Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 20, 2020, 12:29:09 PM

Title: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:29:09 PM
Please post bugs in this thread for v1.7.1

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended. '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 v1.7.1

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: v1.7.1 Bugs Thread
Post by: DFNewb on April 20, 2020, 12:31:16 PM
COpy PASTA:


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.


-----------------------------------------------------------------------------------------------------------


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: v1.7.1 Bugs Thread
Post by: Aloymetal on April 20, 2020, 12:46:56 PM
The first five windows open blank.    Only thing I can think is to try reloading all files, not just the application and data base.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 12:53:23 PM
The first five windows open blank.    Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?
Title: Re: v1.7.1 Bugs Thread
Post by: mike2R on April 20, 2020, 12:58:44 PM
Renaming an existing naval admin command deletes its type prefix (gets added back if you click Update Admin).
Title: Re: v1.7.1 Bugs Thread
Post by: Ancalagon on April 20, 2020, 01:03:53 PM
The first five windows open blank.    Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?

The Economics window opens up on my second monitor, which makes people with a single monitor think it's broken. Hopefully the next database update fixes its default position back to the pre-v1.7 setting.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 01:13:14 PM
The first five windows open blank.    Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?

The Economics window opens up on my second monitor, which makes people with a single monitor think it's broken. Hopefully the next database update fixes its default position back to the pre-v1.7 setting.

There is a table in the database called FCT_WindowPosition, which stores the starting location for each window. Normally I delete everything in it before releasing so everything defaults to 0,0, but I forgot for v1.7.
Title: Re: v1.7.1 Bugs Thread
Post by: Wieseltrupp on April 20, 2020, 01:20:02 PM
I have the same Bug as DFnewb has where adding more Maintenance Storage Bays reduce the overal MSP Capacity.
It happens when i add Smaller Storage Bays to a Design that already has Engineering spaces and a Large Storage Bay
Title: Re: v1.7.1 Bugs Thread
Post by: Inglonias on April 20, 2020, 01:20:54 PM
Oumuamua in the Sol system does not move.
Title: Re: v1.7.1 Bugs Thread
Post by: Black on April 20, 2020, 01:26:06 PM
Some issues with the new utility for tankers in Class Design:

When I click on the button to set ship as Tanker, the info tab shows up and the minimum fuel is set, but the Tanker button is not activated, I have to click it again.

Then when I switch to different design, info tab is shown again and fuel minimum is set for that design too.
Title: Re: v1.7.1 Bugs Thread
Post by: Demonius on April 20, 2020, 01:40:01 PM
Reported previously, still in 1.7.1

Civilian Shipping - Setting a demand/supply order, then looking at the shipping lines log in the fleet menu, displays the moved goods as "Trade Goods" even though it was Mines and Auto Mines etc. If the civilians move infrastructure by themselves, they correctly write down "Infrastructure".
Title: Re: v1.7.1 Bugs Thread
Post by: GhostIsGone on April 20, 2020, 01:43:30 PM
I'm a bit confused, I might be doing it wrong, it might be a bug, don't know: started my game in 1.70, updated to 1.71 for colony bug, created colony on Luna, wanted to move automated mines to Luna, so I loaded a couple on a cargo ship, just a ship with engines and cargo bays, picking up from Earth is fine, but there is no option to drop installations on Luna? Did I miss a technology for my cargo ship that allows it to drop off cargo on freshly colonized planets? I literally have nothing on Luna, not even infrastructure...

The database is attached.
Title: Re: v1.7.1 Bugs Thread
Post by: Inglonias on April 20, 2020, 01:44:50 PM
I'm a bit confused, I might be doing it wrong, it might be a bug, don't know: started my game in 1.70, updated to 1.71 for colony bug, created colony on Luna, wanted to move automated mines to Luna, so I loaded a couple on a cargo ship, just a ship with engines and cargo bays, picking up from Earth is fine, but there is no option to drop installations on Luna? Did I miss a technology for my cargo ship that allows it to drop off cargo on freshly colonized planets? I literally have nothing on Luna, not even infrastructure...

The database is attached.

Freighters must have cargo shuttle bays or the colony must have a spaceport and/or cargo shuttle station to unload.
Title: Re: v1.7.1 Bugs Thread
Post by: GhostIsGone on April 20, 2020, 01:45:33 PM
I'm a bit confused, I might be doing it wrong, it might be a bug, don't know: started my game in 1.70, updated to 1.71 for colony bug, created colony on Luna, wanted to move automated mines to Luna, so I loaded a couple on a cargo ship, just a ship with engines and cargo bays, picking up from Earth is fine, but there is no option to drop installations on Luna? Did I miss a technology for my cargo ship that allows it to drop off cargo on freshly colonized planets? I literally have nothing on Luna, not even infrastructure...

The database is attached.

Freighters must have cargo shuttle bays or the colony must have a spaceport and/or cargo shuttle station to unload.

Gotcha! Was wondering what they're for ;D
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 01:49:26 PM
Some issues with the new utility for tankers in Class Design:

When I click on the button to set ship as Tanker, the info tab shows up and the minimum fuel is set, but the Tanker button is not activated, I have to click it again.

Then when I switch to different design, info tab is shown again and fuel minimum is set for that design too.

Fixed. That is annoying so I will put out a 1.7.2 later this evening. Save compatible.
Title: Re: v1.7.1 Bugs Thread
Post by: punchkid on April 20, 2020, 01:52:43 PM
Got a bunch of errors on race creation:
First #3232: object reference not set to an instance of an object
then #1609: object reference not set to an instance of an object
then #1562: object reference not set to an instance of an object
then #1423: object reference not set to an instance of an object

Tryed creating again, this time I only got this error:
#2939: object reference not set to an instance of an object
Then it stopped responding and I had to force close.

This is the race summary for the first crash:
(https://i.imgur.com/cXE7sz0.png)

This is the options for second one:
(https://i.imgur.com/P3ygG5I.png)
(https://i.imgur.com/3K44bIV.png)

Edit:
On restarting the game I got:
Function #1621: Object reference not set to instance of an object
I manged to open view current game or create new game menu, and I was able to load the first game I created, the one that gave top 4 errors I reported, and so far it looks to be working fine.
Edit2:
Attached the db
Title: Re: v1.7.1 Bugs Thread
Post by: Aloymetal on April 20, 2020, 01:53:33 PM
Quote from: Steve Walmsley link=topic=10958. msg126173#msg126173 date=1587406394
Quote from: Ancalagon link=topic=10958. msg126170#msg126170 date=1587405833
Quote from: Steve Walmsley link=topic=10958. msg126163#msg126163 date=1587405203
Quote from: Aloymetal link=topic=10958. msg126161#msg126161 date=1587404816
The first five windows open blank.     Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?

The Economics window opens up on my second monitor, which makes people with a single monitor think it's broken.  Hopefully the next database update fixes its default position back to the pre-v1. 7 setting.

There is a table in the database called FCT_WindowPosition, which stores the starting location for each window.  Normally I delete everything in it before releasing so everything defaults to 0,0, but I forgot for v1. 7.

I don't know what the windows reset button is, but I started a new game and that has fixed my problem.
Title: Re: v1.7.1 Bugs Thread
Post by: DFNewb on April 20, 2020, 01:56:13 PM
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Title: Re: v1.7.1 Bugs Thread
Post by: Resand on April 20, 2020, 01:57:43 PM
Another 939: input string was not correct format bug. Thrown when trying to edit fleet speed in fleet org window.

It was first mentioned in 1.63 bug thread by another user. I figured it was just one more of the "Aurora is very picky about formatting" issues.

When I open that menu the speed was shown as 1 300 instead of 1300. Changing it to 1300 made the error go away.
Permanent workaround was to change another formatting setting on the PC. The digit grouping this time. To one continuous digit string instead of gaps between the numbers

But after seeing what that does to the mineral counts on bodies, that workaround is not unusable, so I can't believe even you have this format.
As I now got 31909185 unites of Duranium etc which is unreadable once the numbers get even somewhat large.

So I changed it back, and now the bug is back to.
Title: Re: v1.7.1 Bugs Thread
Post by: AJS1956 on April 20, 2020, 02:07:56 PM
Hi,

Not a biggie but if I (accidentally) click on Create Task when I have selected a Shipyard with no assigned class I get a;

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

the error message goes away when I click OK.

Andy
Title: Re: v1.7.1 Bugs Thread
Post by: Hungaricus on April 20, 2020, 02:13:21 PM
Particel Beam Strength 6 and Particle Beam Range 200. 000km techs tooltips are wrong.
Title: Re: v1.7.1 Bugs Thread
Post by: mtm84 on April 20, 2020, 02:13:58 PM
Doing a new Sol game with auto ship design gave me the "only one spinal mount allowed" error.  But looking through the designs didn't show any ships with more then one spinal laser, so possible its just a display issue.  Also, it generated ships that are larger then the largest shipyard I have, but I think that's WAI.
Title: Re: v1.7.1 Bugs Thread
Post by: TMaekler on April 20, 2020, 02:14:49 PM
Version 1.7.1, started in 1.7.0: Added some components to a tanker. Depending on the order (1-2-3 as marked in the picture) the final size of the ship is different; even though I added the same modules. Somehow in between the number of crew quarters is increased differently, but I can't remove them by clicking on them.

https://drive.google.com/open?id=1V3wU8ZUPmfZlvOrgsfr0pxxcC2kJPjnc (https://drive.google.com/open?id=1V3wU8ZUPmfZlvOrgsfr0pxxcC2kJPjnc)
Title: Re: v1.7.1 Bugs Thread
Post by: Yezarul on April 20, 2020, 02:18:13 PM
Hello God King Emperor Majesty Sir Steve,

I apologize for trying to break the game.   Just attempting to find things here and there while enjoying it. 

Research Bug (MAJOR):
Continuing on the selecting of what I should not be (the drag and select all method), a new error is given:
Function #2169: Object reference not set to an instance of an object. 
While this is tedious and pops up every time loading research/economics/industry window, I was okay with think a quick save/reload would fix it. 
On save Error Function #1429 shows up. 
On reload Error Function #155 and unable to load the game. 
Not sure if save becomes corrupted at this point, there is a blank window and error messages keep reporting when trying to do anything. 
(Attached DB for this one)

Geo Survey (Minor): Eris unable to be surveyed via "Survey Next Body"
Noticed it in previous games and figured it had something to do with Geo ships not wanting to travel to Eris to survey. 
Eris is 14.  5b km from Earth, a distance of 74 days with 11% fuel usage (current ship model, even in other games with better fuel usage/time this was noticed). 
Automatic survey does not tag Eris (or it's moon) for survey.   Had to create a colony and manually survey Eris.   Once surveyed, automatic survey was able to survey its moon. 
Really minor as I highly doubt anything ever shows up there or is worth the hassle, just a completionist thing of showing up non-surveyed. 
(I should point out, if it's part of the "Nothing within 10b km to be surveyed", other objects that are at 13b are able to be surveyed just fine, only Eris and it's moon are the issue here.  I have not noticed (but will keep a look out) for other systems with things just as far. )
Title: Re: v1.7.1 Bugs Thread
Post by: DFNewb on April 20, 2020, 02:21:01 PM
Hello God King Emperor Majesty Sir Steve,

I apologize for trying to break the game.  Just attempting to find things here and there while enjoying it.

Research Bug (MAJOR):
Continuing on the selecting of what I should not be (the drag and select all method), a new error is given:
Function #2169: Object reference not set to an instance of an object.
While this is tedious and pops up every time loading research/economics/industry window, I was okay with think a quick save/reload would fix it.
On save Error Function #1429 shows up.
On reload Error Function #155 and unable to load the game.
Not sure if save becomes corrupted at this point, there is a blank window and error messages keep reporting when trying to do anything.
(Attached DB for this one)

Geo Survey (Minor): Eris unable to be surveyed via "Survey Next Body"
Noticed it in previous games and figured it had something to do with Geo ships not wanting to travel to Eris to survey.
Eris is 14. 5b km from Earth, a distance of 74 days with 11% fuel usage (current ship model, even in other games with better fuel usage/time this was noticed).
Automatic survey does not tag Eris (or it's moon) for survey.  Had to create a colony and manually survey Eris.  Once surveyed, automatic survey was able to survey its moon.
Really minor as I highly doubt anything ever shows up there or is worth the hassle, just a completionist thing of showing up non-surveyed.

My ships hit up Eris but don't go for the really far 2009 and 2017 bodies that are really far away. I think it's WAI.
Title: Re: v1.7.1 Bugs Thread
Post by: Inglonias on April 20, 2020, 02:21:51 PM
I have the same Bug as DFnewb has where adding more Maintenance Storage Bays reduce the overal MSP Capacity.
It happens when i add Smaller Storage Bays to a Design that already has Engineering spaces and a Large Storage Bay

Can confirm. This issue only occurs if you have at least one engineering space AND more than one kind of storage bay at the same time.
Title: Re: v1.7.1 Bugs Thread
Post by: smoelf on April 20, 2020, 02:24:46 PM
My ships hit up Eris but don't go for the really far 2009 and 2017 bodies that are really far away. I think it's WAI.

Yeah, I believe the distance in VB6 was 10 billion km. It's failsafe to prevent to geo survey to plot a course for the distant fourth star in a quarternary system only to run out of fuel third-way because the system happened to be massive.
Title: Re: v1.7.1 Bugs Thread
Post by: db48x on April 20, 2020, 02:27:17 PM
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.
Title: Re: v1.7.1 Bugs Thread
Post by: Resand on April 20, 2020, 02:32:10 PM
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.

Isn't Lagrange point only for planets/moons?
Title: Re: v1.7.1 Bugs Thread
Post by: dr125 on April 20, 2020, 02:34:33 PM
I just transited to GJ 1061 and got a bunch of "object reference not set to an instance of an object" rrors on I asssume race creation, given the class-0 world. DB attached.

Edit: On further investigation, there is a population, but no welcoming party. Not generated due to the errors?
Title: Re: v1.7.1 Bugs Thread
Post by: db48x on April 20, 2020, 02:36:36 PM
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.

Isn't Lagrange point only for planets/moons?

Every 2-body system has the same 5 Lagrange points.
Title: Re: v1.7.1 Bugs Thread
Post by: Resand on April 20, 2020, 02:45:32 PM
I've noticed that there's no way to give an order to stabilize a star's Lagrange points. For example, Alpha Centauri B is orbiting Alpha Centauri A, but I can't send my jump construction ship to Alpha Centauri B and have it stabilize one of the Lagrange points there.

Isn't Lagrange point only for planets/moons?

Every 2-body system has the same 5 Lagrange points.

in RL yes... but the Lagrange points in game has very little in common with those
Title: Re: v1.7.1 Bugs Thread
Post by: Energyz on April 20, 2020, 02:46:13 PM
You can no longer instant research project from create research project window in you are not in SM mode, even though you have still instant research points available
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 02:50:29 PM
Oumuamua in the Sol system does not move.

It is moving - just really, really slowly. I've added some coded for minimum movement distance for comets.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 02:52:14 PM
Quote from: Steve Walmsley link=topic=10958. msg126173#msg126173 date=1587406394
Quote from: Ancalagon link=topic=10958. msg126170#msg126170 date=1587405833
Quote from: Steve Walmsley link=topic=10958. msg126163#msg126163 date=1587405203
Quote from: Aloymetal link=topic=10958. msg126161#msg126161 date=1587404816
The first five windows open blank.     Only thing I can think is to try reloading all files, not just the application and data base.

Have you tried the reset windows button?

The Economics window opens up on my second monitor, which makes people with a single monitor think it's broken.  Hopefully the next database update fixes its default position back to the pre-v1. 7 setting.

There is a table in the database called FCT_WindowPosition, which stores the starting location for each window.  Normally I delete everything in it before releasing so everything defaults to 0,0, but I forgot for v1. 7.

I don't know what the windows reset button is, but I started a new game and that has fixed my problem.

Reset button is on the Misc tab of the Tactical Map. It sets all windows to open at 0,0 coordinates.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 02:57:08 PM
Hi,

Not a biggie but if I (accidentally) click on Create Task when I have selected a Shipyard with no assigned class I get a;

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

the error message goes away when I click OK.

Andy

Fixed.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:02:23 PM
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.
Title: Re: v1.7.1 Bugs Thread
Post by: punchkid on April 20, 2020, 03:02:42 PM
You can no longer instant research project from create research project window in you are not in SM mode, even though you have still instant research points available

I managed to do this just fine.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:04:51 PM
Got a bunch of errors on race creation:
First #3232: object reference not set to an instance of an object
then #1609: object reference not set to an instance of an object
then #1562: object reference not set to an instance of an object
then #1423: object reference not set to an instance of an object

I think it was a rare system generation problem. I have seen it before, but not managed to track it down yet.
Title: Re: v1.7.1 Bugs Thread
Post by: Thrake on April 20, 2020, 03:08:59 PM
I have an error at start when trying to create a game and it does not generate a game at all.  It says "function #2574: Entry chain format is incorrect" if I try to translate it.
Title: Re: v1.7.1 Bugs Thread
Post by: Tikigod on April 20, 2020, 03:11:04 PM
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:12:19 PM
Another 939: input string was not correct format bug. Thrown when trying to edit fleet speed in fleet org window.

It was first mentioned in 1.63 bug thread by another user. I figured it was just one more of the "Aurora is very picky about formatting" issues.

When I open that menu the speed was shown as 1 300 instead of 1300. Changing it to 1300 made the error go away.
Permanent workaround was to change another formatting setting on the PC. The digit grouping this time. To one continuous digit string instead of gaps between the numbers

But after seeing what that does to the mineral counts on bodies, that workaround is not unusable, so I can't believe even you have this format.
As I now got 31909185 unites of Duranium etc which is unreadable once the numbers get even somewhat large.

So I changed it back, and now the bug is back to.

The formatting of the initial text was a bug. Fixed now.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:12:48 PM
Particel Beam Strength 6 and Particle Beam Range 200. 000km techs tooltips are wrong.

Fixed, although it won't show up until the next database update.
Title: Re: v1.7.1 Bugs Thread
Post by: GhostIsGone on April 20, 2020, 03:16:59 PM
Was checking out a civilian harvester design, when selecting the design in the class design window, a window popped up saying: "Minimum fuel capacity set to 65,000. This can be adjusted on the miscellaneous tab". Since this design is civilian, I don't think me just looking at the design should change anything about the design.
Title: Re: v1.7.1 Bugs Thread
Post by: DFNewb on April 20, 2020, 03:18:39 PM
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)

Don't mean to derail but:

Quote
If the target can be detected by the ELINT modules' built-in EM Sensors, intelligence can be gathered. The rate is 1 intelligence point per day, boosted by the Intelligence bonus of the ELINT ship commander. For populations, the intelligence is also multiplied by (100 - Population Species Xenophobia) / 100. In other words, it is much harder to gain intelligence when a population has high xenophobia. If the alien language is not translated, all intelligence is reduced by 80%.

I custom made the race with 100 in Xenophobia forgetting this. I have system truce set to 10 so even tho I made them I assuming they are following it until the 10 year mark when they will hostile me. I put stuff like 100 in Xenophobia and high militancy and expansionism to ensure a war.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:20:15 PM
Doing a new Sol game with auto ship design gave me the "only one spinal mount allowed" error.  But looking through the designs didn't show any ships with more then one spinal laser, so possible its just a display issue.  Also, it generated ships that are larger then the largest shipyard I have, but I think that's WAI.

Finally squashed this one.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:22:59 PM
On save Error Function #1429 shows up. 
On reload Error Function #155 and unable to load the game. 
Not sure if save becomes corrupted at this point, there is a blank window and error messages keep reporting when trying to do anything. 
(Attached DB for this one)

Whenever you get a problem during save it can corrupt the db. Therefore, it is best to restore the previous backup. You do this by deleting Aurora.db and then renaming AuroraDBSaveBackup.db to Aurora.db.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:23:36 PM
I just transited to GJ 1061 and got a bunch of "object reference not set to an instance of an object" rrors on I asssume race creation, given the class-0 world. DB attached.

Edit: On further investigation, there is a population, but no welcoming party. Not generated due to the errors?

What was the function number for the error?
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:25:19 PM
I have an error at start when trying to create a game and it does not generate a game at all.  It says "function #2574: Entry chain format is incorrect" if I try to translate it.

Sounds like a string input error on the Create Race window. Do you have a decimal separator that is a comma?
Title: Re: v1.7.1 Bugs Thread
Post by: surprise on April 20, 2020, 03:26:26 PM
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:29:43 PM
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)

Here is the rules post:
http://aurora2.pentarch.org/index.php?topic=8495.msg109678;topicseen#msg109678

For populations, the intelligence is also multiplied by (100 - Population Species Xenophobia) / 100. In other words, it is much harder to gain intelligence when a population has high xenophobia. If the alien language is not translated, all intelligence is reduced by 80%.
Title: Re: v1.7.1 Bugs Thread
Post by: DFNewb on April 20, 2020, 03:33:01 PM
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!

+1 something like 110-Xenophobia/100 would make more sense (at least in the short term) as it seems unlikely being xenophobic would make one completely immune to intelligence gathering.

Just food for thought. My personal solution is just gonna be to remember to never set a race to 100.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:38:16 PM
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!

If a race has 100 Xenophobia, there won't be over-the-air transmissions. This is a race that is totally and completely paranoid about aliens. They not going to be spending transmissions out so you can listen to them. Just set Xenophobia to 90 if you don't want this situation.

If we wanted on Earth, we could shut down all over-the-air transmissions. We don't do so because convenience is more important than security. If we were completely convinced that aliens were going to kill us all, then the situation would be different.
Title: Re: v1.7.1 Bugs Thread
Post by: Steve Walmsley on April 20, 2020, 03:39:12 PM
Locking the thread as I am going to release v1.7.2