Seems like move to system requiring geosurvey does not work. Is this known issue?Sorry if this is a dumb question, but does the new system have bodies to survey?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
Seems like move to system requiring geosurvey does not work. Is this known issue?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
Seems like move to system requiring geosurvey does not work. Is this known issue?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
Does the survey fleet have independent jump capability?
Quote from: Bughunter on Today at 18:16:18
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.
Seems like move to system requiring geosurvey does not work. Is this known issue?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
Does the survey fleet have independent jump capability?
No, does it need? That would be obvious explanation
To the other question: Yes, the system had bodies
More a request than a bug.
Considering most of the nasty bugs are now fixed (only the known for long time and ruins now appear to be the last standing) would it be possible to have a new installer for 2.0 with a proper interface at start and 32/64 bit?
Otherwise even a repack for clean install would do.
SM generated random ruins appear to not be saving again.
New game, all defaults.
Turn on SM
System window - geosurvey all
Pick a body with no existing ruins (mars in my test)
Random ruin button (ruin now displays on body)
Save, close, re-open. Ruin is gone. (note alien installations remain if one was generated)
Also related small QOL issue: when hitting 'random ruin' when a ruin already exists and after clicking through the pop-up indicating the existing ruin will be deleted, the ruin still displays in the bodies list until the window is refreshed.
Agamemnon class Survey Craft (P) 502 tons 13 Crew 223.3 BP TCS 10 TH 13 EM 0
1275 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/3 DCR 0 PPV 0
Maint Life 6.60 Years MSP 149 AFR 8% IFR 0.1% 1YR 6 5YR 89 Max Repair 200 MSP
Captain (JG) Control Rating 1
Intended Deployment Time: 36 months Morale Check Required
Internal Fusion Drive EP12.80 (1) Power 12.8 Fuel Use 0.95% Signature 12.80 Explosion 2%
Fuel Capacity 1 000 Litres Range 37.8 billion km (343 days at full power)
Advanced Geological Sensors (1) 3 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
Agamemnon class Survey Craft (P) 502 tons 13 Crew 223.3 BP TCS 10 TH 13 EM 0
1275 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/3 DCR 0 PPV 0
Maint Life 6.60 Years MSP 149 AFR 8% IFR 0.1% 1YR 6 5YR 89 Max Repair 200 MSP
Captain of the List Control Rating 1
Intended Deployment Time: 36 months Morale Check Required
Internal Fusion Drive EP12.80 (1) Power 12.8 Fuel Use 0.95% Signature 12.80 Explosion 2%
Fuel Capacity 1 000 Litres Range 37.8 billion km (343 days at full power)
Advanced Geological Sensors (1) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Agamemnon class Survey Craft (P) 502 tons 13 Crew 223.3 BP TCS 10 TH 13 EM 0
1275 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/3 DCR 0 PPV 0
Maint Life 6.60 Years MSP 149 AFR 8% IFR 0.1% 1YR 6 5YR 89 Max Repair 200 MSP
Captain of the List Control Rating 1
Intended Deployment Time: 36 months Morale Check Required
Internal Fusion Drive EP12.80 (1) Power 12.8 Fuel Use 0.95% Signature 12.80 Explosion 2%
Fuel Capacity 1 000 Litres Range 37.8 billion km (343 days at full power)
Advanced Geological Sensors (1) 3 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
More a request than a bug.
Considering most of the nasty bugs are now fixed (only the known for long time and ruins now appear to be the last standing) would it be possible to have a new installer for 2.0 with a proper interface at start and 32/64 bit?
Otherwise even a repack for clean install would do.
Next update is going to be 1.10.0, not 2.0. Versioning doesn't really work that way.SM generated random ruins appear to not be saving again.
New game, all defaults.
Turn on SM
System window - geosurvey all
Pick a body with no existing ruins (mars in my test)
Random ruin button (ruin now displays on body)
Save, close, re-open. Ruin is gone. (note alien installations remain if one was generated)
Also related small QOL issue: when hitting 'random ruin' when a ruin already exists and after clicking through the pop-up indicating the existing ruin will be deleted, the ruin still displays in the bodies list until the window is refreshed.
Can confirm that ruins don't save properly when SMed in for version 1.9.3. Ruins generated by repeatedly redoing sol's minerals, however, will stick around.
EDIT: Even when they shouldn't, I think? I got ruins on Titan once and they didn't go away if I hit "Redo Sys Minerals" again. Maybe it was that refresh bug mentioned above.
I had a strange bug in 1. 9. 0:
I swapped out an 8 MSP missile launcher for 4 2 MSP launchers. I then used the shipyard tooled for the old design to refit to the old ships to their new designs. There were 2 ships to refit and two slipways. The game thew a "Function 2097: Attempted to divide by 0 error. " Those two went through fine but any time I opened the economics window, or the game ticked forward, it through a divide by 0 error. Any tasks given to the shipyard ate a slipway and never showed up on the "Shipyard Tasks" tab and never completed. Restarting the game did nothing.
I upgraded to 1. 9. 3 to see if it fixed the problem, but the game thew a "Function #1126: Column 'chkHabRangeWorldsLowG' does not belong to table RecordSet. " error. Clicked OK. "Function #1617: Object reference not set to an instance of an object. " error. Clicked OK. Game boots but with no race or system in the selector boxes. Downgraded back to 1. 9. 0, "Function #1126: Column 'chkHabRangeWorldsLowG' does not belong to table RecordSet. " persists.
Accidentally clicked on taskbar shortcut and it opened the version 1. 9. 0 game with the divide by 0 error again, despite the fact that it had been overwritten and the overwriting file opened Aurora in a different place on the Taskbar, but that might just be weird windows behavior.
Database attached below.
EDIT: I had 2 MSP 2 Missile launchers that were identical, including their names, if that's relevant. I don't have time now, but I will attempt to reproduce the original bug in a fresh instal of 1. 9. 3 when I have the time.
Its my first post so hello everyone.This sounds like this problem (http://aurora2.pentarch.org/index.php?topic=11139.0).
Since version 1. 9. 0 my every research is done in couple days. I am generating like 400. 000 research points daily.
Has anyone run into the same problem?
Fresh start, conventional empire.
1. 9. 3Quote from: dlathro1 link=topic=11173. msg129522#msg129522 date=1588282138I had a strange bug in 1. 9. 0:
I swapped out an 8 MSP missile launcher for 4 2 MSP launchers. I then used the shipyard tooled for the old design to refit to the old ships to their new designs. There were 2 ships to refit and two slipways. The game thew a "Function 2097: Attempted to divide by 0 error. " Those two went through fine but any time I opened the economics window, or the game ticked forward, it through a divide by 0 error. Any tasks given to the shipyard ate a slipway and never showed up on the "Shipyard Tasks" tab and never completed. Restarting the game did nothing.
I upgraded to 1. 9. 3 to see if it fixed the problem, but the game thew a "Function #1126: Column 'chkHabRangeWorldsLowG' does not belong to table RecordSet. " error. Clicked OK. "Function #1617: Object reference not set to an instance of an object. " error. Clicked OK. Game boots but with no race or system in the selector boxes. Downgraded back to 1. 9. 0, "Function #1126: Column 'chkHabRangeWorldsLowG' does not belong to table RecordSet. " persists.
Accidentally clicked on taskbar shortcut and it opened the version 1. 9. 0 game with the divide by 0 error again, despite the fact that it had been overwritten and the overwriting file opened Aurora in a different place on the Taskbar, but that might just be weird windows behavior.
Database attached below.
EDIT: I had 2 MSP 2 Missile launchers that were identical, including their names, if that's relevant. I don't have time now, but I will attempt to reproduce the original bug in a fresh instal of 1. 9. 3 when I have the time.
Idk but this sounds like some sort of install problem - have you tried doing a completely fresh 1. 9. 0 install then upgrade to 1. 9. 3?
Worth noting that I reproduced this issue on both my desktop and laptop.
It looks like the max atmosphere value when terraforming is not saved, which, if true, may result in some issues if you don't pay attention to your terraforming projects.
EDIT: I got the value to save by clicking off of the max value text box, but that seems. . . a little weird.
Version: 1.9.2
The function number: #2941
The complete error text: The given key was not present in the dictionary
The window affected: Tactical (affected system)
What you were doing at the time: Started Grav Survey “conditional order” & auto turn (1 day construction cycle)
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No (ENG-UK regional settings)
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
Length of the campaign: 26 Years in game & first system survey after Sol.
The bugs thread for 1.9.2 is closed, but i thought i should report this bug.
I'm not exactly sure if it's a bug or WAI or if it should even be classified as a bug but tidal lock zone for Sol like star (1 solar mass) is 110 million kilometres. Isn't that a little too much?
very minor bug: a Starship Captain receives credit toward the "Discover X new star Systems" even when the unexplored jump Point he crosses first leads to a new Connection to a previously known System, which is technically not a newly discovered sysem.
If a parasite is in a hangar bay but the mothership is not at a recreational location, the deployment clock of the parasite reduces at a rate equal to the following formula:
Time Passed * 10 * (1 - Mothership Deployment Modifier))
If both refueling and refueled ships are tankers, then it is not possible to refuel the ships that have no fuel, this seems like a bug, because if your tankers get stranded you will not be able to refuel them.
Tried it with two tanker fleets, I had one completely unload its fuel to Earth and other fleet joined it and tried to refuel it. Refuel from own tankers is not working in this case either.
TN start, real stars, decimal separator is dot.
1. 9. 3 Bug Ship Class design editor:
Have copied a locked design, then I was looking through different components to put on the ship. Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category. Already opened categories that are closed are not affected, does not happen when you open category a then category b then close a then close b. only occurs when opening category a then closing category a.
Thermal Sensor Sensitivity 0
Sensor Size 0.1 HS (5 tons) HTK 0
Detect Sig Strength 10: 0m km
Detect Sig Strength 100: 0m km
Detect Sig Strength 1000: 0m km
Chance of destruction by electronic damage 100%
Cost 0 Crew 0
Development Cost 0 RP
Materials Required
Uridium 0
Tried to create smallest Thermal Sensor (with 0.1 HS) and saw all zeros (same with EM sensors):Code: [Select]Thermal Sensor Sensitivity 0
Sensor Size 0.1 HS (5 tons) HTK 0
Detect Sig Strength 10: 0m km
Detect Sig Strength 100: 0m km
Detect Sig Strength 1000: 0m km
Chance of destruction by electronic damage 100%
Cost 0 Crew 0
Development Cost 0 RP
Materials Required
Uridium 0
Quote from: Opal link=topic=11173. msg129532#msg129532 date=1588284511Its my first post so hello everyone.This sounds like this problem.
Since version 1. 9. 0 my every research is done in couple days. I am generating like 400. 000 research points daily.
Has anyone run into the same problem?
Fresh start, conventional empire.
1. 9. 3 Bug Ship Class design editor:
Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category.
Quote from: Narhalles link=topic=11173. msg129733#msg129733 date=15883531681. 9. 3 Bug Ship Class design editor:
Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category.
This is because any double-click in the confines of the components section counts as a double-click on the currently selected component and adds it (or 5x or 20x etc). Technically not any double-click: if the mouse is lower down than the bottom of the list for either click, or if you change the selected component with the second click, then they won't count. So when you rapidly open or close categories, your "double-clicks" are adding the selected component. That's the bug.
After switching from 1. 9. 0 to 1. 9. 3 i noted that task like ship building, research and construction take significant less time.Check this post (http://aurora2.pentarch.org/index.php?topic=10637.0).
To get research times that make at least a little sense i had change research speed from 100 to 1.
I also noted a mess up the ". " and "," when entering decimal places. I am using German windows setting. The "," is the separator.
With 1. 9. 3 input of decimal places only worked when using ". " as a separator. However the display the entered value used the ",". This was behavior i did not observe with 1. 9. 0.
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.This thread (http://aurora2.pentarch.org/index.php?topic=11139.0) has info on how to change it.
I don't know if it is WAI, but suddently I discovered5 tech related to ground forces for free.
The function number N/A
The complete error text N/A
The window affected N/A
What you were doing at the time 5 day increment (the first civilian mining operation has been established on a comet)
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 14y long
Might already be reported somewhere, but I don't remember it.They do indeed post a event. Maybe you hid it? It's easy to miss if you don't color it.
V1.9.3:
Would be nice if the "refuel at Colony (All)," and the "Resupply from Colony," conditional orders put up an event when they triggered. As of now it was surprising to suddenly find the fleet that I thought was surveying back in Sol without warning. It's possible I missed the event but I don't think so.
Might already be reported somewhere, but I don't remember it.They do indeed post a event. Maybe you hid it? It's easy to miss if you don't color it.
V1.9.3:
Would be nice if the "refuel at Colony (All)," and the "Resupply from Colony," conditional orders put up an event when they triggered. As of now it was surprising to suddenly find the fleet that I thought was surveying back in Sol without warning. It's possible I missed the event but I don't think so.
I just started a brand new 1.9.3 game and unfortunately ran into a game-breaking issue. Conventional start, real stars, decimal, doing nothing but waiting to research TN tech.
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated many times but I was eventually able to click through them.
I played through it for a couple more months, I never received another error popup, but the game eventually froze completely and I had to terminate it. This happened 26 Oct 2026, game time. After restarting I didn't get a freeze, but it does drop into 5-second increments about that time for NPR combat.
Most recent database (and previous DB, in case that helps reproduction) is attached.
I just started a brand new 1.9.3 game and unfortunately ran into a game-breaking issue. Conventional start, real stars, decimal, doing nothing but waiting to research TN tech.
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated many times but I was eventually able to click through them.
I played through it for a couple more months, I never received another error popup, but the game eventually froze completely and I had to terminate it. This happened 26 Oct 2026, game time. After restarting I didn't get a freeze, but it does drop into 5-second increments about that time for NPR combat.
Most recent database (and previous DB, in case that helps reproduction) is attached.
Is decimal, meaning you use a comma?
Please note you have to change the format as a period.
You can find the info here http://aurora2.pentarch.org/index.php?topic=11190.msg129822#new in the problems section.
On a star-related note, changes to a star's bearing and distance don't actually move the star and causes repeated errors (#3060: Object reference not set to an instance of an object) when reloading the game and opening the system view.As an addendum to this. I moved the star then gave it a save, which seems to have undone any previous changes to the game and every moon outside of Sol is now called "No Name", DB included.
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 and still present in 1. 9. 3.
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.
Reproduced again in 1.9.3
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: Reproduced with both random and real stars
Decimal Separator: Full stop
Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Rename System" 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 does not refresh the planet list in the system view. You can only view and interact with the system you just renamed until you close and reopen the system view, or if you refresh the tactical map.
Worth noting that I reproduced this issue on both my desktop and laptop.
Seems like move to system requiring geosurvey does not work. Is this known issue?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
Quote from: Steve Walmsley link=topic=11159.msg129465#msg129465Quote from: Bughunter on Today at 18:16:18
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.
In case it helps with the pinning down I saved right after and checked the db. It must be one of the following that caused the nullref, all from the same increment:
1st Construction Regiment has recovered an abandoned Construction Factory on Hameenmaa-A I
A formation element of 2nd Construction Regiment (45x Construction Vehicles) has increased to 105 morale
2nd Construction Regiment has recovered an abandoned Terraforming Installation on Hameenmaa-A I
A formation element of 3rd Construction Regiment (45x Construction Vehicles) has increased to 101 morale
3rd Construction Regiment has recovered an abandoned Mine on Hameenmaa-A I
I don't know if the morale increase is always supposed to happen, but if it is then it is the mine.
Seems like move to system requiring geosurvey does not work. Is this known issue?
I just found my first jump point and transitted through it.
Now I have other survey fleet in earth that I gave standing secondary order "move to system requiring geosurvey", but it complains that there is no sutable destination.
This may be a stupid question :) but is your second fleet capable of transiting the jump point to the new system? Fleets will only accept orders they are capable of executing.
SM generated random ruins appear to not be saving again.
New game, all defaults.
Turn on SM
System window - geosurvey all
Pick a body with no existing ruins (mars in my test)
Random ruin button (ruin now displays on body)
Save, close, re-open. Ruin is gone. (note alien installations remain if one was generated)
Also related small QOL issue: when hitting 'random ruin' when a ruin already exists and after clicking through the pop-up indicating the existing ruin will be deleted, the ruin still displays in the bodies list until the window is refreshed.
It appears the update armor button on the ship design screen uses a different way of calculating if a ship is fighter sized
Supply and Demand orders set in the Civilian Economy Tab will transfer more Installations than needed, resulting in larger quantitys of installation Transported and Interrupts for Civilian ships failing to load said installations when the available stock of Installations does not exceed the set Supply amount
Question: Can you use Aux Controls on commercial vessels or are they just for military ships? I constructed a freighter with an Aux Control and cannot post an XO - it doesn't show up as an available posting - so not sure if this is bug or WAI?
1.9.3 patched from a 1.9.0 installation, . decimal separator, TN start, random stars, no time elapsed yet.
While setting up my game start, I had just finished spending my starting build points and was in the Naval Organization window setting up admin commands and fleets and whatnot. I made a subfleet in a naval command for a squadron of ships, and...
accidentally dragged the parent fleet into its own subfleet. It has now vanished from its parent command, and after clicking anywhere in game (the cursor stuck in the 'drag and drop' mode), Aurora seems to have frozen.
Obviously in the future I just won't do that ;D, but still reporting the fact that it's possible.
When exploring a new jump point in non-real stars it led to the system the star was already connected to. As a result the two systems were connected by two jump links.
Mining Tab of Economics - under Mining Modifiers, all the numbers are accurate, but the total production on the end isn't reflecting the 'production bonus'. Actual mining production is also correct. (Example, new game, 1600 Conventional Industry, Production modifier is listed as 1. 5, Governor 1. 15 (15% mining bonus for the governor), the rest 1. Total Production is listed as 1,840 with is the 1600*1. 15. Actual mining amount for accessibility 1 is 2,760 (1600*1. 15*1. 5).
It would seem to make more sense to have that Total Prod value actually say 2,760.
v1.9.3
Under "Naval Organization" window, after selecting a fleet, you can drag to select all the ships in the ship list, including an empty element between the Title "Ship Name" and all the ships. Click "Detach" with everything selected prompts "Function #970 Null Reference Exception"
It may not be quite a bug, but the Commercial Damage Control and Max Tracking Time for Bonus vs Missiles: 30 Seconds (6%) techs both have a redundant dependency on Trans-Newtonian Technology, because they also depend on another tech which depends on Trans-Newtonian Technology.
Meanwhile High-Density Duranium Armor depends on Duranium Armor twice :)
These don't cause any ill effects in the game, but they make the tech tree look funny when graphed.
Conventional start, real stars 1.9, upgraded to 1.9.3 in two steps. Preexisting condition: a pair of TechID-twinned "Tank Destroyer" designs – they don't seem to cause trouble and will remain until I replace the existing units with an upgraded version.
Minor glitch with the Select Name window. I cannot pin the condition down precisely. 1. I rename one thing, in case A: a ship design via select name (from themed names). Then I want to rename another – in case A: a system –, click select name, then change my mind and click cancel. The system is still renamed, to the name I had selected before, in case A for the ship design. 2. Followed the same steps (as far as I know) to reproduce, but couldn't. Cancel button indeed cancelled. 3. Case B: I *manually* rename a system body, then click and cancel Select Name for the system, system is renamed to the name I gave the body.
Conventional start, real stars 1.9, upgraded to 1.9.3 in two steps. Preexisting condition: a pair of TechID-twinned "Tank Destroyer" designs – they don't seem to cause trouble and will remain until I replace the existing units with an upgraded version.
Minor glitch with the Select Name window. I cannot pin the condition down precisely. 1. I rename one thing, in case A: a ship design via select name (from themed names). Then I want to rename another – in case A: a system –, click select name, then change my mind and click cancel. The system is still renamed, to the name I had selected before, in case A for the ship design. 2. Followed the same steps (as far as I know) to reproduce, but couldn't. Cancel button indeed cancelled. 3. Case B: I *manually* rename a system body, then click and cancel Select Name for the system, system is renamed to the name I gave the body.
Has anyone got a 'twinned ground units' bug in a brand new v1.9.3 game? (not in a game that was previously running in a different version)
I just started a brand new 1.9.3 game and unfortunately ran into a potential game-breaking issue. Conventional start, real stars, decimal separator = period, doing nothing but waiting to research TN tech.
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated many times but I was eventually able to click through them.
I played through it for a couple more months, I never received another error popup, but the game eventually froze completely and I had to terminate it. This happened 26 Oct 2026, game time. After restarting I didn't get a freeze, but it does drop into 5-second increments about that time for NPR combat.
Most recent database (and previous DB, in case that helps reproduction) is attached.
I just started a brand new 1.9.3 game and unfortunately ran into a potential game-breaking issue. Conventional start, real stars, decimal separator = period, doing nothing but waiting to research TN tech.
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated many times but I was eventually able to click through them.
I played through it for a couple more months, I never received another error popup, but the game eventually froze completely and I had to terminate it. This happened 26 Oct 2026, game time. After restarting I didn't get a freeze, but it does drop into 5-second increments about that time for NPR combat.
Most recent database (and previous DB, in case that helps reproduction) is attached.
This is it. This is the NPR related string of errors I had earlier. It has something to do with NPRs generating a new NPR.
Formation Templates: The Civilian Garrison CGR is hidden when you open that window; but when you for example add a new template, they become visible in the template list.
Conventional start, real stars 1.9, upgraded to 1.9.3 in two steps. Preexisting condition: a pair of TechID-twinned "Tank Destroyer" designs – they don't seem to cause trouble and will remain until I replace the existing units with an upgraded version.
Minor glitch with the Select Name window. I cannot pin the condition down precisely. 1. I rename one thing, in case A: a ship design via select name (from themed names). Then I want to rename another – in case A: a system –, click select name, then change my mind and click cancel. The system is still renamed, to the name I had selected before, in case A for the ship design. 2. Followed the same steps (as far as I know) to reproduce, but couldn't. Cancel button indeed cancelled. 3. Case B: I *manually* rename a system body, then click and cancel Select Name for the system, system is renamed to the name I gave the body.
Has anyone got a 'twinned ground units' bug in a brand new v1.9.3 game? (not in a game that was previously running in a different version)
Sorry, I shouldn't have mentioned it. It was confusing. They were carried over from 1.9. I just try to be as comprehensive as I can.
Version: 1.9.2
The function number: #2941
The complete error text: The given key was not present in the dictionary
The window affected: Tactical (affected system)
What you were doing at the time: Started Grav Survey “conditional order” & auto turn (1 day construction cycle)
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No (ENG-UK regional settings)
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
Length of the campaign: 26 Years in game & first system survey after Sol.
The bugs thread for 1.9.2 is closed, but i thought i should report this bug.
Version 1.9.3 confirmation (in the same game)
#2941: The given key was not present in the dictionary
Action: SM explore jump point
After the error the jump point disappears.
If you reload the game the error doesn't reappear, i guess it's a problem with system generation.
Conventional start, real stars 1.9, upgraded to 1.9.3 in two steps. Preexisting condition: a pair of TechID-twinned "Tank Destroyer" designs – they don't seem to cause trouble and will remain until I replace the existing units with an upgraded version.
Minor glitch with the Select Name window. I cannot pin the condition down precisely. 1. I rename one thing, in case A: a ship design via select name (from themed names). Then I want to rename another – in case A: a system –, click select name, then change my mind and click cancel. The system is still renamed, to the name I had selected before, in case A for the ship design. 2. Followed the same steps (as far as I know) to reproduce, but couldn't. Cancel button indeed cancelled. 3. Case B: I *manually* rename a system body, then click and cancel Select Name for the system, system is renamed to the name I gave the body.
Has anyone got a 'twinned ground units' bug in a brand new v1.9.3 game? (not in a game that was previously running in a different version)
Sorry, I shouldn't have mentioned it. It was confusing. They were carried over from 1.9. I just try to be as comprehensive as I can.
No, it is is important. This was a bug was in 1.9.2 so if units were created in that version, the bug would still exist in v1.9.3. A new game in v1.9.3 should not have the the bug. Which is your situation?
v1.9.3
Always occurs, trivial to reproduce.
Tactical map bugs still present since VB:
If you click on an object on the tactical map and try to drag it, the map will center on that object after the drag.
Clicking on a hidden asteroid centers the tactical map on that asteroid.
Together this makes dragging the tactical map in a dense asteroid field difficult.
Shift-clicking to measure distance from a body works correctly.
Mineral search window ignores Gallicite accessibility filter. Work fine on other minerals.
Deactivate Shields command is not working. I have a fleet with raised shields, when I give them command to Deactivate Shields nothing happens. Command Activate Shields is working correctly.
TN start, real stars, decimal separator is dot.
If a scientist dies during a research project the progress of said project is no longer saved requiring starting from scratch.<-seems to have fixed itself. Or maybe it was something else.
Edit: If you change the name of a system in the "system generation and display" screen you can't switch to another system on the screen, you need to exit and enter it again, at least in SM mode.
Edit 2: I can't open the "mineral survey window" when I'm in the galaxy map.
Deactivate Shields command is not working. I have a fleet with raised shields, when I give them command to Deactivate Shields nothing happens. Command Activate Shields is working correctly.
TN start, real stars, decimal separator is dot.
By command, do you mean fleet order or button?
I am assuming order as button is for single ship. I've added a zero shield level as well as shields inactive.
TN start, real stars, decimal separator is dot. Two issues I encountered:
It seems that it is not possible to have more than 1 colony on body. If I try to create colony on body with CMC in System Generation and Display nothing happen, if I drop Installations od the body with CMC, they became part of the CM colony. Same with my own colonies, I am unable to have two separate colonies on same body.
Body with archeological dig is not listed in category Archeological Digs, in my game there are Abandoned installations on Titan, there is colony on Titan, but it is listed in Other Colonies (no installations were recovered yet, ruins are identified).
I have an issue with shield generators. Not sure if it is a bug.
I have two generators: S25/R300 and S9/R216. I can have both types on the ship but the final shield value partly depends od weaker generator.
Big generator makes Shields 25-300, if I add small one to it then final shield strength is changed to Shields 25-216.
Not sure if this is WAI, but this basicaly makes ship worse. So maybe there should be warning that combining different sizes of shields is not beneficial. Or something like that?
Not sure if this is a bug or WAI. I have a bunch of construction formations on a planet and I went to industry to queue up a construction factory. It shows I have 80BP from the units, yet the factory never makes any building progress.
Picture attached.
Manufacturing is showing as 0% for some reason. Please see attached.Not sure if this is a bug or WAI. I have a bunch of construction formations on a planet and I went to industry to queue up a construction factory. It shows I have 80BP from the units, yet the factory never makes any building progress.
Picture attached.
What is the status of the production modifiers for that colony?
TN start, real stars, decimal separator is dot. Two issues I encountered:
It seems that it is not possible to have more than 1 colony on body. If I try to create colony on body with CMC in System Generation and Display nothing happen, if I drop Installations od the body with CMC, they became part of the CM colony. Same with my own colonies, I am unable to have two separate colonies on same body.
That is working as intended. You can have 1 colony for each possible combination of race, species and system body.QuoteBody with archeological dig is not listed in category Archeological Digs, in my game there are Abandoned installations on Titan, there is colony on Titan, but it is listed in Other Colonies (no installations were recovered yet, ruins are identified).
It took me a while to figure out what you meant. I assume you mean not listed on the population list of the economics window when 'By function' is selected. Please specify the window for the bug as I was checking the ruins displays on the Tac Map and Galactic Map.
I've added the archaeological digs (and fixed the spelling :) ). I've also add the tag of each ruin type to colonies, even those already displayed in a higher priority category.
It seems that commanders that are set as Story Characters do not get medals. I have civilian administrator since the begining of the game and he didnt get medal for 10 years of service, while others that I got later already have it.
TN start, real stars, decimal separator is dot.
Getting repeated Function #4 errors after I found a small alien population on a planet I terraformed. The planet was previously uninhabited, because it was too cold and I terraformed it from a 2. 00 to a 0. 00. After building up my colony, I had no sensors on it, but as soon as I sent over sensors I discovered new aliens, and a small population there. They had no ships, or any other sort of tech. When I sent ground forces, they had no military, and once I took them over, their portrait switched from their original one to mine.
And now every 30 days I get a function #4 error. Even after I deleted the population on the planet and SM'd in communications. I don't exactly know what's wrong.
v1.9.3
The "View Technology" Window does not update when I change empires using the top-left drop down in the window.
It seems that commanders that are set as Story Characters do not get medals. I have civilian administrator since the begining of the game and he didnt get medal for 10 years of service, while others that I got later already have it.
TN start, real stars, decimal separator is dot.
The Story character flag doesn't affect the medal assignment code, only the health and retirement section. I'll show the assignment code here as it is very simple.
// check for length of service awards
List<MedalConditionAssignment> RaceConditionAssignments = MedalConditionAssignments.Where(x => x.Condition.MeasurementType == AuroraMeasurementType.LengthOfService).ToList();
foreach(MedalConditionAssignment mca in RaceConditionAssignments)
{
List<Commander> QualifyingCommanders = Commanders.Values.Where(x => x.ServiceLength >= mca.Condition.AmountRequired && x.CommanderRace == mca.AssignedMedal.MedalRace && x.MedalList.ContainsKey(mca.AssignedMedal.MedalID) == false).ToList();
foreach(Commander c in QualifyingCommanders)
c.AwardMedal(mca.AssignedMedal, mca.Condition, "");
}
Could you check the commander's start of service date and make sure he is eligible.
v. 1.9.3
In galactic map, when selecting 'Military Restricted System', it doesn't seem to make a difference whether you say no or yes in the confirmation window. The box will be checked in both cases.
Hey Steve, I've encountered a bug.
Version 1. 9. 3
Decimal separator ". "
Random stars
Ship design window
I was designing a tug that could pull my new terraforming station. I tried searching for tug in the drop down menu, typed in tug, pressed enter and then it gave a prompt. Function 2520: The objectereference is not set to a kind of object (rough translation).
Then it promptly deleted all my ship designs as well as all of my ships.
To cause the bug you have to select the drop down menu, it has to be dropped down and you have to type in it and press enter.
p. s.
It seems to have also deleted all the fleets of the civilians
I don't know if it's a bug or a mechanic. After building the 10th Academy, no Academy Commandant can be appointed.
I have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.Getting repeated Function #4 errors after I found a small alien population on a planet I terraformed. The planet was previously uninhabited, because it was too cold and I terraformed it from a 2. 00 to a 0. 00. After building up my colony, I had no sensors on it, but as soon as I sent over sensors I discovered new aliens, and a small population there. They had no ships, or any other sort of tech. When I sent ground forces, they had no military, and once I took them over, their portrait switched from their original one to mine.
And now every 30 days I get a function #4 error. Even after I deleted the population on the planet and SM'd in communications. I don't exactly know what's wrong.
Function #4 is alien AI diplomacy code. What is the error text? The number only tells me where the error happened. I need the text to know what happened.
Did they have any installations at all? How large was the population? I'm wondering if this was pre-industrial NPR.
Also, you mean their race portrait in the Diplomacy window has changed to yours?
I was missing Condition for 20 years medal, thats why the second character does not have it. But 10 and 30 years work.
Edit: I remade 20 years medal and all characters got it retroactively, except for the story character.
I was missing Condition for 20 years medal, thats why the second character does not have it. But 10 and 30 years work.
Edit: I remade 20 years medal and all characters got it retroactively, except for the story character.
Is there anything else unusual about that commander apart from the story character flag. Do you have other story characters that did receive the medals?
EDIT: Sorry I doubted you :) The problem was that the service length was being tracked in the retirement section. Fixed now.
very minor bug: a Starship Captain receives credit toward the "Discover X new star Systems" even when the unexplored jump Point he crosses first leads to a new Connection to a previously known System, which is technically not a newly discovered sysem.
v1.9.3
If you refit a ship in a such a way that its Commander rank increases, the now underranked commander will stay at the position.
e.g. Having an old freighter having only the bridge, and the new design has an extra Auxiliary bridge added to it. After refit, the R7 commander stays as CO despite he is now underranked for the job, as the new ship would require R6 commander.
I have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.Getting repeated Function #4 errors after I found a small alien population on a planet I terraformed. The planet was previously uninhabited, because it was too cold and I terraformed it from a 2. 00 to a 0. 00. After building up my colony, I had no sensors on it, but as soon as I sent over sensors I discovered new aliens, and a small population there. They had no ships, or any other sort of tech. When I sent ground forces, they had no military, and once I took them over, their portrait switched from their original one to mine.
And now every 30 days I get a function #4 error. Even after I deleted the population on the planet and SM'd in communications. I don't exactly know what's wrong.
Function #4 is alien AI diplomacy code. What is the error text? The number only tells me where the error happened. I need the text to know what happened.
Did they have any installations at all? How large was the population? I'm wondering if this was pre-industrial NPR.
Also, you mean their race portrait in the Diplomacy window has changed to yours?
My DB is here: http://aurora2.pentarch.org/index.php?topic=11173.msg130022#msg130022
very minor bug: a Starship Captain receives credit toward the "Discover X new star Systems" even when the unexplored jump Point he crosses first leads to a new Connection to a previously known System, which is technically not a newly discovered sysem.
Same with Discover Habitable Planet, my officer was awarded medal for "discovering" Earth, when new link was established that lead to Sol.
Yes, but only upon first discovering the NPR. I think it was error related to the NPR being setup.I have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.Getting repeated Function #4 errors after I found a small alien population on a planet I terraformed. The planet was previously uninhabited, because it was too cold and I terraformed it from a 2. 00 to a 0. 00. After building up my colony, I had no sensors on it, but as soon as I sent over sensors I discovered new aliens, and a small population there. They had no ships, or any other sort of tech. When I sent ground forces, they had no military, and once I took them over, their portrait switched from their original one to mine.
And now every 30 days I get a function #4 error. Even after I deleted the population on the planet and SM'd in communications. I don't exactly know what's wrong.
Function #4 is alien AI diplomacy code. What is the error text? The number only tells me where the error happened. I need the text to know what happened.
Did they have any installations at all? How large was the population? I'm wondering if this was pre-industrial NPR.
Also, you mean their race portrait in the Diplomacy window has changed to yours?
My DB is here: http://aurora2.pentarch.org/index.php?topic=11173.msg130022#msg130022
I noticed in your report you mentioned a lot more errors first so the situation might be different. However, for your DB the problem was that the alien race had no populations left and was trying to create a new capital without success. Fixed now.
The deployment time of military ships in a commercial hangar on a commercial vessel reduces as if the ship were at a recreational location.
This is consistent with the deployment clock rules specified in the change thread (http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052).
Specifically, rule number 5:QuoteIf a parasite is in a hangar bay but the mothership is not at a recreational location, the deployment clock of the parasite reduces at a rate equal to the following formula:
Time Passed * 10 * (1 - Mothership Deployment Modifier))
This seems like an oversight, and that this reduction should only apply for military hangars.
Is it intended that commercial hangars should provide deployment time relief?
Yes, but only upon first discovering the NPR. I think it was error related to the NPR being setup.
Thanks for the fix! Is it something that'll be save compatible?
Version 1.9.3. "." as separator.
Three things:
1) In Naval Organization -> Movement Orders, hitting "Repeat Orders" does not update either "All Orders Distance" or "Travel Time Required" unless you refresh the screen (such as switching to a different fleet and back).
2) Some (but not all) of the entries in "Aurora Forum Members" are duplicated (such as my own name).
3) I've encountered a planet with an atmosphere of "water" at 0 ATMs. Shows up as "NaN" for %age. Doesn't appear to be causing any problems, just looks odd.
Error is "Function #242: Object reference not set to instance of an object"
Screen affected is the class design window.
The error appears to occur when I expand and collapse categories of components in the Race Components tab, but doesn't seem to negatively affect my game (as far as I can tell, anyhow)
s]EDIT: The error began appearing when I marked the "Nautilus Co. 10.4 GW Pressurized Water Reactor" as obsolete from the class design screen (I used the Obso Comp button). Marking it as obsolete from the tech report window also results in this error. I hope that helps.[/s]
EDIT 2: Disregard the above. Error still occurs in class design screen even if that component is not obsolete.
3) Agree that looks odd. Presumably water vapour with zero atm, but not positive. Could you attach DB?Looks like not - I just checked all three database files (save, backup, and previousbackup), and either reloading the save fixed it, or it settled out of the atmosphere since I discovered it. If I see it again, I'll make sure to make a save.
There is something wrong with passive electronic sensors. When designing an electronic sensor with size 0.8 or smaller, there is no range difference when choosing either sensor sensitivity 5 or 6. The range is exactly the same. When choosing sensor size 0.2, there is no difference between sensitivity 5,6, or 8. When choosing size 0.1, all sensor ranges are zero. I suspect it has to do with integer rounding, as all sensors with the same cost have exactly the same range.
Decimal separator is a dot btw.
2) Some (but not all) of the entries in "Aurora Forum Members" are duplicated (such as my own name).2) You will need to speak to whoever it was that created the list. Happy to re-import.
DELETE
FROM DIM_NamingTheme
WHERE NameThemeID = 389 AND
rowid NOT IN
(SELECT min(rowid)
FROM DIM_NamingTheme
WHERE NameThemeID = 389
GROUP BY Name);
When you scrap the last ship in a Task Force, the whole task force is deleted.
Error is "Function #242: Object reference not set to instance of an object"
Screen affected is the class design window.
The error appears to occur when I expand and collapse categories of components in the Race Components tab, but doesn't seem to negatively affect my game (as far as I can tell, anyhow)
s]EDIT: The error began appearing when I marked the "Nautilus Co. 10.4 GW Pressurized Water Reactor" as obsolete from the class design screen (I used the Obso Comp button). Marking it as obsolete from the tech report window also results in this error. I hope that helps.[/s]
EDIT 2: Disregard the above. Error still occurs in class design screen even if that component is not obsolete.
I can't reproduce with your database.
#242 is double-click on component treeview. Does this affect every component when you double-click or only specific components? If you click on anything but a component the function immediately exits
I have seen this error multiple times in previous versions, both in my own games and here in the various forum bug threads, but I managed to reproduce it consistently. It has to do with relabelling copies of classes as a different class type.
Error Number: #235
Error Message: Cannot add or insert the item Covenant (P) in more than one place. You must first remove it from its current location or clone it. parameter node: none.
Affected Window: Class design
Steps to reproduce: In the attached DB, choose the Jump Destroyer "Covenant" class. Choose copy class. In the drop down menu in the top, reassign the copy as a destroyer escort.
Other info:
Version: 1.9.3, started in 1.9.0, no mods
Decimal separator: dot
Conventional start, Real stars, 31yr campaign
I have seen this error multiple times in previous versions, both in my own games and here in the various forum bug threads, but I managed to reproduce it consistently. It has to do with relabelling copies of classes as a different class type.
Error Number: #235
Error Message: Cannot add or insert the item Covenant (P) in more than one place. You must first remove it from its current location or clone it. parameter node: none.
Affected Window: Class design
Steps to reproduce: In the attached DB, choose the Jump Destroyer "Covenant" class. Choose copy class. In the drop down menu in the top, reassign the copy as a destroyer escort.
Other info:
Version: 1.9.3, started in 1.9.0, no mods
Decimal separator: dot
Conventional start, Real stars, 31yr campaign
Using the attached DB, I selected the Jump Destroyer "Covenant" class. I clicked copy class. I selected destroyer escort as a new hull type for the copied class. There were no errors.
There must be something specific to your installation that is causing the problem. In fact, given other reported errors with dropdown and treeviews, I am started to wonder if this is an issue with .NET.
Do you happen to know what version of .NET frameworks in on your PC?
I have seen this error multiple times in previous versions, both in my own games and here in the various forum bug threads, but I managed to reproduce it consistently. It has to do with relabelling copies of classes as a different class type.
Error Number: #235
Error Message: Cannot add or insert the item Covenant (P) in more than one place. You must first remove it from its current location or clone it. parameter node: none.
Affected Window: Class design
Steps to reproduce: In the attached DB, choose the Jump Destroyer "Covenant" class. Choose copy class. In the drop down menu in the top, reassign the copy as a destroyer escort.
Other info:
Version: 1.9.3, started in 1.9.0, no mods
Decimal separator: dot
Conventional start, Real stars, 31yr campaign
Using the attached DB, I selected the Jump Destroyer "Covenant" class. I clicked copy class. I selected destroyer escort as a new hull type for the copied class. There were no errors.
There must be something specific to your installation that is causing the problem. In fact, given other reported errors with dropdown and treeviews, I am started to wonder if this is an issue with .NET.
Do you happen to know what version of .NET frameworks in on your PC?
If RegEdit is to be believed, 4.8.03752.
I retrieved this info from the registry (press Win + R, type "regedit.exe") at the following location: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v4\Full\1033\Version
I am getting no log entry for a fuel ship when it has low fuel. Only got a warning when it reached 0. Maybe some kind of check that sends a warning if the distance it has to take would lead to fuel depletion... .
Sometimes when I switch to another race with SM mode on in the tactical screen I get errors "Function #2947: The given key was no present in the dictionary". The reason I'm not attaching the DB is that the problem is solved if I save, leave and re-start the game and I cannot notice any problems with the game, such as missing stuff. Right now more annoying than game breaking.
The only other thing I can add it usually happens when I've played for a while and from what I can remember it is always a different race that is affected by the errors.
I've been geo surveying a multi star system that had previously been grav surveyed. I was using the Bolzano-class Exploration Cruiser "Tigre" who had Primary Standing order "Survey Next Five System Bodies" and Secondary Standing Order "Survey Next Three System Locations." The Tigre finished geo surveying the planets and asteroids around Aachen-A and returned to Earth to refuel and overhaul. I sent the Tigre back to the Aachen system after overhaul was complete as the planets around Aachen-B and Aachen-C still needed Geo surveying. However, after jumping through the jump point, the Tigre constantly reports. "CX Tigre is unable to carry out its primary standing order (Survey Next Five System Bodies) or its secondary standing order (Sruvey Next Three System Locations)."
I thought this may be due to potential range concerns; at early game my Bolzano-class explorers only have 30.1b km range, and the orbital period of Aachen-B is 13.8b km. Conditional orders would send the Tigre back to refuel. Is the game looking ahead and refusing to attempt surveys because of fuel concerns?
V 1.9.3, just using the Federated Nations game as a springboard for my own efforts.
No error text, I just noticed the retirement of Commander Georg Baumgarten, despite having a presumably rather important assignment in command of a survey ship. I was surprised as I didn't think that officers who were currently assigned were supposed to be able to retire. Was I just unlucky?
DB attached.
My PC lost power while save was in progress. All scientists and research progress are lost. I suggest saving creates new file instead of rewriting existing one. Replace/delete files after the save completes.
1. 9. 3 Bug Ship Class design editor:
Somehow I had gotten a 2nd engine type selected (never clicked it dont know how that happened) and I go to minimize a category of modules (wide view mode on) and I get the error that "Only one type of engine can be added to a class" happens whenever you open and then close a category.
This is because any double-click in the confines of the components section counts as a double-click on the currently selected component and adds it (or 5x or 20x etc). Technically not any double-click: if the mouse is lower down than the bottom of the list for either click, or if you change the selected component with the second click, then they won't count. So when you rapidly open or close categories, your "double-clicks" are adding the selected component. That's the bug.
Loading a buoy as a previous design in missile design raises a null error on function 2044 and 2043, presumably because of the No Engine check box settings not being copied when you load a buoy.
Trying to add a new kind of missile in a full magazine will lead to this : (Class design view)
(https://i.ibb.co/9tjXn1K/Capture.jpg) (https://imgbb.com/)
My PC lost power while save was in progress. All scientists and research progress are lost. I suggest saving creates new file instead of rewriting existing one. Replace/delete files after the save completes.
It does create a new file. See this stickied topic.
http://aurora2.pentarch.org/index.php?topic=11078.0
Game slow-down; save is attached.
The time taken to process increments has suddenly increased in my game, to an extent that seems disproportionate to the current game complexity, and I have what I hope is a straightforward DB file to check.
Best guess is that the slow-down has to do with the alien contact in the NN 3145 system. I'm guessing they're Precursors. Whatever they are, they have at least one mobile ship chasing my fleet "GSV Illuminator of the Webway 5".
Minor things:
I have labeled the NN 3145 system. Only the first line of a map label displays fully on screen.
My PC lost power while save was in progress. All scientists and research progress are lost. I suggest saving creates new file instead of rewriting existing one. Replace/delete files after the save completes.
It does create a new file. See this stickied topic.
http://aurora2.pentarch.org/index.php?topic=11078.0
Thanks. The backup was corrupted aswell :(
Quote from: Latrone link=topic=11173. msg129683#msg129683 date=1588339522Hey Steve, I've encountered a bug.
Version 1. 9. 3
Decimal separator ". "
Random stars
Ship design window
I was designing a tug that could pull my new terraforming station. I tried searching for tug in the drop down menu, typed in tug, pressed enter and then it gave a prompt. Function 2520: The objectereference is not set to a kind of object (rough translation).
Then it promptly deleted all my ship designs as well as all of my ships.
To cause the bug you have to select the drop down menu, it has to be dropped down and you have to type in it and press enter.
p. s.
It seems to have also deleted all the fleets of the civilians
Can't reproduce - when I type 'tug' and press enter I get the windows 'ding' tone that means invalid and then nothing else happens.
Hey Steve thanks for reading. It seems I didn't explain well enough. The windows ding happens when you type in the drop down menu and then press enter. If the menu is dropped down, and you type in it and whilst it is still dropped down you press enter the bug happens. Or maybe it is something on my end.
Surveyor not surveying star system 13.8b km away from system center.
There is a max ten billion range on that order type. Try ordering the ship to travel to the distant secondary component, then the standing order will work.
When advancing time, I got error 2939 twice. Then the game hung. I was using 5 day increments and doing geological survey at most. Maybe an NPR triggered NPR or ruin generation? There's also a swarm about, so maybe it entered an unexplored system, and the game tried to generate an NPR there?
After force quitting, I tried from the most recent save, about 6 months earlier, but this didn't happen again. An NPR did find it's way to Sol, though.
The function number: 2939
The complete error text: Object reference not set to an instance of an object
The window affected: Main window
What you were doing at the time: Advancing time, 5 day increment
Conventional or TN start: TN
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.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Only 9 or 10 years.
I've noticed the water vapour one as well, though doesn't appear to be in my current game.Version 1.9.3. "." as separator.
Three things:
1) In Naval Organization -> Movement Orders, hitting "Repeat Orders" does not update either "All Orders Distance" or "Travel Time Required" unless you refresh the screen (such as switching to a different fleet and back).
2) Some (but not all) of the entries in "Aurora Forum Members" are duplicated (such as my own name).
3) I've encountered a planet with an atmosphere of "water" at 0 ATMs. Shows up as "NaN" for %age. Doesn't appear to be causing any problems, just looks odd.
1) Fixed.
2) You will need to speak to whoever it was that created the list. Happy to re-import.
3) Agree that looks odd. Presumably water vapour with zero atm, but not positive. Could you attach DB?
Blast. I hate it when a problem plays "peek-a-boo". :-/Game slow-down; save is attached.
I've loaded the game but turns are running normally.
Hey Steve thanks for reading. It seems I didn't explain well enough. The windows ding happens when you type in the drop down menu and then press enter. If the menu is dropped down, and you type in it and whilst it is still dropped down you press enter the bug happens. Or maybe it is something on my end.
I was able to reproduce this myself with this additional info. It seems that this DOES in fact delete your ships, too. I hit save afterwards and they didn't come back (thankfully I have a backup)
To clarify, here's the exact repro steps:
1. Open class design window
2. Select an existing ship class.
3. Click on the hull type menu, expanding it.
4. Type something in. Press enter
5. All the ships are gone now.
I suspect this somehow lets you set a ship's hull type to something arbitrary, and if that arbitrary thing isn't something Aurora knows about, it freaks out.
Strange number installations.
Added 4 spaceports as supply on Earth.
Added 1 demand on Luna, Mars, Venus and Titan.
Ended up with 1. 0125 spaceports on Venus, 1. 025 on Mars. tried to add 0. 0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians. I always get an error "Wrong input format".
Will ship the Spaceports back with civilian and do them 1 after another. Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)
Seems the same Problem exists with infrastructure. I currently have 5 606. 6355 infrastructure on Luna.
The function number 2926
The complete error text Reference to an object not set on an object instance
The window affected Shipyards
What you were doing at the time Retooling an empty shipyard (the second click was successfull
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 13y long
Strange number installations.
Added 4 spaceports as supply on Earth.
Added 1 demand on Luna, Mars, Venus and Titan.
Ended up with 1. 0125 spaceports on Venus, 1. 025 on Mars. tried to add 0. 0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians. I always get an error "Wrong input format".
Will ship the Spaceports back with civilian and do them 1 after another. Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)
Seems the same Problem exists with infrastructure. I currently have 5 606. 6355 infrastructure on Luna.
Could you just confirm your decimal separator?
When saving my game, got this pop-up:
"Function #1427: Data error (cyclic redundancy check)"
1.9.3
Conventional Start, Real Stars.
This does seem to reproduce consistently, even when closing the game and loading again.
Steps to reproduce:
1. Open Aurora
2. Press the save button
Here's a copy of the database:
https://drive.google.com/open?id=1zPpbLyGE6xlx155jCS2KKRr0pvcuMna9 (https://drive.google.com/open?id=1zPpbLyGE6xlx155jCS2KKRr0pvcuMna9)
Strange number installations.
Added 4 spaceports as supply on Earth.
Added 1 demand on Luna, Mars, Venus and Titan.
Ended up with 1. 0125 spaceports on Venus, 1. 025 on Mars. tried to add 0. 0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians. I always get an error "Wrong input format".
Will ship the Spaceports back with civilian and do them 1 after another. Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)
Seems the same Problem exists with infrastructure. I currently have 5 606. 6355 infrastructure on Luna.
Could you just confirm your decimal separator?
It sometimes happen, to me as well with other installations. If I put 200 mines supply on Earth and 100 demand on Luna and Mars sometimes civilians will transport more that 100 on one of the planets. So I only put demand on one colony at the time. I suppose the partial number of spaceports is because of the size of the installation, it does not fit into normal transport?
As for the infrastructure numbers I can confirm this bug. I have currently 4,030.1933 infrastructure on Luna. If I load default game in 1.9.3 that is provided with the install I see 2,231.2874 infrastructure on Mercury and I didn't touch that game at all.
TN start, real stars, decimal separator is dot.
can we please have 1.9.4 out today?
Thanks
EDIT: Only if possible of course and in line with your schedule. Otherwise thanks anyway. :-)
v1.9.3
Under "Economics" window, Shipyards, checking "Use Components" when building a ship does not update estimated time of completion. (though the completion date is expectedly shorter as shown in "Shipyard Tasks" tab, after actually creating the task)
Seems like Same-Yard construction does not care about prototype limitations.
Was able to build a frigate with an FP firecontrol using a shipyard tooled to a valid non-prototype design.
No error was thrown at all.
Screenshots and save attached.
1.9.3, decimal is decimal
The window affected Economics
What you were doing at the time Terraforming
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy reproducible
If a colony has 0 populations and 0 infrastructure Terraforming installations work at full speed. As soon as population arrives speed goes down to what it should be (number of workers available).
Possible bug, not sure, I might just be confused
window affected: Medal Management
Is your decimal separator a comma?: no
Is the bug easy to reproduce, intermittent, or one-off? Easy to reproduce(unless I got it wrong)
What were you doing at the time?: getting anti-missile missiles to the face.
I made a general medal for combat experienced officers, for either: destroying an enemy ship, destroying 10 missiles, taking internal damage, Destroying 100.000 tons of enemy commertial shipping(which I now realize was a bit redundant), Participating in Combat drops, and capturing ships in boarding combat.
well then I got 50 AMM to the face, not really expected, the enemy was thought to have some heavy GC, and my guard was a bit down. nontheless, we got 6 missiles down. for some reason, although only 1 ship was damaged, and not even internally, 3 medals were awarded, all of them for supposedly having taken down 10 missiles.
I can one hundred percent believe that they altered future records, but come on this has to be some sort of bug.
They all fired more than 10 rounds of Gauss Cannon goodness at them, so maybe that has something to do with it?
v.1.9.3
I’m experiencing a series of errors when progressing time. The errors begin on May 30th 2043, and the entire series (I think) repeats each increment, when progressing one day at a time. It continues for quite a while.
Function #2239 Object Reference not set to an object
The first errors occurs 17 times in a row, after which the below series is repeated 17 times.
Function #2156 Object Reference not set to an object
Function #2157 Object Reference not set to an object
Function #2163 Object Reference not set to an object
Function #2164 Object Reference not set to an object
(I'm sorry if the error text is imprecise. It is shown in my system language so I had to translate the meaning back into English)
If I after that enter the economics window, I get the same series of errors (except the second section only occurs once), and the mining tab is completely empty. This is repeated whenever I switch to view a different colony.
I have attached a DB copy just a few days before the errors start happening.
Promotion of Naval Officer relieves him from academy commandant position.
Could be WAI of course, but I would not expect this.
Version 1. 9. 3, I checked the misc. tab to be sureUpdate: Closing and restarting seems to have resolved this, however it still seems odd it happened in the first place
Non-real stars
". " decimal separator
Nonhuman, conventional start
Spacemaster created system
0 starting NPRs
In case it's relevant the only spoiler race I had turned on were the rahka
Not 100% sure what happened, I started a new game, advanced time, was about to go through the first jump point when I got a string of errors, I didn't think to remember the numbers but I think all, or most of them said "Object not set to an instance"
Afterwards it generated the system so I assumed all was well, there was a nice ruin on one of the worlds
I went about my business assuming it was just a random one off thing, but when I went to check the progress of the system survey I got a pop-up with just the name of the survey ship in the system, this also happened whenever I hit the refresh button on that system. I have to assume it had something to do with the ruins, as I explored a second system that I don't believe had ruins and did not receive this string of errors
I had planned to attach the database in case it was useful but I can't seem to figure out how to do that
Quote from: Ironclad Mouse link=topic=11173. msg130199#msg130199 date=1588475446Version 1. 9. 3, I checked the misc. tab to be sureUpdate: Closing and restarting seems to have resolved this, however it still seems odd it happened in the first place
Non-real stars
". " decimal separator
Nonhuman, conventional start
Spacemaster created system
0 starting NPRs
In case it's relevant the only spoiler race I had turned on were the rahka
Not 100% sure what happened, I started a new game, advanced time, was about to go through the first jump point when I got a string of errors, I didn't think to remember the numbers but I think all, or most of them said "Object not set to an instance"
Afterwards it generated the system so I assumed all was well, there was a nice ruin on one of the worlds
I went about my business assuming it was just a random one off thing, but when I went to check the progress of the system survey I got a pop-up with just the name of the survey ship in the system, this also happened whenever I hit the refresh button on that system. I have to assume it had something to do with the ruins, as I explored a second system that I don't believe had ruins and did not receive this string of errors
I had planned to attach the database in case it was useful but I can't seem to figure out how to do that
The world the ruins are on is a frozen tundra world with about 95% hyrdosphere at around -60 degrees Celsius with a breathable nitrogen-oxygen atmosphere if any of that helps at all
A couple of times I have had this weird problem ( bug ? ) :-
I have a GEV vessel with the correct Military Jump Drive surveying a system . I then order the ship to transit a Jump point . I get the following event and a pause in time , " Transit Failure - GEV xxxxx cannot carry out a transit as there is no available jump drive capable of allowing the fleets military engined ships to enter the jump point ".
The weird thing is that if i click a further 5 days time period the vessel then commences the transit,
A DB entry with the message is attached.
DavidR
The 'Population Density' (PD) modifier does not properly register decimals in 'Create Race' from 'System View'. I have made sure to change my settings to use a period as decimal separator and comma as thousands separator.
If I create a new race and type '0.5' as PD, it registers as 0.00. If I type '1.3' it registers as 1.00 and if '2.4' then 2.00 and so on.
If I create the race and then go to 'Race Information' I am perfectly capable of setting the PD as I please and it functions just right. It is only in the 'Create Race' window from 'System View'. It works just fine when creating a race a game start.
The window affected: Create Race in System View
Random or Real Stars: Random
Is your decimal separator a comma? Period
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Day one of campaign.
v1.9.3
In "Commanders" Window, commander filters on the bottom right for Civilian Administrators have Admin Rating drop downs that go up to 8. However, somehow, I managed to have an administrator of Admin Rating 9. As a result, he is completely invisible in the list of commanders there.
CIWS still seem to need active sensor on ship to function in 1.9.3
Civilian administrator lists at bottom-right of Commanders window show up to admin level 8. However, administrators may be of higher level than this.
When transports lack the cargo space to load minerals or installations, the error messages shown have a few issues:
- A message may be shown if another transport in the fleet does have space.
When transports have more than enough space for the available installations, a warning is shown for all such transports, and we really only need to be notified once. It would perhaps be cleaner if the message were abbreviated to something along the lines of "Fleet X loaded all available Ys and has cargo space remaining."
- For minerals, if Corundum could not be loaded, Gallicite is placed in the message instead.
In the Naval Organization window, a order to Load All minerals with a Minimum Available of (non-zero, less than total on world) X causes the fleet to load nothing and continue immediately. I expected it to load all minerals when X total were available, and for the fleet to wait until that minimum was available.
An order to Load Mineral Type with a Minimum Available set to less than the amount of that mineral immediately present causes the fleet to load normally. If Minimum Available is set to a larger value, the fleet loads nothing. Again, I expect the fleet to wait until X is available and then to load all minerals of that type. Ideally, the fleet in both cases would continuously load until X of all minerals, or of that type, were loaded at that location, and for the fleer to then continue to the next order.
I was not able to figure out how the Load Mineral when X available differed in behavior from Load Mineral Type.
Refueling and tankers work a lot better in recent versions, but I am running up against a couple of remaining issues. I have a Sorium harvester station, and a tanker, and cannot figure out how to unload fuel from the former using the latter. I've made certain that the tanker really does know it's a tanker, dug into the bowels of the interface and told it to refuel own fleet, and then tried to use it to take fuel from the Sorium harvester. No order allowing me to take fuel appears. I tried moving the tanker to the harvester, setting the harvester to also be a tanker, and having the harvester fuel the tanker. No go. When I try "join and refuel target fleet", only the first of these orders happen. Finally, I can't see any button to have one ship in a fleet directly refuel another.
I have a work-around. It is to build the harvester with a refueling system. But this should not be necessary; a tanker with a refueling system should not require the other vessel also to have one.
Minor note: I accidentally built my tanker with 1x 100k LPH refueling system and 3x 50k systems. The game indicates that only the first of these do anything, but the ship design window displayed no error or warning (as it does with engines).
- When switching between commander types, the list of entities to which leaders may be assigned does not update.
-- Several actions still do not update the list of leaders in the bottom-right panel, including promotions and retirements.
Sector commanders, as expected, increase things like mining and production. I'm not seeing them increase population growth (could have sworn they did so in previous versions).
I have seen this error multiple times in previous versions, both in my own games and here in the various forum bug threads, but I managed to reproduce it consistently. It has to do with relabelling copies of classes as a different class type.
Error Number: #235
Error Message: Cannot add or insert the item Covenant (P) in more than one place. You must first remove it from its current location or clone it. parameter node: none.
Affected Window: Class design
Steps to reproduce: In the attached DB, choose the Jump Destroyer "Covenant" class. Choose copy class. In the drop down menu in the top, reassign the copy as a destroyer escort.
Other info:
Version: 1.9.3, started in 1.9.0, no mods
Decimal separator: dot
Conventional start, Real stars, 31yr campaign
Using the attached DB, I selected the Jump Destroyer "Covenant" class. I clicked copy class. I selected destroyer escort as a new hull type for the copied class. There were no errors.
There must be something specific to your installation that is causing the problem. In fact, given other reported errors with dropdown and treeviews, I am started to wonder if this is an issue with .NET.
Do you happen to know what version of .NET frameworks in on your PC?
On the Galactic Map my fuel harvester space station uses the ship icon, not the space station icon.
It is the only ship/station in the system.
(Changing icons makes no difference)
Version: 1.9.3
Start: TN
Stars: Real
Locale: Eng_UK
Window: Galactic Map
Easy to reproduce: Yes
CIWS still seem to need active sensor on ship to function in 1.9.3
Yes, confirmed
It seems that auto-numbering of newly built ships is only incrementing each time a ship of the current design is built.
It should also increment any time a ship is refitted to the current design.
Example:
I have class SpeedyA.
I have one ship of this class: FAC SpeedyA 001.
I make a new design: SpeedyB.
I refit FAC SpeedyA 001 to the new design.
I use the Class Design window, Ships In Class tab to auto-rename the ship.
The ship is now named FAC SpeedyB 001 (sidenote: it would be nice if, upon refitting any ship with a ship name that matches the default format, the ship received a new default ship name for the new design).
At the shipyard, I go to build a new SpeedyB.
The default name for the new ship is FAC SpeedyB 001. It should be FAC SpeedyB 002.
The global "Survey Speed" modifier only affects Geo survey. Grav is working at default speed.
Game settings are 50% survey speed
Fleet view attachment: 5x Thor Heyerdahls are giving 19.99 Grav points, but only 9.99 Geo points.
Thor Heyerdahl attachment: The ships in question have 3 of each sensor. 3x5 + some commander bonuses gives 19.99, while 9.99 is 1/2 of that.
1.92 game continued in 1.93
Manufacturing is showing as 0% for some reason. Please see attached.Not sure if this is a bug or WAI. I have a bunch of construction formations on a planet and I went to industry to queue up a construction factory. It shows I have 80BP from the units, yet the factory never makes any building progress.
Picture attached.
What is the status of the production modifiers for that colony?
Minor Bug
In Naval Organisation Window, Rabble fleet selected, micellaneous tab
There is button "SM: Move Fleet" Visible, but I do not have Space Master enabled
Underway Replenishment doesn't seem to work correctly, unless I'm completely misunderstanding how it's supposed to work.
Assuming it's supposed to be the % of stationary refueling speed a tanker is capable of during transit, it's currently way to low.
Ex: Tug I is a fleet with a tanker and Tug moving together. Tanker has "Refueling Capability: 60 000 litres per hour" and I got "Underway Replenishment 30%".
After about one month of flying they've covered 2. 6b km, and the Tug range has gone down about 2. 4b km. So it has been refueled a bit.
But the tanker should have been able to fully refuel the tug several times over during this period, as even at 30% speed refueling should't take more then 10 days or so.
Tanker was probably build before Underway Replenishment was researched if that matters.
Tanker is in a sub-fleet in the Tugs fleet, set to "Refuel own fleet". And it is working somewhat, only way slow.
It's a 9. 1/9. 2 (not 100% sure) game continued in 9. 3
Hi Steve, it looks to me the missile onboard ECM is not working as intended against incoming AMMs.
The hit chance is about 52%, so it seems the onboard ECM did not decrease this chance (should be 0 since it has ECM 6 onboard).
The hit chance for PD guns are working as intended, affected by the onboard.
Attached is the DB for you to reporduce the issue. The firing fleet is under Earth Federation at earth, the defending fleet is under Martian Republic on Mars.
Small issue with Atmosphere status in Summary (Economics window). I put colony on small dwarf planet that has no atmosphere, but in Summary view it shows as Atmosphere Breathable.
Same problem with other bodies. In Sol, colony on Ganymede has only Aestusium/Water Vapor atmosphere but it is shown as breathable in Summary view. On the other hand, for Callisto (only Aestusium) it works correctly and shows Not Breathable.
Another colony in Sirius that is being terraformed has only 0.05 atm of oxygen but it is shown as breathable in Summary view.
TN start, real stars, decimal separator is dot.
Minor Bug
In Naval Organisation Window, Rabble fleet selected, micellaneous tab
There is button "SM: Move Fleet" Visible, but I do not have Space Master enabled
Fixed.
Reposted as I forgot the attachment (thanks Froggiest)
The function number #1538
The complete error text The object reference not set to an instance of an object
The window affected Error is thrown at construction phase. Doesn't matter what window is active
What you were doing at the time I believe it began when I ran out of fuel on my fleet after returning from an NPR fight. Around the time I started a tugging route to get the stranded ships back to Sol
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No, natively a period.
Is the bug is easy to reproduce, intermittent or a one-off? Hits on every construction interval. Advance time to activate.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 40 years. Started in year 0001.
Other Information: I was playing 1. 9. 0 when this occurred. Updated to 1. 9. 3 and still getting the error. I am also getting a couple of errors related to ground combat, including a divide by zero error which seems to stop me from getting any more combat reports. I'll make a new post with that info as soon as I recreate it.
Minor Bug
In Naval Organisation Window, Rabble fleet selected, micellaneous tab
There is button "SM: Move Fleet" Visible, but I do not have Space Master enabled
Fixed.
Can we leave a non-SM button to move a fleet if it is empty?
Otherwise we can't create placeholder fleets to be the target of orders (for example, for delivering tugged ships at new mining colonies).
I encountered strange issue with my ground formation commander ranks. I tried to find if it was reported before, but no luck.
I have several templates that have different ranks of commanders set with Change Rank button (Ground Forces - Formation Templates window).
For example regiment have COL, division have MG and corps have LTG.
But in Commanders window all formation except one show lowest rank (MAJ) as set commander. So my large formation will get automatically assigned low officer as unit commander and higher ranking officers have no assignment.
(https://i.ibb.co/18snFF4/ground-commanders.png) (https://ibb.co/dGbc88H)
TN start, real stars, decimal separator is dot.
Edit: I am using Terran Federation ranking system and I changed some abbreviations of higher ranks because they were the same as abbreviations of low ranks MAJ was both Major and Major General. I also deleted highest Ground Force Commander rank - that was set to Sky Marshal. Not sure if this could affect the problem.
Edit 2: I think I found reason for this, already existing units are not affected by later changes to set command rank. I made new units and they have correct command rank.
Apologies if this has already been fixed.
Versions bug has been observed in: V1.93
The function number: N/A
The complete error text: N/A
The window affected: Class Design
What you were doing at the time: Building two freighter classes
A conventional start: Yes
A random stars game: No
Is the bug easy to reproduce, intermittent or a one-off: Easy to reproduce
A long campaign - say 75 years or longer: No
The length of the campaign: 11 years
Notes: Attaching my .db because it is happening in my game
Notes: Concord class was made by clicking the "Copy Class" button on Lexington class
The bug: The "Build Time (yrs)" in the Class Design does not seem to calculate the actual build time.
Steps to reproduce:
- Open Class Design window
- View Concord class and Lexington class freighter build times and note the difference in size
Ordnance Template screen in Naval Organization has "SM: Fill Ship" and "SM: Fill Class" buttons enabled, although I do not have space-master mode on.