Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 30, 2020, 12:07:13 PM

Title: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on April 30, 2020, 12:07:13 PM
Please post bugs in this thread for v1.9.3

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 v1.9.3

When you post, please post as much information as possible, including:
Title: Re: v1.9.3 Bugs Thread
Post by: Inglonias on April 30, 2020, 12:10:56 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Eretzu on April 30, 2020, 12:20:56 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: JacenHan on April 30, 2020, 12:26:31 PM
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.
Sorry if this is a dumb question, but does the new system have bodies to survey?
Title: Re: v1.9.3 Bugs Thread
Post by: surprise on April 30, 2020, 12:31:35 PM
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?
Title: Re: v1.9.3 Bugs Thread
Post by: Bubbaisagod on April 30, 2020, 12:37:04 PM
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.


Title: Re: v1.9.3 Bugs Thread
Post by: Eretzu on April 30, 2020, 01:02:19 PM
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
Title: Re: v1.9.3 Bugs Thread
Post by: zatomic on April 30, 2020, 01:17:35 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Bughunter on April 30, 2020, 02:19:30 PM
Quote from: Steve Walmsley link=topic=11159.msg129465#msg129465
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.

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.
Title: Re: v1.9.3 Bugs Thread
Post by: surprise on April 30, 2020, 02:59:04 PM
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

I’m not sure if it’s required, but it would make sense that you need either independent jump capability or a stabilized jump point for the standing order to work appropriately.
Title: Re: v1.9.3 Bugs Thread
Post by: Froggiest1982 on April 30, 2020, 03:40:05 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Inglonias on April 30, 2020, 03:52:53 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Narhalles on April 30, 2020, 04:00:34 PM
1. 9. 3 bug: Upon renaming my starting system I could no longer swap my system view to other explored systems (via drop down menu) restarting game fixes this.
Title: Re: v1.9.3 Bugs Thread
Post by: Prack on April 30, 2020, 04:03:16 PM
It appears the update armor button on the ship design screen uses a different way of calculating if a ship is fighter sized

This design for instance
Code: [Select]
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

Removing and re adding a component or just ticking one of the tick boxes on the right (Collier\Tanker\Senior CO) causes this ship to become

Code: [Select]
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

Pressing the update armor button and it's back to fighter class
Code: [Select]
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

It does save as a Military ship though, even if I manually lock the design while it is showing as a fighter class so it is just a display bug.  The exact size of the craft is 10. 0384
Title: Re: v1.9.3 Bugs Thread
Post by: Froggiest1982 on April 30, 2020, 04:26:06 PM
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.

Thanks.

Same request for 1.10.0 please.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: dlathro1 on April 30, 2020, 04:28:58 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Droll on April 30, 2020, 04:53:25 PM
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.

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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Opal on April 30, 2020, 05:08:31 PM
Its my first post so hello everyone.

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: JacenHan on April 30, 2020, 05:26:01 PM
Its my first post so hello everyone.

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.
This sounds like this problem (http://aurora2.pentarch.org/index.php?topic=11139.0).
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: dlathro1 on April 30, 2020, 06:08:17 PM
Quote from: Droll link=topic=11173. msg129527#msg129527 date=1588283605
Quote from: dlathro1 link=topic=11173. msg129522#msg129522 date=1588282138
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.

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?
1. 9. 3
Turns out you were right, I accidentally installed 1. 9. 3 in my 1. 8. 0 directory, silly me.  :P

I installed 1. 9. 3  in my 1. 9. 0 directory and the game booted (yay!) but the divide by zero error persisted.  (boo!) I will attempt to create from a fresh install when I have the time.

New, right, DB below
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Kristover on April 30, 2020, 06:36:21 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Conscript Gary on April 30, 2020, 07:22:37 PM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: rainyday on April 30, 2020, 07:46:22 PM
Quote from: Inglonias link=topic=11173. msg129481#msg129481 date=1588266656
Worth noting that I reproduced this issue on both my desktop and laptop.

I can reproduce this in 1. 9. 3 as well using a fresh install with the default game. 

1.  Turn on SM mode and explore 1 jump point. 
2.  Switch Main Window / Tactical Map view to the new system. 
3.  Open System View and use "Select Name" function to choose a new name. 
4.  Without closing the System View window click the systems drop-down and choose "Sol"
5.  The system view window does not update.
6.  Minimize System View.
7.  On the Main Window, select the system selector drop-down and choose Sol. 
8.  Nothing happens.
9.  Closing the System View, opening it again fixes *BOTH* windows. 

It's 100% for me.  I just reproduced it on all three jump points out of Sol in the test game. 

It also doesn't actually seem to matter if you have the system open in the Main Window.  I had Sol open in the main window while I was renaming one of them and I could not switch to any other system until I closed and reopened the System View window.  Just closing it doesn't work.  It's definitely close and reopen.  Advancing time does not fix it for me.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on April 30, 2020, 08:09:09 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: 1X3oZCfhKej34h on April 30, 2020, 08:31:39 PM
Quote from: Inglonias link=topic=11173. msg129562#msg129562 date=1588295349
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.

I think that one has always been the case.  I just make sure to hit tab after I enter the value.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Langer on April 30, 2020, 11:00:52 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on April 30, 2020, 11:22:08 PM
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"
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: db48x on April 30, 2020, 11:58:07 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 01, 2020, 01:06:28 AM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Bubbaisagod on May 01, 2020, 01:30:39 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: SpikeTheHobbitMage on May 01, 2020, 01:36:56 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Haji on May 01, 2020, 01:44:40 AM
Nvm, moved to suggestions.

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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Bubbaisagod on May 01, 2020, 01:50:54 AM
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?

Tidal locking depends on the planet's mass and its distance from its star.
For planets orbiting M-type stars, which are slightly smaller than our sun, the region where planets become tidally locked
overlaps with the so-called habitable zone, where water can remain as a liquid on a planet’s surface.

Info: space.com
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 01, 2020, 03:20:21 AM
I can see a civilian ship even though the checkbox isn't ticked.

https://drive.google.com/open?id=1Y_GFWFy1vVmgTf485yk5zUpF3GjdpoEG (https://drive.google.com/open?id=1Y_GFWFy1vVmgTf485yk5zUpF3GjdpoEG)

DB File here:
https://drive.google.com/open?id=1zXiDXXIHgqMND_fC5lwgr7Lcfk8gFIxt (https://drive.google.com/open?id=1zXiDXXIHgqMND_fC5lwgr7Lcfk8gFIxt)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Resand on May 01, 2020, 03:54:39 AM
Random enough that I kind of think I'm missing something, but can't see what.

Mineral search window ignores Gallicite accessibility filter. Work fine on other minerals.



Edit: Adding this here, as I'm not sure it should count as a bug, but would like it changed :)

Academy commandant positions in the Commander screen is showing the different Military Academies by what body they are located on.
Shouldn't this show the name of the Academies in stead?

Seeing as we can rename them. Default name is "planet body" Academy anyways, so if you don't rename anything it will work as before, but once you got several on different bodies, it's a lot easier to remember which is which by the name you've given them.

Or maybe both?
There's several tabs in that view already for ships etc. So have it show "Level" "Name" "Body"
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Haji on May 01, 2020, 06:05:06 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 01, 2020, 06:15:14 AM
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).

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 01, 2020, 07:11:16 AM
V 1.9.3 - One off bug. Probably possible to reproduce it, but I haven't yet.

An NPR managed to cause about eight different errors and I'm not sure how. I checked the database afterwards, and discovered that they had spawned Rakhas and a conventional NPR. I assume that one of those caused these errors to occur. The game seemed to continue as normal after that, but I panicked, restored from backup, and deleted the affected DB. Then I altered the game settings to prevent the starting NPR from generating more NPRs.

I wish I had recorded the exact errors, but I did not. I understand this is not a terribly helpful bug report.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 01, 2020, 08:07:28 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: theplahunter on May 01, 2020, 08:08:23 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on May 01, 2020, 08:16:31 AM
v1.9.3
The "View Technology" Window does not update when I change empires using the top-left drop down in the window.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Latrone on May 01, 2020, 08:25:22 AM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: smoelf on May 01, 2020, 08:28:13 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Demonius on May 01, 2020, 09:56:08 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on May 01, 2020, 10:25:12 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 01, 2020, 10:32:17 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 01, 2020, 10:41:27 AM
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)

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.

EDIT 2: Disregard the above. Error still occurs in class design screen even if that component is not obsolete.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: skoormit on May 01, 2020, 10:43:36 AM
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:
Quote
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))

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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: AlStar on May 01, 2020, 10:52:50 AM
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.
(https://drive.google.com/uc?export=view&id=1tsM2ZiRNoCnwU7YgTDWd_yNLVmvey5xq)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 01, 2020, 12:05:52 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Energyz on May 01, 2020, 12:12:21 PM
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.

You can use refuel from stationary tankers if the tankers are in different fleets.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Narhalles on May 01, 2020, 12:12:48 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Cosinus on May 01, 2020, 12:16:33 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Varee on May 01, 2020, 12:32:49 PM
Conventional start, Trying to setup STO but not sure if i got all the proper component.

Clicking on STO Weapon give error STO require active sense and EM techs follow by
Function #2608: Object reference not set to instance of an object
Funtion #1838: Object reference not set to instance of an object

Might be from the missing tech but not sure what is missing.

Edit : I think i figure it out, i was missing active grav sensor stretch tech, I thought trans newtonian  gave a basic level, apprently not.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 01, 2020, 12:41:09 PM
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.

I believe this is related to my prior bug that I saw in the class design screen, as sometimes, I wouldn't get an error, instead getting a message saying that I can't edit a locked class. This is puzzling, since all I was doing was expanding and collapsing categories of components.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Cosinus on May 01, 2020, 12:54:57 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: simast on May 01, 2020, 12:58:04 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: DFNewb on May 01, 2020, 12:59:42 PM
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

Cause 5/10 is less than 1.

Try making it 0.2 size so it goes 5/5 = 1

If you get to EM and thermal 11 str you can make size 0.1 ones.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Opal on May 01, 2020, 01:43:49 PM
Quote from: JacenHan link=topic=11173. msg129536#msg129536 date=1588285561
Quote from: Opal link=topic=11173. msg129532#msg129532 date=1588284511
Its my first post so hello everyone. 

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.
This sounds like this problem.

I find it odd.  In previous versions (up to 1. 8), everything worked just fine.
Has something changed?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 01, 2020, 02:02:25 PM
When you scrap the last ship in a Task Force, the whole task force is deleted.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 01, 2020, 02:19:05 PM
It is not possible to create a colony when you right-click on a body in the map. I recall that worked in VB6.
Other way would be to add a search window to the system view, so you can find the smaller objects there... .
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 01, 2020, 02:36:43 PM
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... .
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Caplin on May 01, 2020, 02:49:49 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: kyonkundenwa on May 01, 2020, 02:58:06 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Energyz on May 01, 2020, 03:06:20 PM
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/)

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: DoctorDanny on May 01, 2020, 04:00:26 PM
Complete aurora.exe app unresponsive for a couple of minutes upon increment. 17% CPU usage  - 136mb memory usage
Several subsequent intervals.

    What you were doing at the time
2 possible situations:
1) Bombed a alien military contact to 0 hp and had only non-combat ground units left on the planet.
2) Had ships in overhaul and was repairing them at the same time.

    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 so far.

    If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Year 91

Edit: Saving and restarting seems to have fixed it.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Polestar on May 01, 2020, 04:41:02 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Narhalles on May 01, 2020, 04:47:49 PM
Quote from: kyonkundenwa link=topic=11173. msg129759#msg129759 date=1588363086
Quote from: Narhalles link=topic=11173. msg129733#msg129733 date=1588353168
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.

No it happens with quite slow clicks.  I tried clicking moving mouse over to other monitor and back.  2-3 sec between.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: rekrats on May 01, 2020, 04:54:13 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]Timing Behaviour changed
Post by: Karsten on May 01, 2020, 04:55:14 PM
After switching from 1. 9. 0 to 1. 9. 3 i noted that task like ship building, research and construction take significant less time.
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.

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: JacenHan on May 01, 2020, 05:05:28 PM
After switching from 1. 9. 0 to 1. 9. 3 i noted that task like ship building, research and construction take significant less time.
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.
Check this post (http://aurora2.pentarch.org/index.php?topic=10637.0).
Quote
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Kaiser on May 01, 2020, 05:44:04 PM
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

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Kaiser on May 01, 2020, 06:07:45 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on May 01, 2020, 06:16:22 PM
v1.9.3
In "Ground Forces" window, the rank you set in "Formation templates" are apparently not respected. Even though a formation template is shown to have a rank of e.g. R6, when the unit constructed it still shows wanting to have an R7 commander under "Order of battle" view. (and subsequently trying to assign a R7 commander to it with auto-assignment on.)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on May 01, 2020, 06:17:55 PM
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)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 01, 2020, 06:50:50 PM
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

Those techs were necessary to make guard force for CMCs, from previous bug threats, this is WAI.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Bubbaisagod on May 01, 2020, 07:02:48 PM
Version: 1.9.3
The function number: #2115
The complete error text: Object reference not set to an instance of an object.
The window affected: Stockpiles
What you were doing at the time: "Disassemble All" on Particle Beam-3 (from ruin)
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: No, the chance of finding the same tech in a ruin is low.
If this is a long campaign: 12 Years
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Caplin on May 01, 2020, 07:05:11 PM
Might already be reported somewhere, but I don't remember 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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 01, 2020, 07:19:21 PM
Might already be reported somewhere, but I don't remember 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.
They do indeed post a event. Maybe you hid it? It's easy to miss if you don't color it.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Caplin on May 01, 2020, 07:31:15 PM
Might already be reported somewhere, but I don't remember 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.
They do indeed post a event. Maybe you hid it? It's easy to miss if you don't color it.

I'll have to look into that. I might have accidentally hidden the event but I wouldn't be able to benefit from color. THanks for confirming that it's actually showing up, my bad.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: SerBeardian on May 01, 2020, 08:31:34 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Desdinova on May 01, 2020, 08:37:15 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Froggiest1982 on May 01, 2020, 08:46:16 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Desdinova on May 01, 2020, 08:47:05 PM
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.

No I use a period, forgot to specify.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Aezel on May 01, 2020, 09:55:32 PM
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).

The window affected GalacticMap
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy reproducible

"Open Mineral Survey Window" button on GalacticMap doesn't seem to do anything.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Gabethebaldandbold on May 01, 2020, 10:11:04 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 02, 2020, 12:01:35 AM
Mining Tab: If Stockpile+Production is 0, any Projected Useage is not displayed in red.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 02, 2020, 01:07:50 AM
When designing a ship and you press on the "Update Armor" button but you already have the latest armor, the total tonnage of the ship goes slightly down. If you close and reopen, the old values are back.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: TMaekler on May 02, 2020, 02:13:52 AM
Visual Bug. From a certain distance the DSTS I have put on "Daphne" are displayed twice.

https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6 (https://drive.google.com/open?id=1eyTh6bn5dYd55jOulg-I5SiwnKUAAtX6)

DB is here:
https://drive.google.com/open?id=1C6HuDCwNpX6t2LryHm0T2BhWb-loZF1q (https://drive.google.com/open?id=1C6HuDCwNpX6t2LryHm0T2BhWb-loZF1q)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: JANXOL on May 02, 2020, 02:23:54 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Zhatelier on May 02, 2020, 02:58:19 AM
A minor bug, bordering as a typo issue.
I was deleting a star D from a quaternary system and the confirmation box was asking if I really wanted to delete the star B, after clicking yes the correct star (D) was deleted.

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.
When creating a new star after deleting star/stars in the same system result in a disparity on the names between the system view and tactical map. The same star can appear as a [System] - B (on system view) & [System] - D (on the tactical map).
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Zhatelier on May 02, 2020, 03:36:58 AM
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.
'.' as the decimal separator, random stars (was in process of hand-crafting a galaxy).
Starting the game gives a #1170: The given key was not present in the dictionary.
Opening the system view will result in about 2 #3060's per moon orbiting around that star. Deleting a planet seems to not get rid of the moons and need to be deleted individually, but getting rid of them does get rid of the errors bit by bit.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: smoelf on May 02, 2020, 03:56:44 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Haji on May 02, 2020, 04:12:43 AM
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.

I have a similar though different issue. I created a ship that supposedly have ppv of 381.84. I have three colonies each orbited by a single ship. All three colonies are showing protection value of 110.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: davidr on May 02, 2020, 04:39:24 AM
Saving Medal Conditions.

I don't know if anyone else has seen this , but occasionally Steve's allocated conditions fail to save when I add them to a medal(ribbon ) that I have produced.

 I add the condition to the medal/ribbon , save the item as current but if i return later I find the added condition box blank meaning the medal would never be awarded. I have to click the " save current " button numerous times to hope that the added condition stays allocated to the award.

DavidR
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Eretzu on May 02, 2020, 04:45:19 AM
Promotion of Naval Officer relieves him from academy commandant position.

Could be WAI of course, but I would not expect this.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Hastermain on May 02, 2020, 04:59:49 AM
Same error as this guy: http://aurora2.pentarch.org/index.php?topic=10990.msg128242#msg128242

Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: Period, thousand separator's a comma
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Polestar on May 02, 2020, 05:24:20 AM
The game is getting heaps more stable and fun. Mostly minor things here.

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.
- For minerals, if Corundum could not be loaded, Gallicite is placed in the message instead.
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."

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.

I care about all this why? I'd like for some of my transport fleets not to endlessly burn fuel, but rather to haul full cargos. Say, I have three mine worlds in a system and, for convenience, have a single fleet responsible for hauling from all three to a factory world or a depot. I want to be able to "load at A, load at B, load at C but leave only when full, drop and refuel at C, repeat".

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).

Minor thing, but the Commanders interface does not update a few remaining things:
- 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).

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Eretzu on May 02, 2020, 05:31:18 AM
Version 1.9.3
Separator: period

Even with current changes I was able to add oxygen to luna. No workers, Manufactory efficiency 0%.

I ran only one increment tho, no heavy testing
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 06:08:44 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 06:10:52 AM
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.
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 06:14:13 AM
Quote from: Steve Walmsley link=topic=11159.msg129465#msg129465
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.

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.

Morale increase is independent but thanks for checking.
Title: Re: v1.9.3 Bugs Thread
Post by: Eretzu on May 02, 2020, 06:45:15 AM
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.

Good question, the fleet indeed did not have jump engine. When I added one to design it worked marvels. Thx for answer and sry for spam :/

I had Jump Tender at jump point and was thinking that it would be enough.
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 06:54:05 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 07:04:41 AM
It appears the update armor button on the ship design screen uses a different way of calculating if a ship is fighter sized

The bug was that fighter size was being checked before armour. Update armour triggered a second correct check.

Fixed now.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Wieseltrupp on May 02, 2020, 07:14:34 AM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: skoormit on May 02, 2020, 07:18:54 AM
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

This happens to me also.
It seems that something is not working correctly in the new logic for civ ships that checks if another ship is already assigned to a given contract.
It could be that a ship already loading is not counted?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:22:10 AM
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?

The assignment type filter was setup for military ships. There is no reason that you couldn't have auxiliary control on a commercial ship so I've added a second filter for XOs of commercial ships.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:27:19 AM
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.

You can drag a fleet to a sub-fleet in the same location. However, I forgot to add a check to make sure the sub-fleet wasn't part of the dragged fleet. Fixed now.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Haji on May 02, 2020, 07:31:22 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Froggiest1982 on May 02, 2020, 08:45:44 AM
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.

I think this is a known bug. Steve needs to spend more time on Custom start.

GOOD NEWS: Today for the first time the Bug thread dropped out of the top list and the reported bugs are really minor things. Meaning we are very close to a stable version.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Bluebreaker on May 02, 2020, 09:05:17 AM
Got a strange bug here.

I'm getting ground units that I deleted before researching, as valid units to use.  And trying to obsolete them affects legitimate similar units.

Version: 1. 9. 3 (started in 1. 9. 0)
Details:
Start game Version 1. 9. 0
Designed ground units, figured they had "avoid combat" tag when i didn't want it.
Deleted them on the research screen.
Designed the units again without the avoid tag.  Research them.  Use them.
Updated aurora to 1. 9. 3
The deleted units are showing.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 09:17:32 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: skoormit on May 02, 2020, 09:35:28 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 09:37:30 AM
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"

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Second Foundationer on May 02, 2020, 09:37:59 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 09:39:12 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 09:40:37 AM
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)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Second Foundationer on May 02, 2020, 09:43:45 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 02, 2020, 09:44:19 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 02, 2020, 09:59:35 AM
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.

I had this error as well in my current game, but it was I who discovered the NPR. After capturing their planet (which has 6b aliens and no installations) I now get a recurring function 4 object reference not set.
DB attached
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 10:01:37 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 10:03:32 AM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Hastermain on May 02, 2020, 10:08:28 AM
Context: first time I load a saved game (saved it every now and then while playing, closed the app one time, first time I reopen the game to play a saved game)

The function number: 1170, followed by a good number of 3056s and 3060s, followed by infinite (literally) 3056s

The complete error text:

at bootup, 1 window:
#1170: object cannot be converted from dbnull to other types

some time later, after booting up:
#3056: object reference not set to an instance of an object
#3060: object reference not set to an instance of an object

What you were doing at the time: loading the game

Conventional or TN start: TN

Random or Real Stars: Real Stars

Is your decimal separator a comma?: Period, thousands separator a comma

Is the bug is easy to reproduce, intermittent or a one-off? not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 35 years

Installation: fresh install, 1.5.1 -> 1.9 -> 1.9.3, always deleting the files before extracting new ones


literally broke my game :(
Title: Re: v1.9.3 Bugs Thread
Post by: Steve Walmsley on May 02, 2020, 10:18:55 AM
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.

It is a problem with generating the age of stars - can't recreate though. There is only one place that error could occur so I've added an extra check to throw an additional error with more information.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Second Foundationer on May 02, 2020, 10:24:01 AM
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?

Ah, my brain possibly read "anyone else" while it wasn't there. Thanks for the lightning-speed fixes, by the way. My "twins" are still the same mentioned in my 1.9.2 bug report, and I hope you didn't read my second post there before I had arrived at PPS. After upgrading to 1.9.3., I ran a few brief additional tests on the matter with new "Bug bucket" units: As far as I can tell, the bug is squashed impeccably. But you are right, it should be verified.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Wieseltrupp on May 02, 2020, 10:47:45 AM
The "Follow" order does not work as intended.
Creating a Ship with ELINT module and ordering it to follow a planet at a certain distance wont work if the increment is 1 Day or larger, the ship will just stay at its current position not following the Planet.

Also, Aliens seem to accept my request to leave a system only to send more ships into it afterwards. This game wants me to erradicate each and every Xenos that it throws at me to wich i gladly comply as my diplomacy ships get blown up and my cloaked ELINT ships are detected long before they are of any use.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 10:48:23 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 10:53:28 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 10:55:10 AM
Mineral search window ignores Gallicite accessibility filter. Work fine on other minerals.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 10:59:03 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 11:03:07 AM
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.

Both fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 11:03:16 AM
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.

Sorry for not being more clear, it is fleet order.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 02, 2020, 11:07:54 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Kaiser on May 02, 2020, 11:13:10 AM
Hi Steve I onestly don't know what's going on here, but yesterday I sent an Harvester to Uranus because I discovered some amount of Sorium. The harvester is doing its job (tanks are getting full) but today seems I haven't surveyed Uranus at all.

V. 1.93

Real star

TN

20 years campaign

(http://)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 11:20:48 AM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Resand on May 02, 2020, 11:24:36 AM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 11:49:38 AM
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.

Quote
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).

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 11:52:26 AM
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?

You can only have one type of shield generator on a ship. I'll add a warning.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 11:52:53 AM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 02, 2020, 11:54:34 AM
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?
Manufacturing is showing as 0% for some reason. Please see attached.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 11:55:56 AM
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.

Quote
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).

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.

Yes, that is correct, I ment in Economics window, again sorry for not being more specific.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: DFNewb on May 02, 2020, 12:01:14 PM
With auto assign tech I am starting with Grav sensors but not Jump point theory researched.

But grav sensors require jump point theory to research normally.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:02:41 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Demonides on May 02, 2020, 12:04:28 PM
I don't know if it's a bug or a mechanic. After building the 10th Academy, no Academy Commandant can be appointed.

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:09:02 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:15:12 PM
v1.9.3
The "View Technology" Window does not update when I change empires using the top-left drop down in the window.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 12:17:05 PM
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.

Ok, I have medals for 10, 20 and 30 years of service.

Characters with Story Character checked: Career Start Date is 01 January 2025. It is now 28 November 2055. He has no medals.

Other character without Story Character checked: Career Start Date is 01 January 2025. It is now 28 November 2055. He has medals for 10 and 30 years of service.

(https://i.ibb.co/7RpW4t1/story-character.png) (https://ibb.co/WPzytv2)

(https://i.ibb.co/TmQrtyL/not-story-character.png) (https://ibb.co/NZ07KRS)

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:19:13 PM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:24:45 PM
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

Can't reproduce - when I type 'tug' and press enter I get the windows 'ding' tone that means invalid and then nothing else happens.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: smoelf on May 02, 2020, 12:28:00 PM
I don't know if it's a bug or a mechanic. After building the 10th Academy, no Academy Commandant can be appointed.

That is working as intended. An Academy Commandant has a required rank equal to the number of academies. So you will need to have a commander with a rank of at least 10 to assign an Academy Commandant there, and if you don't have anyone at that rank, it won't show it as an option. Better to spread them out to several colonies.
http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 02, 2020, 12:28:18 PM
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 have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.
My DB is here: http://aurora2.pentarch.org/index.php?topic=11173.msg130022#msg130022
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:28:42 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 12:37:16 PM
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.

No worry :) Happy to help.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:39:05 PM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 12:56:02 PM
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.

Fixed and new notifications added.
Title: Re: v1.9.3 Bugs Thread
Post by: serger on May 02, 2020, 12:56:45 PM
Both conv. and TN, Real Stars, '.' sep., intermittent.
Sometimes scientists just disappear without any log record - no retire, no death (I tried to check through "Show all records"), just released labs and unfinished project.
(I thought for the first time, that I retired one somehow, but no, there was another, and another, and I just clicked Inc buttons, no more activity.)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:04:45 PM
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 have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:06:22 PM
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.

Also fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Nori on May 02, 2020, 01:07:32 PM
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 have the same error and very similar situation. Function #4 Object reference not set to an instance of an object.
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.
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:08:49 PM
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:
Quote
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))

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, that is WAI. It reduces deployment clock but not maintenance clock.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:09:47 PM
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?

Yes. So far no DB changes that are worth making the next release DB only.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:18:11 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:25:16 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: AlStar on May 02, 2020, 01:34:19 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:37:23 PM
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.

Passive sensors having integer rounding is working as intended. However, now you have mentioned it I don't remember why I did it :)

Active can be fractional so I have changed passive to be the same.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: db48x on May 02, 2020, 01:41:36 PM
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.

Steve, you can do this with an SQL query:

Code: [Select]
DELETE
FROM DIM_NamingTheme
WHERE  NameThemeID = 389 AND
       rowid NOT IN
       (SELECT min(rowid)
        FROM  DIM_NamingTheme
        WHERE NameThemeID = 389
        GROUP  BY Name);
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:45:54 PM
When you scrap the last ship in a Task Force, the whole task force is deleted.

That is working as intended. The TF wouldn't be deleted if anything else needed the TF (like SY tasks or movement destination).
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 02, 2020, 01:51:10 PM
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

That explains it. It seems the class design window is treating my double clicking on the categories as clicking on components for some reason. Glad my game isn't screwed up somehow. Thanks for the info.

It doesn't affect every category, but there's no rhyme or reason to the categories that are actually affected.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:51:38 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 02, 2020, 01:55:34 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 01:59:35 PM
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

What other versions are installed - I just made a new thread on this topic
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Haji on May 02, 2020, 02:07:10 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:08:20 PM
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... .

I'll add a low fuel warning for tankers when they fall below 20% minimum fuel rather than the 20% of total fuel for non-tankers
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: ChubbyPitbull on May 02, 2020, 02:11:13 PM
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?

Save attached. 

Screnshots:
Off-Topic: show

Ship status:
(https://imgur.com/JshjU0ul.jpg) (https://imgur.com/JshjU0u.jpg)

Aachen System Map
(https://imgur.com/3u6TG5kl.jpg) (https://imgur.com/3u6TG5k.jpg)

Aachen-A Detail:
(https://imgur.com/WQ5EtCvl.jpg) (https://imgur.com/WQ5EtCv.jpg)

Aachen-B Detail:
(https://imgur.com/RQ2r0cHl.jpg) (https://imgur.com/RQ2r0cH.jpg)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:11:42 PM
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.

That is the function that returns the name of a star. The only key involved is the system ID. I've added code to return error text instead of star name when this happens.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:13:56 PM
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?

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Suxxor on May 02, 2020, 02:14:41 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:15:53 PM
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.

That is WAI. C# has a different set of rules for commander careers.
http://aurora2.pentarch.org/index.php?topic=8495.msg104038#msg104038
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:16:54 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:19:58 PM
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.

This has been reported but I cant recreate it - see this topic:
http://aurora2.pentarch.org/index.php?topic=11211.0
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:24:33 PM
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/)

I thought first item was fixed. Please can you confirm version number in Misc tab of Tactical Map.

Second item fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Suxxor on May 02, 2020, 02:33:57 PM
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 :(
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:49:09 PM
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.

I've loaded the game but turns are running normally.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 02:49:40 PM
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 :(

Both backup files?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Latrone on May 02, 2020, 03:04:09 PM
Quote from: Steve Walmsley link=topic=11173. msg130065#msg130065 date=1588440285
Quote from: Latrone link=topic=11173. msg129683#msg129683 date=1588339522
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

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Inglonias on May 02, 2020, 03:08:35 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: ChubbyPitbull on May 02, 2020, 03:26:39 PM
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.

Thanks Steve, manually flying the surveyor to a planet orbiting the far star worked. The Tigre has resumed surveying!
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Iceranger on May 02, 2020, 03:59:14 PM
Hi Steve, it looks to me the missile onboard ECM is not working as intended against incoming AMMs.

This was a test I performed in 1.9.3:

Target missile, 80kkm/s
(https://cdn.discordapp.com/attachments/426723819529437184/706240368085041223/unknown.png)

Target missile fired against a PD/AMM platform (to make sure i fired the correct missiles):
(https://cdn.discordapp.com/attachments/426723819529437184/706239167667109888/unknown.png)

AMMs, they do not have ECCM onboard, and has a 100% hit against ~42kkm/s, so it should have a base chance of ~52% hitting the incoming missile, if it does not have onboard ECM:
(https://cdn.discordapp.com/attachments/426723819529437184/706243952050700398/unknown.png)

This is the ship firing the AMM, without any ECCM assigned to its MFC:
(https://cdn.discordapp.com/attachments/426723819529437184/706238802393432114/unknown.png)

This is AMM autofiring:
(https://cdn.discordapp.com/attachments/426723819529437184/706239887287779338/unknown.png)

Interception chance:
(https://media.discordapp.net/attachments/426723819529437184/706240099964158082/unknown.png)

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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: DFNewb on May 02, 2020, 04:05:10 PM
In my current 1.9.3 game I have two jump points in Sol leading to each other in Sol (the same Sol, so a system JP leading into the same system).

(https://i.imgur.com/En3smXw.png)

In the picture above JP 4 and 5 are linked.

This is on random stars.

When I was doing my grav survey I found 3 jump points from 1 survey location which I think might be related. Attached is my db.

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Ametsala on May 02, 2020, 04:33:02 PM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 04:44:11 PM
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.

It's an error in calculating the orbital period of a star - the only way I can see that error happening is if the parent star doesn't exist. It looks like there are still one or two rare bugs in system generation. When I finally get some time, I just need to spend a day generating systems and trying to trigger these in a debug session.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Eretzu on May 02, 2020, 05:34:19 PM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Lightning on May 02, 2020, 05:36:35 PM
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?
I've noticed the water vapour one as well, though doesn't appear to be in my current game.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 05:37:30 PM
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.

(https://i.ibb.co/BgxLy2G/atmosphere.png) (https://imgbb.com/)

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.

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Polestar on May 02, 2020, 06:00:33 PM
Game slow-down; save is attached.

I've loaded the game but turns are running normally.
Blast. I hate it when a problem plays "peek-a-boo". :-/
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Froggiest1982 on May 02, 2020, 06:09:59 PM
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. :-)
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 06:44:06 PM
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.

Thanks for the detail. Finally squashed. The ships weren't deleted and re-appeared when the bug was fixed. However, they may have not been saved to the db due to the bug and therefore not re-loaded
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 06:54:29 PM
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?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 06:59:14 PM
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

#2926 is adding shipyard task (like building a ship, etc.) rather than retooling. A problem with retooling would be 2189 or 2860. Please can you confirm the error number.

Also, the screenshot was of the naval organisation window.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Karlito on May 02, 2020, 07:00:20 PM
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)

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 02, 2020, 07:01:50 PM
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.

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:05:24 PM
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)

I saved it with no problem. I checked online and a cyclic redundancy check can be caused by a bad sector on your hard drive.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:06:54 PM
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.

The fractional infrastructure is due to the planet building infrastructure for itself. It isn't a bug.

I've checked the code on the contracts for installations but haven't found a cause yet.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:09:22 PM
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. :-)

As it is 1am here, probably not. I'm spending a lot of time answering bug posts that aren't bugs, which is slowing me down in both time and enthusiasm :)

I've made a post about potential vs confirmed bugs, so I will likely implement that after the next patch. Maybe tomorrow if I can make more headway on the bugs thread.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:11:33 PM
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)

That is quite a bit of code to execute so I will get to it at some point, but not urgent in terms of effort vs size of problem.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:20:42 PM
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

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:31:43 PM
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).

Fixed. BTW your survey ships have commercial engines and military jump drives so they won't be able to jump.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 07:34:54 PM
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?

The code seems to be working normally for me in the missile engagements I have fought. Are you sure you only hit 6 missiles. How many actually hit your ship?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 08:21:46 PM
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.

Thanks for the db - that helped me find it.

A Sol sector exists but no systems are part of it. In fact, the only sector command installation I could find was a 0.1 sector command on Callisto. At some point I assume one or more systems was removed from this sector due to the zero command range. The removal code removed the sector object associated with the systems but did not remove the Sector ID that also exists (because systems are before sectors in the load order I also need an ID, not just the object). I then used that ID to check if a sector existed before trying to get the sector commander from the sector object that didn't exist (only the ID existed). I should not have been using the ID for that purpose when it was only for temporary use during load.

So I have changed the checks in the functions that caused the error (numbers listed by you above) from ID to object and also made sure whenever the sector object changes, the ID changes too, just to be safe. In other words, fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 02, 2020, 08:36:30 PM
Promotion of Naval Officer relieves him from academy commandant position.

Could be WAI of course, but I would not expect this.

No, I just hadn't thought about it :)

Fixed now.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Ironclad Mouse on May 02, 2020, 10:10:46 PM
Version 1. 9. 3, I checked the misc.  tab to be sure
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Ironclad Mouse on May 02, 2020, 10:37:43 PM
Quote from: Ironclad Mouse link=topic=11173. msg130199#msg130199 date=1588475446
Version 1.  9.  3, I checked the misc.   tab to be sure
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
Update: Closing and restarting seems to have resolved this, however it still seems odd it happened in the first place
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Froggiest1982 on May 02, 2020, 11:08:37 PM
Quote from: Ironclad Mouse link=topic=11173. msg130199#msg130199 date=1588475446
Version 1.  9.  3, I checked the misc.   tab to be sure
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
Update: Closing and restarting seems to have resolved this, however it still seems odd it happened in the first place
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

Many people seems to do not know how to attach database and such. With the new bug thread being created I will introduce the attachment procedure on the FAQ to facilitate the moderators job.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Exultant on May 02, 2020, 11:39:29 PM
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.     
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Deoloth on May 03, 2020, 03:06:52 AM
Function: 3040
Text: Value was either too large or too small for a Decimal.     
Custom Race in Custom System Game.   Triggering ruins not in home system or SM mode generated system. 

Not Real Stars.       TN Start.       Main window.       Error repeats several times with each interval it is triggered.     

I appear to be getting this every time a building is restored from a 'Deserted Intact Colony' I have three formations working on.  Error is not happening when only recovering minerals. 

I have not entered any numbers with a decimal.     

This game was started with 1.   9.   3.     Ruins were found and not generated by SM mode.   
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: davidr on May 03, 2020, 03:14:27 AM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: davidr on May 03, 2020, 03:34:40 AM
Further to my previous post , just got the same problem with another GSV vessel which will not transit a Jump point. DB attached.

Could renaming Systems cause this problem as I have renamed the system in which the vessel is currently residing and also the system to which it wants to jump.

DavidR
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 03, 2020, 03:38:38 AM
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

This is most likely because jump drive requires some time to recharge before it can be used again.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Jorgen_CAB on May 03, 2020, 03:41:01 AM
This might unfortunately be more of a QoL type of thing but I report it here in case it is not...

The complete problem description: When you change the speed of a fleet through the "Set Speed" button and you have the "Fleet" tab open the speed of the fleet is not updated when you press "Ok" on the modal dialog box. I suppose this should be happening.
The window affected: Naval Fleet Organisation Window
What you were doing at the time: Updating the speed of the fleet
Start type: Default start
Is your decimal separator a comma? "."
Is the bug is easy to reproduce, intermittent or a one-off? Can be reproduced.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: davidr on May 03, 2020, 03:45:39 AM
Black ,

Thanks - that would explain the message I have just received for the 2nd GSV Vessel which popped into an unexplored system and then attempted to exit ( 1 - 5 day click to enter , another 5 day click to attempt to exit , another 5 day click to actually exit )

However I cannot recall if in my first instance the GSV had finished surveying and then attempted to exit or had simply entered and then tried to exit.

In any case your explanation probably solved my issue.

Thanks

DavidR
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: smoelf on May 03, 2020, 04:00:55 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: pwhk on May 03, 2020, 04:25:12 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 04:27:51 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 04:30:58 AM
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.

Fixed. Ranks now up to 10, which is max for admin rating.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Shuul on May 03, 2020, 04:44:52 AM
CIWS still seem to need active sensor on ship to function in 1.9.3
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Bubbaisagod on May 03, 2020, 04:45:12 AM
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
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Froggiest1982 on May 03, 2020, 05:05:26 AM
CIWS still seem to need active sensor on ship to function in 1.9.3

Yes, confirmed
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 05:12:15 AM
Civilian administrator lists at bottom-right of Commanders window show up to admin level 8. However, administrators may be of higher level than this.

Fixed.

Quote
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 the next version, warning messages will be at fleet rather than ship level.

Quote
- For minerals, if Corundum could not be loaded, Gallicite is placed in the message instead.

Could you tell me the order involved and exact message please.

Quote
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.

It was a bug. Fixed now.

Quote
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).

Does the harvester have a refuelling system and is set as a tanker? The ship providing the fuel has to have the system and the flag, rather than the one receiving it.

Quote
- When switching between commander types, the list of entities to which leaders may be assigned does not update.

Entities list updates when you click on a commander, rather than a rank or type. I've expanded that to include naval and ground forces ranks, but adding code for every other node type would take a while and doesn't affect game play.

Quote
-- Several actions still do not update the list of leaders in the bottom-right panel, including promotions and retirements.

Search results updated now for Promote, Demote and Retire.

Quote
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).

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Tyrannus Rex on May 03, 2020, 05:23:34 AM
Ver 1.9.3
Conventional start, known stars disabled, created system, created race, decimal separator

Exploring home system with geo surveyors, on system view received Function# 225 object reference not set to an instance at 0 in object.

Clear function and turn completes then have five researches completed in ground combat, one researcher assigned to subject all were expected to be completed in 2-3 years in sequence.
Appears to be one-off, 14 years in start at year 1, 1 day production cycle/turns
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Salva on May 03, 2020, 05:28:17 AM
Hello,

Potential Bug or missing feature report by me, as suggested here: hxxp: aurora2. pentarch. org/index. php?topic=11201. msg130227#msg130227

I have a test run of my test game setup (checking for validity of it before actually starting the campaign) and have sent diplomatic ship with commander, ELINT Module, Diplomatic Module and Sensors to the NPRs in my system.

My setup: i created a random player race on earth, edited the Sol system, created then the actual player race to play on Mars, deleted the original player race and then added two NPRs (on Earth and Ceres) to the system.  Then added tome tech and ships.  (database attached)

During lots of time increments i spied:
- "Technical details of Magazine Feed system efficiency 80%" --> this one seems to have been added to my own tech, but is not visible on the NPRs known tech tab
- Details about a missile destroyer they did not yet have built (0 ships in this class)
- Detailled Information about AS Sensor "AS102-R128" known as AS #12.  --> this one is not visible anywhere, no ship has it, it is not listed in the NPRs known Tech tab, etc.

Also, as a side note: all my diplomatic / espionage efforts seem only to affect the first NPR (UN), the second one (OPA)  produces no intel except sensor inputs.

best regards


Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Resand on May 03, 2020, 05:43:57 AM
Might not be strictly bugs, but close enough imo.

Naval Org. window are bad at remember settings.
It both forgets what I've chosen for the "Show Civilian" and "Select on Map" check boxes. So both are reset to default every time I open the window.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Cosinus on May 03, 2020, 06:10:20 AM
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?

Sorry for the late reply. The bug is very rare, but with that ship in that save I got it every time, even after restarting the game. However about a few in-game years later, I can copy and re-designate this class just fine, which is weird. It's not a prototype anymore, so maybe that has some influence, but I've gotten the error before with non-prototype classes as well. My dot net version is 4.8.03761 according to the instructions by Inglonias. However I apparently have a bunch of other versions installed as well. Not really sure about that. See the attached screenshot.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Black on May 03, 2020, 06:33:02 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 06:50:48 AM
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

Space station icon is for shipyards.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 07:05:00 AM
CIWS still seem to need active sensor on ship to function in 1.9.3

Yes, confirmed

Could someone upload a db where this is happening. There isn't even a reference to contacts in the CIWS code so hard to find without an example.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 07:10:14 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 07:25:40 AM
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

It is a display issue on the fleet window, which I've fixed. Survey speed is working when actually surveying.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 07:26:52 AM
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?
Manufacturing is showing as 0% for some reason. Please see attached.

Could you send me the db please - I'll check why efficiency is zero.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 07:33:39 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Resand on May 03, 2020, 07:59:17 AM
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

Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Exultant on May 03, 2020, 08:06:25 AM
I tracked down the source of my bug, but I don't know what specifically was causing it. 

When attempting to solve the error message, locate CS Tianjin on the fleet menu - it is a ship which surrendered to me in the NPR battle.  SM repair it, and try advancing time.  That should fix the problem. 

The error must be due to something destroyed on the ship, as it surrendered with something like 80% damage.  My guess is it is Crew Quarters related, but this is speculation. 
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Feeble on May 03, 2020, 08:07:32 AM
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:
 
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Exultant on May 03, 2020, 08:08:54 AM
Quote from: Resand link=topic=11173. msg130296#msg130296 date=1588510757
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

Did you remember to tell the tanker to refuel fleet? It's a drop down option in Ship Design Display tab when you select the tanker directly (not the fleet) in Naval Organization
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:12:48 AM
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.

Thanks for the detailed bug report and providing a db with the situation setup so well.

Bug found and fixed. Also, missiles vs ships with ECM was not working either so fixed that too.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:23:00 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: skoormit on May 03, 2020, 08:23:39 AM
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).
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:26:20 AM
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.     

Fixed - thanks for DB
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Resand on May 03, 2020, 08:31:38 AM
Resupply ships defaults back to "No auto resupply" on restarting a game.
Saving it self doesn't change anything, but closing and reopen the game resets the status.
I assume the setting isn't actually saved.

Example DB same as http://aurora2.pentarch.org/index.php?topic=11173.msg130296#msg130296
All supply ships (FSV Sainte-Vaubourg) in Survey Fleets 1 - 4 where set to "Resupply own Fleet" when DB was uploaded.

Btw, could Tankers/Supply ships maybe start with "Resupply own fleet" as default?
Maybe just me, but 90% of the time it's what I want them to do.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:32:42 AM
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).

Good point. I've changed it to require SM mode when the fleet is not empty.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:38:59 AM
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.

Thanks for edits. I've seen another report of formation rank not being set correctly but couldn't find it. Your Edit 2 is the likely explanation.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: simast on May 03, 2020, 08:45:35 AM
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.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 08:55:08 AM
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

The Concord has a standard cargo hold and the Lexington has a large cargo hold, which is why the Lexington is more than 4x larger and takes longer to build. I copied the Concord using the Copy button and the Concord - Copy is identical to the Concord in both size and build time. I also copied the Lexington using the Copy button and the Lexington - Copy is identical to the Lexington in both size and build time.

Did you modify the Concord post-copy?
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 09:05:50 AM
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.

Fixed.
Title: Re: v1.9.3 Bugs Thread [1.9.3][bugs]
Post by: Steve Walmsley on May 03, 2020, 09:17:57 AM
Locking thread. I am going to play my own campaign for an hour to check no new bugs, then post v1.9.4.