one EP3.00; Should these exist as researched components given they ar emissile engines? (they are the same size as the engines used in the 2 missiles designed automatically). After some experimentation, it appears that all missiles generate a race designed engine project when they are researched. If this is needed for mechanics, it should be hidden.  Also, it should check if the engine size and power already exists - and not create a duplicate for a second missile using the same engine size and power...

Note: This is looking on the Research tab of the Economics Window; the missile engines don't appear anywhere else that I've noticed yet.
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 18, 2020, 11:33:29 PM
There was a previous report of these gasses freezing unexpectedly. I don't recall whether it was fixed or not, and a quick search didn't turn it up (I probably searched for the wrong words).

One of the previous issues was the gas meant to cool would evaporate before it can cool on really hot planets. I think this is similar with the gas meant to heat freezing on cold planets.

Ah, perhaps that's why I couldn't find it. :D
Title: Re: v1.6.3 Bugs Thread
Post by: QuakeIV on April 18, 2020, 11:36:51 PM
I have seen two different users today report a jump point found in Sol, which leads to Sol. One posted a screenshot.

Both users said when they jump through it, they appear where they came from—the same Sol system, not a duplicate.

The second user posted this description:

Quote
when i jumped through i was taken to the same sol system, I had "Real Systems" disabled and the starting year was set to 1
I managed to get this bug twice with these settings, so i think it the starting year may effect it somehow

I have just seen this.  My starting year was set to the default.  Notably my local system generation spread was set to 200, max number of systems was set to 200, and known stars is turned off.

Notably the ship transited the jump point and wound up exactly where it started (same jump point).
Title: Re: v1.6.3 Bugs Thread
Post by: Feeble on April 18, 2020, 11:48:16 PM
The function number: 2398
The complete error text: Function #2398: Object reference not set to an instance of an object. 
The window affected: Tactical View
What you were doing at the time: Pressing 5 day increment to let research complete
A conventional start: Yes
A random stars game: No
Is the bug easy to reproduce, intermittent or a one-off: One-off
A long campaign - say 75 years or longer:  No
The length of the campaign: 3 years

The bug: Above error message is fired while waiting for time to pass.   There was a series of "Increment Adjustment" messages prior to this happening.     Attaching my database with my game "Astoria". 

Steps to reproduce:
 1.   Open game "Astoria"
 2.   Press 5 Day increment button on tactical view

Edit: It seems to have gone away after closing the game and reopening. 
Title: Re: v1.6.3 Bugs Thread
Post by: bankshot on April 19, 2020, 12:04:17 AM
Johia: this is due to the small size of Phobos and Demios.  They are so small they only have a max pop capacity of 0.05m

Saw these in 1.51, confirmed in 1.63. 

First bug: shipping companies don't respect planetary pop capacity limits. They only seem to check the planetary infrastructure limit. 

To duplicate: Create colonies on Phobos and Demios.  These are very small moons, so their max capacity is 0.05m.  Send 50 LG infrastructure to each, which can support .21m population.  Civilian colony ships will deliver colonists in excess of .1m, which causes unrest. 

Second bug: the load colonist order doesn't seem to respect the max item limit.  In my testing it always loaded the colony ship to full capacity.
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 19, 2020, 12:05:27 AM
A user posted that he was able to add oxygen to Mars' atmosphere from ground-based terraformers, despite having 0 colonists on the planet. Note the negative workers in this user's screenshot:

(https://i.imgur.com/y2QVrpT.png)
Title: Re: v1.6.3 Bugs Thread
Post by: QuakeIV on April 19, 2020, 12:10:20 AM
Scientists are retiring, with the addendum "Current Assignment: Unassigned", followed immediately by research labs becoming available.  I am running like 20 parallel research tasks so I'm not 100% on this, but I'm pretty sure the bug is that they actually had an assignment (rather than labs appearing out of nowhere).
Title: Re: v1.6.3 Bugs Thread
Post by: firsal on April 19, 2020, 12:41:21 AM
Military ships can still have maintenance failures despite being in overhaul. However, total ship tonnage at the body exceeds maintenance capacity, so I'm not sure if this is working as intended or not.
Title: Re: v1.6.3 Bugs Thread
Post by: Desdinova on April 19, 2020, 12:42:07 AM
In the summary tab, a planet's atmosphere will show as "not breathable" even if it is, just without water availability.
Title: Re: v1.6.3 Bugs Thread
Post by: Silverkeeper on April 19, 2020, 01:00:08 AM
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.

I have the exact same problem. I upgraded my new game from 1.62 and this happens every turn.
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 01:03:12 AM
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?
Title: Re: v1.6.3 Bugs Thread
Post by: MarcAFK on April 19, 2020, 01:07:24 AM
Looks like they're having the same issue. Half their Jump points are leading to Sol?
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 01:08:12 AM
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?

Got the same thing. Started two games, in both the single NPR came knocking within 2 - 3 years.
Considering both games had 1000 systems, it seems a bit strange
Title: Re: v1.6.3 Bugs Thread
Post by: Doren on April 19, 2020, 01:11:39 AM
How was the max NPR spawn range set? Normally it is set so that NPR spawn pretty close to Sol
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 01:15:33 AM
How was the max NPR spawn range set? Normally it is set so that NPR spawn pretty close to Sol

It's default, but I though that only did something if you used known systems. If not how is LY translated to jumps??

Edit: and as a data point. I had it set as this in earlier versions to. No NPR visiting then
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 01:15:49 AM
Seems there are lots of issues in the current version with dead ends forming in the galaxy, NPRs spawning close to Sol, and multiple jump points leading to Sol. They perhaps may all be somewhat related.
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 19, 2020, 01:18:17 AM
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?

Got the same thing. Started two games, in both the single NPR came knocking within 2 - 3 years.
Considering both games had 1000 systems, it seems a bit strange

I noticed this as well in my game. Two of my three starting Random Stars NPRs visited me in Sol within 4 years of game start, before I had even researched TN tech let alone explored another jump point.

I'm using default settings, so this is extremely unlikely:

(https://i.imgur.com/K8LCaUy.png)

Five minutes ago, I just discovered the third starting NPR also in a jump point directly from Sol. I glanced read-only at the Races in the DB to be certain—in this 1000-system random stars game, all 3 of the starting NPRs appeared one jump from Sol (wasn't a newly genned "habitable planet" NPR). There's definitely something going on.
Title: Re: v1.6.3 Bugs Thread
Post by: Luftwolfe on April 19, 2020, 01:19:49 AM
Quote from: firsal link=topic=10902. msg125575#msg125575 date=1587274881
Military ships can still have maintenance failures despite being in overhaul.  However, total ship tonnage at the body exceeds maintenance capacity, so I'm not sure if this is working as intended or not.

I had this issue as well but I believe this was because I had my ships being overhauled under a training admin.  When I moved them to a naval admin, the overhauls completed with no failures occurring during overhaul
Title: Re: v1.6.3 Bugs Thread
Post by: Wieseltrupp on April 19, 2020, 01:57:19 AM
Quote from: firsal link=topic=10902. msg125575#msg125575 date=1587274881
Military ships can still have maintenance failures despite being in overhaul.  However, total ship tonnage at the body exceeds maintenance capacity, so I'm not sure if this is working as intended or not.

I had this issue as well but I believe this was because I had my ships being overhauled under a training admin.  When I moved them to a naval admin, the overhauls completed with no failures occurring during overhaul

This might be WAI as my warships maintenance clock kept raising slowly when the supported fleet was larger then the maintenance facilities. i think that those facilities just cant keep up maintaining the military fleet when you exceed their limit.
Title: Re: v1.6.3 Bugs Thread
Post by: pwhk on April 19, 2020, 02:05:16 AM
v1. 6. 3

- Classes that are prototypes show up in "Class" dropdown when scrapping ships.
- Civilian classes and their ships show up in "Class" and "Ship Name" dropdowns when scrapping ships.  Does that mean I can actually order scrapping of ships of Shipping Lines?  :-\
Title: Re: v1.6.3 Bugs Thread
Post by: simast on April 19, 2020, 02:09:19 AM
Changing Armour Rating input in ship class designer adds different armor amount compared to the "Update Armour" button below.
Title: Re: v1.6.3 Bugs Thread
Post by: IronRagnar on April 19, 2020, 02:17:41 AM
Quote from: simast link=topic=10902. msg125594#msg125594 date=1587280159
Changing Armour Rating input in ship class designer adds different armor amount compared to the "Update Armour" button below.

Not a bug.  Those are two separate features.  Armour rating is the amount of armour.  Update armour just changes the type of armour to the newest researched.
Title: Re: v1.6.3 Bugs Thread
Post by: simast on April 19, 2020, 02:45:22 AM
Quote from: IronRagnar link=topic=10902.  msg125595#msg125595 date=1587280661
Not a bug.    Those are two separate features.    Armour rating is the amount of armour.    Update armour just changes the type of armour to the newest researched. 
I meant the armor amount that is assigned to ship based on size - e.  g "17. 7x Conventional Steel Armor".   Seems odd that if you set Armour Rating to 2 you see one amount assigned and then clicking "Update Armour" button it will have different amount assigned (with the same armour tech and no other changes in components). 
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 02:52:08 AM
Quote from: IronRagnar link=topic=10902.  msg125595#msg125595 date=1587280661
Not a bug.    Those are two separate features.    Armour rating is the amount of armour.    Update armour just changes the type of armour to the newest researched. 
I meant the armor amount that is assigned to ship based on size - e.  g "17. 7x Conventional Steel Armor".   Seems odd that if you set Armour Rating to 2 you see one amount assigned and then clicking "Update Armour" button it will have different amount assigned (with the same armour tech and no other changes in components).

Update armor did nothing for me when there wasn't a new armor to change to. Tried with silly amount of lairs without seeing any changes
Title: Re: v1.6.3 Bugs Thread
Post by: punchkid on April 19, 2020, 03:06:52 AM
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.
Title: Re: v1.6.3 Bugs Thread
Post by: Black on April 19, 2020, 03:20:18 AM
So I am not sure about this one, because Steve mentionet, that he fixed Minimum Comets per System setting.

I have minimum set to 4 and just discored system with 0 comets. Is there some situation that can prevent comet spawning (like binary system) or is this still bugged?
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 03:31:48 AM
There's no way to see how many survivors are on your ships in your fleet it seems. If it's meant to be under transported items it's not.
Title: Re: v1.6.3 Bugs Thread
Post by: simast on April 19, 2020, 03:44:53 AM
Quote from: Resand link=topic=10902. msg125602#msg125602 date=1587282728
Update armor did nothing for me when there wasn't a new armor to change to.  Tried with silly amount of lairs without seeing any changes

Minimum steps required to reproduce this issue using default "Federated Nations" game:

1.  Hit "New Ship Class Button" (1. 7x Conventional Advanced Composite Armour)
2.  Change Armor Rating to 2  (4. 1x Conventional Advanced Composite Armour)
3.  Change Armor Rating to 1 (1. 8x Conventional Advanced Composite Armour)
4.  Hit "Update Armour" button (1. 7x Conventional Advanced Composite Armour)
Title: Re: v1.6.3 Bugs Thread
Post by: MarcAFK on April 19, 2020, 03:46:52 AM
Probably a rounding error, that 1.8 armour didn't get recalculated to 1.7 untill after using update, does it still happen with larger ships or more armour?
Title: Re: v1.6.3 Bugs Thread
Post by: simast on April 19, 2020, 03:51:06 AM
Quote from: MarcAFK link=topic=10902. msg125619#msg125619 date=1587286012
Probably a rounding error, that 1. 8 armour didn't get recalculated to 1. 7 untill after using update, does it still happen with larger ships or more armour?

It does, and if you are using lower tech armor (like conventional steel armor) the difference is more significant (from 6. 5 to 4. 0 after clicking Update Armor button using the same reproduction steps).
Title: Re: v1.6.3 Bugs Thread
Post by: davidr on April 19, 2020, 04:03:12 AM
Starting a new game under v1.6.3 I immediately get the following pop-up message

" Tech system does not exist for Affondatore Anti-Ship Missile so it cannot be loaded"

Click Ok then get

" Tech system does not exist for Ammiraglio di Saint Bon AMM so it cannot be loaded"

Click OK then get

" Tech system does not exist for Abukuma Anti-ship Missile si it cannot be loaded"

and so on

DavidR


Title: Re: v1.6.3 Bugs Thread
Post by: logancapitalist on April 19, 2020, 04:44:08 AM
5 day time advance button does not always advance 5 days. . .

Not sure what's going on here, but the 5 day button sometimes only advances time between 1 and 3 days. . . . other times you get the whole 5. 

Other buttons seems to work consistently however I may not be aware of some other factor affecting the longer time step?
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 04:51:56 AM
This game I'm currently playing on in 1.6.3 is generating errors every increment, well it was, and then it stopped. Forget the name.

However, the game is also locked in a constant cycle of 6 hour increments that has been going for about an hour now, and I don't see it stopping anytime soon.

Additionally, fighter construction seems to pause auto turns, which is annoying, since they're built quite quickly.
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 04:57:23 AM
5 day time advance button does not always advance 5 days. . .

Not sure what's going on here, but the 5 day button sometimes only advances time between 1 and 3 days. . . . other times you get the whole 5. 

Other buttons seems to work consistently however I may not be aware of some other factor affecting the longer time step?

There's several events that will stop time for you.
Including stuff the NPR are doing among them self that you might not see.

So if you got NPR generated at game launch, this might happen.
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 05:14:12 AM
It seems salvaging a hull will update the info on components but not hull size. Any time a wreck is spotted for a known class it should update the hull size for that class (or create a new entry if there is none yet)
Title: Re: v1.6.3 Bugs Thread
Post by: davidr on April 19, 2020, 05:32:01 AM
Not sure if this is a bug or WAD

My Geo survey ship just found the following minerals on Margaret

Duranium  08    Acc: 1
Corundium 01   Acc: 1

Should the game be generating such low amounts ?

DavidR
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 19, 2020, 06:04:28 AM
Starting a new game under v1.6.3 I immediately get the following pop-up message

" Tech system does not exist for Affondatore Anti-Ship Missile so it cannot be loaded"

Click Ok then get

" Tech system does not exist for Ammiraglio di Saint Bon AMM so it cannot be loaded"

Click OK then get

" Tech system does not exist for Abukuma Anti-ship Missile si it cannot be loaded"

and so on

DavidR

Sure is a new game? Did you cancel the database and copied the new one or you just overwritten?
Title: Re: v1.6.3 Bugs Thread
Post by: Silverkeeper on April 19, 2020, 06:12:18 AM
Not sure if a bug or a feature but you can click create colony button in system view window as many times as you like creating infinite number of colonies on the same body.

(https://i.postimg.cc/hPxFTcyD/problem2.jpg)
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 19, 2020, 06:12:36 AM
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.

I'll just say that the template is a template and will always cancel all other orders, not adding up. I believe was same for VB6 Aurora. Also the template order is usually available only for the exactly same orders: meaning starting from same system. So if you create a template in Sol it will not be visible/usable in other systems.
Title: Re: v1.6.3 Bugs Thread
Post by: nirkbirk on April 19, 2020, 06:14:14 AM
Hi Steve,

The bug with clicking 'cancel' in the race creation menu still exists in 1. 6. 3.  To confirm this, I installed a fresh version of 1. 5. 1 then patched it to 1. 6. 2 and then to 1. 6. 3

Repro steps are:
1) Open game info screen
2) Click 'New Game'
3) Click 'Create Game'
4) Click 'Cancel'

A new game will be created regardless and after completion you'll be met with a blank map and scrolling with the mousewheel will throw null reference exceptions at function #1616.

Thanks
Title: Re: v1.6.3 Bugs Thread
Post by: MinuteMan on April 19, 2020, 06:27:12 AM
Repost of a bug I posted in v1.40 bug thread.

I've not had the time to check if myself.
But i've seen the same bug on serBeardian his 1.6.3 video.

Quote
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.   

(I had attached a db for v1.4 but it isn't relevant anymore I suspect.)
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: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 06:31:38 AM
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.

I'll just say that the template is a template and will always cancel all other orders, not adding up. I believe was same for VB6 Aurora. Also the template order is usually available only for the exactly same orders: meaning starting from same system. So if you create a template in Sol it will not be visible/usable in other systems.

Yes, that is correct.
Title: Re: v1.6.3 Bugs Thread
Post by: punchkid on April 19, 2020, 06:32:20 AM
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.

I'll just say that the template is a template and will always cancel all other orders, not adding up. I believe was same for VB6 Aurora. Also the template order is usually available only for the exactly same orders: meaning starting from same system. So if you create a template in Sol it will not be visible/usable in other systems.
Thats a shame, would be nice to be able to combine templates.
Also I was using the template from Sol, the problem is with the Space Station Fleet I guess, since it will be removed if you tractor the last ship in the fleet. Then once its recreated I guess it gets a new internal ID and so the order to tractor a ship from it points to a fleet that doesn't exist anymore
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 06:34:00 AM
Hardly game-breaking but the medal conditions screen doesn't update unless you close & reopen the medals screen.

Fixed.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 06:35:05 AM
Attempting to load a previous missile design that has no engine results in an error being thrown.

Function #2044: Object reference not set to instance of an object.

There are apparently other issues when trying to deploy missiles with no engines on the battlefield.

Fixed.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 06:42:51 AM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

I think I fixed this for NPRs in v1.6.3, which only required a code fix. I've now fixed it for player designs, which is a database change.
Title: Re: v1.6.3 Bugs Thread
Post by: pwhk on April 19, 2020, 06:43:42 AM
Quote from: Vivalas link=topic=10902.  msg125585#msg125585 date=1587276949
Seems there are lots of issues in the current version with dead ends forming in the galaxy, NPRs spawning close to Sol, and multiple jump points leading to Sol.   They perhaps may all be somewhat related. 

v1.  6.  3

I got a tangentially related issue, not sure if it is related.   Whenever I set "Number of Starting NPRs" to 3, I get particularly less jump points and planets compared to default of 1.   When generating systems (using Spacemaster mode) for a few times from a freshly started game, I even get all deadends after <10 systems, twice. 
All testing are done on Known systems.
Title: Re: v1.6.3 Bugs Thread
Post by: Vivalas on April 19, 2020, 06:49:42 AM
Got an error whenever I try to open the research screen.

Error: 2196 Object reference not set to instance of an object.

DB attached


EDIT: I think it had to do with me completing a tech by decompiling components while those techs were either queued or the first part of a queue for research,
Title: Re: v1.6.3 Bugs Thread
Post by: mike2R on April 19, 2020, 06:55:33 AM
It appears that the required rank set for a ground force formation template does not get set for a formation built from that template - it defaults to the lowest rank.  You can manually set the rank for a built formation, and it takes fine as far as I can see, its just not set to the one specified in the template automatically.
Title: Re: v1.6.3 Bugs Thread
Post by: GL on April 19, 2020, 06:58:49 AM
Not sure if a bug.

If you scrap a mothership with fighters aboard, the fighters are destroyed and they launch their lifepod... Oops  :P
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:01:50 AM
Ships with commercial hanger bays cannot be selected using the land on specified carrier order unless they include at least one military hanger

A ship can have both commercial and military hanger decks?

Both fixed.

Quote
In the ship design screen, should commercial hanger components be grouped with the other hanger deck components?

No, they should be separate. They are different component types with different behaviour.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:04:35 AM
In the ship class designer, the "Exact size" value displays wrong if the ship is over 1000 HS. It'll truncate all digits below the thousands, so my 80k ton freighter shows as size "1". (The actual tonnage calculations still seem to work properly, though)

Maybe a bug. In create new race, if you change the starting tech points to be anything less than 100k (for instance I like to start with 10k) it will set it to 100k. You can set it higher, but not lower.

Mine defaulted to 80k (I just used the default setup unmodified), and my game started with 80k tech points. Weird.

Exact size is working fine for me. Are you using period for decimal separator?

The tech points only updates if changed and should only affect changes to NPR tech points (fixed for next version). it is avoid them having too few tech points for key technologies.
Title: Re: v1.6.3 Bugs Thread
Post by: Demonides on April 19, 2020, 07:06:09 AM
When i try to save game.

https://imgur.com/Wi9OTdK

Title: Re: v1.6.3 Bugs Thread
Post by: simast on April 19, 2020, 07:11:16 AM
A minor issue - "Research Proto" button creates a research project but does not use the latest name from original prototype component (P).  To reproduce:

1.  Create a prototype component with default name.
2.  Go to technology report window and rename your prototype.
3.  Go to class design and turn class prototype into research prototype.
4.  Newly created research project will not have your latest prototype component name.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:12:37 AM
Mass medal awards from the naval organization screen don't work correctly. If you choose the top-level admin command, select award medal, and check admin officers, fleet commanders, and ship commanders as recipients, only officers in fleets directly under the top-level admin command will be awarded.

admin officers and those in fleets under admins don't get medals.

Fixed.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:13:42 AM
I had a new game generate a helpful popup talking about how only one spinal weapon could be mounted on a ship. I was doing auto designs and auto tech. Forgot to save the DB but it was jarring to see that message when I wasn't the one doing the design.

That was in v1.6.1. Should be fine in v1.6.3.

I just created a new game in 1.6.3, and still got the multiple spinal mounts error while it was creating my designs (turned on auto tech, auto ships and auto ground units). And definitely 1.6.3 (in misc tab)

Yes, it is still affecting player designs. Should be fixed now.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:15:17 AM
Also another bug:
On the Economics screen - research tab. Select radio to show completed tech.

The check boxes under the planet list don't always follow the radio button.
System body, Hide CMC, and By function all immediately switch to show available only (but radio is still showing completed)

The Star option however, will continue to show Completed when checked, but when you uncheck it, it reverts to Available tech displayed.

In all cases, the current radio selection doesn't change...

I can't reproduce this one.
Title: Re: 1.6.3 cosmetic bug
Post by: Steve Walmsley on April 19, 2020, 07:17:20 AM
Hi, im coming from the Tortuga power livestream in youtube. 

In version 1. 6. 3

In economics window, wealth and trade tab.  The values of annual racial wealth, racial per capita income and population per capita income are all editable.  However as soon as you allow a time tick, the values return to normal and appears to not have an impact in game.  The issue appears to be completely cosmetic fortunately.

I think the values should be display only but haven't had the chance to test it very thoroughly. 

Im sorry if the bug report is not very good, im new to the forum.
Hope this helps.

I've changed them all to read-only. It was only a cosmetic issue.
Title: Re: v1.6.3 Bugs Thread
Post by: LBCharlotte on April 19, 2020, 07:22:15 AM
A NPR has been attacking me and I get :  I'm getting an error at "function #311 : object reference not defined to an object instance" as they attack my home world.  I have also noticed scientists are still assigned Research Facilities after they have been destroyed leading to a negative count of those buildings.

Another odd bug is I believe NPR ships are trying to fire missiles at my homeworld as they orbit it but instead the missiles fly off in another direction.  They can attack my homeworld just fine with energy weapons but they can only fire missiles at it when they are not orbitting it.
Title: Re: v1.6.3 Bugs Thread
Post by: Aivaria on April 19, 2020, 07:23:56 AM
Hi
ive got an massive performance issue with a new game, and i was able to reproduce it several times with my game.   
When i set sub-Pulse to 1 day, enable automated turns, and then increment 5 days, my cpu usage goes sky high, and the game takes 'ages' to load
Version: 1.   63
New game, no real star system

https://drive.   google.   com/open?id=1lfSCZarkzEdympr-y845RMICn1ll4nEs

other increments didnt cause this issue as far as i noted
also: closing the game keeps it open in background, running with 25% cpu usage (1 core fully used)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:26:18 AM
New 1.6.3 start, went with 1 player race and 5 NPR start. Think one or more NPRs must have started in the same system as each other as turn times have gone from half a second for a 5 day step in 1.51 to around 3-4 seconds right from the first day.

Anyway, 7 years into the new start and suddenly had about 20+ 5 second increment lengths trigger which seems to have also triggered a "Function #311: Attempted to divide by Zero" error. After accepting the error prompt the 5 second turn intervals continued.

Edit: On Saving, closing Aurora and reloading the first turn process always seems to generated the Function #311: Attempted to divide by zero error.

Thanks for the database. It was caused by a missile attack on ground forces that scored no hits. Fixed now.
Title: Re: v1.6.3 Bugs Thread
Post by: Froggiest1982 on April 19, 2020, 07:29:08 AM
Hi
ive got an massive performance issue with a new game, and i was able to reproduce it several times with my game.   
When i set sub-Pulse to 1 day, enable automated turns, and then increment 5 days, my cpu usage goes sky high, and the game takes 'ages' to load
Version: 1.   63
New game, no real star system

https://drive.   google.   com/open?id=1lfSCZarkzEdympr-y845RMICn1ll4nEs

other increments didnt cause this issue as far as i noted
also: closing the game keeps it open in background, running with 25% cpu usage (1 core fully used)

1 Core is all we got, Steve hasn't coded multi threading.
Title: Re: v1.6.3 Bugs Thread
Post by: Droll on April 19, 2020, 07:30:49 AM
New 1.6.3 start, went with 1 player race and 5 NPR start. Think one or more NPRs must have started in the same system as each other as turn times have gone from half a second for a 5 day step in 1.51 to around 3-4 seconds right from the first day.

Anyway, 7 years into the new start and suddenly had about 20+ 5 second increment lengths trigger which seems to have also triggered a "Function #311: Attempted to divide by Zero" error. After accepting the error prompt the 5 second turn intervals continued.

Edit: On Saving, closing Aurora and reloading the first turn process always seems to generated the Function #311: Attempted to divide by zero error.

Thanks for the database. It was caused by a missile attack on ground forces that scored no hits. Fixed now.

I think a similar thing might be happening with Ground force to ground force combat - I have a similar issue but didn't report it since I am on a older DB, would be nice if someone could confirm or deny.
Edit: Its function 1821 for me - divide by zero error during ground combat
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:31:29 AM
Continuing on from that DB save state, after processing what felt like a hundred more 5-15 second interval steps the game now churns out "Function #1821: Object Reference not set to an instance of an object".

At this point unless you have any request for me to continue processing to generate more potential errors to help debug I'm going to chalk this campaign up as corrupted and do a full DB clear and 1.6.3 copy over again.

I've run through about 30 days but the error is not appearing. I may have fixed it in my version of the exe without realising. No need to keep going if you have problems. Thanks for the DB.
Title: Re: v1.6.3 Bugs Thread
Post by: Aivaria on April 19, 2020, 07:35:39 AM
Quote from: froggiest1982 link=topic=10902. msg125675#msg125675 date=1587299348
Quote from: Aivaria link=topic=10902. msg125672#msg125672 date=1587299036
Hi
ive got an massive performance issue with a new game, and i was able to reproduce it several times with my game.   
When i set sub-Pulse to 1 day, enable automated turns, and then increment 5 days, my cpu usage goes sky high, and the game takes 'ages' to load
Version: 1.    63
New game, no real star system

https://drive.    google.    com/open?id=1lfSCZarkzEdympr-y845RMICn1ll4nEs

other increments didnt cause this issue as far as i noted
also: closing the game keeps it open in background, running with 25% cpu usage (1 core fully used)

1 Core is all we got, Steve hasn't coded multi threading.
then see it like: after closing the game it runs in an infinite loop blocking its one thread it got.  Still, first written issue still exist about it running very bad for a new game in an 5 day interval, which might be an loop running out of control
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:41:41 AM
Four bugs from me, all from a fresh conventional start in 163:
  • When selecting a different group of officers in the officer search window, the list sometimes does not update.  E. g.  when I select naval officers, then sort by "reaction" it shows them, but when I then select Civ administrators, it still shows naval officers and I have to change some other field before it updates.  (this may be intentional, but I find it unintuitive and inconsistent.  I don't think it's intentional because it auto updates when changing any other field there and there is almost no performance impact in sorting a single list. )
  • When having no Ground forces (i. e.  conventional start), clicking on the "sorting" buttons in the bottom right of the Ground forces screen  (i. e.  "Cost", "size", "units") throws a #1835 object reference error.
  • When Setting a shipyard to "continual cap expansion" and then try immediately setting it to "no activity", you get a pop-up asking you if you want to cancel the current activity.  When pressing yes, the activity is not set to "no activity" and the SY is still showing "continual capacity expansion" as its current task.  It should just delete the current activity.  I am aware of the "delete activity" button and see a bit of redundancy there.  The delete activity button can probably be deleted *hehe* when this is fixed.
  • A strange cosmetic one:
    I built 3 basic infantry battalions and then looked at my Order of Battle in the GU window.  It looks fine when looking at an individual battalion, but when clicking Earth it groups the units present at Earth in a weird way
    (https://i. imgur. com/WW0Hltz. png)
    (For some reason the image is not showing in the preview, so here's a link: https://i. imgur. com/WW0Hltz. png
    notice how the identical units are not grouped together.  Also the displayed fortification values are weird, as it does not show the average fortification value of the 260 riflemen, but the maximum (1 battalion has 2. 77, the other has about 1). 

First three all fixed. Fourth is because the elements have different morale.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 07:49:33 AM
Ghost fleets with no ships are still executing standing orders.  This is occurring on a 1. 6. 3 savefile.

Fixed.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:01:13 AM
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.

Thanks for the DB. Very helpful. An pre-industrial NPR has been generated in that system with no technology or ships. Unfortunately, the game is struggling because it expects technology. I need to fix the code to allow for that. It is something I never got around to testing :(

EDIT: Seems to be fixed now.
Title: Re: v1.6.3 Bugs Thread
Post by: davidr on April 19, 2020, 08:09:02 AM
Still seem to be not getting an event pop-up / game pause when my Geo Survey ship has completed its orders.

Just found it orbiting Sedna with no orders ( was survey nearest planet/moon ).

with "all events" shown there is no mention of vessel completing orders ( Event days 720 , Max events 1000 )

DavidR

PS    looking at the ship History ,  Sedna was surveyed on 18 Nov 2022 and I am currently at 14 January 2023 with no indication I have a vessel awaiting orders
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 19, 2020, 08:17:42 AM
I've found one of my freighters is taking a longer route through Lagrange points rather than travelling direct.

In the screenshot below, you can see that FT Yokosuka has just exited LP3 on the right-hand edge of the screen headed for Omuamua. It started at Earth and went to LP2 to get to LP3. On the way back to Earth it goes direct (second screenshot).

(http://db48x.net/temp/Screenshot%20from%202020-04-19%2006-02-18.png)
(http://db48x.net/temp/Screenshot%20from%202020-04-19%2006-15-42.png)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:19:31 AM
My apologies, but this bug is occuring on 1.51. I'm reporting it anyway simply because there's a fair amount of luck involved in reproducing it, so it might be a while before I can capture it again in a newer version.

I found a planet with ruins, and they're amazing; an intact abandoned colony with 400+ goodies to dig up! (That's not the bug; don't fix that.) Now that I've got some construction units in place digging up something most weeks, I occasionally get an error that I reported last week, the one about not being able to load the Entity Framework library. It only happens when they dig something up, and on those weeks it may happen more than once. I think, but cannot prove, that it only happens if they dig up a deep-space tracking network. Based on this, I suspect that an NPR has dug up some ruins, and that accounts for the occurance I previously reported (though they could also be unrelated.)

However, I noticed an additional detail, which you'll be able to see in the screenshots I'll post. Each time I get this error message, alien components are added to the colony's stockpile. They aren't announced in the log, but you can see them in the screenshots.

Before dismissing the error message:
(http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-10-46.png)

After dismissing the error message eight times:
(http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-11-11.png)

I hope that helps narrow it down!

Edit: It just happened again, and it announced that I got a "Jump Point Stabilization Module - 150", and that is indeed what showed up in the stockpile. I suppose the tracking station thing was only confirmation bias after all :)

The images don't seem to be appearing.

Do you have .NET frameworks 4.0 or later installed? Once I get around to a proper installation program that should be sorted but you can add it manually in the meantime. That may be the cause of the Entity Frameworks error. Most windows users will have it installed anyway because another program will have included it.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:24:11 AM
Titan's environment is not updating:

(https://i.imgur.com/uOEQL3U.png)

DB attached.

It is updating. Take a screenshot, then update 5 days and compare.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:35:19 AM
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes.

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.   They'd rather just send wine, etc.  from Ceres to Earth than export any LG Infrastructure to outlying colonies.

Infrastructure, LG or normal, won't be available if the colony of origin is a destination or has need of the infrastructure it produces.

Civs will look for shorter journeys first. If two trips are the same length, they will prioritise LG, then normal, then trade goods.

I guess one option is to change that mechanic so they check LG/Infra for all distances and then check other goods for all distances. It would add some performance overhead.
Title: Re: v1.6.3 Bugs Thread
Post by: Black on April 19, 2020, 08:46:53 AM
Titan's environment is not updating:

(https://i.imgur.com/uOEQL3U.png)

DB attached.

It is updating. Take a screenshot, then update 5 days and compare.

Shouldn't there be non-zero Greenhouse Gas Pressure?
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 08:47:42 AM
Still seem to be not getting an event pop-up / game pause when my Geo Survey ship has completed its orders.

Just found it orbiting Sedna with no orders ( was survey nearest planet/moon ).

with "all events" shown there is no mention of vessel completing orders ( Event days 720 , Max events 1000 )

DavidR

PS    looking at the ship History ,  Sedna was surveyed on 18 Nov 2022 and I am currently at 14 January 2023 with no indication I have a vessel awaiting orders

Got the same thing, Survey fleet stopped about a month ago. No message.
Adding DB as example of this issue and the "all roads leads to Sol" as I got that one also in this game.
Title: Re: v1.6.3 Bugs Thread
Post by: muzzlehead on April 19, 2020, 08:51:01 AM
This is a minor bug:

If I open a Fleet's Set Speed input in the Naval Organization window under the Fleet Tab and I do not change the speed but just select OK as opposed to closing via the X, it throws a 'Function #939: Input string was not in a correct format'.

Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:51:54 AM
I don't know why you're so hostile, all you had to say was "yes, I am using the installations, not the terraforming modules".  The two gases aren't counted because of the (F), whatever that even means.  In the meantime, try using SM mode to add the gases.

(F) means frozen out. The gas has turned solid and is on the surface, not in the atmosphere. It will turn into gas once the temperature is high enough.
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 08:52:17 AM
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes.

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.   They'd rather just send wine, etc.  from Ceres to Earth than export any LG Infrastructure to outlying colonies.

Infrastructure, LG or normal, won't be available if the colony of origin is a destination or has need of the infrastructure it produces.

Civs will look for shorter journeys first. If two trips are the same length, they will prioritise LG, then normal, then trade goods.

I guess one option is to change that mechanic so they check LG/Infra for all distances and then check other goods for all distances. It would add some performance overhead.

honestly civvies not being perfect in what they trade might not be a bad thing. Sure it's a bit annoying when you want the colony to grow, but if you need it now! you can always produce and ship infrastructure yourself.

This way the civvies has "a mind of their own"
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:53:52 AM
v1. 6. 3

Unable to move a Ground Unit out of a Headquarters regiment to root (i. e.  not under any Headquarters Regiment).  The tree view updates but the HQ regiment details does not update.  Said unit reverted to be under the HQ when Closing and reopening the window.

See picture, drag and drop according to the red arrow.

Have you tried the Clear Hierarchy button?

That is a weird-looking font BTW.
Title: Re: v1.6.3 Bugs Thread
Post by: punchkid on April 19, 2020, 08:56:17 AM
I have a weird bug on my second research planet, where most of the population is in orbital habitats.
For some reason the button to Add RL is greyed out, even if I have more labs and the scientist has enough skill to handle more labs.
(https://i.imgur.com/d8qOGv6.png)
I have also attached my db, but this is a 1.5.1 game.


Edit: The problem fixed itself after closing and reopening the game. And it now works as it should
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 08:57:19 AM
The select increment length buttons on the galaxy map don't start a turn. The button gets highlighted, but no turn processing begins.

I'm not sure if this is a bug as I don't usually use Standing orders, But the "survey nearest survey location" order sent my GEV ship to do a geo survey.
I was under the impression that "Survey nearest body" was exclusively geo surveys, while "Survey next survey location" was exclusively grav surveys.
If I'm wrong then I apologise, if I'm right perhaps the label should be "Survey next Grav Location" or something like that.
Its possible the bug is happening because the whole system was already surveyed. I added more jump points and assumed those would unflag the system as being not explored. I was testing the bug where systems link back to sol and was wondering what the behaviour for hidden jump points would be. Probably working as intended as you can still resurvey the system by manually flagging each survey location.

Please can you recheck the standing orders. I haven't seen that bug before and it sounds like something that a lot of people would report.

Galaxy map buttons are also working fine for me.
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 08:57:41 AM
This is a minor bug:

If I open a Fleet's Set Speed input in the Naval Organization window under the Fleet Tab and I do not change the speed but just select OK as opposed to closing via the X, it throws a 'Function #939: Input string was not in a correct format'.

Got the same thing, I assume it's the same reason for you as me.
It seems be another one of the "Aurora is very picky about formatting" issues.

When I opened that menu the speed was shown as 1 300 instead of 1300. Changing it to 1300 made the error go away.
Permanent fix was to change another formatting setting on the PC. The digit grouping this time.

Edit: Would be nice if we did not have to do this all the time Steve. For when the bug torrent slows down a bit :)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:01:21 AM
Oh an unrelated thing that's persisted since 1.  0.  0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.   Presumably this is not WAI?

Please recheck. This bug was fixed in a previous version and obsolete classes are appearing in the Refit From dropdown for me.
Title: Re: v1.6.3 Bugs Thread
Post by: Spacemonkey969 on April 19, 2020, 09:02:14 AM
Function #2047: An item with the same key has already been added
On missile design window when I go to create a missle

New game no time increments have been used yet

Other windows open are
Ship design
Projects design

Other notes
The missle name I was trying to use first was the same as one from 5.  1.  1 I changed it and still got the same error
Used the default missile name and no error
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:03:09 AM
I have seen two different users today report a jump point found in Sol, which leads to Sol. One posted a screenshot.

Both users said when they jump through it, they appear where they came from—the same Sol system, not a duplicate.

The second user posted this description:

Quote
when i jumped through i was taken to the same sol system, I had "Real Systems" disabled and the starting year was set to 1
I managed to get this bug twice with these settings, so i think it the starting year may effect it somehow

I have just seen this.  My starting year was set to the default.  Notably my local system generation spread was set to 200, max number of systems was set to 200, and known stars is turned off.

Notably the ship transited the jump point and wound up exactly where it started (same jump point).

Was this random stars or real systems?
Title: Re: v1.6.3 Bugs Thread
Post by: Inglonias on April 19, 2020, 09:05:02 AM
I have seen two different users today report a jump point found in Sol, which leads to Sol. One posted a screenshot.

Both users said when they jump through it, they appear where they came from—the same Sol system, not a duplicate.

The second user posted this description:

Quote
when i jumped through i was taken to the same sol system, I had "Real Systems" disabled and the starting year was set to 1
I managed to get this bug twice with these settings, so i think it the starting year may effect it somehow

I have just seen this.  My starting year was set to the default.  Notably my local system generation spread was set to 200, max number of systems was set to 200, and known stars is turned off.

Notably the ship transited the jump point and wound up exactly where it started (same jump point).

Was this random stars or real systems?

I play exclusively random stars games and I've seen this happen in more than one game. It's a relatively easy fix. Just delete the jump point and create a new one until they stop leading back to Sol. Still, I have seen this occur.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:05:39 AM
Military ships can still have maintenance failures despite being in overhaul. However, total ship tonnage at the body exceeds maintenance capacity, so I'm not sure if this is working as intended or not.

If they are exceeding capacity I think they can still have failures, just at a reduced rate.
Title: Re: v1.6.3 Bugs Thread
Post by: Agoelia on April 19, 2020, 09:07:40 AM
I am experiencing massive swings in temperature on my colony every 2-3 in game days. Probably not WAI.
I think it's because all the frigusium is frozen, which leads to very high temperatures.
But then high temperature melts the frigusium, which leads to very low temperatures.
But then the frigusium freezes, and the cycle starts again. Pictures are taken 2 days apart.

Also, the surface temperature can go below absolute zero. This could be either an unrelated bug, or, as I believe, the cause of the aforementioned problem (frigusium is not supposed to freeze until absolute zero, right? That would solve the problem, if the game didn't allow sub-absolute zero temperatures).
Title: Re: v1.6.3 Bugs Thread
Post by: Fietsenstandaard on April 19, 2020, 09:07:49 AM
Posted before, but it is still here:

1.     Have a ship that is stranded without fuel.   
2.     Use a ship with a the tractorbeam to bring it home.     Both ships should be in the same fleet now.   
3.     Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.   
4.     The once stranded ship now has a speed of 300.   000 km/s.     After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.   
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:08:24 AM
The function number: 2398
The complete error text: Function #2398: Object reference not set to an instance of an object. 
The window affected: Tactical View
What you were doing at the time: Pressing 5 day increment to let research complete
A conventional start: Yes
A random stars game: No
Is the bug easy to reproduce, intermittent or a one-off: One-off
A long campaign - say 75 years or longer:  No
The length of the campaign: 3 years

The bug: Above error message is fired while waiting for time to pass.   There was a series of "Increment Adjustment" messages prior to this happening.     Attaching my database with my game "Astoria". 

Steps to reproduce:
 1.   Open game "Astoria"
 2.   Press 5 Day increment button on tactical view

Edit: It seems to have gone away after closing the game and reopening.

Thanks for the very complete bug report. I can't recreate the bug (probably because of the closing an opening you mentioned. The error was is in assignment of officers so may have been a one-off weird situation.
Title: Re: v1.6.3 Bugs Thread
Post by: Agoelia on April 19, 2020, 09:09:25 AM
I have seen two different users today report a jump point found in Sol, which leads to Sol. One posted a screenshot.

Both users said when they jump through it, they appear where they came from—the same Sol system, not a duplicate.

The second user posted this description:

Quote
when i jumped through i was taken to the same sol system, I had "Real Systems" disabled and the starting year was set to 1
I managed to get this bug twice with these settings, so i think it the starting year may effect it somehow

I have just seen this.  My starting year was set to the default.  Notably my local system generation spread was set to 200, max number of systems was set to 200, and known stars is turned off.

Notably the ship transited the jump point and wound up exactly where it started (same jump point).

Was this random stars or real systems?

In my case, it was random stars. I am one of the users who reported the problem.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:11:19 AM
A user posted that he was able to add oxygen to Mars' atmosphere from ground-based terraformers, despite having 0 colonists on the planet. Note the negative workers in this user's screenshot:

(https://i.imgur.com/y2QVrpT.png)

That should be picked up by the manufacturing efficiency. How much are they adding compared to normal?
Title: Re: v1.6.3 Bugs Thread
Post by: Resand on April 19, 2020, 09:14:11 AM
Military ships can still have maintenance failures despite being in overhaul. However, total ship tonnage at the body exceeds maintenance capacity, so I'm not sure if this is working as intended or not.

If they are exceeding capacity I think they can still have failures, just at a reduced rate.

Not according to the change log, unless you changed your mind between then and now of course  ;)

I seem to be unable to figure out how to link to a post, but from about half way down on page two of C# Aurora Changes List v1.00:

7)   Ships can enter overhaul in the same way as they do now, except they can also do this at a deep space Maintenance Location as well as at a population. Overhauls will proceed at a slower rate (and use fewer MSP) if the total tonnage of the ships being maintained exceeds the Total Maintenance Capacity. However, ships undergoing overhaul will not suffer maintenance failures in this situation.
Title: Re: v1.6.3 Bugs Thread
Post by: gor on April 19, 2020, 09:15:51 AM
Quote from: Steve Walmsley link=topic=10902. msg125711#msg125711 date=1587305479
Quote from: Ancalagon link=topic=10902. msg125570#msg125570 date=1587272727
A user posted that he was able to add oxygen to Mars' atmosphere from ground-based terraformers, despite having 0 colonists on the planet.  Note the negative workers in this user's screenshot:

(https://i. imgur. com/y2QVrpT. png)

That should be picked up by the manufacturing efficiency.  How much are they adding compared to normal?

Same happened to me.  You can terraform with ground installation if you have 0 pop with full efficiency.  Whit even 1 people manufacturing efficiency kicks in and it works normal. 
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:16:16 AM
Seems there are lots of issues in the current version with dead ends forming in the galaxy, NPRs spawning close to Sol, and multiple jump points leading to Sol. They perhaps may all be somewhat related.

I just ran a random start with 5 NPRs. Systems numbers are well distributed, so that isn't the issue. However, Sol is set to number zero, which makes me suspicious that it is somehow ending up as a default destination. I'll keep digging.
Title: Re: v1.6.3 Bugs Thread
Post by: pwhk on April 19, 2020, 09:21:33 AM
Quote from: Steve Walmsley link=topic=10902.  msg125696#msg125696 date=1587304432
Quote from: pwhk link=topic=10902.  msg125529#msg125529 date=1587261660
v1.   6.   3

Unable to move a Ground Unit out of a Headquarters regiment to root (i.   e.    not under any Headquarters Regiment).    The tree view updates but the HQ regiment details does not update.    Said unit reverted to be under the HQ when Closing and reopening the window.   

See picture, drag and drop according to the red arrow. 

Have you tried the Clear Hierarchy button?

That is a weird-looking font BTW. 

Clear Hierarchy button does work fine.   Admittedly that was not an intuitive action to me (compared to drag&drop to root, especially it works in reverse i. e.  putting unit under hierarchy), I thought that the button would delete all hierarchies. 
Title: Re: v1.6.3 Bugs Thread
Post by: Nori on April 19, 2020, 09:22:31 AM
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.

Thanks for the DB. Very helpful. An pre-industrial NPR has been generated in that system with no technology or ships. Unfortunately, the game is struggling because it expects technology. I need to fix the code to allow for that. It is something I never got around to testing :(

EDIT: Seems to be fixed now.
Nice. Thanks, I wasn't aware NPRs could be generated pre-industrial. So far these blokes have been pretty boring. I've been  creeping on them for a decade or so and they have done nothing. Might have something to do with the 0 installations on their planet. Guess I'll have to subjugate them. For their own good of course.

On a similar note, should I be able to communicate with them? I've had a diplo ship in orbit for at least a decade and there have been no communication attempts.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 09:27:43 AM
Seems there are lots of issues in the current version with dead ends forming in the galaxy, NPRs spawning close to Sol, and multiple jump points leading to Sol. They perhaps may all be somewhat related.

I just ran a random start with 5 NPRs. Systems numbers are well distributed, so that isn't the issue. However, Sol is set to number zero, which makes me suspicious that it is somehow ending up as a default destination. I'll keep digging.

Confirmed bug - you are much more likely to enter an existing system in random stars - avoid random stars until I fix it. Will be v1.7.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 19, 2020, 09:29:08 AM
Is Aestusium freezing not a bug the same way the other one boiling was?
Title: Re: v1.6.3 Bugs Thread
Post by: MarcAFK on April 19, 2020, 09:29:42 AM
I generated a new game and setup a standing order grav survey. The ship went out as expected for both types of Standing grav orders. But after using spacemaster to survey the entrie system, then adding a new jump point the standing order wouldn't re survey the system. I expect this is working as intended, however if theres a possibility of dormant jump points there should be a way to flag the system as unsurveyed.
I then sent the ship out to manually resurvey teh system, and it went through the jump points, but didn't find the new Jump point.
Also, Any jump points added with space master aren't visible on the System Generation screen, untill surveyed.

Oh and I checked the Galaxy Map. It Works unless you press the auto turns button, then it doesn't. Untill Auto turns is switched off again.
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 19, 2020, 09:29:56 AM
http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-10-46.png

http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-11-11.png

The images don't seem to be appearing.

Do you have .NET frameworks 4.0 or later installed? Once I get around to a proper installation program that should be sorted but you can add it manually in the meantime. That may be the cause of the Entity Frameworks error. Most windows users will have it installed anyway because another program will have included it.

Yes, I have .Net properly installed. I'm sure the game would fail to run if I didn't.

I've replaced the images with their URLs should you wish to see them.
Title: Re: v1.6.3 Bugs Thread
Post by: ExChairman on April 19, 2020, 09:44:09 AM
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232
Title: Re: v1.6.3 Bugs Thread
Post by: Kristover on April 19, 2020, 09:46:04 AM
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

I had something similar in my games but I found if I closed out the window and reopened, it updated the numbers.  I would try that to see if it works.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 19, 2020, 09:47:44 AM
Not sure if its a bug or even mentioned. Doing a heavy tracked artillery piece, but armor doesn't add to weight of unit...

Light Armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

Heavy armour:
Quote
Transport Size (tons) 116     Cost 4.64     Armour 16     Hit Points 48
Annual Maintenance Cost 0.58     Resupply Cost 45
Heavy Bombardment:      Shots 3      Penetration 20      Damage 60
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 15      Damage 10

Vendarite  4.64   
Development Cost  232

I had something similar in my games but I found if I closed out the window and reopened, it updated the numbers.  I would try that to see if it works.

I've noticed some of these bugs actually require you to completely restart the game sometimes.
Title: Re: v1.6.3 Bugs Thread
Post by: db48x on April 19, 2020, 09:49:46 AM
Here's a fun one: if two jump stabilization ships stabilize a Lagrange point for the same body, they both add a new Lagrange point, which end up overlapping. See LP1 and LP2 in this image:

(http://db48x.net/temp/Screenshot%20from%202020-04-19%2007-44-59.png)
http://db48x.net/temp/Screenshot%20from%202020-04-19%2007-44-59.png

In this case the second ship started about a hundred days after the first.

Edit: and having both ships working on the project didn't reduce the time either of them took.
Title: Re: v1.6.3 Bugs Thread
Post by: stabliser on April 19, 2020, 10:16:21 AM
v1. 6. 3  Not conventional start.  not know systems.
very minor bug

A gas giant (VII) in a new system has moons numbered 42-64.
Coincidentally the moons of 2 other gas giants (IV & V) total 41.

I noticed moons 1-39 missing in a previous version setup similarly.


Totally immersed in this game, thanks very much Steve.
Title: Re: v1.6.3 Bugs Thread
Post by: Inglonias on April 19, 2020, 10:38:35 AM
1.6.3, minor bug regarding having multiple name themes:

I can't get the name theme list to be sorted alphabetically in the menu. If I start from the top of the alphabet, it works ok until about the midpoint, then names start appearing in reverse order.

Exact same issue if I start from the bottom of the alphabet and go up. Very peculiar and probably not worth fixing unless you truly have nothing better to do. :)
Title: Re: v1.6.3 Bugs Thread
Post by: doodle_sm on April 19, 2020, 10:40:25 AM
3 Player Race Start.

deleted 2 population species from Earth and SpaceMastered populations on different planets. Couldn't assign anyone to govern Mars, so I pressed "replace all" now there are no commanders/admins/scientists/generals
(https://gyazo.com/3bafbd5bbb7914a8b8cd6cc5a218e2b1.png)

Pressed Replace All again and got this error
(https://gyazo.com/5147d8c715e6a44db81b375889475375.png)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 11:05:49 AM
In the summary tab, a planet's atmosphere will show as "not breathable" even if it is, just without water availability.

Was is the oxygen percentage?
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 11:06:38 AM
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?

Not bad luck, bad coding :)
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 19, 2020, 11:07:55 AM
Hi
ive got an massive performance issue with a new game, and i was able to reproduce it several times with my game.   
When i set sub-Pulse to 1 day, enable automated turns, and then increment 5 days, my cpu usage goes sky high, and the game takes 'ages' to load
Version: 1.   63
New game, no real star system

https://drive.   google.   com/open?id=1lfSCZarkzEdympr-y845RMICn1ll4nEs

other increments didnt cause this issue as far as i noted
also: closing the game keeps it open in background, running with 25% cpu usage (1 core fully used)

I have had a similar bug with using player-designated subpulse length in previous versions. Usually, when you set 20-minute subpulse and progress time forward by 5 days (360 subpulses total), it happens pretty much instantly. However, sometimes instead of being instant, a single 5-day turn will suddenly take several minutes to process for seemingly no underlying reason. I haven't reported it yet because it's inconsistent, but next time I notice it I'll try to save a DB where it's highly reproducible.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 11:10:05 AM
v1. 6. 3

- Classes that are prototypes show up in "Class" dropdown when scrapping ships.
- Civilian classes and their ships show up in "Class" and "Ship Name" dropdowns when scrapping ships.  Does that mean I can actually order scrapping of ships of Shipping Lines?  :-\

Did you somehow have an active ship from a prototype class? You shouldn't be able to see a class unless or more ships of that class are in orbit.

Fixed the civilian issue.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 11:14:11 AM
Adding an order template to the orders of a ship will remove any other orders, and replace with only whats in the template.

Adding a tractor any ship in fleet(the auto created Space Station fleet) to a template order does not work if the Space Station fleet has been recreated while your ship is underway.
It can be added to the template, but using the template means it will simply skip the tractor ship order.

Using cycle moves or repeat orders for tractor any ship in fleet for Space Station fleet does not work if fleet has been re created in the meantime.
It will simply go through all orders until the next tractor ship order and report Orders completed.

I am constructing Orbital habitats and trying to automate the towing of them to another system, but because of the above problems this is impossible.

Removing orders is working as intended: http://aurora2.pentarch.org/index.php?topic=10637.0

A fleet is a distinct object. Creating a new fleet with the same name is a different object. The order is looking for the first fleet and won't recognise the second. I probably need to allow space stations to have a default fleet, like shipyards.

EDIT: Added the space station fleet option.
Title: Re: v1.6.3 Bugs Thread
Post by: Castinar on April 19, 2020, 11:20:03 AM
Don't know that that is the issue --- I started with 350 pop and had it pop up (1.6.1, before the fix in 1.6.3 --- where w/ 350 pop it didn't appear).

I think the issue is that if your starting tech researched by auto research includes Spinal Mount, you will get this problem. If it isn't a tech you get, then you wont see the problem.

So - did your pop 350 race that have the issue get spinal mount tech?  ???
In both saves I had 350 pop starting, in neither I had spinal mount tech.  Not to say one of two NPCs in each didn't have it --- don't know (and one was in 1.6.1 before Steve made an update where this particular bug was hopefully quashed -- though obviously it's scuttling around in the dark somewhere as other 1.6.3 users are still getting it).
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 19, 2020, 11:22:23 AM
This might just be bad luck, but I have yet to find a single NPR (not spoiler races) who is willing to communicate with me in C#. I asked briefly on Discord, and nobody who answered has found one yet either.

(https://i.imgur.com/te2QP5D.png)
Title: Re: v1.6.3 Bugs Thread
Post by: johiah on April 19, 2020, 11:22:56 AM
Quote from: Steve Walmsley link=topic=10902.   msg125701#msg125701 date=1587304881
Quote from: johiah link=topic=10902.   msg125549#msg125549 date=1587267223
Oh an unrelated thing that's persisted since 1.     0.     0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.      Presumably this is not WAI?

Please recheck.    This bug was fixed in a previous version and obsolete classes are appearing in the Refit From dropdown for me.   
I don't have any obsolete ships to refit in my save right now, but it was definitely occurring for my survey ships.   It might have functioned properly for my colony and freighter ships but I can't recall if I marked them obsolete or not before refitting them.

Ok so I just tried again with a troop transport and it worked that time.  I'm 90% sure it didn't for my geosurvey craft, so I don't know what the deal is.
Title: Re: v1.6.3 Bugs Thread
Post by: DFNewb on April 19, 2020, 11:24:44 AM
Quote from: Steve Walmsley link=topic=10902. msg125701#msg125701 date=1587304881
Quote from: johiah link=topic=10902. msg125549#msg125549 date=1587267223
Oh an unrelated thing that's persisted since 1.   0.   0, if you mark an old ship design as obsolete it doesn't appear as a design you can select for refitting, yet you can select it for scrapping.    Presumably this is not WAI?

Please recheck.  This bug was fixed in a previous version and obsolete classes are appearing in the Refit From dropdown for me.
I don't have any obsolete ships to refit in my save right now, but it was definitely occurring for my survey ships.

Can confirm and it's on the same DB I attached earlier. I can also select civilian ships to scrap.
Title: Re: v1.6.3 Bugs Thread
Post by: Ancalagon on April 19, 2020, 11:25:47 AM
A different diplomacy bug, from a user on Discord:

Despite not having communications with this race, when they popped into Sol for the first time they were sent a message to leave:

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

And then they accepted:

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

According to what I read in the C# Diplomacy changes, this is supposed to require open communications between both sides.
Title: Re: v1.6.3 Bugs Thread
Post by: Inglonias on April 19, 2020, 11:55:21 AM
Not sure if this is a bug, or bad luck, but in the first 2 years as conventional start I've had every single of my 3 start NPRs visit me in Sol. And I have literally no ships or anything! It's strange, never seen this before. Anyone else had a similar issue?

Not bad luck, bad coding :)

Out of curiosity, how long has this bug been present? I've noticed that NPRs tend to find me far faster, even before 1.6.3
Title: Re: v1.6.3 Bugs Thread
Post by: sneer on April 19, 2020, 11:59:59 AM
You are too fast with patches Steve for me  ;)
I'm at 1.51 but I have noticed something that worried me
I found NPR - went with beam fleet at 100km to theire home world after being hostile ( I killed some ships at one of asteroids earlier) and there was no reaction
I killed all shipping ( there were 3 or 4 screens of ships within target lists and few million tonnage) and was not shot back until  I hit shipyards
I have DB save if needed
Title: Re: v1.6.3 Bugs Thread
Post by: Prapor on April 19, 2020, 12:06:42 PM
1) Launch Aurora
2) Enable SM
3) Open " system Generation and .."
4) Click " Create system»
5) the Input string of function # 2668 was in the wrong format

It is treated by replacing a dot with a comma in the line Minimum Star Mass
Title: Re: v1.6.3 Bugs Thread
Post by: Droll on April 19, 2020, 12:13:56 PM
Fighter Pod bays do not show up on the tech overview tab even though there is a category for them.

Likewise fighter pods also do not show up under the missile tab of the tech overview tab.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:22:28 PM
It seems salvaging a hull will update the info on components but not hull size. Any time a wreck is spotted for a known class it should update the hull size for that class (or create a new entry if there is none yet)

Salvaging will now update hull size.
Title: Re: v1.6.3 Bugs Thread
Post by: MinuteMan on April 19, 2020, 12:24:13 PM
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'

Repost from 1.40 thread. But tested and is still present in v1.6.3
Title: Re: v1.6.3 Bugs Thread
Post by: Iceranger on April 19, 2020, 12:24:44 PM
Hi Steve, 2 minor bugs regarding the :

1, The missile description text box in missile design window is editable

2, The flight time shown in the missile design window can be inconsistent to other data, probably some due to rounding:
(https://cdn.discordapp.com/attachments/388444714577297408/701480817934729347/unknown.png)
In the image above, the flight time shows as 43 seconds. However, if we use the total fuel (861), engine fuel consumption (70217.21) to caluculate the flight time, it gives 861/70217.21*3600 = 44.143 which is apparently close to 44 seconds. Note that the fuel amount is rounded down in the display (0.3447 * 2500 = 861.75), so I don't understand why the flight time is 1 second less than it should be...
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:30:58 PM
Not sure if a bug or a feature but you can click create colony button in system view window as many times as you like creating infinite number of colonies on the same body.

(https://i.postimg.cc/hPxFTcyD/problem2.jpg)

Feature - you can create multiple colonies, although on reflection I think I will limit it to one per species per race.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:37:51 PM
Hi Steve,

The bug with clicking 'cancel' in the race creation menu still exists in 1. 6. 3.  To confirm this, I installed a fresh version of 1. 5. 1 then patched it to 1. 6. 2 and then to 1. 6. 3

Repro steps are:
1) Open game info screen
2) Click 'New Game'
3) Click 'Create Game'
4) Click 'Cancel'

A new game will be created regardless and after completion you'll be met with a blank map and scrolling with the mousewheel will throw null reference exceptions at function #1616.

Thanks

I can't recreate. Cancels for me with no issues. Can you confirm version number on Misc tab of Tactical Map please.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:38:34 PM
Not sure if a bug.

If you scrap a mothership with fighters aboard, the fighters are destroyed and they launch their lifepod... Oops  :P

Not a bug, just a bad idea :)

I should probably add some to remove the fighters when the scrap order is given.
Title: Re: v1.6.3 Bugs Thread
Post by: insanegame27 on April 19, 2020, 12:39:01 PM
Function #2664: Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index

After closing that popup, I get Function #2662: Object reference not set to an instance of an object



No clue what tripped it, wasn't fatal and the game continued on.  Conventional start, happened around July 2029 from a 2025 start.  Possibly something to do with queuing multiple scientists with multiple projects?
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:51:03 PM
Got an error whenever I try to open the research screen.

Error: 2196 Object reference not set to instance of an object.

DB attached


EDIT: I think it had to do with me completing a tech by decompiling components while those techs were either queued or the first part of a queue for research,

I tried loading the game, but there were too many errors. I think you are on the right lines with the problem.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:58:06 PM
When i try to save game.

https://imgur.com/Wi9OTdK

The error is because somehow the game is trying to save two different event colours for the same event for the same race. That is code I haven't touched since v1.0 so no idea why it is happening now :(
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 12:59:06 PM
A minor issue - "Research Proto" button creates a research project but does not use the latest name from original prototype component (P).  To reproduce:

1.  Create a prototype component with default name.
2.  Go to technology report window and rename your prototype.
3.  Go to class design and turn class prototype into research prototype.
4.  Newly created research project will not have your latest prototype component name.

That is because you are renaming the component, rather than the associated research project.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:01:47 PM
I've found one of my freighters is taking a longer route through Lagrange points rather than travelling direct.

In the screenshot below, you can see that FT Yokosuka has just exited LP3 on the right-hand edge of the screen headed for Omuamua. It started at Earth and went to LP2 to get to LP3. On the way back to Earth it goes direct (second screenshot).

(http://db48x.net/temp/Screenshot%20from%202020-04-19%2006-02-18.png)
(http://db48x.net/temp/Screenshot%20from%202020-04-19%2006-15-42.png)

Was the situation different in terms of Lagrange point position when the freighter received its orders?
Title: Re: v1.6.3 Bugs Thread
Post by: Inglonias on April 19, 2020, 01:05:56 PM
Hi Steve,

The bug with clicking 'cancel' in the race creation menu still exists in 1. 6. 3.  To confirm this, I installed a fresh version of 1. 5. 1 then patched it to 1. 6. 2 and then to 1. 6. 3

Repro steps are:
1) Open game info screen
2) Click 'New Game'
3) Click 'Create Game'
4) Click 'Cancel'

A new game will be created regardless and after completion you'll be met with a blank map and scrolling with the mousewheel will throw null reference exceptions at function #1616.

Thanks

I can't recreate. Cancels for me with no issues. Can you confirm version number on Misc tab of Tactical Map please.

I vouch for this. Are you pressing the correct cancel button? It's this one (and no that is not my race image)

(https://i.imgur.com/nMM0UBc.png)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:07:43 PM
http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-10-46.png

http://db48x.net/temp/Screenshot%20from%202020-04-18%2017-11-11.png

The images don't seem to be appearing.

Do you have .NET frameworks 4.0 or later installed? Once I get around to a proper installation program that should be sorted but you can add it manually in the meantime. That may be the cause of the Entity Frameworks error. Most windows users will have it installed anyway because another program will have included it.

Yes, I have .Net properly installed. I'm sure the game would fail to run if I didn't.

I've replaced the images with their URLs should you wish to see them.

Now my anti-virus is blocking the image links :)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:10:05 PM
A different diplomacy bug, from a user on Discord:

Despite not having communications with this race, when they popped into Sol for the first time they were sent a message to leave:

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

And then they accepted:

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

According to what I read in the C# Diplomacy changes, this is supposed to require open communications between both sides.

It is, but I haven't fixed that bug yet :)
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:13:09 PM
Function #2664: Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: Index

After closing that popup, I get Function #2662: Object reference not set to an instance of an object



No clue what tripped it, wasn't fatal and the game continued on.  Conventional start, happened around July 2029 from a 2025 start.  Possibly something to do with queuing multiple scientists with multiple projects?

Found and fixed. Should not affect rest of game. It was a problem with gaining random tech from ruins.
Title: Re: v1.6.3 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:15:56 PM
Locking thread as releasing v1.7 soon.