Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 19, 2020, 01:16:54 PM

Title: v1.70 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 01:16:54 PM
Please post bugs in this thread for v1.7

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 v1.7

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: v1.70 Bugs Thread
Post by: DFNewb on April 19, 2020, 01:30:29 PM
Developer mode button.
Title: Re: v1.70 Bugs Thread
Post by: lentik on April 19, 2020, 01:30:39 PM
Steve . . .  Designer Mode is on
Title: Re: v1.70 Bugs Thread
Post by: IanD on April 19, 2020, 01:37:44 PM
Hi Steve
I have noticed that in SM mode you can no longer instant industry including ordnance; add/subtract minerals or change dust and radiation in the atmosphere. Is this as intended? Or am I too stupid to work out how!
I would like a small stock of missiles for the ships I SMed into existence
Ian
Title: Re: v1.70 Bugs Thread
Post by: Iceranger on April 19, 2020, 01:39:33 PM
Hi Steve, 2 minor bugs regarding the missile design window. Reported for 1.6.2 and reporducred in 1.7.0:

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: v1.70 Bugs Thread
Post by: Randy on April 19, 2020, 01:53:51 PM
I think the missile design text is editable so you can copy and paste it out...
Title: Re: v1.70 Bugs Thread
Post by: mike2R on April 19, 2020, 01:54:52 PM
Minor weirdness.  When using the New Hull button, the added type appears in the list as "ABRV Hull Name", while all the pre-loaded ones appear as "Hull Name ABRV".
Title: Re: v1.70 Bugs Thread
Post by: Randy on April 19, 2020, 02:01:22 PM
Reported in 1.6.3, still ahppens in 1.7.0:

On the Economics screen - research tab. Select radio to show completed tech (make sure you can see a list of completed techs).

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...

The before pic is showing completed tech.

The after pic is showing after clicking "System Body" in the lower left corner - now showing available tech.


Title: Re: v1.70 Bugs Thread
Post by: Randy on April 19, 2020, 02:06:05 PM
Still seeing the Spinal error on creating a player race in 1.7.0

This using starting pop of 1000, auto design ships and ground units and tech...

Also still see missile engines...

And duplicate components...



Title: Re: v1.70 Bugs Thread
Post by: DFNewb on April 19, 2020, 02:09:23 PM
(https://i.imgur.com/k50Nltg.png)

Related to an above post about missiles.

missile seemed to research and work normally tho.
Title: Re: v1.70 Bugs Thread
Post by: Randy on April 19, 2020, 02:17:06 PM
Also still auto researches heavy ground unit armour, without auto researching heavy ground units.

First pic is completed ground combat tech, second is available ground combat tech.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 02:18:25 PM
I think the missile design text is editable so you can copy and paste it out...

Yes, that is correct. Changing it does nothing.
Title: Re: v1.70 Bugs Thread
Post by: TMaekler on April 19, 2020, 02:21:00 PM
"Instant" in the "Unit Class Design" does not lower the amount of "Instant Research Points". Intentional?
Title: Re: v1.70 Bugs Thread
Post by: johiah on April 19, 2020, 02:23:45 PM
I gave a cursory search of this and couldn't find it previously reported anywhere.   I figured better safe than sorry, and the discord encouraged me to report this despite being for 1.  6.  3.   For the last hour my game has been running 5 second cycles.   I opened up the database and my best guess is that an error 4 was thrown in combat between spoilers and a ground force on a mining colony.   Aside from fixing it for future versions if there's any way I can fix it for my current save I would very very much appreciate that.   Image and DB below.  I also get an error 311 sometimes while looping through the five second intervals infinitely.
Title: Re: v1.70 Bugs Thread
Post by: Black on April 19, 2020, 02:31:34 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?
Title: Re: v1.70 Bugs Thread
Post by: smoelf on April 19, 2020, 02:33:26 PM
The 'Exclude High Grav' button in the mineral search window excludes everything other than high-gravity planetary bodies.
Title: Re: v1.70 Bugs Thread
Post by: knife644 on April 19, 2020, 02:39:34 PM
Thanks for hard work steve :)
Title: Re: v1.70 Bugs Thread
Post by: DFNewb on April 19, 2020, 02:40:28 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Yes same issue, tried every-way I can, can't even unload colonists on planets anymore.

Major bug.
Title: Re: v1.70 Bugs Thread
Post by: Speagott90 on April 19, 2020, 02:42:10 PM
Quote from: Black link=topic=10934. msg125850#msg125850 date=1587324694
I am unable to create colonies in 1. 70.  I tried clean install, update from 1. 6. 3.  and even from 1. 0.  But nothing helps.  I click the button and colony is not created.  Anyone encountered this?

I am having this problem as well.
1. 7 updated from 1. 6. 3 (deleted exe and db before copying)
Conventional start, trying to create colony on Mars from the system window, nothing happens.
Title: Re: v1.70 Bugs Thread
Post by: Ektor on April 19, 2020, 02:42:13 PM
Besides being unable to create colonies, it seems the windows I open aren't appearing. I can see them on the taskbar but they don't appear.
Title: Re: v1.70 Bugs Thread
Post by: Inglonias on April 19, 2020, 02:42:28 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?
Confirmed. This is a gamebreaker.
Title: Re: v1.70 Bugs Thread
Post by: GodEmperor on April 19, 2020, 02:43:11 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Yes same issue, tried every-way I can, can't even unload colonists on planets anymore.

Major bug.
That makes three of us.
Title: Re: v1.70 Bugs Thread
Post by: Demonius on April 19, 2020, 02:46:21 PM
confirmed game breaker
Title: Re: v1.70 Bugs Thread
Post by: Pedroig on April 19, 2020, 02:46:57 PM
Tried in SM mode as well.  New game, and also original game db....

Will await 1.71 tomorrow.  ;)
Title: Re: v1.70 Bugs Thread
Post by: Randy on April 19, 2020, 02:59:53 PM
It also appears to consume major system resources while running. As in mouse pauses/becomes unresponsive even when not processing a turn...
Title: Re: v1.70 Bugs Thread
Post by: Ancalagon on April 19, 2020, 03:01:08 PM
I also can't create any colonies on v1.7.  Makes for a very peaceful gameplay experience.  :)

Also, unrelated bug: the industrial screen on v1.7 opens up on my second monitor for some reason the very first time I open it. That never happened on other versions of C#. That might be bad for people who don't have two monitors.
Title: Re: v1.70 Bugs Thread
Post by: Iceranger on April 19, 2020, 03:05:52 PM
I think the missile design text is editable so you can copy and paste it out...

Yes, that is correct. Changing it does nothing.

There is probably a property somewhere that allows copy but not edit. Something like TextBox.ReadOnly = true should fix it?
Title: Re: v1.70 Bugs Thread
Post by: freddy72nz on April 19, 2020, 03:07:05 PM
Hi there,

I am running Linux Mint and when I run Aurora. exe I get the following error messages one after the other:

Function #2490: cannot call this method if SelectionMode is SelectionMonde. None
Function #2492: cannot call this method if SelectionMode is SelectionMonde. None
Function #2493: cannot call this method if SelectionMode is SelectionMonde. None

Then it loads into the map screen and everything seems to work from there.  Not sure what it's missing but I am a complete neophyte at this amazing game :)

Thanks!
Title: Re: v1.70 Bugs Thread
Post by: HeroicHan on April 19, 2020, 03:07:18 PM
System connection/numbering is super weird in this version.
Started a new game, 1. 7.
Random Stars, 100 star limit, 50/15 for local.

I wanted to 'map' a galaxy by space master exploring all the jump points.
Firstly, I could go over 100 systems.  I stopped at 101, but definitely could have gone more. 
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point).
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id.  (which isn't available to display easily anymore)
In 1. 7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.
Title: Re: v1.70 Bugs Thread
Post by: Froggiest1982 on April 19, 2020, 03:17:12 PM
System connection/numbering is super weird in this version.
Started a new game, 1. 7.
Random Stars, 100 star limit, 50/15 for local.

I wanted to 'map' a galaxy by space master exploring all the jump points.
Firstly, I could go over 100 systems.  I stopped at 101, but definitely could have gone more. 
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point).
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id.  (which isn't available to display easily anymore)
In 1. 7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.

100 Stars limit is not exact limit. This tells Aurora when to start generating new Systems but all the systems already generated before reaching that number do have already their JP generated prior the reach of the cap. It is quite normal to have more than 100 systems. What is intended with 100 system limit is to do not reach 200 or even 250 for instance. This was also for VB6 Aurora. It can happen to have dormient JP and I think it's same for C#, I believe I've asked once during development and Steve confirmed. The last part I don't know, maybe a bug.
Title: Re: v1.70 Bugs Thread
Post by: GreyGoldFish on April 19, 2020, 03:23:24 PM
I've been having the following bug since 1. 0:

On the fleet menu if I select a ship that was designed with armor rating 0 then had its armor updated I get a "Function #2801: Attempted to divide by zero" pop up.   I didn't know you weren't supposed to design ships with no armor unless they were a space station, which is how I found out about this bug. 

It's easy to reproduce, all I had to do in the new version was to toggle space master mode, unlock a ship design, change its armor rating to 0, click the update armor button and click on the ship in the fleet menu. 
Title: Re: v1.70 Bugs Thread
Post by: Vivalas on April 19, 2020, 03:31:03 PM
Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.
Title: Re: v1.70 Bugs Thread
Post by: rainyday on April 19, 2020, 03:47:59 PM
Quote from: Black link=topic=10934. msg125850#msg125850 date=1587324694
I am unable to create colonies in 1. 70.  I tried clean install, update from 1. 6. 3.  and even from 1. 0.  But nothing helps.  I click the button and colony is not created.  Anyone encountered this?

Oof.  I just spent two hours setting up ship and ground unit designs, medals and all sorts of stuff for my first ever non conventional start and then ran smack into this on turn 1 trying to drop Infrastructure on Luna. 

Back to my 1. 5. 1 game for now.  Hope the next patch isn't save breaking.
Title: Re: v1.70 Bugs Thread
Post by: SpikeTheHobbitMage on April 19, 2020, 04:04:21 PM
Confirmed: Create Colony button in System View not working.  Worked in 1.6.3.
Confirmed: Economics window is being created off screen.
Title: Re: v1.70 Bugs Thread
Post by: serger on April 19, 2020, 04:16:24 PM
Seems like if you make formation template, and/or make a unit from this tempte, and that formation have some auto-assigned rank, and after it you delete this rank - you'll have error Function #1752: Object reference not set to instance of an object.
Title: Re: v1.70 Bugs Thread
Post by: Tyrannus Rex on April 19, 2020, 04:18:56 PM
Economics screen popping up off screen and about one in every eight instances partial cutoff of screen usually the colony section.   

Edit: Depends on if clicking on construction or research tab to create cutoff. 
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 04:45:13 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Sigh! I think everything is fine and I turn my back for a moment and there is a game-breaker :)

Confirmed problem and already fixed. However, due to my blood-alcohol level I think I would be better sorting out the 1.7.1 patch in the morning. No DB update required.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 19, 2020, 04:46:04 PM
Economics screen popping up off screen and about one in every eight instances partial cutoff of screen usually the colony section.   

Edit: Depends on if clicking on construction or research tab to create cutoff.

Try clicking the Reset Windows button on the tactical map
Title: Re: v1.70 Bugs Thread
Post by: HeroicHan on April 19, 2020, 04:46:21 PM
Quote from: froggiest1982 link=topic=10934. msg125880#msg125880 date=1587327432
Quote from: HeroicHan link=topic=10934. msg125878#msg125878 date=1587326838
System connection/numbering is super weird in this version. 
Started a new game, 1.  7. 
Random Stars, 100 star limit, 50/15 for local. 

I wanted to 'map' a galaxy by space master exploring all the jump points. 
Firstly, I could go over 100 systems.   I stopped at 101, but definitely could have gone more.   
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point). 
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id.   (which isn't available to display easily anymore)
In 1.  7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.

100 Stars limit is not exact limit.  This tells Aurora when to start generating new Systems but all the systems already generated before reaching that number do have already their JP generated prior the reach of the cap.  It is quite normal to have more than 100 systems.  What is intended with 100 system limit is to do not reach 200 or even 250 for instance.  This was also for VB6 Aurora.  It can happen to have dormient JP and I think it's same for C#, I believe I've asked once during development and Steve confirmed.  The last part I don't know, maybe a bug.

I'm not sure where your information is from, so I tested it myself.
In a random stars game, vb6 aurora, the game will only generate systems from 1 to the cap.  Sol (0) seems to be excluded from any rules.
You can change the limit at any time, but if you try to force generate a system with no free ID's between 1 and your cap, the game just crashes.
Additionally my understanding was nothing existed beyond a jump point until it was explored.  Until then it is just a vacant exit leading to somewhere or anywhere.
Dormant jump points are what happens when a new system's jump point rolls an already existing system that has been explored, and it adds a new jump point.

Anyways, C# 1. 7 : Seems to not be assigning ID's to systems in the usual fashion, and is not linking to existing systems, possibly for that reason.

I also did some testing in 1. 6. 3 to see the differences in galaxy generation.  On a 100 system limit, things were mostly as expected, but I was getting some numbers like 102, 105, and the -3. 
All of these numbers that fell "out of bounds" were systems that were within the local generation limit of 15.  For example, it was something like 91 connected to 102.
In vb6, local generation wrapped over the limit, so ID's like 999 could connect to ID's like 2, 3, 4.

Anyways, working as intended or not this is what I've found.  Hope it's useful.
Title: Re: v1.70 Bugs Thread
Post by: Froggiest1982 on April 19, 2020, 05:15:06 PM
Quote from: froggiest1982 link=topic=10934. msg125880#msg125880 date=1587327432
Quote from: HeroicHan link=topic=10934. msg125878#msg125878 date=1587326838
System connection/numbering is super weird in this version. 
Started a new game, 1.  7. 
Random Stars, 100 star limit, 50/15 for local. 

I wanted to 'map' a galaxy by space master exploring all the jump points. 
Firstly, I could go over 100 systems.   I stopped at 101, but definitely could have gone more.   
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point). 
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id.   (which isn't available to display easily anymore)
In 1.  7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.

100 Stars limit is not exact limit.  This tells Aurora when to start generating new Systems but all the systems already generated before reaching that number do have already their JP generated prior the reach of the cap.  It is quite normal to have more than 100 systems.  What is intended with 100 system limit is to do not reach 200 or even 250 for instance.  This was also for VB6 Aurora.  It can happen to have dormient JP and I think it's same for C#, I believe I've asked once during development and Steve confirmed.  The last part I don't know, maybe a bug.

I'm not sure where your information is from, so I tested it myself.
In a random stars game, vb6 aurora, the game will only generate systems from 1 to the cap.  Sol (0) seems to be excluded from any rules.
You can change the limit at any time, but if you try to force generate a system with no free ID's between 1 and your cap, the game just crashes.
Additionally my understanding was nothing existed beyond a jump point until it was explored.  Until then it is just a vacant exit leading to somewhere or anywhere.
Dormant jump points are what happens when a new system's jump point rolls an already existing system that has been explored, and it adds a new jump point.

Anyways, C# 1. 7 : Seems to not be assigning ID's to systems in the usual fashion, and is not linking to existing systems, possibly for that reason.

I also did some testing in 1. 6. 3 to see the differences in galaxy generation.  On a 100 system limit, things were mostly as expected, but I was getting some numbers like 102, 105, and the -3. 
All of these numbers that fell "out of bounds" were systems that were within the local generation limit of 15.  For example, it was something like 91 connected to 102.
In vb6, local generation wrapped over the limit, so ID's like 999 could connect to ID's like 2, 3, 4.

Anyways, working as intended or not this is what I've found.  Hope it's useful.

Hi, yes the bug on the system number is probably there as I said. I was referring to the number of systems created being an estimate never an exact number. I don't remember where I read it I just know that is the case.

EDIT: I have been told the above most likely not be true on SM, still not sure in-game standard jumps, so I probably wrongly remember to have read or asked something on this matter. I guess better wait for Steve's answer. Sorry for the confusion (if any) occurred.
Title: Re: v1.70 Bugs Thread
Post by: Stormvermin on April 19, 2020, 05:28:58 PM
Adding the empty space above technologies under the technology category in the Research tab throws an error #585.   As far as I know this doesn't cause any other issues.   
(https://s.  hermici.  de/2020-04-19_15-14-51.  png)

However, adding that empty space to the queue of an existing research project will result in an error #2169.   This will cause the game to throw an error #2169 whenever you open the Economics window and will corrupt your game if you decide to save.   
(https://s.  hermici.  de/2020-04-19_15-16-51.  png) A Research Queue tab is created but is entirely empty.   If you cancel the research project to get rid of everything in that queue, that appears to fix the bug entirely and will prevent the save from getting corrupted.   

If you don't fix the issue when you save the game will throw error #1429 upon saving
(https://s.  hermici.  de/2020-04-19_15-23-29.  png)
The map will be empty and pressing any menu button other than View Current Game and Create New Game (opens normally) will throw an error #155
(https://s.  hermici.  de/2020-04-19_15-26-39.  png)
And clicking on the map itself will throw error #1621
(https://s.  hermici.  de/2020-04-19_15-27-35.  png)

Edit: I spoilered and posted 4 images in this message, any idea why they don't appear?
Title: Re: v1.70 Bugs Thread
Post by: Demonius on April 19, 2020, 05:47:59 PM
Minimum post number requirement für pics, 5, iirc
Title: Re: v1.70 Bugs Thread
Post by: SpikeTheHobbitMage on April 19, 2020, 05:56:18 PM
Economics screen popping up off screen and about one in every eight instances partial cutoff of screen usually the colony section.   

Edit: Depends on if clicking on construction or research tab to create cutoff.

Try clicking the Reset Windows button on the tactical map
For those (like myself) who had difficulty finding it, it is under the Miscellaneous tab.
Title: Re: v1.70 Bugs Thread
Post by: Kyle on April 19, 2020, 06:13:22 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Sigh! I think everything is fine and I turn my back for a moment and there is a game-breaker :)

Confirmed problem and already fixed. However, due to my blood-alcohol level I think I would be better sorting out the 1.7.1 patch in the morning. No DB update required.

Aww, come on, I really want to try out a drunk patch :)
Title: Re: v1.70 Bugs Thread
Post by: Aezel on April 19, 2020, 06:46:18 PM
Nothing game-breaking and it may even work as intended. 

I created about 10 systems with the "Cities" list for star names (Known Star Systems unchecked) and they all started with an "A. " I guess, it's just working its way down a list and I would've expected some randomness in the names.  But it's not critical and easy to work around for players by renaming the stars themselves.
Title: Re: v1.70 Bugs Thread
Post by: Nori on April 19, 2020, 07:01:37 PM
I get a 1530 every 5 days if this alien race is in range. Comms issue I'm assuming since I am not getting any communications attempts from them.
In other news, I decided to try a non-real stars and I got aliens in year 3. Not sure if this was what was reported earlier or not but figured I'd mention.
DB attached.
Title: Re: v1.70 Bugs Thread
Post by: GhostIsGone on April 19, 2020, 07:31:29 PM
I am unable to create colonies in 1.70. I tried clean install, update from 1.6.3. and even from 1.0. But nothing helps. I click the button and colony is not created. Anyone encountered this?

Sigh! I think everything is fine and I turn my back for a moment and there is a game-breaker :)

Confirmed problem and already fixed. However, due to my blood-alcohol level I think I would be better sorting out the 1.7.1 patch in the morning. No DB update required.

Thanks a lot making sure no DB update is required, spent quite some time setting up a game, and then suddenly hitting this was unexpected  :)
Title: Re: v1.70 Bugs Thread
Post by: QuakeIV on April 20, 2020, 01:21:21 AM
I created some classes (to cycle through the names list), changed one to Survey Ship (SS) class, then later built it and played for a few years.  I then went to change another class name to survey ship.  This caused the class to disappear and for an error to pop up to the effect of this: https://i.imgur.com/OxJbBku.png

However, the error refers to the previous class in the ship list.  So if classes A and B existed, and I tried to change B, the error would show up naming A instead.

Notably reloading the save caused the missing ships to re-appear as the correct category.  They were not visible prior to reloading.
Title: Re: v1.70 Bugs Thread
Post by: GodEmperor on April 20, 2020, 02:09:01 AM
Nothing game-breaking and it may even work as intended. 

I created about 10 systems with the "Cities" list for star names (Known Star Systems unchecked) and they all started with an "A. " I guess, it's just working its way down a list and I would've expected some randomness in the names.  But it's not critical and easy to work around for players by renaming the stars themselves.

It was always lile that. Its working it way down the list as it was written. Thats why Terran Federation always goes Proxima then Tau Ceti then rest, Warhammer list starts with Macharia etc.
Title: Re: v1.70 Bugs Thread
Post by: Yezarul on April 20, 2020, 03:08:33 AM
First, game runs much much smoother/faster in latest branch.   

Game Setup:
Normal everything.   
Bugs happen at any point in the game, though I am 300 years in now and everything is still smooth/stable (other than random ones popping up).   
The Minor/Medium in parenthesis is how much of an issue I determine it to be, it could be trivial to others. 

System Generation and Display Tab (Medium+):
After renaming a system (e.  g.   Groombridge 34-A to Groombridge, etc), you MUST exit the window or there will be no auto-update. 
Normally, swapping from 1 system to another will auto-populate the newly selected system.   
After renaming, there is no auto-population. 

Economics Tab (Medium):
After renaming a system (example above), the moons/planets that were already colonies retain the previous name in economics tab.   
The names are updated on the System Generation and Display Tab, yet also retain the name under the colony info (i.  e.   {Race} Gloombridge 34-A Moon 2, even though the title has changed to Groombridge Moon 2). 

Event Log (Minor):
On death / retirement, current assignment should be listed as previous assignment. 
On death, current assignment will properly show what they were doing/researching. 
On retirement, current assignment will NOT show what they were doing/researching. 
(Even more minor, no auto re-assignment for civilian administrators is meh). 

Ship Construction (Minor):
When specifying a ship as a tanker/harvest, there is no minimum fuel level set. 
While you can set the minimum fuel via another tab, choosing it as a tanker should auto-reserve 10% of the max fuel capacity. 
Otherwise, starting as a "tanker" yields 0 fuel on creation and when emptying (via manual or set orders) will empty all, without reserving the 10% needed to complete the return trip. 

Research Screen (Very Minor):
If in a rush or lazy (i.  e.   dragging the mouse to select multiple units instead of choosing ones individually), you can select a non-research (I.  E.   the blank box).   
Error pops up with "Function #585: Object reference not set to an instance of an object. 

Colony Creation (Minor??): (edit: While this is known by Emperer God Overlord Steve, I've yet to attempt to break the game with it)
You can create multiple colonies of the same planet/moon by hitting "create colony" multiple times.   
I have not tested to see what comes of this. 

******
(1. 6. 3 bug that I did not get around to mentioning)
A civilian mining company created their own colony on Mercury ( IIRC they had set up mining industry and I terraformed it to be habitable). 
They had started a CMC on Mercury, I created it as a colony so I could land terra equipment.
After terraforming was complete, both the CMC population and my Mercury colony population started going up, leading to instability.
Title: Re: v1.70 Bugs Thread
Post by: db48x on April 20, 2020, 04:04:15 AM
Since 1.7.1 doesn't appear to be available yet, I loaded up my 1.5.1 game. Sadly all my ground forces had vanished; the order of battle tab is blank. There were no error messages to help indicate what went wrong. Many of my officers still believe that they are commanding formations, which is good. I looked in the database and all the formations appear to still be there. Each of them has a row in FCT_GroundUnitFormation, and each one has a valid PopulationID. I'm can't see what else would be required.
Title: Re: v1.70 Bugs Thread
Post by: davidr on April 20, 2020, 04:48:58 AM
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

 
Title: Re: v1.70 Bugs Thread
Post by: Pury on April 20, 2020, 06:20:03 AM
1.   70 bug
When creating Ship class, there is some kind of problem with MSP and Maintance Life when Maintnance storage and Enginering Spaces are pressent on the same ship.   

Adding Maintance Storage and Enginering spaces gives diffrent results depending on order of placement and amount of trying to repeat same order of placement.   

Below I present results from my tests. 
ES= Enginering Spaces  MSB= Maintance Storage Bay

Standard ES ---> Large MSB = Maint Life 1,38 Years     MSP 2 025    AFR 524%    IFR 7,3%    1YR 1 154    5YR 17 313

(ES not replaced every test)
 (1 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (2 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 
 (3 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (4 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 


Confirmed to happen with diffrent combination of sizes.    Tried many times, but it is hard to get same results.    Seems like placment of ES resets the cicle, or changes it to one of two possibile cicles? Not sure.   

tried to check diffrent combinations, but results were a mess. 

Done on ship attached to post.   

UPDATE:
seems like amount of ES and MSB determines when cicle changes. 
2 modules are changing ---> (1try = result 1 // 2try = result 2 // 3try = result 1 // 4try = result 2)
3 modules are changing ---> (1try = result 1 // 2try = result 1 // 3try = result 2 // 4try = result 1)
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 08:34:28 AM
I get a 1530 every 5 days if this alien race is in range. Comms issue I'm assuming since I am not getting any communications attempts from them.
In other news, I decided to try a non-real stars and I got aliens in year 3. Not sure if this was what was reported earlier or not but figured I'd mention.
DB attached.

Finally squashed - thanks for the DB.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 08:39:41 AM
"Instant" in the "Unit Class Design" does not lower the amount of "Instant Research Points". Intentional?

No, I forgot to add it :)

Fixed now.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 08:50:26 AM
Minor weirdness.  When using the New Hull button, the added type appears in the list as "ABRV Hull Name", while all the pre-loaded ones appear as "Hull Name ABRV".

I changed the hull abbreviations to follow the names in 1.7 but I forgot about the 'add hull' code. Fixed now.
Title: Re: v1.70 Bugs Thread
Post by: Ancalagon on April 20, 2020, 09:20:06 AM
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

Here are steps to reproduce a similar bug in C#:

1) Have a system that has already been geo/grav-surveyed to completion.
2) Put a geo-surveyor or a grav-surveyor in that system.
3) Set standing orders to "Survey Next Five System Bodies" for the geo-surveyor or "Survey Next Three System Locations" for the grav-surveyor.
4) Progress time by a day.
5) Bug reproduced: No messages alerted the player that the standing orders are unable to be fulfilled.

This can sometimes results in a lot of survey craft ending up in space doing nothing for months or longer at a time before the player realizes, meanwhile ship maintenance clocks are ticking up the whole time. It's causing a lot of micromanagement right now, because players need to keep checking on every individual survey craft out there.

In VB6 there was a message like this in the log:
(https://i.imgur.com/GMasonl.png)

The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
Title: Re: v1.70 Bugs Thread
Post by: Demonius on April 20, 2020, 09:23:31 AM
Just put the grav guys in the System at the same time, at least they report "System Survey done" and usually the geos are done then too :p
Title: Re: v1.70 Bugs Thread
Post by: johiah on April 20, 2020, 09:24:21 AM
Quote from: Ancalagon link=topic=10934. msg126062#msg126062 date=1587392406
-snip-

The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
You do, in fact, get a notification when a grav survey of a system has completed.  That serves as my reminder to check all my survey ships, which usually takes just a few seconds.
Title: Re: v1.70 Bugs Thread
Post by: bean on April 20, 2020, 09:28:47 AM
I'm trying to start my race in a non-Sol system by creating a neutral SM race (1 m pop, all other settings default) first in Sol and then building the system I want.  After I set up my actual race (conventional start, nothing exotic on the race creation), this is giving me a Function #2347: Attempted to Divide by Zero error.  This also happened in 1.6 when I tried the same thing.
Title: Re: v1.70 Bugs Thread
Post by: DFNewb on April 20, 2020, 09:41:52 AM
Quote from: Ancalagon link=topic=10934. msg126062#msg126062 date=1587392406
-snip-

The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
You do, in fact, get a notification when a grav survey of a system has completed.  That serves as my reminder to check all my survey ships, which usually takes just a few seconds.

You definitely don't get a reminder if your geo-survey ship finishes a system tho.
Title: Re: v1.70 Bugs Thread
Post by: Ancalagon on April 20, 2020, 09:50:00 AM
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:

(https://i.imgur.com/64ZwE9G.png)

I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".
Title: Re: v1.70 Bugs Thread
Post by: Shaun Broderick on April 20, 2020, 09:57:42 AM
I have also had the problem where I cannot create any colonies either in the fleet orders screen, or on the System View Window, which is a real pain, because I have a great Mars with M5.
Title: Re: v1.70 Bugs Thread
Post by: Droll on April 20, 2020, 10:08:01 AM
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:

(https://i.imgur.com/64ZwE9G.png)

I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

In 1.4 I had NPRs that were communicating with me. They only stopped when relations soured. Can you see any reason why they might not like you?
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:09:46 AM
I gave a cursory search of this and couldn't find it previously reported anywhere.   I figured better safe than sorry, and the discord encouraged me to report this despite being for 1.  6.  3.   For the last hour my game has been running 5 second cycles.   I opened up the database and my best guess is that an error 4 was thrown in combat between spoilers and a ground force on a mining colony.   Aside from fixing it for future versions if there's any way I can fix it for my current save I would very very much appreciate that.   Image and DB below.  I also get an error 311 sometimes while looping through the five second intervals infinitely.

Unfortunately I can't load your db as I have an exe that works with 1.70
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:11:03 AM
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:

(https://i.imgur.com/64ZwE9G.png)

I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

There is. It was the #1530 bug that I have been hunting for a while. Fixed in 1.7.1.
Title: Re: v1.70 Bugs Thread
Post by: Ancalagon on April 20, 2020, 10:11:34 AM
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:

(https://i.imgur.com/64ZwE9G.png)

I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

In 1.4 I had NPRs that were communicating with me. They only stopped when relations soured. Can you see any reason why they might not like you?

You're the first person I've found that says NPRs communicated with them. Are you sure it wasn't just "unintelligible message"? That is what occurs when an NPR tells you to leave a system when you don't have communications established with them.

All NPRs in my example above have a Diplomacy Rating of zero:
(https://i.imgur.com/HYvAZES.png)

Edit: I'll just wait for the next version  :)
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:14:06 AM
I'm trying to start my race in a non-Sol system by creating a neutral SM race (1 m pop, all other settings default) first in Sol and then building the system I want.  After I set up my actual race (conventional start, nothing exotic on the race creation), this is giving me a Function #2347: Attempted to Divide by Zero error.  This also happened in 1.6 when I tried the same thing.

That is a function that return racial stats based on population. It would throw that error if total populations were zero. I'll add some better handling of that situation.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:17:23 AM
Hi Steve
I have noticed that in SM mode you can no longer instant industry including ordnance; add/subtract minerals or change dust and radiation in the atmosphere. Is this as intended? Or am I too stupid to work out how!
I would like a small stock of missiles for the ships I SMed into existence
Ian

Instant industry is on the Civilian economy tab.
Instant minerals - just double-click the mineral in the mining tab. Make sure 'Double-click sets reserve' amount is not checked.

Instant ordnance not available yet - although you may be able to 'instant' a class with missiles and then unload it.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:18:25 AM
The 'Exclude High Grav' button in the mineral search window excludes everything other than high-gravity planetary bodies.

Fixed.
Title: Re: v1.70 Bugs Thread
Post by: johiah on April 20, 2020, 10:32:29 AM
I gave a cursory search of this and couldn't find it previously reported anywhere.   I figured better safe than sorry, and the discord encouraged me to report this despite being for 1.  6.  3.   For the last hour my game has been running 5 second cycles.   I opened up the database and my best guess is that an error 4 was thrown in combat between spoilers and a ground force on a mining colony.   Aside from fixing it for future versions if there's any way I can fix it for my current save I would very very much appreciate that.   Image and DB below.  I also get an error 311 sometimes while looping through the five second intervals infinitely.

Unfortunately I can't load your db as I have an exe that works with 1.70
Oof. I guess I hope you accidentally fixed it/someone else had the same issue and I didn't notice.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 10:37:04 AM
Hi there,

I am running Linux Mint and when I run Aurora. exe I get the following error messages one after the other:

Function #2490: cannot call this method if SelectionMode is SelectionMonde. None
Function #2492: cannot call this method if SelectionMode is SelectionMonde. None
Function #2493: cannot call this method if SelectionMode is SelectionMonde. None

Then it loads into the map screen and everything seems to work from there.  Not sure what it's missing but I am a complete neophyte at this amazing game :)

Thanks!

Unfortunately I don't support Linux so I can't help :(

I think there are some Linux threads on the forum though where Linux users are trying to help each other. The affected area seems to be listing known ruins, anomalies and wrecks.
Title: Re: v1.70 Bugs Thread
Post by: Jovus on April 20, 2020, 10:42:34 AM
Hi there,

I am running Linux Mint and when I run Aurora. exe I get the following error messages one after the other:

Function #2490: cannot call this method if SelectionMode is SelectionMonde. None
Function #2492: cannot call this method if SelectionMode is SelectionMonde. None
Function #2493: cannot call this method if SelectionMode is SelectionMonde. None

Then it loads into the map screen and everything seems to work from there.  Not sure what it's missing but I am a complete neophyte at this amazing game :)

Thanks!

We've put together solutions for running Aurora natively on Linux via Mono over here: http://aurora2.pentarch.org/index.php?topic=10320.0
Title: Re: v1.70 Bugs Thread
Post by: MinuteMan on April 20, 2020, 10:51:21 AM
Issue regarding shipping line in the "Naval Organization" window

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

Repost from v1.40 and V1.6.3 threads. But tested and is still present in v1.70
Title: Re: v1.70 Bugs Thread
Post by: TMaekler on April 20, 2020, 11:02:05 AM
Steve, maybe you can take a look into the other topic here:

http://aurora2.pentarch.org/index.php?topic=10889.0

Someone brought up a possibility to rename default modules from the game (like Maintenance, Fuel, Cargo, etc.) - which might be a bug in the game; though it would be nice if default modules could be renamed.

Here is a copy of the post (if you don't want to read the whole topic):
Quote from: Migi link=topic=10889.  msg125389#msg125389 date=1587240872
You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. 
I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended. 

If they re-sort by name after they are renamed, this is my new favorite hidden feature, and I hope it doesn't get patched. 
I really dislike that they are "out of order" by size, which makes comparing consecutive sizes (e.  g.   when fine-tuning fighter and FAC designs) way too fiddly. 

EDIT: Yes! After renaming, close and re-open the Class Design window.  Voila! Components are re-ordered by name.  I now have:
Fuel Storage0- Fighter
Fuel Storage1- Tiny
Fuel Storage2- Small
etc. . .
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 11:48:10 AM
System connection/numbering is super weird in this version.
Started a new game, 1. 7.
Random Stars, 100 star limit, 50/15 for local.

I wanted to 'map' a galaxy by space master exploring all the jump points.
Firstly, I could go over 100 systems.  I stopped at 101, but definitely could have gone more. 
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point).
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id.  (which isn't available to display easily anymore)
In 1. 7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.

I've changed Sol to 1 and I've fixed the system numbers going out of the '1 to max systems' range. I've also changed the code that chooses the system numbers

I never ran a random systems campaign, so we are suffering the effect of that lack of testing. I am getting there though :)

Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 11:51:01 AM
Steve, maybe you can take a look into the other topic here:

http://aurora2.pentarch.org/index.php?topic=10889.0

Someone brought up a possibility to rename default modules from the game (like Maintenance, Fuel, Cargo, etc.) - which might be a bug in the game; though it would be nice if default modules could be renamed.

Here is a copy of the post (if you don't want to read the whole topic):
Quote from: Migi link=topic=10889.  msg125389#msg125389 date=1587240872
You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. 
I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended. 

If they re-sort by name after they are renamed, this is my new favorite hidden feature, and I hope it doesn't get patched. 
I really dislike that they are "out of order" by size, which makes comparing consecutive sizes (e.  g.   when fine-tuning fighter and FAC designs) way too fiddly. 

EDIT: Yes! After renaming, close and re-open the Class Design window.  Voila! Components are re-ordered by name.  I now have:
Fuel Storage0- Fighter
Fuel Storage1- Tiny
Fuel Storage2- Small
etc. . .

You can rename class components that aren't yours and it should be fine. I reference components by their ID, rather than their name. However, if you rename a non-race component, it will be renamed in all games.
Title: Re: v1.70 Bugs Thread
Post by: serger on April 20, 2020, 11:52:20 AM
Real Stars compaign, conventional, no NPR, 1st year, created GF structure only, there was no errors before 1st increment, and there is:
Function #2181: Attempted to Divide by Zero.

Have no clue what is it.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 11:53:04 AM
Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.

Remind me about this after 1.7.1 is released. I can change it, but it will be a database update.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 11:58:25 AM
Adding the empty space above technologies under the technology category in the Research tab throws an error #585.   As far as I know this doesn't cause any other issues.   
(https://s.  hermici.  de/2020-04-19_15-14-51.  png)

However, adding that empty space to the queue of an existing research project will result in an error #2169.   This will cause the game to throw an error #2169 whenever you open the Economics window and will corrupt your game if you decide to save.   
(https://s.  hermici.  de/2020-04-19_15-16-51.  png) A Research Queue tab is created but is entirely empty.   If you cancel the research project to get rid of everything in that queue, that appears to fix the bug entirely and will prevent the save from getting corrupted.   

If you don't fix the issue when you save the game will throw error #1429 upon saving
(https://s.  hermici.  de/2020-04-19_15-23-29.  png)
The map will be empty and pressing any menu button other than View Current Game and Create New Game (opens normally) will throw an error #155
(https://s.  hermici.  de/2020-04-19_15-26-39.  png)
And clicking on the map itself will throw error #1621
(https://s.  hermici.  de/2020-04-19_15-27-35.  png)

Edit: I spoilered and posted 4 images in this message, any idea why they don't appear?

Fixed.
Title: Re: v1.70 Bugs Thread
Post by: surprise on April 20, 2020, 12:08:39 PM
Quote from: Steve Walmsley link=topic=10934. msg126128#msg126128 date=1587401584
Quote from: Vivalas link=topic=10934. msg125883#msg125883 date=1587328263
Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.

Remind me about this after 1. 7. 1 is released.  I can change it, but it will be a database update.

Might be a bit greedy of me, but I (and I suspect a fair few others) held off on playing 1. 7 because of the create colony issue.  Personally, the fighter issue is a fairly large QoL problem and I’d have no problem with going straight to 1. 8, with any other DB bug fixes available.  As always, thank you for all the time you’ve been spending this past week on fixing issues!
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:11:20 PM
First, game runs much much smoother/faster in latest branch.   

Economics Tab (Medium):
After renaming a system (example above), the moons/planets that were already colonies retain the previous name in economics tab.   

Populations and system bodies are now separate, so you can rename them independently. A pop will start with the name of the system body on which it is created.

Quote
Event Log (Minor):
On death / retirement, current assignment should be listed as previous assignment. 
On death, current assignment will properly show what they were doing/researching. 
On retirement, current assignment will NOT show what they were doing/researching. 

Fixed

Quote
Ship Construction (Minor):
When specifying a ship as a tanker/harvest, there is no minimum fuel level set. 
While you can set the minimum fuel via another tab, choosing it as a tanker should auto-reserve 10% of the max fuel capacity. 
Otherwise, starting as a "tanker" yields 0 fuel on creation and when emptying (via manual or set orders) will empty all, without reserving the 10% needed to complete the return trip. 

Good idea. I have add an automatic 10% minimum fuel if min fuel is clicked and minimum is currently zero. There is a popup to inform the player.

Quote
Research Screen (Very Minor):
If in a rush or lazy (i.  e.   dragging the mouse to select multiple units instead of choosing ones individually), you can select a non-research (I.  E.   the blank box).   
Error pops up with "Function #585: Object reference not set to an instance of an object. 

Fixed.

Quote
Colony Creation (Minor??): (edit: While this is known by Emperer God Overlord Steve, I've yet to attempt to break the game with it)
You can create multiple colonies of the same planet/moon by hitting "create colony" multiple times.   
I have not tested to see what comes of this. 

Fixed.

Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:13:35 PM
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

Very weird. I am seeing it and code is there. I've added some breakpoints in the code so I will track it and try to catch the error.
Title: Re: v1.70 Bugs Thread
Post by: DFNewb on April 20, 2020, 12:15:50 PM
Fighters cause auto-turn interrupts, which makes it impossible to use auto turns when you're building fighters because they're normally built just about every tick.

Remind me about this after 1.7.1 is released. I can change it, but it will be a database update.

I will remind you for sure as this is annoying. If you really wanted breaks per fighter you could queue them 1 by 1.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:17:46 PM
Real Stars compaign, conventional, no NPR, 1st year, created GF structure only, there was no errors before 1st increment, and there is:
Function #2181: Attempted to Divide by Zero.

Have no clue what is it.

Its a problem in the code for occupation. If you aren't occupying anyone, it may be an NPR. It's fixed now, so won't be a problem when you upgrade to 1.7.1.
Title: Re: v1.70 Bugs Thread
Post by: Demonides on April 20, 2020, 12:18:15 PM
Still seems that there is no notification or pause on completion of orders by a vessel.

My Geo survey vessel completed surveying all planets and moons as requested then stopped with no orders. However I never received a notification or a pause in time in the Events window.

DavidR

Very weird. I am seeing it and code is there. I've added some breakpoints in the code so I will track it and try to catch the error.

1. Same problem.
2. No information about the lack of bodies to be discovered within 10b km
3. Sometime game does not save colors in event window.
4. is it possible for both values to start at 0/0 in the minerals window?
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:19:06 PM
1.   70 bug
When creating Ship class, there is some kind of problem with MSP and Maintance Life when Maintnance storage and Enginering Spaces are pressent on the same ship.   

Adding Maintance Storage and Enginering spaces gives diffrent results depending on order of placement and amount of trying to repeat same order of placement.   

Below I present results from my tests. 
ES= Enginering Spaces  MSB= Maintance Storage Bay

Standard ES ---> Large MSB = Maint Life 1,38 Years     MSP 2 025    AFR 524%    IFR 7,3%    1YR 1 154    5YR 17 313

(ES not replaced every test)
 (1 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (2 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 
 (3 try) standard MSB --> Large MSB = Maint Life 1,37 Years     MSP 2 025    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423
 (4 try) standard MSB --> Large MSB = Maint Life 0,37 Years     MSP 425    AFR 530%    IFR 7,4%    1YR 1 162    5YR 17 423 


Confirmed to happen with diffrent combination of sizes.    Tried many times, but it is hard to get same results.    Seems like placment of ES resets the cicle, or changes it to one of two possibile cicles? Not sure.   

tried to check diffrent combinations, but results were a mess. 

Done on ship attached to post.   

UPDATE:
seems like amount of ES and MSB determines when cicle changes. 
2 modules are changing ---> (1try = result 1 // 2try = result 2 // 3try = result 1 // 4try = result 2)
3 modules are changing ---> (1try = result 1 // 2try = result 1 // 3try = result 2 // 4try = result 1)

Please can you report this after I launch 1.7.1. It looks like it will take a while to understand resolve and I want to get 1.7.1 out soon due to the serious bug with colony creation.
Title: Re: v1.70 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:21:20 PM
Locking thread now as I am going to prepare the 1.7.1 release.