Aurora 4x
C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 29, 2020, 04:44:41 PM
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Please post bugs in this thread for v1.9.2
Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0
'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 v1.9.2
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
- Conventional or TN start
- Random or Real Stars
- Is your decimal separator a comma?
- Is 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
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The receiving population of a mass driver mineral transfer doesn't list the received minerals in the "Mass Driver" column of the "Mining" tab or in the "Recent SP" column, but the minerals are correctly added to the total "Stockpile"
I'm sending minerals from a civilian mining colony purchasing the output if that matters at all.
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The receiving population of a mass driver mineral transfer doesn't list the received minerals in the "Mass Driver" column of the "Mining" tab or in the "Recent SP" column, but the minerals are correctly added to the total "Stockpile"
I'm sending minerals from a civilian mining colony purchasing the output if that matters at all.
This mass driver +/- display bug seems identical to the one from VB6.
I think the problem might be that the "mass driver" column only reports the mass driver minerals received on the previous sub-pulse rather than entire pulse, but I haven't confirmed this fully.
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The receiving population of a mass driver mineral transfer doesn't list the received minerals in the "Mass Driver" column of the "Mining" tab or in the "Recent SP" column, but the minerals are correctly added to the total "Stockpile"
I'm sending minerals from a civilian mining colony purchasing the output if that matters at all.
This mass driver bug seems identical to the one from VB6.
I think the problem might be that the "mass driver" column only reports the mass driver minerals received on the previous sub-pulse rather than entire pulse.
Bug can be reproduced even when sub-pulse length is set to the same as increment length, but if I advance time one hour at a time, the received minerals are shown after the package arrived all the way until the next production cycle happened. So I'm guessing it's just showing the received minerals during the current production cycle, which is 0 most of the time.
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Minor bug. When updating my campaign from 1.9 to 1.9.2, my lunar colony had 1% stability, and now has 100% stability. Really minor, all things considered.
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Water vapor is a potent greenhouse gas. Look it up. But in the game it is treated like a "normal" gas.
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There seems to be a new issue with the troop Transport capacity.
started in 1.90, updated to 1.92, 3 years into the campaign
Troop carrier with 10x Standard Troop bays = Troop Capacity 10,000 tons
wants to load a size 9,872 Formation ->
"TT X unable to load Ground Units from Terra as the available capacity was insufficent for the target Formation"
and i just tested loading a size 937 formation, same error - the TT design does not look too wrong to me and should be able to handle this:
TT Austria (Zambia class Troop Transport) 29,624 tons 186 Crew 687.7 BP TCS 592 TH 750 EM 0
1265 km/s JR 2-25(C) Armour 1-85 Shields 0-0 HTK 68 Sensors 6/0/0/0 DCR 1 PPV 0
MSP 14 Max Repair 54.9 MSP
Troop Capacity 10,000 tons Cargo Shuttle Multiplier 2
Commander Control Rating 1 BRG
Intended Deployment Time: 9 months
Fuchida-O'Brien JC30K Commercial Jump Drive Max Ship Size 30000 tons Distance 25k km Squadron Size 2
Airbus/ESA Commercial Improved Nuclear Pulse Engine EP125.0 (6) Power 750 Fuel Use 7.83% Signature 125 Explosion 5%
Fuel Capacity 500,000 Litres Range 38.8 billion km (354 days at full power)
Philips Active Search Sensor AS30-R160 (1) GPS 2560 Range 30m km Resolution 160
Philips Thermal Sensor TH1.0-6 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
This design is classed as a Commercial Vessel for maintenance purposes
Addendum: I just noticed the formation is loaded into the Transports but still gave that error. Maybe queuing 2 load orders for the 2-ship Transport fleet was the error?
Addendum 2: unloading both formations from the 2 ship fleet and loading 1 back in produces the pickup failed message again, but the TT has the formation loaded afterwards.
Addendum 3: My empire only has these 2 sub-10k formations (pic5) and the Troop Transport fleet states the capacity of 20k (pic6), and I know I moved a 50kt Brigade (a 10kt Brigade HQ, 3 10kt Regiments and 2 5kt support batallions) with 5 similar ships in 1.80, so I kinda wonder what is going wrong here.
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It sounds like the system is trying to load all the formations, whether it has the capacity for them or not. I haven't messed with ground troops specifically but can you specify maximum amount to load?
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I have the same issues with troop transports.
I'm using a fleet of 5 transport ships with 15,000 carrying capacity each to transport units with size of 15,000 per unit. First i tried to specify 5 of these units to be loaded which gave the errors (not for the first transport ship though) and only one was picked up, then i tried only loading one unit which gave the same error messages but again not for the first transport ship and the unit got picked up, then i detached one transport ship and loaded one unit which gave no error messages and got picked up successfully.
edit: Version 1. 9. 2 (not a fresh save though but was an issue in 1. 9. 0 as well)
decimal seperator: .
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I have the same issues with troop transports.
I'm using a fleet of 5 transport ships with 15,000 carrying capacity each to transport units with size of 15,000 per unit. First i tried to specify 5 of these units to be loaded which gave the errors (not for the first transport ship though) and only one was picked up, then i tried only loading one unit which gave the same error messages but again not for the first transport ship and the unit got picked up, then i detached one transport ship and loaded one unit which gave no error messages and got picked up successfully.
edit: Version 1. 9. 2 (not a fresh save though but was an issue in 1. 9. 0 as well)
decimal seperator: .
I don't believe you can split ground troops between ships.
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I have accidentally reproduced a bug reported by smoelf in the 1. 9. 0 thread hxxp: aurora2. pentarch. org/index. php?topic=11135. msg129111#msg129111. From your reply I conclude that it isn't solved. Maybe this helps to sort it out.
1. 9 conventional start/upgraded to 1. 9. 2 some way in. Designed a ground unit, clicked Create. Then, I realized that a thing with the boastful title "Tank Destroyer" should have stronger armour. So, I deleted the unresearched tech in the planetary Economics/Research tab. Designed a new unit with the right armour, and with the same name as the original. Researched it. After that, I suddenly had two units with the same name. For a second I thought that I had accidentally designed and researched the same thing twice; but they are two different units with different armour, and I verified in the event log that I only researched it once. I can rename them separately without trouble, but when I obsolete one, it automatically obsoletes the other. I looked it up in the db's GroundUnitClass table: Two different GroundUnitClassIDs, but identical TechSystemID as in the original report.
Of course, I don't really know what's involved here; but from the behaviour, I'd guess that the Delete Tech for race-designed tech does not work properly.
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I have the same issues with troop transports.
I'm using a fleet of 5 transport ships with 15,000 carrying capacity each to transport units with size of 15,000 per unit. First i tried to specify 5 of these units to be loaded which gave the errors (not for the first transport ship though) and only one was picked up, then i tried only loading one unit which gave the same error messages but again not for the first transport ship and the unit got picked up, then i detached one transport ship and loaded one unit which gave no error messages and got picked up successfully.
edit: Version 1. 9. 2 (not a fresh save though but was an issue in 1. 9. 0 as well)
decimal seperator: .
Sounds to me like its loading the first unit into the first ship, then since there is room left in the first ship it tries to put the next unit in there too, but errors out cause there is not enough room
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v1.9.2
Minor thing, looks like under the "Commanders" window, you can still find "Xenoarchaeology" filter in the drop down under Naval Officer search, despite I don't think it is used anymore (or will any Naval Officer have the skill)
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Just finished setting my 1. 9 game. Saw minor naming bug when creating system during 1. 9. As named planets other than homeworld would retain original star name in the Summary window (all tabs). Updated to 1. 9. 2 bug still present as naming did not change even though renamed in system generation view. Can be changed by changing name in the summary window, did not change when I updated the name in the system generation window.
Conventional start
decimal separator
Random stars
1 NPR
Created star system Named planets for RP elements
No turns taken
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Just finished setting my 1. 9 game. Saw minor naming bug when creating system during 1. 9. As named planets other than homeworld would retain original star name in the Summary window (all tabs). Updated to 1. 9. 2 bug still present as naming did not change even though renamed in system generation view. Can be changed by changing name in the summary window, did not change when I updated the name in the system generation window.
Conventional start
decimal separator
Random stars
1 NPR
Created star system Named planets for RP elements
No turns taken
I'm not sure if I completely understand the issue, but system bodies and populations (aka colonies) have separate names. So, changing the name of one does not necessarily change the name of the other. If you create a colony on "Luna", and change the colony name to "Moonbase Alpha", the body will still be called "Luna" on the system view. If you then change the body name to "The Moon", the colony will still be called "Moonbase Alpha" on the colony summary. There is checkbox you can press on the colony summary window that will show both names together.
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I have the same issues with troop transports.
I'm using a fleet of 5 transport ships with 15,000 carrying capacity each to transport units with size of 15,000 per unit. First i tried to specify 5 of these units to be loaded which gave the errors (not for the first transport ship though) and only one was picked up, then i tried only loading one unit which gave the same error messages but again not for the first transport ship and the unit got picked up, then i detached one transport ship and loaded one unit which gave no error messages and got picked up successfully.
edit: Version 1. 9. 2 (not a fresh save though but was an issue in 1. 9. 0 as well)
decimal seperator: .
Sounds to me like its loading the first unit into the first ship, then since there is room left in the first ship it tries to put the next unit in there too, but errors out cause there is not enough room
Same for me. Reported this in the 1.8.0 thread allready.
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I have encountered a bug with PPV calculations. It first started happening in 1. 6, but I thought i misunderstand the mechanics. After talking to people on discord, apparently it is a bug.
I have designed a ship which shows a PPV of 36. A fleet of 6 of them provides 32PPV total. No components are damaged, the ships are less than two months old. Removing one ship from the fleet results in a PPV of 27. The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36. Below is the ship design and screenshot of the fleet view.
Hatsuharu class Missile Boat 996 tons 22 Crew 143.3 BP TCS 20 TH 88 EM 0
4394 km/s Armour 1-8 Shields 0-0 HTK 8 Sensors 6/4/0/0 DCR 0 PPV 36
Maint Life 7.44 Years MSP 84 AFR 16% IFR 0.2% 1YR 3 5YR 40 Max Repair 43.75 MSP
Magazine 36
Lieutenant Commander Control Rating 1
Intended Deployment Time: 12 months Morale Check Required
Xiao Aero Engines M-INPE-5-175 EP87.50 (1) Power 87.5 Fuel Use 401.06% Signature 87.5 Explosion 17%
Fuel Capacity 100 000 Litres Range 4.5 billion km (11 days at full power)
Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1) Range 45.9m km Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6) Speed: 14 933 km/s End: 50.3m Range: 45.1m km WH: 4 Size: 6 TH: 104/62/31
Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1) GPS 3000 Range 40.6m km Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
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I have the same issues with troop transports.
I'm using a fleet of 5 transport ships with 15,000 carrying capacity each to transport units with size of 15,000 per unit. First i tried to specify 5 of these units to be loaded which gave the errors (not for the first transport ship though) and only one was picked up, then i tried only loading one unit which gave the same error messages but again not for the first transport ship and the unit got picked up, then i detached one transport ship and loaded one unit which gave no error messages and got picked up successfully.
edit: Version 1. 9. 2 (not a fresh save though but was an issue in 1. 9. 0 as well)
decimal seperator: .
Sounds to me like its loading the first unit into the first ship, then since there is room left in the first ship it tries to put the next unit in there too, but errors out cause there is not enough room
But it also creates a "pickup failed" message - and then still loads the unit - when loading a single 937 ton test unit, which is below the 1000 tons of a single Standard troop Transport module. (of which my design has 10)
I mean, the functionality itself does net seem to be imparied but the creation of the error message is faulty.
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But it also creates a "pickup failed" message - and then still loads the unit - when loading a single 937 ton test unit, which is below the 1000 tons of a single Standard troop Transport module. (of which my design has 10)
I mean, the functionality itself does net seem to be imparied but the creation of the error message is faulty.
It happens for me if I have multiple troop transports in the fleet.
In my case, I have 4 troop transports with 10 000t capacity each.
I tell the fleet to load a GU of total size 9980t.
The GU gets loaded in the first ship without problem.
Three of the ships complain they do not have capacity. <--- I think the error is caused by them not being able to find the GU to load, and then the calculation mucks up.
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Sidenote:
I haven't worked with C# forms in ages, but it should be possible to force the language / culture info for your game globally.
It should overwrite system settings, at least for output to UI. (Input to UI still depends on the user using the correct character.)
Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB");
From this thread:
https://stackoverflow.com/questions/3135569/how-to-change-symbol-for-decimal-point-in-double-tostring (https://stackoverflow.com/questions/3135569/how-to-change-symbol-for-decimal-point-in-double-tostring)
That is true. But even if I force the game to use periods, it still doesn't stop someone typing in commas :)
At some point I will write code to route every player interaction through a single function that checks all of the formatting in and out, which will include forcing the separator. Until then (which depends on my enthusiasm for a grind task), the safest option is to use the period separator.
Just replying to a comment you made on the 1.9.1 Bugs thread.
I don't think that is really a problem - people will be used to using '.' as the decimal separator in other unlocalised apps, especially in English. And if they do use a comma, they'll get an error immediately - as soon as you feed their input into double.TryParse or whatever. This approach would front-load the error to where it can be dealt with at the point where it was made, and stop it propagating through to appear later in more subtle ways.
And save you from spending your time playing whack-a-mole with localisation errors :)
Edit: Well crap, double.TryParse just ignores a comma, unless you pass it NumberStyles.Float as an argument. That's annoying.
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
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Water vapor is a potent greenhouse gas. Look it up. But in the game it is treated like a "normal" gas.
Yes, I know. Working as intended though so it doesn't complicate the evaporation and condensation cycle. Gameplay > Realism in this case.
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I have accidentally reproduced a bug reported by smoelf in the 1. 9. 0 thread hxxp: aurora2. pentarch. org/index. php?topic=11135. msg129111#msg129111. From your reply I conclude that it isn't solved. Maybe this helps to sort it out.
1. 9 conventional start/upgraded to 1. 9. 2 some way in. Designed a ground unit, clicked Create. Then, I realized that a thing with the boastful title "Tank Destroyer" should have stronger armour. So, I deleted the unresearched tech in the planetary Economics/Research tab. Designed a new unit with the right armour, and with the same name as the original. Researched it. After that, I suddenly had two units with the same name. For a second I thought that I had accidentally designed and researched the same thing twice; but they are two different units with different armour, and I verified in the event log that I only researched it once. I can rename them separately without trouble, but when I obsolete one, it automatically obsoletes the other. I looked it up in the db's GroundUnitClass table: Two different GroundUnitClassIDs, but identical TechSystemID as in the original report.
Of course, I don't really know what's involved here; but from the behaviour, I'd guess that the Delete Tech for race-designed tech does not work properly.
Thanks for the detailed description. I suspect what happened is that after you deleted the first tech, the game used the same (now available) ID for the second tech and both units ended up linked to it.
I probably need to change delete tech so it removes any associated missiles, components and ground units (with a suitable warning).
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No event is generated when alien ruins are found by a geo-survey missile.
I noticed it in a conventional start and re-tested in a TN start. I was using a missile with a geo-survey buoy second stage. It detects minerals and generates events for minerals found without a problem. Finding ruins does not generate an event (whether or not there are minerals along with it). The ruins are detected and become visible in the system view once the survey is complete. It's only the event that appears to be missing.
Tested in 1.9.2 on a fresh game
Decimal separator is '.'
Easy to reproduce
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Version :1. 9. 2
TN Start
Real Stars
Decimal as separator
30 years into game
When creating an engine. I dropped the Thermal Reduction to Signature 50% Normal. As soon as that was selected I received a Function #2617:Object reference not set to an instance of an object.
I'm unable to switch it back or change any other setting within that window. It's not even letting me close the Create Research Project window. Every click within the window get's the same error.
I can still open other windows and advance through time. Seems localised to the create research window.
I closed the game and reopened. It didn't seem to do it once I reloaded so not sure if a bug or just something on my end. I will update if I see it again.
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The communication bug still persists.
I started a fresh game in 1.9.2 to test if it's still there.
Mostly the regular starting settings aside from no NPRs ('.', Real Stars). I Had one race at Earth and made a second player race at Mars (with an additional colony on Mercury for testing trade once more).
I start passing time and the races try to establish communications as per usual. After a little while, the race on Earth establishes communications with Mars, while the Mars race starts getting a "Communication attempts with the Sol Aliens #191 are stalled as they are refusing to exchange information." from that construction cycle onwards. (pic attached)
I suspect this is merely an oversight of the conditions for establishing communications where established communications no longer fulfil the conditions for the second race to establish communications on their end. Alternative fix, once one side essentially translates the counterpart's language, it could establish communications for both simultaneously.
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Conversion halted, Situation when conventional industry runs out does not interrupt.
This means that you can end up running a while with industry doing nothing.
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Water vapor is a potent greenhouse gas. Look it up. But in the game it is treated like a "normal" gas.
Yes, I know. Working as intended though so it doesn't complicate the evaporation and condensation cycle. Gameplay > Realism in this case.
You say it like complications are a bad thing :-( Where's the "fun" (Dwarf Fortress reference) in that?
https://dwarffortresswiki.org/index.php?title=DF2014:Fun&redirect=no
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
#1617 just converts a number into a string. What is your decimal separator?
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I have accidentally reproduced a bug reported by smoelf in the 1. 9. 0 thread hxxp: aurora2. pentarch. org/index. php?topic=11135. msg129111#msg129111. From your reply I conclude that it isn't solved. Maybe this helps to sort it out.
1. 9 conventional start/upgraded to 1. 9. 2 some way in. Designed a ground unit, clicked Create. Then, I realized that a thing with the boastful title "Tank Destroyer" should have stronger armour. So, I deleted the unresearched tech in the planetary Economics/Research tab. Designed a new unit with the right armour, and with the same name as the original. Researched it. After that, I suddenly had two units with the same name. For a second I thought that I had accidentally designed and researched the same thing twice; but they are two different units with different armour, and I verified in the event log that I only researched it once. I can rename them separately without trouble, but when I obsolete one, it automatically obsoletes the other. I looked it up in the db's GroundUnitClass table: Two different GroundUnitClassIDs, but identical TechSystemID as in the original report.
Of course, I don't really know what's involved here; but from the behaviour, I'd guess that the Delete Tech for race-designed tech does not work properly.
Thanks for the detailed description. I suspect what happened is that after you deleted the first tech, the game used the same (now available) ID for the second tech and both units ended up linked to it.
I probably need to change delete tech so it removes any associated missiles, components and ground units (with a suitable warning).
Thank you. But I'm very sorry, I may have inadvertently pointed you along the garden path with my report, it was rather late, forgive me. Because: I made a few very quick, non-exhaustive tests right now (Design/delete/redesign/research); and I cannot reproduce it at all. There may be something else involved in addition, or entirely separately. Would be worth knowing if smoelf or anyone else who might have experienced the issue ever touched the Delete Tech button.
PS edit: I did reproduce it, after all, at least partly, the duplicate units didn't reproduce at first sight; but the duplicate IDs did. I'll try to attach the db here (don't know if that works post post), the test units are named Bug Bucket [number].
PPS edit (out of time for now): Upon quit/reload, the duplicates do show and show the "obsoleting twins" behaviour. So, my original post was alright then. In haste, I may just have forgotten to refresh the view with my test or there may be a comparatively minor display issue.
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
#1617 just converts a number into a string. What is your decimal separator?
full stop .
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V 1. 9. 2
Conventional Start
Real Star
Windows Format changed to U. K. -> Decimal Seperator ". "
Calculation Bug Mining Tab/Production
In the bottom list, where all mines are displayed, the mining output of 1 Conventional Industry is equal to 0. 1 Mines.
But in the Mining Output per mineral in the top of the mining tab 1 Conventional Industry is equal to 0. 15 Mines.
Example from a fresh con. Start game:
The bottom list shows: (No Governor/10 Tons Mining Tech)
800 Con. Industries => Total mining output 800 tons/year (800 * 10 * 0. 1)
And in the Top:
Total Mining Output for Duranium, Acc. 1. 0 => 1,200 tons/year (800 * 10 * 0. 15)
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I dont know if this is a bug, but i just lost all my military ships to maintenance failure, there maint clock was going down, so i did a overhaul on the ships but the problem was that there clock dident go down and they did use up all there MSPs and since they are overhauling i cannot resupply them, and there are no oway to cancel the overhaul.. so bang...
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There seems to be a new issue with the troop Transport capacity.
started in 1.90, updated to 1.92, 3 years into the campaign
Troop carrier with 10x Standard Troop bays = Troop Capacity 10,000 tons
wants to load a size 9,872 Formation ->
"TT X unable to load Ground Units from Terra as the available capacity was insufficent for the target Formation"
and i just tested loading a size 937 formation, same error - the TT design does not look too wrong to me and should be able to handle this:
TT Austria (Zambia class Troop Transport) 29,624 tons 186 Crew 687.7 BP TCS 592 TH 750 EM 0
1265 km/s JR 2-25(C) Armour 1-85 Shields 0-0 HTK 68 Sensors 6/0/0/0 DCR 1 PPV 0
MSP 14 Max Repair 54.9 MSP
Troop Capacity 10,000 tons Cargo Shuttle Multiplier 2
Commander Control Rating 1 BRG
Intended Deployment Time: 9 months
Fuchida-O'Brien JC30K Commercial Jump Drive Max Ship Size 30000 tons Distance 25k km Squadron Size 2
Airbus/ESA Commercial Improved Nuclear Pulse Engine EP125.0 (6) Power 750 Fuel Use 7.83% Signature 125 Explosion 5%
Fuel Capacity 500,000 Litres Range 38.8 billion km (354 days at full power)
Philips Active Search Sensor AS30-R160 (1) GPS 2560 Range 30m km Resolution 160
Philips Thermal Sensor TH1.0-6 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
This design is classed as a Commercial Vessel for maintenance purposes
Addendum: I just noticed the formation is loaded into the Transports but still gave that error. Maybe queuing 2 load orders for the 2-ship Transport fleet was the error?
Addendum 2: unloading both formations from the 2 ship fleet and loading 1 back in produces the pickup failed message again, but the TT has the formation loaded afterwards.
Addendum 3: My empire only has these 2 sub-10k formations (pic5) and the Troop Transport fleet states the capacity of 20k (pic6), and I know I moved a 50kt Brigade (a 10kt Brigade HQ, 3 10kt Regiments and 2 5kt support batallions) with 5 similar ships in 1.80, so I kinda wonder what is going wrong here.
The issue is that each ship is checking the load for every formation and creating events independently, resulting in events that are true but misleading. Ship B can't collect because Ship A already did, etc. I've changed the checks to the fleet level so an event will only be created if a formation is due for pickup and no ship can load it.
The same problem affects installations as well so I have made similar changes.
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I dont know if this is a bug, but i just lost all my military ships to maintenance failure, there maint clock was going down, so i did a overhaul on the ships but the problem was that there clock dident go down and they did use up all there MSPs and since they are overhauling i cannot resupply them, and there are no oway to cancel the overhaul.. so bang...
You were probably lacking maintenance space for the whole armada. Otherwise the maintenance failures should not happen.
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I dont know if this is a bug, but i just lost all my military ships to maintenance failure, there maint clock was going down, so i did a overhaul on the ships but the problem was that there clock dident go down and they did use up all there MSPs and since they are overhauling i cannot resupply them, and there are no oway to cancel the overhaul.. so bang...
Overhaul requires MSP, so without MSP at the pop the ships will use their own. You can cancel overhauls at the ship level. Click on the ship and then click the Leave Overhaul button.
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There's still something fishy going on with tankers.
1.9.3 Known stars decimal symbol=.
Gave this fleet the order to refuel from a fuel hub and transfer all fuel to colony.
Ended up with 5 tankers with 102% fuel and one empty.
Couldn't complete the order to transfer to colony, because the empty ship couldn't move.
Additional info. The tankers completely drained the fuel hub. Might be important.
Included screenshot and DB.
Edit: I didn't save before zipping the DB. Is it still useful then?
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I dont know if this is a bug, but i just lost all my military ships to maintenance failure, there maint clock was going down, so i did a overhaul on the ships but the problem was that there clock dident go down and they did use up all there MSPs and since they are overhauling i cannot resupply them, and there are no oway to cancel the overhaul.. so bang...
Overhaul requires MSP, so without MSP at the pop the ships will use their own. You can cancel overhauls at the ship level. Click on the ship and then click the Leave Overhaul button.
Ok, i think i start over :P i tought i had alot of maintenance supplies 50000 but it was nothing.. so i guess thats whats wrong.
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Aurora 1. 9. 2 Patch.
Problem: Encountered 2 NPR's in the first JP explored (They are in the same system). Game slowed down immensely taking 5 seconds per day. It was 5-6 days per second before I generated the System.
Construction Cycle Time = 86400
Random Star Systems (Not Known Stars)
Tactical Window Affected.
Details:
What you were doing at the time? --> Nothing, just looking at the Tactical Map as my ships explored the system.
Conventional or TN start? --? Conventional.
Random or Real Stars? --> Random.
Is your decimal separator a comma? --> No.
Is the bug is easy to reproduce, intermittent or a one-off? --> One-off I presume? Attached DB to test (It's the game called united Nations of Earth 4)
If this is a long campaign? --> 40 years in.
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Looks like 1.9.2 got memory leaks in the NPR/System generation code.
To test I created a new game with 100 NPR:s, all other settings default. RAM use went up to 1.1GB and not going down with increments. After a save/reload it was using <600MB and staying there.
Not much to worry about. Taking a guess just being more careful to Dispose() disposable objects or even better use using would improve this.
Btw 100 NPR:s take you back to VB days in turn time so don't do that :)
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
#1617 just converts a number into a string. What is your decimal separator?
full stop .
v1.9.2
I can confirm this too. But only in certain save files apparently. Decimal separator "."
Attached is a DB to trigger the error.
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v1.9.2
With option "All Windows Linked to Race" checked on tactical map. If I change the Empire/Race drop down on the tactical map, Events window sometimes does not update until I change it a few more times. Not sure how to reliably reproduce however, but happen to me a lot.
Also, said option "All Windows Linked to Race" are not persisted within the save (i.e. if I save with the option on, and then close Aurora and restart, the option goes off.)
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Looks like 1.9.2 got memory leaks in the NPR/System generation code.
To test I created a new game with 100 NPR:s, all other settings default. RAM use went up to 1.1GB and not going down with increments. After a save/reload it was using <600MB and staying there.
Not much to worry about. Taking a guess just being more careful to Dispose() disposable objects or even better use using would improve this.
Btw 100 NPR:s take you back to VB days in turn time so don't do that :)
I highly recommend a static code analysis tool to help track down things like this, they'll be much, much more effective for finding this and a variety of other errors than looking manually.
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Looks like 1.9.2 got memory leaks in the NPR/System generation code.
To test I created a new game with 100 NPR:s, all other settings default. RAM use went up to 1.1GB and not going down with increments. After a save/reload it was using <600MB and staying there.
Not much to worry about. Taking a guess just being more careful to Dispose() disposable objects or even better use using would improve this.
Btw 100 NPR:s take you back to VB days in turn time so don't do that :)
The fact that you can have 100 NPRs and the game is no worse than it was in VB6 with one or two is really cool to me, though.
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v1.9.2
Minor thing, looks like under the "Commanders" window, you can still find "Xenoarchaeology" filter in the drop down under Naval Officer search, despite I don't think it is used anymore (or will any Naval Officer have the skill)
Fixed, as well as one or two other similar problems. Will be available in the next db update release.
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I have encountered a bug with PPV calculations. It first started happening in 1. 6, but I thought i misunderstand the mechanics. After talking to people on discord, apparently it is a bug.
I have designed a ship which shows a PPV of 36. A fleet of 6 of them provides 32PPV total. No components are damaged, the ships are less than two months old. Removing one ship from the fleet results in a PPV of 27. The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36. Below is the ship design and screenshot of the fleet view.
Hatsuharu class Missile Boat 996 tons 22 Crew 143.3 BP TCS 20 TH 88 EM 0
4394 km/s Armour 1-8 Shields 0-0 HTK 8 Sensors 6/4/0/0 DCR 0 PPV 36
Maint Life 7.44 Years MSP 84 AFR 16% IFR 0.2% 1YR 3 5YR 40 Max Repair 43.75 MSP
Magazine 36
Lieutenant Commander Control Rating 1
Intended Deployment Time: 12 months Morale Check Required
Xiao Aero Engines M-INPE-5-175 EP87.50 (1) Power 87.5 Fuel Use 401.06% Signature 87.5 Explosion 17%
Fuel Capacity 100 000 Litres Range 4.5 billion km (11 days at full power)
Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1) Range 45.9m km Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6) Speed: 14 933 km/s End: 50.3m Range: 45.1m km WH: 4 Size: 6 TH: 104/62/31
Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1) GPS 3000 Range 40.6m km Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
I checked the code and it appears to be working normally.
I notice some of the data is displayed without thousand separators. Any chance your decimal separator is a comma?
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v1.9.2
Under "Economics" Window, shipyards. If there are damaged ships of multiple races stationed on the same planet, you can apparently select ships of other races for repair - all damaged ships of other races (and their designs) are shown in the drop downs. Is it intended?
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Found a weird bug. Some ground commanders are generated with absurdly low promotion scores. I noticed that some of my commanders with the highest Ground Combat Command score (seems to happen when this is over 4 million) were stuck at the lowest or second lowest rank. I looked at the promotion score, thinking 'maybe there wasn't room at a higher rank' and found that their score was in the low hundreds even though they have better stats than any other commander.
Steps to reproduce.
New game.
Commander Political Bonuses off.
On commander screen hit replace all and give a large number (10000).
This should produce a few commanders that demonstrate this.
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I have encountered a bug with PPV calculations. It first started happening in 1. 6, but I thought i misunderstand the mechanics. After talking to people on discord, apparently it is a bug.
I have designed a ship which shows a PPV of 36. A fleet of 6 of them provides 32PPV total. No components are damaged, the ships are less than two months old. Removing one ship from the fleet results in a PPV of 27. The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36. Below is the ship design and screenshot of the fleet view.
Hatsuharu class Missile Boat 996 tons 22 Crew 143.3 BP TCS 20 TH 88 EM 0
4394 km/s Armour 1-8 Shields 0-0 HTK 8 Sensors 6/4/0/0 DCR 0 PPV 36
Maint Life 7.44 Years MSP 84 AFR 16% IFR 0.2% 1YR 3 5YR 40 Max Repair 43.75 MSP
Magazine 36
Lieutenant Commander Control Rating 1
Intended Deployment Time: 12 months Morale Check Required
Xiao Aero Engines M-INPE-5-175 EP87.50 (1) Power 87.5 Fuel Use 401.06% Signature 87.5 Explosion 17%
Fuel Capacity 100 000 Litres Range 4.5 billion km (11 days at full power)
Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1) Range 45.9m km Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6) Speed: 14 933 km/s End: 50.3m Range: 45.1m km WH: 4 Size: 6 TH: 104/62/31
Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1) GPS 3000 Range 40.6m km Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1) Sensitivity 4 Detect Sig Strength 1000: 15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
I checked the code and it appears to be working normally.
I notice some of the data is displayed without thousand separators. Any chance your decimal separator is a comma?
On a whim I ran a quick test of my own, and (at least with a fresh 1.9.2 install), PPV seems to work correctly.
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No event is generated when alien ruins are found by a geo-survey missile.
I noticed it in a conventional start and re-tested in a TN start. I was using a missile with a geo-survey buoy second stage. It detects minerals and generates events for minerals found without a problem. Finding ruins does not generate an event (whether or not there are minerals along with it). The ruins are detected and become visible in the system view once the survey is complete. It's only the event that appears to be missing.
Tested in 1.9.2 on a fresh game
Decimal separator is '.'
Easy to reproduce
Also true for anomalies and ground survey potential. All fixed.
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
I've tried both attached databases and the game is loading for me without errors in both cases.
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v1. 9. 2
TN start, random stars, 1 year played
Got a "Function #2941: The given key was not present in the dictionary. " while passing time on the tactical map. Clicked it away and continued with no problems so far.
I'm also getting some transit failure events on occasion even though the jump drives work fine.
Also ran into something I have never seen before, 2 NPR's spawning on the same planet, and it's only 2 jumps from Sol! Dont know if this is supposed to be able to happen or not but I figured it was worth mentioning. It's a bit inconvenient as I was making diplomatic progress with one of them but the other one refused to talk and shot down my diplomatic ship after a while, now I'm just hoping they will fight each other as I decided to yet again be greedy and spawn with no warships.
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Version :1. 9. 2
TN Start
Real Stars
Decimal as separator
30 years into game
When creating an engine. I dropped the Thermal Reduction to Signature 50% Normal. As soon as that was selected I received a Function #2617:Object reference not set to an instance of an object.
I'm unable to switch it back or change any other setting within that window. It's not even letting me close the Create Research Project window. Every click within the window get's the same error.
I can still open other windows and advance through time. Seems localised to the create research window.
I closed the game and reopened. It didn't seem to do it once I reloaded so not sure if a bug or just something on my end. I will update if I see it again.
I just created an engine with 50% thermal without issues.
However, I notice in your screenshot the race dropdown is blank. Any idea how that happened?
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Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
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The communication bug still persists.
I started a fresh game in 1.9.2 to test if it's still there.
Mostly the regular starting settings aside from no NPRs ('.', Real Stars). I Had one race at Earth and made a second player race at Mars (with an additional colony on Mercury for testing trade once more).
I start passing time and the races try to establish communications as per usual. After a little while, the race on Earth establishes communications with Mars, while the Mars race starts getting a "Communication attempts with the Sol Aliens #191 are stalled as they are refusing to exchange information." from that construction cycle onwards. (pic attached)
I suspect this is merely an oversight of the conditions for establishing communications where established communications no longer fulfil the conditions for the second race to establish communications on their end. Alternative fix, once one side essentially translates the counterpart's language, it could establish communications for both simultaneously.
I've changed the block from 'not attempting communication' to actively blocking communication.
I've also adopted your suggestion that one race establishing communication will establish for both and adding appropriate messaging.
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I cannot seem to refit a ship of this design:
Hammerhead [2048] class Freighter 36 899 tons 97 Crew 377.5 BP TCS 738 TH 375 EM 0
508 km/s Armour 1-98 Shields 0-0 HTK 44 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 86 Max Repair 50 MSP
Cargo 25 000 Cargo Shuttle Multiplier 1
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 36 months
C25/62.5 Nuclear Thermal Engine [2044] (6) Power 375.0 Fuel Use 11.18% Signature 62.5 Explosion 5%
Fuel Capacity 1 000 000 Litres Range 43.6 billion km (993 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
. . . to this design:
Hammerhead [2049] class Freighter 35 636 tons 97 Crew 375.2 BP TCS 713 TH 375 EM 0
526 km/s Armour 1-96 Shields 0-0 HTK 44 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 86 Max Repair 50 MSP
Cargo 25 000 Cargo Shuttle Multiplier 1
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 36 months
C25/62.5 Nuclear Thermal Engine [2049] (6) Power 375.0 Fuel Use 10.06% Signature 62.5 Explosion 5%
Fuel Capacity 1 000 000 Litres Range 50.2 billion km (1104 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
The shipyard is retooled for Hammerhead [2048]. Ship is undamaged. I think both build cost and size of both designs is within 20% gap.
Attached a DB if you want to take a look.
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When looking at a survey ship in Naval Org, Geo Survey Points are being multiplied by the Survey Speed game setting but Grav Survey Points are not. Confirmed by altering setting from 50% to 100% and rechecking. Unclear if this is a display bug or an actual bug. 1.9.2, game started in 1.9.0, correct decimal separator, TN start, real stars.
Edit: @Simast, do the ships have different Armors? The ship having a different armor tech plus the difference in tonnage might be enough to make it non-refit.
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Minor issue: "Keep Tactical in Background" option is not saved and is always reset when restarting game.
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V 1. 9. 2
Conventional Start
Real Star
Windows Format changed to U. K. -> Decimal Seperator ". "
Calculation Bug Mining Tab/Production
In the bottom list, where all mines are displayed, the mining output of 1 Conventional Industry is equal to 0. 1 Mines.
But in the Mining Output per mineral in the top of the mining tab 1 Conventional Industry is equal to 0. 15 Mines.
Example from a fresh con. Start game:
The bottom list shows: (No Governor/10 Tons Mining Tech)
800 Con. Industries => Total mining output 800 tons/year (800 * 10 * 0. 1)
And in the Top:
Total Mining Output for Duranium, Acc. 1. 0 => 1,200 tons/year (800 * 10 * 0. 15)
Actual production is correct. The Mining Modifiers section had a hard coded value for conventional mining. Fixed now.
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Edit: @Simast, do the ships have different Armors? The ship having a different armor tech plus the difference in tonnage might be enough to make it non-refit.
Yes, they do have different armor types. How does armor affect refit mechanics exactly? Cant find anything about this in the Aurora C# changes post. Btw, I have another set of ship designs with different armor that I am able to refit.
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I seam to have found a rather strange problem. It would seam that in 1. 9. 2 that the industry queue no longer moves onto building items. For example if I have something that finishes building that was only using 10% industry and you have something in the queue that is next to build that only uses 10% for example it will not start and you will only be using 90% of the industry.
EDIT: If I do hit up queue it will start building the item, just have to manually do that tho.
EDIT2: Now it just worked in my game? Odd maybe its only when I manually reduce the % on something already being worked on that it does not auto pickup the next queued item? I will need to do a bit more fiddling.
The odd thing is this worked with previous versions.
Here is the requested info Steve asked for.
Economics screen industry tab
Real stars
This is easy to reproduce.
Just started this campaign.
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Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2 Game plays okay after I press okay and have found no issues yet.
#1617 just converts a number into a string. What is your decimal separator?
full stop .
v1.9.2
I can confirm this too. But only in certain save files apparently. Decimal separator "."
Attached is a DB to trigger the error.
I can load and run this db too without any problems.
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v1.9.2
Under "Economics" Window, shipyards. If there are damaged ships of multiple races stationed on the same planet, you can apparently select ships of other races for repair - all damaged ships of other races (and their designs) are shown in the drop downs. Is it intended?
Fixed.
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Edit: @Simast, do the ships have different Armors? The ship having a different armor tech plus the difference in tonnage might be enough to make it non-refit.
Yes, they do have different armor types. How does armor affect refit mechanics exactly? Cant find anything about this in the Aurora C# changes post. Btw, I have another set of ship designs with different armor that I am able to refit.
Different armor counts as a different component, and Armor is often a large chunk of a ships cost. If they are different armors *and* notably different tonnages it is unsurprising it is not within refit range.
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Found a weird bug. Some ground commanders are generated with absurdly low promotion scores. I noticed that some of my commanders with the highest Ground Combat Command score (seems to happen when this is over 4 million) were stuck at the lowest or second lowest rank. I looked at the promotion score, thinking 'maybe there wasn't room at a higher rank' and found that their score was in the low hundreds even though they have better stats than any other commander.
Steps to reproduce.
New game.
Commander Political Bonuses off.
On commander screen hit replace all and give a large number (10000).
This should produce a few commanders that demonstrate this.
No score was being awarded for command ratings above 4m. Fixed now.
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Different armor counts as a different component, and Armor is often a large chunk of a ships cost. If they are different armors *and* notably different tonnages it is unsurprising it is not within refit range.
Got it, so it still just the build cost and size that affects refits (and armor will just contribute to changing both of them)? You can see build cost and tonnage in my bug report. Either my math is terrible or I do not understand the mechanics. . They are both within 20% range.
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1.9.2 Known stars, 3 NPR:s, 2.5 years in.
I got: Function #2662: Object reference not set to an instance of object
My guess is NPR-related since I'm not doing much right now. Did not leave Sol, have no active fleet orders. Basically only researching and building.
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Different armor counts as a different component, and Armor is often a large chunk of a ships cost. If they are different armors *and* notably different tonnages it is unsurprising it is not within refit range.
Got it, so it still just the build cost and size that affects refits (and armor will just contribute to changing both of them)? You can see build cost and tonnage in my bug report. Either my math is terrible or I do not understand the mechanics. . They are both within 20% range.
It's not the difference in total build points for the ships.
It's the total build points of the components that are part of the target design but not part of the source design.
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v1. 9. 2
TN start, random stars, 1 year played
Got a "Function #2941: The given key was not present in the dictionary. " while passing time on the tactical map. Clicked it away and continued with no problems so far.
I'm also getting some transit failure events on occasion even though the jump drives work fine.
Also ran into something I have never seen before, 2 NPR's spawning on the same planet, and it's only 2 jumps from Sol! Dont know if this is supposed to be able to happen or not but I figured it was worth mentioning. It's a bit inconvenient as I was making diplomatic progress with one of them but the other one refused to talk and shot down my diplomatic ship after a while, now I'm just hoping they will fight each other as I decided to yet again be greedy and spawn with no warships.
You can have up to 3 NPRs on the same planet, so that is WAI.
Are the transit failures due to jump shock? (immediately following another transit)
2941 is connected to age and luminosity of stars and would happen if you had a system with a star type that didn't exist, which I have never seen before. Very odd.
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Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
I've tried these steps but can't reproduce.
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1.9.2 Known stars, 3 NPR:s, 2.5 years in.
I got: Function #2662: Object reference not set to an instance of object
My guess is NPR-related since I'm not doing much right now. Did not leave Sol, have no active fleet orders. Basically only researching and building.
Related to recovery from ruins. Has been reported before, but I still haven't pinned it down.
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Not sure if a bug or wai but in the Technology Report Window, there is no indication if a tech is a prototype.
Also can't see a way to delete unused prototypes to prevent clutter
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Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
I've tried these steps but can't reproduce.
I had a very similar issue with the Tactical Window yesterday. I used "Select Name" in the System View to change the name of a system that was open on the Tactical map. The name didn't change on the Tactical Map which I expected but it didn't change after I hit Refresh either. I thought I would switch away to another system and back but I found that I could not change systems on the Tactical Map at all. Selecting other systems in the dropdown failed with no error message. I saved the game so I could close and restart but as soon as the save finished the name updated on the Tactical Map and I could switch systems again. This was on Random Stars.
I have used the Select button to rename several other systems since then and it hasn't happened again but I don't know if I had them open at the time. I'll see if I can figure out how to reproduce it tonight and give you a better report.
EDIT: One other thing that might be relevant is that I didn't like the name being generated by the jump chain naming theme and kept changing it but since it doesn't appear to be randomized I had the same name come up four or five times before I changed the theme.
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Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
I've tried these steps but can't reproduce.
I had the exact same issue in a previous version, probably 1.7.3.
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Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
I've tried these steps but can't reproduce.
Here's a screenshot. Note that I used Select Name to change the name of the system, and then tried to select Sol from the dropdown list. The system view did not refresh, nor can I get it to do so.
https://i.imgur.com/lUuCnPQ.png
Related issue: After renaming a system I can't use the dropdown on the tactical map to change systems either unless I advance time.
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v1. 9. 2
TN start, random stars, 1 year played
Got a "Function #2941: The given key was not present in the dictionary. " while passing time on the tactical map. Clicked it away and continued with no problems so far.
I'm also getting some transit failure events on occasion even though the jump drives work fine.
Also ran into something I have never seen before, 2 NPR's spawning on the same planet, and it's only 2 jumps from Sol! Dont know if this is supposed to be able to happen or not but I figured it was worth mentioning. It's a bit inconvenient as I was making diplomatic progress with one of them but the other one refused to talk and shot down my diplomatic ship after a while, now I'm just hoping they will fight each other as I decided to yet again be greedy and spawn with no warships.
You can have up to 3 NPRs on the same planet, so that is WAI.
Are the transit failures due to jump shock? (immediately following another transit)
2941 is connected to age and luminosity of stars and would happen if you had a system with a star type that didn't exist, which I have never seen before. Very odd.
Ah, jump shock is probably the reason for the transit failures. Explains why its only the tug class responsible for deploying my jump point sensors that get them.
I have tried to get the error to pop up again by loading and progressing time over and over, but so far no luck. Could it be something that could happen when an NRP discovered a new system? Because loading would give them a different system if it wasn't discovered at the time of the save, and if the outcome that triggers the error is very rare it would explain why I haven't been able to reproduce it.
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Locked for new release.