Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Erik L on March 28, 2009, 03:19:31 PM

Title: 4.0b Bugs
Post by: Erik L on March 28, 2009, 03:19:31 PM
The game detail screen shows version 3.3 ;)
Title: Re: 4.0b Bugs
Post by: Erik L on March 28, 2009, 03:30:37 PM
After game generation, examining the F2 screen, the research tab shows 180k RP available, however I used the random assign RP in the race creation.
Title: Re: 4.0b Bugs
Post by: sloanjh on March 28, 2009, 04:07:06 PM
I just finished generating a Sol race with no trans-newtonian tech and random number of jump points.  The 4 jump points are showing up in my system displays and orders windows in non-SM mode, even though the survey locations are unsurveyed.  I tried removing survey information in SM mode and also incrementing by 5 seconds.  Neither worked.
Title: Re: 4.0b Bugs
Post by: Erik L on March 28, 2009, 04:44:13 PM
My 4.0b race has the following missiles: Tridente Anti-missile Missile (size 1), Star Dragon Anti-ship Missile (Size 6), and the Chiquito Anti-Ship Missile (Size 4).

On the ship (or in this case PDC) ordnance loadout, I only see the Tridente and the Chiquito missiles. I added 5k each Star Dragon and Chiquito and 15k Tridente to planetary stocks. The PDC has 20 size 6 launchers.
Title: Re: 4.0b Bugs
Post by: Erik L on March 28, 2009, 05:41:12 PM
Error 13, Type Mismatch in UpdateBestBeamWeapon

Seems that NPR just tried to upgrade his lasers...
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 28, 2009, 05:48:40 PM
Quote from: "Erik Luken"
The game detail screen shows version 3.3 :(

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 28, 2009, 05:50:28 PM
Quote from: "Erik Luken"
Error 13, Type Mismatch in UpdateBestBeamWeapon

Seems that NPR just tried to upgrade his lasers...
Hmm possibly not - I tested lasers this morning and they were fine. I guess I need to test all the other beam weapons again :)

Steve
Title: Re: 4.0b Bugs
Post by: Erik L on March 28, 2009, 08:04:13 PM
The ordnance tab does not update with changes to magazines.

Workaround - Select the class from the class dropdown again.
Title: Re: 4.0b Bugs
Post by: Erik L on March 28, 2009, 08:14:20 PM
The auto-generated missile ships have their magazines overloaded... by at least 2x.
Title: Re: 4.0b Bugs
Post by: sloanjh on March 28, 2009, 11:14:12 PM
I just had a geo-survey finish construction.  I had auto-assign on, and it assigned a free officer.  I didn't like that officer for the job, so I assigned a different officer (my fleet survey officer).  I'm 99% Aurora did NOT pop up a "do you want to replace the existing commander" box.  At this moment both officers think they're the commander of the ship - in other words the old officer did not get bumped.  The ship thinks that the old officer is its commander.  The fleet survey officer slot is empty, i.e. the new officer has left his old billet.

I think they're going to grab a pair of cutlasses and have at it on the bridge to determine who gets to run the ship :-)

This was actually my 2nd survey ship that I built, and almost-identical scenario played out the first time too (with the same "old" commander - I'm trying to drive him into a deep depression).  I think (but am not sure) the only difference is that I did a 5-day timestep before trying to replace him.  Everything seemed ok the first time this happened.

[A few minutes later]

OK - I just assigned the old officer to the fleet survey post.  After I got him out of the way, the ship (and it appears everything else) decided that the new commander was in charge after all, even though I didn't do anything else with him.  I'm probably going to relieve and assign him again in hopes of cleaning up any remaining corruption in the database.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 02:40:39 AM
I'm seeing this effect (more than one commander assigned to a ship) a lot.  Not sure if it's correlated with auto-assign or not, since I've got it (auto-assign) on.

John
Title: Re: 4.0b Bugs
Post by: backstab on March 29, 2009, 02:49:03 AM
I dont know if this is a bug or not ... but when I generated a race, the system map has all these points on them
Title: Re: 4.0b Bugs
Post by: Erik L on March 29, 2009, 04:25:54 AM
Quote from: "backstab"
I dont know if this is a bug or not ... but when I generated a race, the system map has all these points on them

Those are the survey locations. Check under Display to see if the toggle is there.
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 07:20:21 AM
Quote from: "sloanjh"
I'm seeing this effect (more than one commander assigned to a ship) a lot.  Not sure if it's correlated with auto-assign or not, since I've got it (auto-assign) on.
Do you only see this if you manually assign one or is this happening just as a result of auto-assign?

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 07:23:13 AM
Quote from: "backstab"
I dont know if this is a bug or not ... but when I generated a race, the system map has all these points on them
These are the locations a grav survey ship has to visit in order to survey a system. I tend to have this switched on and I obviously left it on by accident. You can turn it off using the Show JP Survey Locations option on the Display tab. Or, if you leave it on, you can also use the Hide Surveyed Survey Location option on the Display 2 tab, which will hide any locations that have been surveyed. Without this second option, surveyed locations will turn to white dots instead of white circles.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 07:25:22 AM
I just found a bug myself on the class window. The missile list is based on the size of the ship's missile launchers. Unfortunately a carrier design may need missiles but has no launchers. For the next version the code will also check the size of the launchers on any attached fighters and there is also an ignore size restrictions option. In the meantime as a workaround, making a class a collier removes the size restriction.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 07:45:49 AM
Quote from: "Erik Luken"
After game generation, examining the F2 screen, the research tab shows 180k RP available, however I used the random assign RP in the race creation.
Fixed for the next version

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 10:25:51 AM
Quote from: "SteveAlt"
Quote from: "sloanjh"
I'm seeing this effect (more than one commander assigned to a ship) a lot.  Not sure if it's correlated with auto-assign or not, since I've got it (auto-assign) on.
Do you only see this if you manually assign one or is this happening just as a result of auto-assign?

Steve

I think (but am not sure) that the answer is "both".  I first noticed it with ships which I had been reassigning after auto-assign chose the first commander.  When I did the post, however, I had just had an ICBM (or maybe low-tech ground) commander die - when I went to fill the empty slot by hand I discovered that the unit still had a commander, that had been (from looking at the history) assigned previously!!  The effect is pretty hard to notice by hand, especially if you use auto-assign and don't mess around with the commanders much, because in isolation everything looks fine - it's only when you compare two things that you notice a discrepancy.  

I think the easiest way to find it would be to write a little assert routine that runs through each commander and checks that

commander->commanded_unit()->unit_commander() == commander

(or vice-versa for units).  This is something that I know is wrong from the first time it happened to me - the unit was still pointing at the old commander, even though the new commander (in addition to the old commander) was pointing at the unit.

Hope that helped,
John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 10:58:58 AM
Minor bug that's been around for ages:  The system map screen (F3) doesn't remember its location or its full-screen mode.  It always shows up in full-screen, even if it's been put into partial-screen mode and positioned.
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 11:09:48 AM
More officer (auto-assign I think) weirdness: I recently made a geo-survey team, headed by Dante Lightford.  I think auto-assign took him off the team and assigned him to a missile complex, while leaving the other members of the team alone.  I'm not 100% sure, but I think I pushed the auto-assign button during the "commander killed" episode described above - this seems to have moved Dante off the team (which he had been on for only 4 months).  The other possibility is that I assigned him to the missile complex by hand by mistake, but I'm pretty sure I didn't.

Another note - the reason that I'm not sure is that, when I push the auto-assign button on the commanders (F4), it looks like the "command assignment" events aren't being generated as they would during book-keeping phase auto-assignment.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 12:00:18 PM
I just hit the "design test" button on the jump engine design screen (I was trying to get the design summary to refresh) and got ~1/2 dozen error pop-ups.  I then hit the "show sizes in tons" check box - Aurora gave another error pop-up or two then did a hard-crash.

I suspect the workaround for this falls into the category of "don't do that" :-)  Is "design test" a debugging button?

John
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 12:29:12 PM
Quote from: "sloanjh"
I just hit the "design test" button on the jump engine design screen (I was trying to get the design summary to refresh) and got ~1/2 dozen error pop-ups.  I then hit the "show sizes in tons" check box - Aurora gave another error pop-up or two then did a hard-crash.

I suspect the workaround for this falls into the category of "don't do that" :-)  Is "design test" a debugging button?
Yes, that's a button I used to run certain pieces of code for test purposes. It should be invisible - oops!

I think it is currently set to update missile launchers for the selected race but it relies on a design philosophy record that won't be there for non-NPRs. Check your missile launchers as you might need to delete new ones and un-obsolete the old ones.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 02:39:22 PM
Quote from: "SteveAlt"
I think it is currently set to update missile launchers for the selected race but it relies on a design philosophy record that won't be there for non-NPRs. Check your missile launchers as you might need to delete new ones and un-obsolete the old ones.
Thx.  Looking at the "Technology Report" I see 2 "Size 3 missile launcher" and a size-1 design, none of which I made.  Is that what you were talking about?  One strange note - the "Size 3" guys appear to cost zero research points and zero build points.

Does the "Designer Mode" item in the "Game" menu fall into the same category (things Steve forgot to hide in the release build)? :-)

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 03:13:08 PM
More on Auto-Assign:

Something is screwed up with the "end-of-tour" logic - it looks like it's trying to update all commands, not just those which are made vacant due to the end of a tour.

I've got tour length set to 24 months.  I hit an update that should have gotten about 70% of the commands (because I'd reassigned some stuff by hand).  Instead it looks like it hit everything.  I went back to a saved database, and found, for example that 5th Captain Jorndon Hennes had been in command of ICBM base 034 for about 6 months less than "everyone else", so he shouldn't have auto-updated.  Instead, he was prematurely relieved of his command and someone else was assigned to it.  The good news is that he seemed to know that he'd been relieved.  I also checked that the unit thought that he was its commander - it did, so I don't think that there's a second commander whose tour is finished that's marking the base for update (although I could be wrong).

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 03:33:02 PM
Two things:

1)  The "R0 Unassigned" in the officer screen (F4) shows "25th Drengr Richard Cesares" as the officer assigned to "unassigned".  I suspect that this is database leakage from your campaign into mine.  Note that I deleted your campaign right off the bat.

2)  More on the double-officer wierdness - I just replaced an officer on my ship Discovery, after which he thought his assignment was "Senior Officer, Discovery".  I thought this might just be because he was in Discovery's passenger quarters, but when I tried to transfer him to Earth (Discovery was in parking orbit) it wouldn't give me any targets - I assume because of the "unassigned officers only" filter.  After I unassigned him by hand he magically appeared on Earth.  Don't know if this is the same thing that's been going on in the other cases or not.

John
Title: Re: 4.0b Bugs
Post by: waresky on March 29, 2009, 03:51:46 PM
hi STeve..arent a BUG but i think a "misunderstanding" orders..
UR "Jovian-Class Fuel Base Harvester" in Warsaw..depart for long long long long run..:D more than 150000 days..strange ur "BASES" depart on space (ive found ur "squad) near Warsaw (84millions) away from an Jovian Gas Giant...at 1km/s speed.._:D..i think ur commander take up the "base" leg's and take off:)..

Edit: most ur Ships design lack on Engineers sections.U play without Maintenance? (so am must change many in every single classes.)
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 03:59:13 PM
The pesky civilians just build a freighter.  It's showing up as a hostile contact even though I've got the transponder setting to "on" in the system (F9) window.  I don't have any active sensors anywhere - just planetary sensors and default sensors on my various ships.
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 04:14:40 PM
Quote from: "sloanjh"
Does the "Designer Mode" item in the "Game" menu fall into the same category (things Steve forgot to hide in the release build)? :)

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 04:15:50 PM
Quote from: "sloanjh"
The pesky civilians just build a freighter.  It's showing up as a hostile contact even though I've got the transponder setting to "on" in the system (F9) window.  I don't have any active sensors anywhere - just planetary sensors and default sensors on my various ships.
If you go into the Alien Classes window, you can set the 'civilian race' as friendly

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 04:16:51 PM
Quote from: "waresky"
hi STeve..arent a BUG but i think a "misunderstanding" orders..
UR "Jovian-Class Fuel Base Harvester" in Warsaw..depart for long long long long run..:D more than 150000 days..strange ur "BASES" depart on space (ive found ur "squad) near Warsaw (84millions) away from an Jovian Gas Giant...at 1km/s speed.._:D..i think ur commander take up the "base" leg's and take off:)..

Edit: most ur Ships design lack on Engineers sections.U play without Maintenance? (so am must change many in every single classes.)
I fixed the fuel harvester fleet. Not sure what you mean about maintenance though. All the ships in my game have engineering sections and maintenance is on.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 04:20:12 PM
Quote from: "sloanjh"
More on Auto-Assign:

Something is screwed up with the "end-of-tour" logic - it looks like it's trying to update all commands, not just those which are made vacant due to the end of a tour.

I've got tour length set to 24 months.  I hit an update that should have gotten about 70% of the commands (because I'd reassigned some stuff by hand).  Instead it looks like it hit everything.  I went back to a saved database, and found, for example that 5th Captain Jorndon Hennes had been in command of ICBM base 034 for about 6 months less than "everyone else", so he shouldn't have auto-updated.  Instead, he was prematurely relieved of his command and someone else was assigned to it.  The good news is that he seemed to know that he'd been relieved.  I also checked that the unit thought that he was its commander - it did, so I don't think that there's a second commander whose tour is finished that's marking the base for update (although I could be wrong).
Its not a bug, I just changed the way it works. Now everyone changes their job at the same time. The reason is that in v3.2 as officers become free, they don't really get chance to move to different, better ships as those are already commanded by someone else. In v4.0b, all the commands are reassessed at the same time, which makes it far more likely that officers will be assigned appropriately. Some modern navies have a similar principle where a lot of command changes happen at once. The tour length now determines how often this happens.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 04:26:31 PM
Quote from: "sloanjh"
The "R0 Unassigned" in the officer screen (F4) shows "25th Drengr Richard Cesares" as the officer assigned to "unassigned".  I suspect that this is database leakage from your campaign into mine.  Note that I deleted your campaign right off the bat.
I don't have any races with that rank structure so it sounds like it might be an officer from an NPR in your campaign. I've checked the code and there is a bug causing it to grab a random commander for unassigned. Fixed for the next version.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 04:27:52 PM
Quote from: "SteveAlt"
Quote from: "sloanjh"
The pesky civilians just build a freighter.  It's showing up as a hostile contact even though I've got the transponder setting to "on" in the system (F9) window.  I don't have any active sensors anywhere - just planetary sensors and default sensors on my various ships.
If you go into the Alien Classes window, you can set the 'civilian race' as friendly

Ah - so it's "pesky alien civilians" :-)

I guess the "transponder on" part explains why I can still see it when it's offloading at Mars (even though that's outside my sensor range).  One annoying feature - when it moves into range I get a "new contact" event for a new thermal contact, even though the message says "(Existing)" (presumably because I held the transponder.

[Pause while trying instructions]  Ummmm actually, no I can't.  If by "Alien Classes" you mean the one reached through the last button on the System Map (F9) screen whose mouse-over says "Intelligence on Alien Classes" and whose title is "Tactical Intelligence", then there's something wrong - the civie is not showing up at all on any of the tabs.  In particular, there is no civilan race (or any other race) in the pulldown.  BTW, is "TP:1730" the transponder ID?

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 04:32:17 PM
Quote from: "SteveAlt"
Quote from: "sloanjh"
The "R0 Unassigned" in the officer screen (F4) shows "25th Drengr Richard Cesares" as the officer assigned to "unassigned".  I suspect that this is database leakage from your campaign into mine.  Note that I deleted your campaign right off the bat.
I don't have any races with that rank structure so it sounds like it might be an officer from an NPR in your campaign. I've checked the code and there is a bug causing it to grab a random commander for unassigned. Fixed for the next version.

Cool - I guess I'll have to give my fleet's Intelligence staff officer a medal for very cleverly figuring out something about the alien race that we don't even know exists (except for strange, random slowdowns in the Galactic Standard Clock at 6-hour intervals that our scientists have speculated might mean that there's another race somewhere in the galaxy which is pulling its timing signals from the same source). :-)
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 04:58:58 PM
Quote from: "SteveAlt"
Its not a bug, I just changed the way it works. Now everyone changes their job at the same time. The reason is that in v3.2 as officers become free, they don't really get chance to move to different, better ships as those are already commanded by someone else. In v4.0b, all the commands are reassessed at the same time, which makes it far more likely that officers will be assigned appropriately. Some modern navies have a similar principle where a lot of command changes happen at once. The tour length now determines how often this happens.

Oh, yeah, I remember that thread going by.  I actually liked the old system - I was micromanaging the important assignments, and letting the rest go catch-as-catch-can in previous versions.

I suspect this change might be behind my double-commander issue.  Several times I've pushed the "auto-assign" button on the F4 screen, thinking that it would do an old-mode assignment (only assign to a few slots that I'd opened up after micro-management).  I'm pretty sure it did change things, and suspect that the changes it made are the source of the bug.  It's reasonable to suspect that the code behind the auto-assign button would have rotted since it's bound to the "old mode" assignment system.  

John
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 05:09:49 PM
Quote from: "sloanjh"
Quote from: "SteveAlt"
Quote from: "sloanjh"
The pesky civilians just build a freighter.  It's showing up as a hostile contact even though I've got the transponder setting to "on" in the system (F9) window.  I don't have any active sensors anywhere - just planetary sensors and default sensors on my various ships.
If you go into the Alien Classes window, you can set the 'civilian race' as friendly

Ah - so it's "pesky alien civilians" :)) but you can change them. I seem to recall I might have done something to the civilian races so it automatically gives it the right class name on the basis that your race would know that.

The new contact event is actually telling you have a new thermal contact and that is associated with an existing transponder contact. I guess it might more properly be an updated contact event.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on March 29, 2009, 05:10:48 PM
Quote from: "sloanjh"
Quote from: "SteveAlt"
Its not a bug, I just changed the way it works. Now everyone changes their job at the same time. The reason is that in v3.2 as officers become free, they don't really get chance to move to different, better ships as those are already commanded by someone else. In v4.0b, all the commands are reassessed at the same time, which makes it far more likely that officers will be assigned appropriately. Some modern navies have a similar principle where a lot of command changes happen at once. The tour length now determines how often this happens.

Oh, yeah, I remember that thread going by.  I actually liked the old system - I was micromanaging the important assignments, and letting the rest go catch-as-catch-can in previous versions.

I suspect this change might be behind my double-commander issue.  Several times I've pushed the "auto-assign" button on the F4 screen, thinking that it would do an old-mode assignment (only assign to a few slots that I'd opened up after micro-management).  I'm pretty sure it did change things, and suspect that the changes it made are the source of the bug.  It's reasonable to suspect that the code behind the auto-assign button would have rotted since it's bound to the "old mode" assignment system.  
I haven't tackled the double-assign yet (as it sounds like it is going to be involved :)) but this sounds like you are on the right lines.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 07:52:56 PM
Quote from: "SteveAlt"
Switch on an active sensor to detect the ship and everything should be created.
Ummm what active sensor?  Guess I'd better go build one :-)

(LATER)

I just deployed a PDC whose only system is an active sensor.  I can turn it on and off in the Battle Control Window (F8), but whenever I select it I get several invalid query errors (e.g. invalid property array index).  I suspect this is because the base doesn't have a missile fire control - by mistake I put one in a base that's supposed to be pure barracks and that design doesn't have the same problem.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 08:05:56 PM
Quote from: "SteveAlt"
The new contact event is actually telling you have a new thermal contact and that is associated with an existing transponder contact. I guess it might more properly be an updated contact event.
Yeah, that's kind of what I meant, especially if we could filter specific event types (such as "updated contact info") away - it's a signal-to-noise thing.  I've got my "new contact" event color-coded red, and mars is only a 7-day round trip.  I can imagine that having 10 civilians shuttling back and forth will begin to swamp the event window.  I've already declared it as a friend, and that doesn't keep the "new contact" message from appearing.

The other thing I just realized is that the event generates an interrupt, which messes with my nice, clean, 5-day updates.  So I guess what I'm requesting is a way to treat "updated contact" events as non-events (i.e. don't generate interrupts and don't show up on the event screen).

Another option would be to have a different tab in the event screen for civilian events - that way they could be filtered out of the military notifications.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on March 29, 2009, 08:46:18 PM
When copying a ship design in the Class Design (F5) window, I've noticed that the PDC systems are displayed.  You have to explicitly choose "ship" to get the ship systems (e.g. engines)

John
Title: Re: 4.0b Bugs
Post by: Andrew on March 30, 2009, 05:20:06 PM
On the system map , when you are in SM Mode and there are precursors in the system you get the option to switch between empire views . The precursor view shows what the precursors can detect of the player race and the missiles they have launched but not their ships.

If in precrusor view you click on technology you get an error 91 in populatelasers which will not go away
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on March 30, 2009, 06:54:29 PM
Quote from: "Andrew"
On the system map , when you are in SM Mode and there are precursors in the system you get the option to switch between empire views . The precursor view shows what the precursors can detect of the player race and the missiles they have launched but not their ships.

If in precrusor view you click on technology you get an error 91 in populatelasers which will not go away
That shouldn't be possible (switching to precursor view) - an oops on my part. I'll fix it for the next version.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on March 30, 2009, 10:51:27 PM
Those Pesky Civilians are stealing my ship sequence numbers!!!  My freighter class is called Africa Queen.  I was merrily popping them out from my shipyard (using auto-numbering, e.g. Africa Queen 001, Africa Queen 002, ...), until one day I noticed something weird - I had "forgotten" to build Africa Queen 007; I had just built 008, but there was no 007!  I thought it was my fault, so I slotted the next 2 freighters to be 007 and 009.  What was really going on was the civies built a freighter, named it Africa Queen 007 (and another one that was 009), and bumped the counter up.  (I figured this out a posteriori by peeking in the data base - there's an Africa Queen 007 that's not mine, and it's in the civie fleet, at which point the light bulb went off in my head.)

This wouldn't be a big deal, except the civilian ships are showing up as potential commands in the F4 screen.  I realized something was wrong when I finished building "my" 007 and 009 and found their names doubled in the F4 screen, at which point I peaked in the database.

John
Title: Re: 4.0b Bugs
Post by: xtfoster on March 31, 2009, 01:17:36 AM
Quote from: "Steve Walmsley"
Quote from: "Andrew"
On the system map , when you are in SM Mode and there are precursors in the system you get the option to switch between empire views . The precursor view shows what the precursors can detect of the player race and the missiles they have launched but not their ships.

If in precrusor view you click on technology you get an error 91 in populatelasers which will not go away
That shouldn't be possible (switching to precursor view) - an oops on my part. I'll fix it for the next version.

Steve
On a related note: Are you supposed to be able to Communicate with the precursors? Non-intercourse? Non-Aggression (19% chance currently)? Trade (1% chance)?
Title: Re: 4.0b Bugs
Post by: jfelten on March 31, 2009, 05:56:08 AM
Quote from: "sloanjh"
Those Pesky Civilians are stealing my ship sequence numbers!!!  My freighter class is called Africa Queen.  I was merrily popping them out from my shipyard (using auto-numbering, e.g. Africa Queen 001, Africa Queen 002, ...), until one day I noticed something weird - I had "forgotten" to build Africa Queen 007; I had just built 008, but there was no 007!  I thought it was my fault, so I slotted the next 2 freighters to be 007 and 009.  What was really going on was the civies built a freighter, named it Africa Queen 007 (and another one that was 009), and bumped the counter up.  (I figured this out a posteriori by peeking in the data base - there's an Africa Queen 007 that's not mine, and it's in the civie fleet, at which point the light bulb went off in my head.)

This wouldn't be a big deal, except the civilian ships are showing up as potential commands in the F4 screen.  I realized something was wrong when I finished building "my" 007 and 009 and found their names doubled in the F4 screen, at which point I peaked in the database.

John

That sounds annoying.  I remember in 3.x a couple times I unintentionally paid to refit some civilian ships because the names were the same.
Title: Re: 4.0b Bugs
Post by: Beersatron on March 31, 2009, 06:29:33 PM
Just had two weird things happen (infact one of them happened to me earlier as well)

1. Everything just freezes up on random time shifts, it happened once at 30 days and then just there at 3 hours. I was on the system map at both occasions, the first time I managed to get around it by just using time shift on the economy screen. The second time I tried to do the same thing but it gave me weird thing 2:

2. I hit 3hours time shift on the economy screen and it asked me for the SM password, then froze when I clicked ok (I hadn't set a password up and left it blank).

For the second instance of point1 and for the SM password in point2 I had a fleet on course to a JP with orders to transit so maybe the transit logic is happening and that is were it falls over?
Title: Re: 4.0b Bugs
Post by: Cassaralla on April 01, 2009, 01:20:17 PM
I've hit a point were the game just hangs as well on any time advancement.  I have to kill the program with Task Manager and restart.  Then I find that the time has advanced by the amount I clicked but nothing else has advanced.  Research, building, ship movement etc etc all remain exactly where they were before the advancement.

It's got so bad now that the game hangs every 2 or 3 time advancements.


The game is still in a single system.  I have mapped the Jump Points but the first Jump Ships aren't completed yet, so it shouldn't be jump traffic for me.
Title: Re: 4.0b Bugs
Post by: Beersatron on April 01, 2009, 03:45:13 PM
Mine progressed after a fashion, it must be doing some things, and then crashes. When I next started Aurora up I was in the new system and could hit a couple of timeshifts in the minute(s) range but when I tried anything in the hour(s) range it would freeze.
Title: Re: 4.0b Bugs
Post by: Father Tim on April 01, 2009, 06:45:56 PM
Aurora's not freezing, it's just running very, very slowly.  The price you pay for automated NPRs is occasionally sitting around for an hour while they survey 400 asteroids and fight a major engagement in a month where your empire does nothing more complicated than ship colonists to a neighbouring rock.
Title: Re: 4.0b Bugs
Post by: waresky on April 02, 2009, 12:21:09 AM
ive an q6600 (Quadcore) but ivent noticed difference from 3.2
Am play at Steve Campaign Universe and u know r 17 colonies and 3 races discoveries..plus an probably undiscovered who hit me on "SaltLake"..and Aurora NOT freez and NOT run slow.
For now.
Awesome WORK steve.
Title: Re: 4.0b Bugs
Post by: Sotak246 on April 02, 2009, 10:52:33 PM
I haven't had any problems with freezing or slow turns, but have started getting an error message with every new system.

Error in GetSystem Theme Name
Error 3077 was generated by DAO.Recordset
Syntax error(missing operator) in expression

I started a campaign with the Terran Federation Theme and had no problems till about the 8th system I entered.  I got the above message, but the game continued and it provided the system with a new name from the theme.  I have continued to get the same message with every new system and have explored about 20 since.  It doesn't seem to affect the game at all, so not a bad thing, just kinda strange.

Mark
Title: Re: 4.0b Bugs
Post by: sloanjh on April 03, 2009, 08:23:32 AM
Quote from: "Sotak246"
I haven't had any problems with freezing or slow turns, but have started getting an error message with every new system.

Error in GetSystem Theme Name
Error 3077 was generated by DAO.Recordset
Syntax error(missing operator) in expression

I started a campaign with the Terran Federation Theme and had no problems till about the 8th system I entered.  I got the above message, but the game continued and it provided the system with a new name from the theme.  I have continued to get the same message with every new system and have explored about 20 since.  It doesn't seem to affect the game at all, so not a bad thing, just kinda strange.

Mark

I think this just started happening to me too - I just saw the error last night.

John
Title: Re: 4.0b Bugs
Post by: waresky on April 03, 2009, 10:36:27 AM
Quote from: "Sotak246"
I haven't had any problems with freezing or slow turns, but have started getting an error message with every new system.

Error in GetSystem Theme Name
Error 3077 was generated by DAO.Recordset
Syntax error(missing operator) in expression

I started a campaign with the Terran Federation Theme and had no problems till about the 8th system I entered.  I got the above message, but the game continued and it provided the system with a new name from the theme.  I have continued to get the same message with every new system and have explored about 20 since.  It doesn't seem to affect the game at all, so not a bad thing, just kinda strange.

Mark
From 10-12 years game ive same error in another campaign..
Title: Re: 4.0b Bugs
Post by: Beersatron on April 04, 2009, 01:01:10 AM
Retooling a shipyard and getting the following error:

-----------
Error in PopulateShipyardComplexes

Error 6 was generated by Aurora
Overflow
[your contact info]
-----------

Alert pops up after clicking 'Set Activity'. Incrementing the time does not update the 'Progress' column, it stays blank, although 'Completion Date' column does change.

Seems to have messed up the Production logic as well.
Title: Re: 4.0b Bugs
Post by: Beersatron on April 04, 2009, 01:15:23 AM
Shipyard is tooled for a Jump Ship yet has a Freighter and the Jump Ship class available for construction.

Also, the default Task Group is not sticking on the Shipyard TG but moving to one of the civilian fleets (which I presume we shouldn't be able to see in dropdowns?).
Title: Re: 4.0b Bugs
Post by: Beersatron on April 04, 2009, 02:00:58 AM
I have a jump ship transiting the newly found Jump Points in my home system and so far at every transit command it is asking for my SM password. If I click OK it will continue (because I haven't set an SM password) but if I click CANCEL it tells me 'You are not cleared to explore warp points. You may enter explored warp points'.

Seems to be a bug to me, but it could be that I am doing something wrong?




(apologies for the multiple posts in a row, but I am just reporting the 'bugs' as I come across them instead of doing one post with multiple notes)
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 02:20:15 AM
Quote from: "Beersatron"
I have a jump ship transiting the newly found Jump Points in my home system and so far at every transit command it is asking for my SM password. If I click OK it will continue (because I haven't set an SM password) but if I click CANCEL it tells me 'You are not cleared to explore warp points. You may enter explored warp points'.

Seems to be a bug to me, but it could be that I am doing something wrong?
This is Working As Intended, and IIRC it's been this way since Starfire Assistant.  I think the original motivation was for multi-player games with an SM - only the SM should be entering unexplored WP, since you might end up in someone else's system.  (Wow - it's hard to believe now that SA only had strategic movement!)  I like the feature because it acts as a confirmation when I'm hitting an unexplored WP.

John
Title: Re: 4.0b Bugs
Post by: Thorgarth on April 04, 2009, 06:37:56 AM
Receiving this error message.  Start as soon as my scout jumped into a NPR homeworld.
Error in UpdateAllSensors, subscript out of range.
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 09:29:57 AM
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-) ).

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 09:32:21 AM
I mentioned this in passing above (in the post about civilians stealing my sequence numbers), but I just saw a claim in a 3.x bugs thread that it was fixed for 3.2 so I'll explicitly mention it:

Civilian ships are still showing up in the list of potential command assignments.  The good news is that auto-assign is ignoring them (so maybe that's what got fixed).

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 10:04:40 AM
When refitting a ship in a single-ship fleet to a slower class type, the speed of the fleet doesn't go down when the refit is over (although the "max speed" is correct").  Also, pushing the "max speed" button does nothing in this case - it's acting as if there's an early-exit test for current_speed<max_speed.  I assume this happens for multi-ship fleets to, I just haven't ever done it so I don't know for sure.

John
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 12:54:45 PM
Quote from: "xtfoster"
Quote from: "Steve Walmsley"
Quote from: "Andrew"
On the system map , when you are in SM Mode and there are precursors in the system you get the option to switch between empire views . The precursor view shows what the precursors can detect of the player race and the missiles they have launched but not their ships.

If in precrusor view you click on technology you get an error 91 in populatelasers which will not go away
That shouldn't be possible (switching to precursor view) - an oops on my part. I'll fix it for the next version.

Steve
On a related note: Are you supposed to be able to Communicate with the precursors? Non-intercourse? Non-Aggression (19% chance currently)? Trade (1% chance)?
Not at the moment. Although I guess the way the diplomacy window is set up you probably can initiate communication and even sign treaties. The problem is that at the moment they will ignore them. I hope to sort out Diplomacy in v4.2

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 01:00:01 PM
Quote from: "Beersatron"
Shipyard is tooled for a Jump Ship yet has a Freighter and the Jump Ship class available for construction.
That is probably working as intended. As well as the currently tooled class, you can build any other class for which the refit cost will be less than twenty percent of the tooled ship cost. Its a way of simulating that shipyards would be able to build other classes if they used very similar components. In this case, if you strip away the jump engine etc. you may find the jump ship is very similar to your freighter design. The shipyard is aware of that and therefore would be able to build the freighter.

Quote
Also, the default Task Group is not sticking on the Shipyard TG but moving to one of the civilian fleets (which I presume we shouldn't be able to see in dropdowns?).
Yes, you shouldn't be able to see it. Not sure why the default fleet is changing. Sorry if this is a dumb question but did you press the default fleet button to set the default fleet?

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 01:05:37 PM
Quote from: "jfelten"
That sounds annoying.  I remember in 3.x a couple times I unintentionally paid to refit some civilian ships because the names were the same.
That must have been an earlier version. I've checked and civilian ships don't show up as available for refit. I assume must have fixed it at some point.

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 01:27:32 PM
Quote from: "sloanjh"
Those Pesky Civilians are stealing my ship sequence numbers!!!  My freighter class is called Africa Queen.  I was merrily popping them out from my shipyard (using auto-numbering, e.g. Africa Queen 001, Africa Queen 002, ...), until one day I noticed something weird - I had "forgotten" to build Africa Queen 007; I had just built 008, but there was no 007!  I thought it was my fault, so I slotted the next 2 freighters to be 007 and 009.  What was really going on was the civies built a freighter, named it Africa Queen 007 (and another one that was 009), and bumped the counter up.  (I figured this out a posteriori by peeking in the data base - there's an Africa Queen 007 that's not mine, and it's in the civie fleet, at which point the light bulb went off in my head.)
v4.1 includes different civilian companies, referred to as Shipping Lines. Every civilian ship will belong to one of theses Shipping Lines so the name of each civilian ship will be (Short Version of Company Name + Class Name + Number of Ships built by that Line). So it might be "Ramirez Galileo 007" for a Galileo built by the Ramirez Freight Corporation that is the seventh ship built for that company. This won't affect the parent Empire's hull numbering.

Quote
This wouldn't be a big deal, except the civilian ships are showing up as potential commands in the F4 screen.  I realized something was wrong when I finished building "my" 007 and 009 and found their names doubled in the F4 screen, at which point I peaked in the database.
I can't recreate this one as the civilians seem to be excluded as possible commands. There are over seventy civilian ships in my current game and none of them are showing up. How many civilian ships are affected by this problem in your game?

Steve
Title: Re: 4.0b Bugs
Post by: Beersatron on April 04, 2009, 02:28:12 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Shipyard is tooled for a Jump Ship yet has a Freighter and the Jump Ship class available for construction.
That is probably working as intended. As well as the currently tooled class, you can build any other class for which the refit cost will be less than twenty percent of the tooled ship cost. Its a way of simulating that shipyards would be able to build other classes if they used very similar components. In this case, if you strip away the jump engine etc. you may find the jump ship is very similar to your freighter design. The shipyard is aware of that and therefore would be able to build the freighter.

Quote
Also, the default Task Group is not sticking on the Shipyard TG but moving to one of the civilian fleets (which I presume we shouldn't be able to see in dropdowns?).
Yes, you shouldn't be able to see it. Not sure why the default fleet is changing. Sorry if this is a dumb question but did you press the default fleet button to set the default fleet?

Steve

I kind of figured the Shipyards were being 'smart' about what they would let you build, thanks for clearing it up.

Yeah, I clicked on the default fleet button a few times, closing the economic screen and even Aurora totally sometimes and then coming back in. So far, it hasn't repeated the issue again so it might have just been something stupid I had been doing!
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 03:40:51 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Quote
This wouldn't be a big deal, except the civilian ships are showing up as potential commands in the F4 screen.  I realized something was wrong when I finished building "my" 007 and 009 and found their names doubled in the F4 screen, at which point I peaked in the database.
I can't recreate this one as the civilians seem to be excluded as possible commands. There are over seventy civilian ships in my current game and none of them are showing up. How many civilian ships are affected by this problem in your game?

Weird - all of them for me.  10 cargo and 3 colony.  BTW, I put this in as an explicit bug downthread.

John
Title: Re: 4.0b Bugs
Post by: Kurt on April 04, 2009, 03:58:00 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Shipyard is tooled for a Jump Ship yet has a Freighter and the Jump Ship class available for construction.
That is probably working as intended. As well as the currently tooled class, you can build any other class for which the refit cost will be less than twenty percent of the tooled ship cost. Its a way of simulating that shipyards would be able to build other classes if they used very similar components. In this case, if you strip away the jump engine etc. you may find the jump ship is very similar to your freighter design. The shipyard is aware of that and therefore would be able to build the freighter.

Quote
Also, the default Task Group is not sticking on the Shipyard TG but moving to one of the civilian fleets (which I presume we shouldn't be able to see in dropdowns?).
Yes, you shouldn't be able to see it. Not sure why the default fleet is changing. Sorry if this is a dumb question but did you press the default fleet button to set the default fleet?

Steve

Steve - I've seen some oddities in 3.2 with shipyards, and I noticed when playing around with 4.0 that it hasn't been fixed.  The problems above may be related.  

Essentially, all of the problems I've noted are always related to the bottom shipyard listed.  The problems are:
Can enter more work orders than there are slipways
Won't default to the shipyard task group
Won't auto-advance to the next unit when selecting units to refit

There are probably others, but those are just the ones I can remember.  As I said, the other yards listed work fine, its always the bottom yard in the list.  

Kurt
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 04:07:10 PM
Every now an then, in the System Map (F3) display, the civilian contacts from my home system magically are super-posed while I'm in a different system.  If I switch to another system and back, it's fine.  I don't know the event that's triggering this - the system starts out ok, then something puts the "ghosts" on the screen while the window is already open and the system already chosen.

John
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 05:15:56 PM
Quote from: "Kurt"
Steve - I've seen some oddities in 3.2 with shipyards, and I noticed when playing around with 4.0 that it hasn't been fixed.  The problems above may be related.  

Essentially, all of the problems I've noted are always related to the bottom shipyard listed.  The problems are:
Can enter more work orders than there are slipways
Won't default to the shipyard task group
Won't auto-advance to the next unit when selecting units to refit

There are probably others, but those are just the ones I can remember.  As I said, the other yards listed work fine, its always the bottom yard in the list.  
Thanks for that. I will look into it. The fact it is always the bottom yard explains why it is has appeared to be an intermittent problem and it would have been a lot harder to tackle without that very useful piece of information

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 05:17:36 PM
Quote from: "sloanjh"
Every now an then, in the System Map (F3) display, the civilian contacts from my home system magically are super-posed while I'm in a different system.  If I switch to another system and back, it's fine.  I don't know the event that's triggering this - the system starts out ok, then something puts the "ghosts" on the screen while the window is already open and the system already chosen.
I have seen this one too, although I can't get it to happen on a regular basis either. It's been around for a while but I am no closer to figuring it out. Once I narrow down the trigger it should be easy to fix.

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 05:58:05 PM
Quote from: "Kurt"
Steve - I've seen some oddities in 3.2 with shipyards, and I noticed when playing around with 4.0 that it hasn't been fixed.  The problems above may be related.  

Won't auto-advance to the next unit when selecting units to refit
Fixed this but no idea why :)

When you set the Index (i.e. the currently selected item) of a dropdown box, it is supposed to trigger a click event and the code for the click event  of the refit class dropdown box refreshes the ship list, removing the ship for which you have just created a refit task. However for some reason setting the index for the bottom shipyard does not trigger the event while setting the index for any other shipyard does trigger the event. I have absolutely no idea why this is the case. It might even be some VB6 weirdness at work. Now I am aware this is happening I have added a check to see if the click event takes place and if it doesn't I trigger it manually. This has fixed the problem but I am totally baffled as to why the event won't trigger automatically for the bottom shipyard only.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 06:39:52 PM
On the Ordnance/Fighters tab of the Class Design (F5) screen - magazine capacity doesn't update (recalculate) when magazine count is change on the "Design View" tab.  I got it to update by switching to another class then switching back.

John
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 06:43:12 PM
Quote from: "Kurt"
Can enter more work orders than there are slipways
Fixed this too. A similar problem but with a rational explanation. The greying out of the Add Task button is done when the shipyard is checked for the number of tasks compared to the number of slipways. If they are equal, the button is greyed out. In this case the check was made by changing the row on the shipyard grid to the selected shipyard to trigger a grid selection change event. Within that event was the code for slipways vs tasks. This wasn't happening for the bottom shipyard because the shipyard info is filled in again before this check is made and the bottom row was already set, as that was the last one filled in. The event relied on a change of value in grid row for the event so when the bottom shipyard was selected it didn't trigger the event because it was already selected. Now I check if the selection is already correct and if so I trigger the event manually.

I assume the other problem must be related somehow but it makes no sense as that is a dropdown list and there is no way for the list to be affected by the grid - aaargh!

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on April 04, 2009, 06:57:19 PM
Quote from: "sloanjh"
On the Ordnance/Fighters tab of the Class Design (F5) screen - magazine capacity doesn't update (recalculate) when magazine count is change on the "Design View" tab.  I got it to update by switching to another class then switching back.
Fixed for v4.1. Any change to the design now refreshes the ordnance and fighter data.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on April 04, 2009, 06:59:39 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
On the Ordnance/Fighters tab of the Class Design (F5) screen - magazine capacity doesn't update (recalculate) when magazine count is change on the "Design View" tab.  I got it to update by switching to another class then switching back.
Fixed for v4.1. Any change to the design now refreshes the ordnance and fighter data.

Steve

18 minutes!! I think that's the fastest turnaround I've ever seen on a bug report :-)

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 05, 2009, 04:01:36 PM
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-) ).
I suspect that the bug is in the "unload all installations" command.  I just transported another (same class as the first) Prefab PDC to the same location, except this time I explicitly did "unload Prefab PDC components" - this time it worked.  I think (but am not sure) I did an "unload all" the first (buggy) time around.  The behavior I observed was as if "unload all" wasn't clever enough to put the PDC components onto the planet, but was clever enough to remove them from the cargo hold.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 05, 2009, 11:11:39 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Every now an then, in the System Map (F3) display, the civilian contacts from my home system magically are super-posed while I'm in a different system.  If I switch to another system and back, it's fine.  I don't know the event that's triggering this - the system starts out ok, then something puts the "ghosts" on the screen while the window is already open and the system already chosen.
I have seen this one too, although I can't get it to happen on a regular basis either. It's been around for a while but I am no closer to figuring it out. Once I narrow down the trigger it should be easy to fix.

I've been watching for it today - I'm pretty sure that it's related to the economics update.  I think I can consistently reproduce it by sitting on the F3 screen, using the F3 update buttons.  If you happen to go through an economics update, then click on a body in the screen (i.e. to move/redraw the screen), the ghosts appear.  After the ghosts are there, zooming in/out doesn't get rid of them - only something that refreshes the state of what should be in the screen (i.e. re-selecting the system in F3).

Hope that helps,
John

[EDIT LATER]  Oh well.  A while after posting I started noticing it happen even when the econ update hadn't happened.  Leaving post undeleted in case the above still helps.
Title: Re: 4.0b Bugs
Post by: Andrew on April 06, 2009, 05:34:19 PM
It is possible to assign a ship more missiles than its magazines can hold and have them loaded onboard.
I created a new warship by copying an existing one , then modified it part of the modification was to halve the number of magazines , however the ordenance load out had been set up for the original class. When a ship of the new class was finished it loaded isteld with 200% of its misile load as displayed on the task group screen
Title: Re: 4.0b Bugs
Post by: alanwebber on April 07, 2009, 01:43:16 AM
I used the "load ordnance from colony" command from the task forces screen to top up magazines and ended up with 460  points of missiles in a 180 size magazine.

Alan
Title: Re: 4.0b Bugs
Post by: Sotak246 on April 07, 2009, 10:08:57 PM
Guess I am a little late with them missle load out bug, I just had a similar situation, more missles then there should be.  The magazine count that shows how much space is available even knows this showing a negative number.  Not that my ship commanderes mind,...sure just cram those extra missles anywhere boys, we will need them later. :D

Mark
Title: Re: 4.0b Bugs
Post by: Beersatron on April 08, 2009, 12:03:46 AM
Getting this while on System Map.

Error in UpdateAllSensors
Error 3421 was generated by DAO.Field
Data type conversion error.

These are from a system that has civilian geosurvey ships being chased by a Precursor/NPR:

Error in CreateExplosionContact
Error 3421 was generated by DAO.Field
Data type conversion error.

Error in CheckFleetInterception
Error 6 was generated by DAO.Field
Overflow.
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 08, 2009, 08:38:10 AM
Quote from: "sloanjh"
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-) ).
I suspect that the bug is in the "unload all installations" command.  I just transported another (same class as the first) Prefab PDC to the same location, except this time I explicitly did "unload Prefab PDC components" - this time it worked.  I think (but am not sure) I did an "unload all" the first (buggy) time around.  The behavior I observed was as if "unload all" wasn't clever enough to put the PDC components onto the planet, but was clever enough to remove them from the cargo hold.
That is exactly the problem - thanks for spotting it. I tend to not use the unload all command, which is why I wasn't replicating the problem. The simple fact was I had forgotten to add the PDC components to the Unload All section of the code. This is also true for Terraforming Installations. Both are fixed for v4.1 but you should avoid the Unload All for those two cargoes until then.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on April 08, 2009, 03:24:39 PM
Quote from: "SteveAlt"
Quote from: "sloanjh"
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-)

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 08, 2009, 10:51:01 PM
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.

John
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 10, 2009, 01:45:13 PM
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on April 10, 2009, 05:26:24 PM
Quote from: "SteveAlt"
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve

Thanks - I tried again last night, got through a single industrial update (which made me think yippee!!!!) then hung again.  What's the best way to send the DB - through a private message on the board?

As for backing up occasionally, I already do that.  Unfortunately, it had been about 1.75 hours of wall clock since my last backup - oops.

Hmmmm - there's a thought for a suggestion: a tickler that looks at wall-clock time and prompts you to do a save every 1/2 or so.  Even better would be the ability to drop a copy of the database  from Aurora - at present I exit the game, make a new save directory, copy the DB, then start the game again.  A "save" button/pull-down would help a lot with that.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 10, 2009, 09:43:54 PM
I have a ship that is in both overhaul and refit.  The maintenance clock is advancing rather than unwinding.  I thought that both operations were supposed to be able to be performed simultaneously.

Note that the maintenance clock also seems to be advancing for some freighters that I've got in refit too.

John
Title: Re: 4.0b Bugs
Post by: Beersatron on April 10, 2009, 10:35:40 PM
I had a Shipyard that was tooled to build a class of 'Class A'. I then made 'Class A' obsolete and actually deleted it (I was an idiot and totally screwed up the design) and created another, better, design called 'Class B'.

I got an error when I tried to select the Shipyard originally tooled for 'Class A'. It did not stop me from retooling to 'Class B', but it did throw a lot of errors everytime I clicked on anything to do with the Shipyard in question.

Sorry, can't remember the error message.
Title: Re: 4.0b Bugs
Post by: Andrew on April 11, 2009, 03:58:00 AM
Possibly a bug, on the SM Events list I am able to see the combat messages for an NPR I am fighting, one of the messages is that one of their Escort cruisers is unable to launch because no missiles have been assigned to it's launchers. This looks like it may be an error ,
Title: Re: 4.0b Bugs
Post by: Thorgarth on April 11, 2009, 08:32:57 AM
Error in ShowFleetList, error 35602 was generated by Nodes, key is not unique in collection.

Anyone know what is causing this error?
Title: Re: 4.0b Bugs
Post by: sloanjh on April 11, 2009, 10:14:08 AM
Quote from: "Thorgarth"
Error in ShowFleetList, error 35602 was generated by Nodes, key is not unique in collection.

Anyone know what is causing this error?
Check for two fleets (or ships or anything else) with the same name. "key is not unique in collection" means that Aurora tried to do a lookup on a group of objects, two of which had the same "key" for the lookup.  Most of the time, this is caused by a player inadvertently giving the same name to two things of the same type, and then Aurora trying to lookup (or possibly sort) by name.

Hope that helps.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 11, 2009, 02:09:30 PM
Quote from: "sloanjh"
Quote from: "SteveAlt"
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve

Thanks - I tried again last night, got through a single industrial update (which made me think yippee!!!!) then hung again.  What's the best way to send the DB - through a private message on the board?
New hypothesis on the cause of the hang - I suspect it has something to do with maintenance failures that occur during a timestep that triggers an econ update.  

I've been bulling through the hang by just existing out, restarting, and asking for another time increment.  It looks like Aurora doesn't update the econ-update clock with time-elapsed in an update until the econ-update is completely finished, since I can take small steps after triggering an update, but not large steps.  After one or two hangs, eventually I get an econ update and then am ok for varying lengths of time.  I just noticed that I seem to get a lot of engine failure events on my (obsolete) jump ships that are just sitting out there on WP immediately after a restart - this leads me to think they're correlated (I just went back to the DB I'm trying to send you and played forward, and sure enough - there was an engine failures).

BTW, when I come back after exiting from the hang, all my sensor contacts re-establish themselves on the next increment (in case this info helps you understand where in the update time sequence it's happening).

[EDIT - LATER] Oh well, so much for that theory.  I've hit several hangs since posting, and of course the maintenance failures stopped happening right after I posted.  I did notice that mining and fuel production are being updated, but not construction when it hangs.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 11, 2009, 04:06:41 PM
Here's a weird one - my fleets are displaying Heisenberg-esque qualities, i.e. their behavior changes depending on if I'm looking at them :oops:

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 11, 2009, 04:14:12 PM
Wrong task is selected when doing a "Delete Task" on the shipyard screen in "schedule" mode.  Also the "schedule" mode list doesn't seem to get refreshed when adding or deleting tasks.

John
Title: Re: 4.0b Bugs
Post by: Beersatron on April 12, 2009, 07:50:40 PM
I am getting the following event spam from the civilians as they try to colonize a newly opened world.

[attachment=0:uj3yavcx]civilian_spam.JPG[/attachment:uj3yavcx]
Title: Re: 4.0b Bugs
Post by: Cassaralla on April 13, 2009, 08:17:49 AM
I set one of my task forces on the Follow order and left the minimum distance at 0 for a full interception of a fleeing NPR vessel (it was a coloniser, didn't find that out until after I'd destroyed it though . . . war crimes anyone?).  Every time I advanced the game by 5 seconds I got an Overflow error for every ship in the pursuing fleet until the target was destroyed.
Title: Re: 4.0b Bugs
Post by: Cunak on April 13, 2009, 10:59:44 AM
I started a new game after deleting the older one.  Set up was PreTN and instead of the usual 'PDC ICBM Complex' I ended up with 5 'PDC Geo Survey' ships that I used to perform a geo survey of the Sol system prior to completing TN research.  The 'PDC Geo Survey' class was even listed as a construction build option on the industrial tab.  IIRC Geo Survey was a class name in the previous game.

My civilians are also littering the system with dozens of abandoned fleets.  I've found a way to stop the spam by using the events filter but shouldn't the program delete the fleets?
Title: Re: 4.0b Bugs
Post by: schroeam on April 13, 2009, 02:45:40 PM
Quote from: "Cassaralla"
I set one of my task forces on the Follow order and left the minimum distance at 0 for a full interception of a fleeing NPR vessel (it was a coloniser, didn't find that out until after I'd destroyed it though . . . war crimes anyone?).  Every time I advanced the game by 5 seconds I got an Overflow error for every ship in the pursuing fleet until the target was destroyed.

This happened to me when I had two of my warships following a civilian freighter just for smegs and grins.  The next 5-day the program hung.  I closed out and restarted.  The date was one day later, but the events list had four days after that (the original 5-day started on the 16th, the system map showed the 17th and events were posted for the 21st).  I tried another 5-day and it still hung.  I closed out and saw that there were events posted for the 18th, but the official date was still the 17th.  I tried a 1-day and it still hung.  I have since just abandoned that game, as I wasn't very far along anyway (no jump point theory) and started a new game.  If this happens again I'll post more specifics.

Adam.
Title: Re: 4.0b Bugs
Post by: Sotak246 on April 13, 2009, 09:22:32 PM
Just had a wierd time problem, one of my survey ships was spotted by and NPR who sent out a fleet.  I figure, good bye surveyer, but they close the distance to 0 then follow my surveyer as he attempted to run(that was a no go they were faster).  The bug was that once they showed up the time advance went screwy.  If I advanced the time by 5sec - 5min it worked fine, but any other advancement it would only advance 11 min.  This 11min advance happened no matter what time increment I had the sub-impulses on or if I had it off.  The time increment went back to normal once the surveyer followed standing orders and self-destructed.

Mark
Title: Re: 4.0b Bugs
Post by: James Patten on April 14, 2009, 06:15:36 AM
Very minor bug.

When officers are automatically re-assigned, they have their qualifying skill in parenthesis behind the reassignment: Commander Charles has been assigned to DD Roberts (Crew Training Rating 50%).  For crew with Terraforming as qualifying skill, there's no beginning paren but there's an ending paren: ...assigned to TR Roberts Terraforming Rating 50%).
Title: Re: 4.0b Bugs
Post by: Beersatron on April 14, 2009, 09:07:53 AM
Quote from: "Beersatron"
I am getting the following event spam from the civilians as they try to colonize a newly opened world.

[attachment=0:3o6ih6wj]civilian_spam.JPG[/attachment:3o6ih6wj]

This was due to me deleting the colony ship class that the civilians had been building. I didn't realise that when deleting the class you also delete the actual ships in the universe - cascade delete by foreign key?

I had no more of that type left and even though I had set it to obsolete I prefer to keep my ship class list neet and tidy so remove any classes that are long gone!
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 14, 2009, 10:44:33 AM
Quote from: "Beersatron"
Quote from: "Beersatron"
I am getting the following event spam from the civilians as they try to colonize a newly opened world.
This was due to me deleting the colony ship class that the civilians had been building. I didn't realise that when deleting the class you also delete the actual ships in the universe - cascade delete by foreign key?

I had no more of that type left and even though I had set it to obsolete I prefer to keep my ship class list neet and tidy so remove any classes that are long gone!
Yes, cascade delete. A lot of the information for each ship is held at the class level, so if you delete the class I have to delete the ships or you will get errors everywhere when the program looks for data that no longer exists.

I had already added a check to v4.1 that will stop you doing this :). It occured to me that this exact situation might arise and a player may not realise the implications of deleting a class. The alternative is to obsolete the class instead of deleting it and then click the hide obsolete classes checkbox. This tidies up the list but keeps the classes.

If you know how to access the database, you can delete the empty civilian fleets. If not, PM me.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 14, 2009, 10:46:48 AM
Quote from: "James Patten"
Very minor bug.

When officers are automatically re-assigned, they have their qualifying skill in parenthesis behind the reassignment: Commander Charles has been assigned to DD Roberts (Crew Training Rating 50%).  For crew with Terraforming as qualifying skill, there's no beginning paren but there's an ending paren: ...assigned to TR Roberts Terraforming Rating 50%).
Fixed for v4.1

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on April 15, 2009, 08:16:59 PM
It looks like there's an off-by-one error (or maybe it's a feature :-) ) when calculating the speed of (passive?) contacts.  If you change the time-scale of increments (1 sub-interval) from e.g. 1 hour to 5 seconds, the first step after the change the contact shows a huge speed.  If the current position is X_0, the one before that X_1, before that X_2, then I strongly suspect that it's using X_1 - X_2, rather than X_0 - X_1 when calculating the speed, i.e. it's using a 1-hour distance divided by 5-second time.  Growing the timescale makes it riduculously small.

John
Title: Re: 4.0b Bugs
Post by: Paul M on April 16, 2009, 03:00:27 AM
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.

I get error 6 overflows very often while advancing the time.

The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.

In engine design selecting fuel efficiency also causes error messages that go away, apparently there is something going on in the routine generating text.

Not all commands are assigned officers even when there are plenty of suitable ones in the waiting pool, and auto assign is turned on.
Title: Re: 4.0b Bugs
Post by: Andrew on April 16, 2009, 08:48:23 AM
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on April 16, 2009, 09:36:29 AM
Team members are showing up in personel as unassigned.
Title: Re: 4.0b Bugs
Post by: Laurence on April 16, 2009, 10:17:07 AM
During a time advance I just got this error 4 times:


Error in ObserveJumpPoint

Error 9 was generated by Aurora
Subscript out of range



Also got the following error ~500 times.  I am about 71 years into the game.

Error in UpdateAllSensors

Error 3421 was generated by DAO.Field
Data type conversion error.


This is followed by

Error in UpdateAllSensors

Error 9 was generated by Aurora
Subscript out of range


This last one appears to be in a loop that does not end.

Is there a table column in the database I can change the record type on?  I vaguely remember doing that for something similar in the last version.
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 16, 2009, 10:23:27 AM
Quote from: "Paul M"
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.
There are problems refitting pre-TNT units to TN. I thought I had prohibited this for v4.0 but obviously not. I have corrected that for v4.1. In the meantime, avoid any refits of this type.

Quote
I get error 6 overflows very often while advancing the time.
Is there anything that the increment causing this error have in common? Are they 5-day updates for example or is there an event that always happens when the error occurs?

Quote
The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.
Are they active contacts or thermal contacts? You sensor operators can only determine the ownership of active contacts, Thermal contacts are always hostile.

Quote
In engine design selecting fuel efficiency also causes error messages that go away, apparently there is something going on in the routine generating text.
I can't recreate this one. When you saying the errors are going away, what do you mean? They appear and then disappear or that they have no game effect?

Quote
Not all commands are assigned officers even when there are plenty of suitable ones in the waiting pool, and auto assign is turned on.
Are the officers of sufficient rank for the available posts and do they have the required bonus?

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 16, 2009, 10:24:17 AM
Quote from: "Charlie Beeler"
Team members are showing up in personel as unassigned.
I have fixed that for v4.1

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 16, 2009, 10:24:58 AM
Quote from: "Andrew"
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
Thanks for letting me know. I'll try and recreate that and figure out the problem.

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 16, 2009, 10:28:24 AM
Quote from: "Laurence"
During a time advance I just got this error 4 times:


Error in ObserveJumpPoint

Error 9 was generated by Aurora
Subscript out of range



Also got the following error ~500 times.  I am about 71 years into the game.

Error in UpdateAllSensors

Error 3421 was generated by DAO.Field
Data type conversion error.


This is followed by

Error in UpdateAllSensors

Error 9 was generated by Aurora
Subscript out of range


This last one appears to be in a loop that does not end.

Is there a table column in the database I can change the record type on?  I vaguely remember doing that for something similar in the last version.
The time is worrying because there was an overflow eror at about 70 years in v3.2 that I thought I had fixed. I really don't know what the problem could be without recreating it. One option would be to delete all the records from the Contact table and the let the Sensor Update refill it in case the problem is there. Backup the database first :)

Steve
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on April 16, 2009, 12:26:23 PM
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
Title: Re: 4.0b Bugs
Post by: SteveAlt on April 16, 2009, 12:53:52 PM
Quote from: "Charlie Beeler"
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
I am not sure what is actually happening. Is the problem that the harvester is going to Titan or not going to Titan? :)

Steve
Title: Re: 4.0b Bugs
Post by: Laurence on April 16, 2009, 01:02:06 PM
Quote from: "SteveAlt"
The time is worrying because there was an overflow eror at about 70 years in v3.2 that I thought I had fixed. I really don't know what the problem could be without recreating it. One option would be to delete all the records from the Contact table and the let the Sensor Update refill it in case the problem is there. Backup the database first :)

Steve


Deleted the contents of the Contact table (about 1600 records) and tried again.  Got the same ~500 Error 3421s followed by the endless loop error.  This was on a 5 second advance.
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on April 16, 2009, 02:13:49 PM
Quote from: "SteveAlt"
Quote from: "Charlie Beeler"
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
I am not sure what is actually happening. Is the problem that the harvester is going to Titan or not going to Titan? :)

Steve

I think,  I know very dangerous, that the harvester sees the colony and expects a population and goes into an error loop when it doesn't see one.  I disabled the conditional orders and was able to proceed with processing the months orders.  I manually set the TG to go to Earth and resuppy/overhaul.  After the TG arrived, I manually unloaded the fuel.  Since it is taking around 8 years of game time to fill the tanks this isn't much of a problem.
Title: Re: 4.0b Bugs
Post by: sloanjh on April 16, 2009, 04:30:41 PM
Quote from: "SteveAlt"
Quote from: "Paul M"
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.
There are problems refitting pre-TNT units to TN. I thought I had prohibited this for v4.0 but obviously not. I have corrected that for v4.1. In the meantime, avoid any refits of this type.
I see the same 3 errors - I don't think they do any harm.
Quote
Quote
The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.
Are they active contacts or thermal contacts? You sensor operators can only determine the ownership of active contacts, Thermal contacts are always hostile.
I don't know if you covered this in the event changes from the other thread, but it feels like a lot of the utility of putting in transponders is being ignored here.  I would think that transponder contacts, or thermal contacts which were identified by an active sensor that was then turned off, should also have ownership be determined.

John
Title: Re: 4.0b Bugs
Post by: Andrew on April 16, 2009, 05:58:47 PM
Quote from: "SteveAlt"
Quote from: "Andrew"
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
Thanks for letting me know. I'll try and recreate that and figure out the problem.

Steve
The other factor that changed before they started firing their size 1 missiles is that their fleet appeared to have fired off all of their larger size 4 missiles or at least had stopped firing them at me
Title: Re: 4.0b Bugs
Post by: Cassaralla on April 16, 2009, 07:02:17 PM
OK this is a weird one.

I have a small PDC designed for missile defense.  It transports in 4 PDc components, intended for fast assembly on a colony world.  I transported 8 components to a new colony.  Once I had some construction facilities in place I queued an order to assemble the PDCs . . . except I forgot to change the number to 2 from the 50 it was at from construction elsewhere.  After throwing a bunch of errors at me for the lack of components the game appeared to continue normally.  Then I noticed it had queued 9 sets of Assemble PDC orders.  I removed 7 of them and each time I removed one it returned 4 components to the stack.  So even though i only built and transferred 4 components I now had 36 on the colony.  I requeued the orders and the colony built all 9 PDCs, effectively giving me 7 free ones.
Title: Re: 4.0b Bugs
Post by: schroeam on April 17, 2009, 06:54:30 PM
I'm not sure if this has been reported or not, but the auto-assign of commanders seems to assign the change of command for all commands on the same day.  I have 36 months selected as my tour length and haven't tried other lengths.   If a ship is not in the home port then it's commander is just signed on for another tour.  In the past I believe that if a ship was away when the commander's tour was up then he was relieved as soon as that ship arrived at a colony with available commanders. IIRC.

Adam.
Title: Re: 4.0b Bugs
Post by: sloanjh on April 18, 2009, 09:27:51 AM
Civilian fleets show up in the list of potential targets for construction in the shipyard tab.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 18, 2009, 09:29:27 AM
Quote from: "adradjool"
I'm not sure if this has been reported or not, but the auto-assign of commanders seems to assign the change of command for all commands on the same day.  I have 36 months selected as my tour length and haven't tried other lengths.   If a ship is not in the home port then it's commander is just signed on for another tour.  In the past I believe that if a ship was away when the commander's tour was up then he was relieved as soon as that ship arrived at a colony with available commanders. IIRC.

Adam.
Yes, this was reported.  It's working as intended - Steve changed the behavior to better match good officers with good commands.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on April 18, 2009, 10:12:44 AM
There's no way to turn off civie colonization to a planet.

Because of the previously noted bug in the colonization code, my colony on Venus is perpetually overpopulated - the civie colony ships can throw people in faster than anyone can throw infrastructure in.  What I'd like to do is to declare Venus "frozen" for colonists, so the civie colony ships ignore it.  Since that option wasn't available, I tried declaring it a "source" for colonists.  Unfortunately, whenever I switched away, the button would pop right back to "destination".  It appears that "source/destination" flag is just a logical in the DB that allows you to change the status of a population>25million to "destination", but doesn't allow changing a population<25million to "source" (or "none/frozen").

John
Title: Re: 4.0b Bugs
Post by: schroeam on April 18, 2009, 08:54:49 PM
Does anyone know what is causing the following:


I get it about forty to fifty times during each timestep.

Adam.

Edit:  So, the error pops up over one hundred and thirty times now (80+ then a 2 second break followed by 50+)  and seems to increase by about 7 and 5 each time increment.  Weird.
Title: Re: 4.0b Bugs
Post by: Sotak246 on April 19, 2009, 01:34:51 AM
This really isn't a bug but something seems to be off.  This is the set up:  I found 2 systems with Precursors in them, in the first 3 (later IDed as DDGs) ships destroyed 6 CAs and 3CLs before the 2 DDs left managed to flee.  The other system had 2 laser armed ships.  Went back to system one and searched for over 2 games months and could not find the enemy fleet.  The second system I over killed the 2 ships with guided missle cruisers.  I then occupied 1 of the pecurser bases in system 2.  After a few turns it turned from conqured to occupied, at that point the fleet in system 1 surrendured.  It said that due to lack of missles and occupation of a colony the fleet surrendured.  If the pecursers are supposed to be cut off from each other how did a fleet 6 systems away know one of its colonies were occupied?  On a side note, I am kicking myself for not letting the last 2 DDs of my destoyed fleet take on the DDGs,  the surviving senior officer must have paniced.

Mark
Title: Re: 4.0b Bugs
Post by: schroeam on April 19, 2009, 10:53:15 AM
Here's one for you...

1. The Plan:  I have four freighter task groups ferrying automines from Earth to Pluto.
2. Implementation:  For ease of typing I make TG 2,3,and 4 subordinate to TG 1 and copy orders from TG 1 to TG 2, 3, and 4.  Done and checked.
3.  Execution: Somewhere mice have taken over control of TG 2, 3, and 4 because the ships will travel from Earth to Pluto and back, supposedly moving automines and refueling in the process, but low and behold, they all three run out of fuel on a return trip from Pluto.  I checked the orders listed went something like this:
4.  Analysis:  I'm thinking there is a bug in the copy order's routine.  The last time I checked after refueling the freighters and letting them continue they were scheduled to unload the mines on Pluto, but weren't carrying any.  I checked the supply on Earth, >60 available for pickup.

Any thoughts?

Adam.
Title: Re: 4.0b Bugs
Post by: schroeam on April 19, 2009, 12:33:32 PM
Another Issue... If a Geology team member dies they remain part of the team and can't be swapped out with anyone else.  I guess we would just end up with a bunch of zombie teams. :)  That should improve their efficiency as they won't need time to sleep, eat, or smoke.  

Adam.
Title: Re: 4.0b Bugs
Post by: sloanjh on April 19, 2009, 12:50:21 PM
Probably more of a feature than a bug, but....

I have a colony on Venus (colony cost 40).  I originally put it there because I wanted the civies to colonize it - the Quixotic plan was to transfer a few terraforming installations onto it and slowly (over the course of 1000 years or so) bring the atmospheric pressure down to something livable.  The reason for going there is that Venus has the only significant stockpile of Sorium in the system, so I could also have the population work the mines, or put automines on if I wanted the population to concentrate on terraforming.

I've had 3 problems with this plan show up:

1)  The civies have gone wild with colonizing it, with no way for me to tell them not to.  I've mentioned this in other threads - the new realization is that this would have happened even if I'd only wanted to put automines only on Venus, or if Venus were populated with Venutians, and I needed a colony from which to launch a ground invasion.

2)  Since the colony cost is 40, there's (obviously) a HUGE ratio of infrastructure/pop.  Apparently, infrastructure takes workers to run/maintained (as opposed to sitting there passively).  On Venus, it takes so many workers that my "Agriculture and Environmental" category is 100%.  In other words, I don't have any workers available to do anything useful (e.g. terraforming) - they're all busy plugging leaks in the environmental system.  I understand how this makes sense in such an extreme environment, but from a game-play point of view it kind of removes any motivation for boots on the ground (plus why are all those colonists flocking to someplace where they can't make any money?).  That's why I'm calling this a "feature" and not a bug.

3)  I also have a 0-cost world, Olwa, a couple of transits away that I've been colonizing.  It has zero minerals, so I'm making it a research colony - so far I've transported one lab.  The it has roughly the same population (3.3 million) as Venus (3.8) million.  The major difference is that Olwa requires an R2 governor, while Venus requires an R6!!!!  I suspect that the infrastructure is to blame here - it's probably counting as "installations" and making Aurora think the colony is more important than it actually is.  This one is why I posted this in "bugs" and not suggestions - I think it's more a bug (or at least an unintended side-effect) than a feature.

I would propose that infrastructure not count at all for the governor's required rank, and (possibly) that its contribution to the environmental worker's load by cut by e.g. a factor of 10x.

John
Title: Re: 4.0b Bugs
Post by: Father Tim on April 19, 2009, 01:12:48 PM
2.  A world requires a minimum of 5% x ColCost of its population in Agricultural & Environment work, so any colony with cost 20.0 or more will be entirely devoted to survival.  Consider yourself lucky, as in the previous edition I discovered that A&E ws uncapped, and a 62.5 ColCost world required 325% of its pop in A&E, leaving minus 225% for Industry.

Any world with a ColCost of more than 8 or so should be (and with 20.0 or more must be) terraformed with terraforming ships.  Keep in mind the ColCost reduction technologies, but realize that not only are they expensive in terms of tech points, they're of greatest use to the most marginal of colonies.  ColCost 2.0 worlds tend to get terraformed down to 0.0 fairly quickly, whereas ColCost 40 or 60 worlds take centuries, and might only become 30/45 with tech.

I understand te desire to set up one or two terraformig Installations and leave them to do their thing, but Terraforming ships is almost always the best way to go.
Title: Re: 4.0b Bugs
Post by: Hawkeye on April 19, 2009, 01:43:04 PM
If you want the civies to stop colonizing (albeit alltogether) just set your HW and any colony with 25+ mio people to receive colonists. Over the next few updates, the civies will offer all their ships for sale. Buy the colony ships and after that, turn your HW to source for colonists again. All ships, you have not allready bought will be withdrawn from sell (which should be the freighters, continuing to provide free infra).

Yes, I know, a nasty exploit, but those stupid colonizers are realy irritating me, so I think it´s ok to rip them off.
Title: Unexplored Jump Point error
Post by: Starkiller on April 19, 2009, 09:41:56 PM
I don't know how many times this has occurred, but every time I go through an unexplored JP, this error comes up, I'm not sure why. It's happened
with every one lately, and many past ones. This is the first time I actually thought of getting a screen cap. I can be dense sometimes. :)

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey11.jpg)

Eric
Title: Re: 4.0b Bugs
Post by: Hawkeye on April 20, 2009, 03:30:06 AM
The problem of aurora seemingly hanging has been brought up allready. I thought it was not hanging but working hard on the computer controlled NPRs.

Therefore, I had the windows task manager running while playing.

In my game, aurora now seems to hang every 3 or 4 5-day-updates.

The funny thing is, task manager tells me, aurora is still using about 50% of processor power, so initially, I let it run. But after some 90 minutes I simply couldn´t wait any longer and shut the process down.

After restarting, nothing extrodinary came up in the events report

It is allways at the end of a 5-day-cycle (I have 6 houre sub-pulses on)
Other than that, I can´t spot any reoccuring factor (I had this happen some 30 times now)

The fact, that aurora keeps working and working leads me to belive, the program enters some kind of endless loop (not that I know anything about programming, mind you)
Title: Re: 4.0b Bugs
Post by: sloanjh on April 20, 2009, 08:50:40 AM
Quote from: "Hawkeye"
The problem of aurora seemingly hanging has been brought up allready. I thought it was not hanging but working hard on the computer controlled NPRs.

Therefore, I had the windows task manager running while playing.

In my game, aurora now seems to hang every 3 or 4 5-day-updates.

The funny thing is, task manager tells me, aurora is still using about 50% of processor power, so initially, I let it run. But after some 90 minutes I simply couldn´t wait any longer and shut the process down.

After restarting, nothing extrodinary came up in the events report

It is allways at the end of a 5-day-cycle (I have 6 houre sub-pulses on)
Other than that, I can´t spot any reoccuring factor (I had this happen some 30 times now)

The fact, that aurora keeps working and working leads me to belive, the program enters some kind of endless loop (not that I know anything about programming, mind you)

Hi Ralph,

  It looks like you've landed on the same hang I did.  I managed to make it through another few years of game time, (by ctrl-C'ing out and restarting, sometimes several times), but eventually it was totally hung.

  About the 50% thing - you've probably got a two-core CPU (like I do).  If so, only one of the cores is used by Aurora, which apparently isn't multi-threaded (multi-threading is hard , especially if not designed in from day 1).  In that case it will only show up as working 50%.  The way to be sure is to open the performance tab on the task manager - if you see two panels arranged horizontally under "CPU Usage History" (where there used to be only one on your old machine), then it's a 2-core machine.  At work we have 8-core boxes - there's 8 little panels there.

John
Title: Re: 4.0b Bugs
Post by: Thorgarth on April 21, 2009, 07:28:52 PM
I have had two non-jump capable ships transit JPs.  Both have completed 2 such jumps.
Title: Re: 4.0b Bugs
Post by: Hawkeye on April 22, 2009, 12:00:33 AM
Stupid question:
Are there jumpgates at the jumppoint, or is there a jumpship, perhaps from another taskgroup, parked there?
Title: Re: 4.0b Bugs
Post by: Thorgarth on April 22, 2009, 04:40:23 PM
No jumpgates-though on the second JP there is one on the other side of the JP.  I do have other TF at the JPs.  
Have been using Jumpships as tenders to transit large freighters.  The freighters didn't auto transit like the 2 colliers in this case.
Title: Re: 4.0b Bugs
Post by: Hawkeye on April 23, 2009, 12:30:47 AM
Any jumpship that is sitting on a JP will transport any taskforce through the JP, as long as the Jumpship is at least as big as the biggest ship in the TF.
For important "trading routes" (not the ones created by spaceports), I usually park a 5.000t jumpship on the jumppoint and set up the freighter and/or colonizer taskforces go back and forth without a own jumpship. This also serves (in a roleplaying way) to keep up communication between different systems (the jumpship is supposed to jump back and forth to act as kind of a courier, picking up messages from one system and relaying them to the other).
Once jumpgates are up, those take over both roles, on the theory, that the gate can be activated to let messages through (like in Stargate)
Title: Re: 4.0b Bugs
Post by: Paul M on April 24, 2009, 01:47:54 AM
I designed a colony ship with 2 cryogenic holds and 3 regular holds.  I then gave it orders to load colonists and load infrastructure.  The infrastructure was loaded (it vanished from the planet) but what showed up was 120,0x36 colonists rather than 120,000 colonists and another line with x36 infrastructure.  The unload colonists orders worked but the unload infrastructure did not result in any infrastructure being unloaded.  Does the engine get confused by mixed types of ships?

To make things more exciting.  When I load the infrastructure first advance the time till the task is accomplished and then load the colonists everything works peachy.  I see x36 infrastructure and then the next line has 120,000 colonists.

I'll try infrasture first colonists second without the the increment break between next.

Did this and the ship works properly...not sure what caused the first glitch.

But the civillians don't take advantage of the holds to move infrastructure along with the colonists.
Title: Construction of HQ units
Post by: Father Tim on April 27, 2009, 11:22:19 AM
Building an HQ unit requires 150.00 training points (plus minerals) over an 18 month period . . . sort of.  Rounding errors cause only 149.94 TP to accumulate if you advance the clock by strict 30-day increments.  Fair enough, it's probably pretty rare that any Trans-Newtonian empire will be clicking through a year and a half with no orders, but when an empire is struggling to research Nuclear Thermal Engine technology, it's noticeable.
Title: Cloaking Technology
Post by: Thorgarth on April 28, 2009, 04:17:56 PM
Pulled up the technology reports.  Have designed and researched a cloaking device.  Yet, the tech report does not show the stats.  It is visible on completed research and as an option on ship design.

Steve, I have had Precursers pursue throw a jump point.  In the ensuing battle, I've become a supportor of the missile FAC/Corvette 1K designs in use against the Precursers.
Title: Re: 4.0b Bugs
Post by: Erik L on April 28, 2009, 07:40:23 PM
Got the Economics window open, Events window, and I try to pull up the Fleet Orders. Get an Error 7, out of memory. Close the Events window, and the Fleet orders window opens.

Game date is Jun 25th 1804, with a start date of Jan 1, 1800.
Title: Re: 4.0b Bugs
Post by: Erik L on April 28, 2009, 08:12:13 PM
Supplying the following conditional orders can result in a loop.

Fuel < 30% --> Refuel
Supply < 20% --> Resupply

If both conditions become true at the same time, each increment they will cancel each other out and the ship moves to the resupply/refuel, but does have the potential to become stranded.
Title: Re: 4.0b Bugs
Post by: sloanjh on May 02, 2009, 12:32:08 PM
I think this is a bug (as opposed to a feature :-) ) - scanning ECCM and ECM from the Precursors doesn't give you "Electronic Warfare" points first.

John
Title: Re: 4.0b Bugs
Post by: Erik L on May 02, 2009, 06:08:18 PM
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 02, 2009, 06:20:24 PM
Quote from: "Erik Luken"
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.

Steve
Title: Re: 4.0b Bugs
Post by: Erik L on May 02, 2009, 06:44:52 PM
Quote from: "SteveAlt"
Quote from: "Erik Luken"
Getting a series of Error 9's now in UpdateAllSensors.

Couple hundred at least. I've not found an end to them, and use task manager to exit. On resuming, there is an "Increment Placeholder" in the event log. Incrementing time causes the error to occur again.

Fleet counts are (Good Guys), 91 ships. AI, 3 ships at 21m km, 3 ships at 43m km, 1 population at 780m km.

There are also 43 wrecks, 41 @ ~1700m km and 2 at 21m km.
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.

Steve

That would be it. Maybe active sensors on missiles isn't a good idea ;)
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 02, 2009, 06:58:29 PM
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.
That would be it. Maybe active sensors on missiles isn't a good idea :)

The limit in v4.0 is a max of 500 sensors for one race in one system. It was set a long time ago before there were so many different ways to get sensor information. The existing code loads all the sensors into an array and I picked 500 as the upper limit because I didn't want to create an array larger than I needed. Probably because when I started programming in Windows 3.1 everything had to fit into a code or data segment of 64k so you had to be careful with arrays unless you were allocating some global memory. I haven't adjusted to the modern world yet :).

With the rewritten code in v4.1, all the sensors are loaded into a container class and you don't need to specify at design time how many objects you will be loading at runtime, so there will be no limit on total sensors.

Steve
Title: Re: 4.0b Bugs
Post by: Erik L on May 02, 2009, 07:09:08 PM
Quote from: "SteveAlt"
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Error 9 is subscript out of range, which usually means I am trying to address an element of an array that doesn't exist. UpdateAllSensors is the actual routine I am recoding at the moment and it has a limit of 500 on the number of sensors it can check. That is an old limit which probably isn't high enough so it could possibly be that. Try turning off active sensors on your fleets and see if the error is still there.
That would be it. Maybe active sensors on missiles isn't a good idea :)

The limit in v4.0 is a max of 500 sensors for one race in one system. It was set a long time ago before there were so many different ways to get sensor information. The existing code loads all the sensors into an array and I picked 500 as the upper limit because I didn't want to create an array larger than I needed. Probably because when I started programming in Windows 3.1 everything had to fit into a code or data segment of 64k so you had to be careful with arrays unless you were allocating some global memory. I haven't adjusted to the modern world yet :).

With the rewritten code in v4.1, all the sensors are loaded into a container class and you don't need to specify at design time how many objects you will be loading at runtime, so there will be no limit on total sensors.

Steve

I just lost 115 active sensor platforms. The Hellfire AMM intercepted 3 salvos and KO'd 32 incoming.

I'm somewhat surprised it took over 15 minutes of game time to reach that limit though.
Title: Re: 4.0b Bugs
Post by: Erik L on May 02, 2009, 08:13:00 PM
Think I just exceeded the 500 sensor limit on missiles. :(
Title: Re: 4.0b Bugs
Post by: sloanjh on May 03, 2009, 01:46:03 AM
At large population and non-zero colony cost, adding population reduces the absolute (not just percent) number of available workers.  Not sure if this is intended or not.

Here are before --> after stats for Mars (colony cost two).  Before is at the last econ update; after is now:

infrastructure: 56946 --> 56896 (LOWER)

total pop 256.33 --> 256.68 (higher)

ag+env 38.45 --> 38.50

service 182.38 --> 182.71

mfg 35.50 --> 35.47 (LOWER)

This took me from having 0.15 -->0.12 free workers.  Note that colony cost is 2.0

I suspect that what's going on is that colony cost is adding a flat percentage to the ag+env percentage (looks like it's 5%*colony_cost - I thought this was workers being assigned to infrastructure in another post).  As ag and service go up due to population, this flat (population independent) portion eats more and more of the available workers.  Finally, when the population level reaches a point where the mfg percentage on a cost==0 world would be the env percentage, the env percentage eats all the available mfg workers.  So for a colony cost 2.0 world, when the percentage of mfg workers would normally be 10%, the number of available workers is zero (because the 10% are devoted to env work).

If this is not what was intended, then a way around it would be to have the ag+env be an absolute percentage, and the service/manufacturing sectors divide up whatever remains of the pie,  In this case, a population that would have 20% ag, 60% service, and 20% manufacturing on a cost=0 world would have a 75% to 25% services to mfg mix (60% is 75% of the 80% left over after the 20% of ag are subtracted).  If it were a cost 4 world (env 20%), then the breakdown would be 40% ag, 45% service and 15% manufacturing using the new formula (45% is 75% of the 60% left over after the 40% ag+env is subtracted).  With the old formula the numbers would be 40% ag+env, 60% services, and 0% manufacture.  Note that I cooked the cost=0 numbers and chose cost=4 for the example to make the fractions work out nicely :-)

John
Title: Re: 4.0b Bugs
Post by: Erik L on May 03, 2009, 02:40:42 PM
I've got a colony that is supposed to be mining only. However, the game keeps setting it as a destination. I keep setting it back to source. Is there a way to save that setting?
Title: Re: 4.0b Bugs
Post by: sloanjh on May 03, 2009, 03:33:42 PM
Quote from: "Erik Luken"
I've got a colony that is supposed to be mining only. However, the game keeps setting it as a destination. I keep setting it back to source. Is there a way to save that setting?

Not in 4.0b (I'm pretty sure) - I reported the same bug somewhere upstream a week or so back.  It looks like the flag in the database is an override - for colonies with pop>25m, it allows you to declare them as destinations, rather than sources.  For small populations, they are already destinations, so setting the flag doesn't seem to do anything.

John
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 03, 2009, 05:41:57 PM
Quote from: "sloanjh"
At large population and non-zero colony cost, adding population reduces the absolute (not just percent) number of available workers.  Not sure if this is intended or not.

Here are before --> after stats for Mars (colony cost two).  Before is at the last econ update; after is now:

infrastructure: 56946 --> 56896 (LOWER)

total pop 256.33 --> 256.68 (higher)

ag+env 38.45 --> 38.50

service 182.38 --> 182.71

mfg 35.50 --> 35.47 (LOWER)

This took me from having 0.15 -->0.12 free workers.  Note that colony cost is 2.0

I suspect that what's going on is that colony cost is adding a flat percentage to the ag+env percentage (looks like it's 5%*colony_cost - I thought this was workers being assigned to infrastructure in another post).  As ag and service go up due to population, this flat (population independent) portion eats more and more of the available workers.  Finally, when the population level reaches a point where the mfg percentage on a cost==0 world would be the env percentage, the env percentage eats all the available mfg workers.  So for a colony cost 2.0 world, when the percentage of mfg workers would normally be 10%, the number of available workers is zero (because the 10% are devoted to env work).

If this is not what was intended, then a way around it would be to have the ag+env be an absolute percentage, and the service/manufacturing sectors divide up whatever remains of the pie,  In this case, a population that would have 20% ag, 60% service, and 20% manufacturing on a cost=0 world would have a 75% to 25% services to mfg mix (60% is 75% of the 80% left over after the 20% of ag are subtracted).  If it were a cost 4 world (env 20%), then the breakdown would be 40% ag, 45% service and 15% manufacturing using the new formula (45% is 75% of the 60% left over after the 40% ag+env is subtracted).  With the old formula the numbers would be 40% ag+env, 60% services, and 0% manufacture.  Note that I cooked the cost=0 numbers and chose cost=4 for the example to make the fractions work out nicely :-)
This one is a feature rather than a Bug. For worlds with higher colony costs there is a sweet spot where you get the best manpower ratio. It actually used to show the optimum population on the Economics window but for some reason that is no longer shown. This is to simulate that higher colony costs worlds would have a limit on useful population.

Steve
Title: Re: 4.0b Bugs
Post by: James Patten on May 03, 2009, 06:37:55 PM
I tried to compact the database.  I was watching the directory as I did this.  It moves stevefire.mdb to backup.mdb, but then all sorts of errors get thrown.  Finally it quit trying.  Only the backup db was there, not stevefire.  I do not have MS Access installed.
Title: Re: 4.0b Bugs
Post by: sloanjh on May 05, 2009, 12:29:06 AM
ok...that was weird.

I just had a request for the SM password pop up on a 5-second increment (right after a major update).  The weird part is, that I wasn't doing anything that required the SM password (i.e. probing an unexplored WP).  I suspect that an NPR was performing a probe, and that the program erroneously thought it needed to ask for the SM password because I wasn't running in SM mode.

John
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 05, 2009, 01:03:26 PM
Quote from: "sloanjh"
ok...that was weird.

I just had a request for the SM password pop up on a 5-second increment (right after a major update).  The weird part is, that I wasn't doing anything that required the SM password (i.e. probing an unexplored WP).  I suspect that an NPR was performing a probe, and that the program erroneously thought it needed to ask for the SM password because I wasn't running in SM mode.
That's exactly what will have happened. I have changed the code for v4.1 so that NPRs do not require SM Mode when entering a new system.

Steve
Title: Re: 4.0b Bugs
Post by: alanwebber on May 06, 2009, 03:11:40 AM
I'd like to add my name to the list of people who've had a game lock up during an update. It first occurred during a 5 day update (with 1 day increments). I shut down and restarted using pregressively smaller updates until it crashed each time. I am now within 5 seconds of the crash point and can go no further. It always seems to crash at the same time.

I have checked all the current orders and production completions etc but nothing appears to be responsible for the lock.

I am currently 19 years into the game.
Title: Re: 4.0b Bugs
Post by: Paul M on May 06, 2009, 06:09:21 AM
A combat transit bug.  I attempted to give a taskgroup of 4 ships all of which had jump engines at "combat transit" order.  The game complained that the number of ships was in  excess of the squadron limit, and didn't allow the transit, I know this command worked with a taskgroup of 3 of this type of ship.  I have 1st gen jump engine tech (50K, and 3 ships).  Thinking about it now it makes even less sense as 1+3 should be acceptable even with this technology?  Or does the 3 ship squadron include the jump ship?
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 06, 2009, 10:46:33 AM
Quote from: "Paul M"
A combat transit bug.  I attempted to give a taskgroup of 4 ships all of which had jump engines at "combat transit" order.  The game complained that the number of ships was in  excess of the squadron limit, and didn't allow the transit, I know this command worked with a taskgroup of 3 of this type of ship.  I have 1st gen jump engine tech (50K, and 3 ships).  Thinking about it now it makes even less sense as 1+3 should be acceptable even with this technology?  Or does the 3 ship squadron include the jump ship?
The number of ships specified for a jump engine includes the jump ship

Steve
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 06, 2009, 10:49:38 AM
Quote from: "alanwebber"
I'd like to add my name to the list of people who've had a game lock up during an update. It first occurred during a 5 day update (with 1 day increments). I shut down and restarted using pregressively smaller updates until it crashed each time. I am now within 5 seconds of the crash point and can go no further. It always seems to crash at the same time.

I have checked all the current orders and production completions etc but nothing appears to be responsible for the lock.

I am currently 19 years into the game.
Unfortunately I am still unable to track this down and sending me databases is not really an option anymore because of the extensive changes to the underlying code in v4.1 :(. I think it must be an infinite loop somewhere and as it wasn't in v3.2, I am guessing it is NPR related. I'll take another look at this tonight by stepping through the code and see if I can find anything but I suspect it is probably going to have to happen in my game for me to find it.

Steve
Title: Re: 4.0b Bugs
Post by: Hawkeye on May 06, 2009, 11:13:50 AM
Quote from: "SteveAlt"
Quote from: "alanwebber"
I'd like to add my name to the list of people who've had a game lock up during an update. It first occurred during a 5 day update (with 1 day increments). I shut down and restarted using pregressively smaller updates until it crashed each time. I am now within 5 seconds of the crash point and can go no further. It always seems to crash at the same time.

I have checked all the current orders and production completions etc but nothing appears to be responsible for the lock.

I am currently 19 years into the game.
Unfortunately I am still unable to track this down and sending me databases is not really an option anymore because of the extensive changes to the underlying code in v4.1 :(. I think it must be an infinite loop somewhere and as it wasn't in v3.2, I am guessing it is NPR related. I'll take another look at this tonight by stepping through the code and see if I can find anything but I suspect it is probably going to have to happen in my game for me to find it.

Steve

I´d like to ad that the lock-ups in my game has ceased after I blew away two precurser squadrons, which suggests it might indeed be a resource thing, as sloanjh suggested.

Hm, are precurser ships required to pay maintenance?
If yes, maybe this is the source of the lock-up. With precursers all over the place, many of which are locked in systems with a listening post or two at best, a serious mineral shortage might be the cause for this.

Just a guess, of course
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 06, 2009, 01:48:10 PM
Quote from: "Hawkeye"
I´d like to ad that the lock-ups in my game has ceased after I blew away two precurser squadrons, which suggests it might indeed be a resource thing, as sloanjh suggested.

Hm, are precurser ships required to pay maintenance?
If yes, maybe this is the source of the lock-up. With precursers all over the place, many of which are locked in systems with a listening post or two at best, a serious mineral shortage might be the cause for this.

Just a guess, of course
Precursor's don't require maintenance so that won't be the problem. However the fact the problem went away when you destroyed the precursors is very useful information. Were they definitely precursors rather than NPRs and had you already destroyed any sensor outposts in that system?

Steve
Title: Re: 4.0b Bugs
Post by: Hawkeye on May 07, 2009, 04:40:36 AM
Well, I´m pretty sure, they are precursors, but can´t be 100%.
I have destroyed only a single sensor outpost in the first system I encountered them (this was about 10 years into the game and it was quite a shock to be attacked with 25cm UV-Lasers by ships mounting ECM-40 and moving at 6185km/s), and all other groups I encountered in different systems (4 so far) are of the same race, as far as the intel screen is telling me (also, all ships encountered, some 10 classes all together, move at exactely the same speed of 6185km/s and have ECM-40)
The last two encounters (those that made the lock-up go away) were in uninhibited systems, when the precursors followed my cruron through a jumppoint and ran streight into the trap I had laied there.
The "home-systems" of both groups are still held by them, as they have longranged missileships there, that would eat my ships alive, if I dared to enter.
Title: Re: 4.0b Bugs
Post by: Paul M on May 07, 2009, 06:38:10 AM
Quote from: "SteveAlt"
Quote from: "Paul M"
A combat transit bug.  I attempted to give a taskgroup of 4 ships all of which had jump engines at "combat transit" order.  The game complained that the number of ships was in  excess of the squadron limit, and didn't allow the transit, I know this command worked with a taskgroup of 3 of this type of ship.  I have 1st gen jump engine tech (50K, and 3 ships).  Thinking about it now it makes even less sense as 1+3 should be acceptable even with this technology?  Or does the 3 ship squadron include the jump ship?
The number of ships specified for a jump engine includes the jump ship

Steve

Ok then it still is a bug since the 4 ships each had active jump engines so the fact there was 4 of them (and 1 higher then the squadron limit) was not relevant as they each self jumped.
Title: Re: 4.0b Bugs
Post by: alanwebber on May 07, 2009, 07:47:33 AM
Quote from: "Paul M"
Quote from: "SteveAlt"
Quote from: "Paul M"
A combat transit bug.  I attempted to give a taskgroup of 4 ships all of which had jump engines at "combat transit" order.  The game complained that the number of ships was in  excess of the squadron limit, and didn't allow the transit, I know this command worked with a taskgroup of 3 of this type of ship.  I have 1st gen jump engine tech (50K, and 3 ships).  Thinking about it now it makes even less sense as 1+3 should be acceptable even with this technology?  Or does the 3 ship squadron include the jump ship?
The number of ships specified for a jump engine includes the jump ship

Steve

Ok then it still is a bug since the 4 ships each had active jump engines so the fact there was 4 of them (and 1 higher then the squadron limit) was not relevant as they each self jumped.

Paul

Have you checked the individual ship screens to check whether the jump drives are still active. There are occasions where these are set to off?

Alan
Title: Re: 4.0b Bugs
Post by: Hawkeye on May 07, 2009, 08:30:26 AM
AFAIK, the command is assumed to take a single jumpship and form a "Jumpgroup" according to the max. allowed number of ships, which will then perform the combat jump.

Apparently, aurora gets confused or something (I might rememer this wrong is also an option) because all ships have jumpdrives.

Personally, as I don´t like the program to decide, which ships will go in in the first wave, I usually divide the fleet by hand (say, I have 3 JS wich can take two additional ships each, I will form 3 groups of 3 ships each) and order those groups to perform a combat jump.
Title: Re: 4.0b Bugs
Post by: Paul M on May 07, 2009, 10:06:53 AM
I will double check everything on the next probe at the moment the task forces are all dispersed doing grav surveys.  But in principle all ships should have had their jump drives active, as I didn't turn any off.
Title: Re: 4.0b Bugs
Post by: Father Tim on May 07, 2009, 11:02:04 AM
If you select combat transit for a fleet, Aurora attempts to jump that entire fleet as one squadron (and since you had four ships and only Max Squaron Size of 3, Aurora threw an error).  If you want your four ships to jump individually, you need to divide them into subfleets.  'Combat Transit' requires the player to assign each jump squadron (subfleet) by hand, and then order all those fleets to jump.
Title: Re: 4.0b Bugs
Post by: Paul M on May 08, 2009, 05:26:44 AM
Tried it again and it gives the same error: that there are too many ships in the task group for the squadron size.  The problem remains that all ships had working jump engines so squardon size is irrelevant as each ship jumps itself anyway.  I see no reason I should have to destroy my squardon structure to do a combat jump when there are enough jump engines available.  In principle I will just change things next time and give them a divide order before the jump rather than afters but still.

only if ships_in_squardon > ships_in_squadron_with_working_jump_engines*max_squadron_size should there be an error message otherwise the combat jump should work.
Title: Re: 4.0b Bugs
Post by: SteveAlt on May 08, 2009, 09:06:40 AM
Quote from: "Paul M"
Quote from: "SteveAlt"
Quote from: "Paul M"
A combat transit bug.  I attempted to give a taskgroup of 4 ships all of which had jump engines at "combat transit" order.  The game complained that the number of ships was in  excess of the squadron limit, and didn't allow the transit, I know this command worked with a taskgroup of 3 of this type of ship.  I have 1st gen jump engine tech (50K, and 3 ships).  Thinking about it now it makes even less sense as 1+3 should be acceptable even with this technology?  Or does the 3 ship squadron include the jump ship?
The number of ships specified for a jump engine includes the jump ship

Ok then it still is a bug since the 4 ships each had active jump engines so the fa
ct there was 4 of them (and 1 higher then the squadron limit) was not relevant as they each self jumped.
No, it's still not a bug :)

The whole point of the jump squadron concept is that different squadrons will arrive in different locations. If you had a fleet of 12 ships, including 4 jump ships that each had a 3-ship limit that isn't a valid squadron. You need to split them into four group of three and when they combat transit, they will arrive in four different places depending on the distance parameter of the jump engine. The concept is for the attackers to come through separated. if they could come through in one large group, there would be little point in ever researching the max squadron size as it is only ever needed for combat transits. The point of that tech is to allow greater concentration of attacking force or fewer jump ships.

Of course, if you don't like the jump squadron concept, you could just use the normal transit as that allows unlimited numbers of ships for just one jump ship.

Steve
Title: Re: 4.0b Bugs
Post by: Paul M on May 09, 2009, 04:25:38 AM
Ah a light begins to dawn.  Ok, sorry Steve, but without any documentation what exactly a "combat transit" does as opposed to a regular one was by no means clear.  I use combat transits when probing unexplored jump points.  I also didn't realize the squadron would show up as a group in the 50K sphere.  I thought all ships were randomized anyway.
Title: Re: 4.0b Bugs
Post by: sloanjh on May 09, 2009, 10:34:08 PM
I just had a 1-ship fleet get killed by an NPR.  In the update it got killed, I had the F12 window open with that fleet selected. I got a "No Record of task group in cboFleets_Click" error and the fleet didn't go away.  I had to refresh the F12 screen (be re-selected my empire) to get rid of the fleet in the pull-down list.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on May 09, 2009, 10:48:20 PM
Ummmm I think officers need a POW/MIA status.  The commander of my ship that just got blown away apparently got picked up by the aliens.  He seems to have magically teleported back to my empire and taken command of another ship on the very next econ update :-)  Note that I have "assign to any location" checked.

I retired him out as captured to fix it, but at some point I assume you'll want to track PoW with the potential for repatriation.  Another thorny issue - what to do about "missing and presumed lost" commanders in terms of seniority.  From the point of view of the home empire (in terms of promotion slots) PoW should probably be taken out of the list (probably when they're captured, to avoid complexity with rescues from lifepods); they could then be put back into the list (leading to a temporary imbalance) if they're repatriated.

John
Title: Re: 4.0b Bugs
Post by: Father Tim on May 10, 2009, 11:23:28 AM
I think captured or missing officers should be treated just the same for seniority purposes.  If you want to retire them that's fine, but I'm unaware of any military service that suspends seniority for captured officers.  Quite a few notable people have been promoted while POWs.
Title: Re: 4.0b Bugs
Post by: sloanjh on May 10, 2009, 12:53:59 PM
Quote from: "Father Tim"
I think captured or missing officers should be treated just the same for seniority purposes.  If you want to retire them that's fine, but I'm unaware of any military service that suspends seniority for captured officers.  Quite a few notable people have been promoted while POWs.

They would be (treated the same for seniority purposes) - that's why I suggested that when they get repatriated they go back into the officer pool, presumably with their time-in-grade bonus intact.

I'm actually trying to emulate a "Missing, presumed lost" state, where you have no contact with the alien race and so you don't know that they're PoWs.

The difference between Aurora and the real world is that there are a fixed number of higher rank slots in Aurora which, as Steve said long ago, are not intended to represent the entire officer pool, just the "exceptional" officers (hence no officers with negative stats).  The idea is, from the point of view of game mechanics, to move captured (or missing) officers out of exceptional status and into the regular officer pool.  If the officers in question are repatriated, then they go back into the exceptional pool as before.

For known POWs (i.e. some level of diplomacy/communications has been opened with the capturing race) I could go either way; I'm inclined to leave them out of the exceptional pool (because they are not candidates for non-PoW command slots) but I could see leaving them in as well for the reasons you mention.

John
Title: Re: 4.0b Bugs
Post by: Paul M on May 11, 2009, 05:01:30 AM
There is a mismatch between text and reality in the tech list.  In ship construction the tech name says 560 while the description says 520 build points per year.
Title: Re: 4.0b Bugs
Post by: Andrew on May 11, 2009, 05:19:24 PM
In a system I have no ship in, and in fact have never had a ship in I am able to see Life pods from an unknown ship which at least suggests NPR's are shooting at  each other
Title: Re: 4.0b Bugs
Post by: Erik L on May 11, 2009, 05:26:15 PM
Quote from: "Andrew"
In a system I have no ship in, and in fact have never had a ship in I am able to see Life pods from an unknown ship which at least suggests NPR's are shooting at  each other

They are supposed to.

The initial AI NPR will explore, and possibly activate other NPRs and Precursors.

I'd go get the life pods and see if you get any intel off them  :twisted:
Title: Re: 4.0b Bugs
Post by: Andrew on May 12, 2009, 03:30:12 PM
Quote from: "Erik Luken"
Quote from: "Andrew"
In a system I have no ship in, and in fact have never had a ship in I am able to see Life pods from an unknown ship which at least suggests NPR's are shooting at  each other

They are supposed to.

The initial AI NPR will explore, and possibly activate other NPRs and Precursors.

I'd go get the life pods and see if you get any intel off them  :twisted:
The fact that two NPR's are fighting is clearly not a bug. The fact that I can detect Life pds across interstellar distances is. I have no ship in the system to detect them but they show up on my map
Title: Re: 4.0b Bugs
Post by: sloanjh on May 14, 2009, 09:04:45 PM
The time/distance order for the "rescue survivors" order on life pods is wrong.  I suspect that the coordinates are being set to 0,0 for the calculation

John
Title: Re: 4.0b Bugs
Post by: sloanjh on May 15, 2009, 10:01:24 PM
Place-holder for a topic that came up in the "Crazy Civilians" chat thread:

It appears that NPRs are having multiple construction ships work on the same jump gate, which they're supposed to not be doing.

John
Title: Re: 4.0b Bugs
Post by: Paul M on May 16, 2009, 04:07:20 AM
I had a civillian exploration vessel destroyed by precurser, then after few game days a blue screen of death event occurs after rebooting the following error started showing up:

Error 3167 in DAO.Recordset
Record is deleted.

It seems to show up about 13 times then the rest of the turn processes.

I see no lost records in my empire, at least nothing obvious.
(edit: got the event sequence a bit better)
Title: Re: 4.0b Bugs
Post by: Kurt on May 16, 2009, 11:28:34 AM
Steve -

I noticed this bug in 3.11, but I checked and it appears to be a problem in 4.0b as well.  On the Combat Assignments screen, there is a bug in the missile assignment routine.  I typically hit the "assign all" button, to assign the same missile to all launchers, however, I noticed when trying to manually reassign missiles by hitting the "assign" button, that it doesn't always work.  It works on all launchers numbered 1-9, but any launcher numbered higher than 9 cannot have its missiles reassigned by anything aside from "assign all".  

Kurt
Title: Re: 4.0b Bugs
Post by: sloanjh on May 16, 2009, 06:22:01 PM
A problematic NPR behavior:

I've got an NPR that has already geo-surved a system adjacent to their home system (I killed all their warp survey ships, but left the geo-survey ships alone).  After they were done with the survey, the geo-survey ships went back into the home system, and weren't heard from for a while.  Now they've started hopping back and forth between the two systems with a 10 second interval (5 seconds if I update by hand).  I went into EMCON, so I'm pretty sure that they aren't seeing my surveilance ships.  I suspect that whats going on is that they're forgetting that they're forgetting that they've surveyed this system until they hop back in.  One reason this might be going on is that there's a binary component that's probably 20-40 travel days away; it's possible that the binary's planets haven't been surveyed but are "unreachable".

The problem is that this behavior limits updates to 10 seconds, since every time they transit in-system Aurora interrupts.

John
Title: Re: 4.0b Bugs
Post by: Kurt on May 17, 2009, 08:09:55 AM
Another bug from a recent battle.  This is in 3.11, but I suspect it is still in 4.0b.

In the aftermath of the battle, Aurora insists that three fire controls aboard two different russian ships are trying to target japanese destroyers, however, when I go to the battle control window, I cannot clear those targeting assignments because the firecontrols in question have been destroyed.  It seems that destroyed firecontrols retain their targeting assignments and, of course, they cannot be cleared.  

Kurt
Title: Re: 4.0b Bugs
Post by: Andrew on May 24, 2009, 05:58:39 AM
I have found another NPR who does not launch antimissiles. Looking at the combat view of the events in SM Mode you can get the messages the NPR is seeing and the message is that no missiles have been assigned to the launchers. The same NPR succesfully launched larger antishipping missiles earlier so I think that it has tried to load all laucnhers in the race with the antishipping missile neglected the fact that these are Size 1 launchers and need their own missiles.
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on May 27, 2009, 03:54:09 PM
Quote from: "Andrew"
I have found another NPR who does not launch antimissiles. Looking at the combat view of the events in SM Mode you can get the messages the NPR is seeing and the message is that no missiles have been assigned to the launchers. The same NPR succesfully launched larger antishipping missiles earlier so I think that it has tried to load all laucnhers in the race with the antishipping missile neglected the fact that these are Size 1 launchers and need their own missiles.
There have been a few reports about NPRs not using anti-missiles so there is definitely something strange going on. I'll take a serious look at this area and all the other bugs after the all-consuming rewrite is done.

Steve
Title: Re: 4.0b Bugs
Post by: Sotak246 on May 28, 2009, 01:43:47 AM
Just another report on NPC not using antimissile missiles.  In my recent battle I checked the SM notes and several times it said that size 1 anit-missles were not loaded so unable to fire, but shipkillers were fired.  The ships had size 1missle launchers as well as size 4.  I figured  to post this as every little bit of data we give you might help solve the problem( i hope ).

Mark
Title: Re: 4.0b Bugs
Post by: sloanjh on May 28, 2009, 09:02:39 AM
A "feature" I found: I recently jumped through a WP into an NPR home system.  The NPR had the WP picketed with active sensors on (I assume).  The pickets were able to hit me with plasma carronade fire on the same (5 second) update that I jumped.  In other words, before pushing the 5 second update button my ship was in one system.  After pushing it, my ship was in the other system in little tiny bits :-)  I'm pretty sure that player races can't do this - they have to detect the target at the end of one update and fire in the next.

John
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on May 28, 2009, 01:05:59 PM
Quote from: "sloanjh"
A "feature" I found: I recently jumped through a WP into an NPR home system.  The NPR had the WP picketed with active sensors on (I assume).  The pickets were able to hit me with plasma carronade fire on the same (5 second) update that I jumped.  In other words, before pushing the 5 second update button my ship was in one system.  After pushing it, my ship was in the other system in little tiny bits :). NPRs make some decisions in-between movement and combat, as do any player fire-controls set for automated fire. It's just that all NPR fire controls are automated whereas for players it is just those setup to defend against missiles. I am not sure how big a problem it is because your ships wouldn't have been able to return fire for a while anyway due to transit effects. I'll have to give this some thought.

Steve
Title: Re: 4.0b Bugs
Post by: sloanjh on May 28, 2009, 05:31:41 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
A "feature" I found: I recently jumped through a WP into an NPR home system.  The NPR had the WP picketed with active sensors on (I assume).  The pickets were able to hit me with plasma carronade fire on the same (5 second) update that I jumped.  In other words, before pushing the 5 second update button my ship was in one system.  After pushing it, my ship was in the other system in little tiny bits :). NPRs make some decisions in-between movement and combat, as do any player fire-controls set for automated fire. It's just that all NPR fire controls are automated whereas for players it is just those setup to defend against missiles. I am not sure how big a problem it is because your ships wouldn't have been able to return fire for a while anyway due to transit effects. I'll have to give this some thought.

Not a huge problem - as you say, they would have popped me next increment anyway.  It's actually more of a reaction time/plausibility thing for me - after years of sitting on picket duty, they're able to fire on a target that came through the WP in less than 5 seconds?  Especially since they have their own ships on the far side of the WP - you'd think they'd have a Remusian in the loop to make sure they didn't have an "oopsie" incident on a returning survey ship :-)  The second transited out before its active sensors went live (seeing your companion blown to dust bunnies is a big motivator to not stick around while the capacitors recharge).  The NPR picket followed it through within about 20 seconds and blew it away once their weapons came online - they then started chasing the tugs that had helped the jump ships get there.  Fortunately the tugs and my newly up-engined "Hawkeye" long-range active sensor scout both could make 6K km/s (compared to the NPR 5773) - the NPR picket, along with what looks like the rest of the NPR fleet (which came through a day or two later), is now playing "follow the leader" around my Hawkeye in the outer system, which can go on indefinitely since the Hawkeye has a speed advantage and the NPR won't give up the pursuit.  My geo-survey ship snuck out through the jump gate (picking up survivors along the way) and is now on its way home after ~5 years behind enemy lines - makes me glad I put lots of engineering space on my designs :-)

A couple of NPR AI suggestions for when you get back to it:

1)  (Mentioned before in another thread) have NPR WP pickets start out at the WP during setup, rather than moving to the WP from the home world.  From a role-playing point of view in a future game, after my first jump ship probe failed to return (or managed to return after a close call with NPR pickets who couldn't get their weapons online in time), I would have my player race go to a much more cautious probe strategy, where specialized probe ships jump through with hopes that their armor would be heavy enough to get back if the pickets are hostile.

2)  I can see two types of pickets - armed and unarmed.  An unarmed picket should probably be lying doggo (speed = 1) 100k or so off the WP, where they can only be seen by active sensors.  Armed pickets should probably be at speed = 1 as well (unless their active sensors are on), so that they aren't spotted unless the "enemy" goes active.  I usually transit at speed 1 and return to the jump point fairly slowly (depending on what the system looks like) so my jump ships would be hard to spot unless the picket is active.  I guess this means there's a different axis of categorization for pickets - active or EMCON.

3)  (Very important) - Have NPR classify contacts as "uncatchable" if the contact shows it has higher speed than the NPR.  Also, NPR should have positions (e.g. a WP, a planet, survey ship, etc) that they're trying to defend - if a contact is deemed uncatchable, the NPR should return to whatever it's protecting.  For the case above, it seems like the NPR should give up and go picket my side of the WP.

4)  Have NPR warships escort NPR non-combatants (e.g. survey ships).  I've picked off ~15 NPR warp survey ships in this system - the NPR keeps building them and sending them through.  Proposal:  If a NPR non-combatant runs away from something or is blown up, the next one assigned that task gets an escort.  If that one gets blown up too, the next time the escort is doubled.  If the NPR had been sending warships through and escorting its survey (and jump construction) ships, I wouldn't have been able to park in this system for 5 years unopposed.

5)  Have NPR ships throttle back to speed 1 when they aren't moving, or when probing a WP.  This makes them much harder to detect.

I realize AI coding is hard and nasty (I'm realizing it even more thinking about how I might code up the above suggestions), so please take this as ideas for things to make the AI more clever.

John
Title: Re: 4.0b Bugs
Post by: sloanjh on May 28, 2009, 08:10:54 PM
Active Grav Sensor Strength 48 appears to have a "40" rather than a "48" in the database - it's only a hair stronger than the "36" version.

John
Title: Re: 4.0b Bugs
Post by: Paul M on May 29, 2009, 02:55:47 AM
I would look at a number of the racial abilities the names no longer agree with reality.

I have found a display event bug.  If I have it off, then click on it once the events display properly.  If I then click it off, they vanish again properly.  If I turn them back on again I get the events plus a listing of the contancts with the civillian fleet (not combined but for each one) regardless of which system I happen to be in.  So even in a system with absolutely no ships in it, turning events on and off and on will result in a the listing of all known contancts.  It might well be only known contacts in my home system but I am not sure (as most of my civillian fleet is in the home system it would look much the same).
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on May 29, 2009, 07:51:36 AM
I don't know if this is really a bug or me just not understanding something.  I thought that designing a turret that is faster than the researched speed would add additional mass.  This does not seem to be the case.
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on May 29, 2009, 08:42:14 AM
Quote from: "sloanjh"
Active Grav Sensor Strength 48 appears to have a "40" rather than a "48" in the database - it's only a hair stronger than the "36" version.
Well spotted. Fixed for v4.1

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on May 29, 2009, 08:44:54 AM
Quote from: "Charlie Beeler"
I don't know if this is really a bug or me just not understanding something.  I thought that designing a turret that is faster than the researched speed would add additional mass.  This does not seem to be the case.
Increasing the tracking speed will increase the gear size, which will increase the overall size. However, a turret size is rounded up to the nearest integer so you can sometimes add a little more speed without increasing size.

Steve
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on May 29, 2009, 09:14:30 AM
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"
I don't know if this is really a bug or me just not understanding something.  I thought that designing a turret that is faster than the researched speed would add additional mass.  This does not seem to be the case.
Increasing the tracking speed will increase the gear size, which will increase the overall size. However, a turret size is rounded up to the nearest integer so you can sometimes add a little more speed without increasing size.

Steve


me thinks me needs more sleep  :oops:

I wasn't seeing the space changing, but know I do.
Title: Re: 4.0b Bugs
Post by: rdgam on June 02, 2009, 03:03:47 PM
I have conquered two NPC races and had this happen to me both times.

All the ships surrender to me except for the gravsurvey ships.  They are NPRFleetType 60.
 
They stay around with the NPR who owns no colonies or other ships.  They keep surveying and adding to his systems.
Title: Re: 4.0b Bugs
Post by: Father Tim on June 02, 2009, 03:39:00 PM
They're supposed to, at least until they run out of fuel and/or supplies.  There's always the chance they'll find a perfect colony site, or alien ruins, or a backdoor into your systems, or something else that will aid in the fight.  that is, of course, assuming they even know about the fight.  If they're in another system chances are they don't have communication with the homeworld, so they might not even know the government has surrendered.
Title: Re: 4.0b Bugs
Post by: Erik L on June 03, 2009, 01:25:29 PM
Quote from: "Father Tim"
They're supposed to, at least until they run out of fuel and/or supplies.  There's always the chance they'll find a perfect colony site, or alien ruins, or a backdoor into your systems, or something else that will aid in the fight.  that is, of course, assuming they even know about the fight.  If they're in another system chances are they don't have communication with the homeworld, so they might not even know the government has surrendered.

But if they are not in contact (to surrender), then how does the central gov't know of the new systems being explored? This would require a communications chain via warpgate, jump ships or something like courier drones.

I understand why from how it's programmed, being that it's easier to assume instant knowledge from a programmatic point of view. Though that does make things interesting if the central gov't (or player) does not know about what is there until the survey ships have returned.
Title: Re: 4.0b Bugs
Post by: rdgam on June 03, 2009, 03:37:19 PM
But civilian and NPR ships don't use fuel or maintenance, so they never run out.

Plus the ships were in the system where the geosurvey ships surrendered (I checked the DB).  I had a fleet in that system as well.
Title: Re: 4.0b Bugs
Post by: Kurt on June 05, 2009, 11:25:53 AM
Steve –

This situation occurred in version 3.11, but I assume it would happen in 4.0b as well.  

I had a situation occur recently that illustrated an interesting “loophole” in Aurora’s anti-missile engagement programming.  The situation was as follows:

A large missile salvo consisting of 1,140 missiles was detected by planetary (thermal) sensors while still 38 million kilometers (mkm) away from the planet.  The planetary anti-missile missile launchers were set to 5v1, and to engage at 3 or 4 mkm’s.  Immediately after detecting the incoming missile wave the planetary launchers began launching AMM’s in large numbers, in spite of the fact that the incoming missile wave was far beyond their supposed engagement range.  After several launches the defenders had hundreds of AMM’s in space and I was thoroughly confused.   There was no way that the defenders should be launching at missiles at 38 mkm’s.  I was ready to write up an error report on the situation and post it, when I realized what was really going on.  

The real reason that the launchers were launching was that they were targeting the four enemy drones orbiting their planet at 3 mkm’s.  The drones were well within the specified engagement range, so the launchers were launching their missiles against them.  That was fine and the seeming problem was solved.  As usual I just didn’t understand Aurora’s logic.  However, having realized that, I also realized that there was still a problem.  During the time period that it took to figure this out, the defenders had launched approximately 450 AMM’s against a grand total of four drones.  Obviously that was far in excess of 5v1.  What was really going on was that Aurora was launching because there were targets within engagement range (the drones), but it was calculating the number of AMM’s to launch based on the TOTAL number of targets DETECTED, rather than within engagement range.  Using that logic, the defenders would have launched 5500 AMM”s, or at least they would have tried to, right up to the point where the drones were destroyed and the launchers would have stopped launching because there were no more targets within engagement range (which is what exactly happened).  

Now, this was not a disaster because I was using version 3.11, and was forced to design my AMM’s with a quarter MSP of endurance, giving them hours of endurance, meaning that they were still in space when the attack missile wave came into range.  In 4.0b, where people can design AMM’s with reasonable amounts of fuel appropriate to their mission, AMM’s usually have total flight times of minutes or less.  Having this happen in 4.0b would be a problem, leading to the squandering of AMM’s and the possible dilution of defenses.  

Kurt
Title: Re: 4.0b Bugs
Post by: Erik L on June 05, 2009, 12:12:30 PM
Quote from: "Kurt"
Steve –

This situation occurred in version 3.11, but I assume it would happen in 4.0b as well.  

I had a situation occur recently that illustrated an interesting “loophole” in Aurora’s anti-missile engagement programming.  The situation was as follows:

A large missile salvo consisting of 1,140 missiles was detected by planetary (thermal) sensors while still 38 million kilometers (mkm) away from the planet.  The planetary anti-missile missile launchers were set to 5v1, and to engage at 3 or 4 mkm’s.  Immediately after detecting the incoming missile wave the planetary launchers began launching AMM’s in large numbers, in spite of the fact that the incoming missile wave was far beyond their supposed engagement range.  After several launches the defenders had hundreds of AMM’s in space and I was thoroughly confused.   There was no way that the defenders should be launching at missiles at 38 mkm’s.  I was ready to write up an error report on the situation and post it, when I realized what was really going on.  

The real reason that the launchers were launching was that they were targeting the four enemy drones orbiting their planet at 3 mkm’s.  The drones were well within the specified engagement range, so the launchers were launching their missiles against them.  That was fine and the seeming problem was solved.  As usual I just didn’t understand Aurora’s logic.  However, having realized that, I also realized that there was still a problem.  During the time period that it took to figure this out, the defenders had launched approximately 450 AMM’s against a grand total of four drones.  Obviously that was far in excess of 5v1.  What was really going on was that Aurora was launching because there were targets within engagement range (the drones), but it was calculating the number of AMM’s to launch based on the TOTAL number of targets DETECTED, rather than within engagement range.  Using that logic, the defenders would have launched 5500 AMM”s, or at least they would have tried to, right up to the point where the drones were destroyed and the launchers would have stopped launching because there were no more targets within engagement range (which is what exactly happened).  

Now, this was not a disaster because I was using version 3.11, and was forced to design my AMM’s with a quarter MSP of endurance, giving them hours of endurance, meaning that they were still in space when the attack missile wave came into range.  In 4.0b, where people can design AMM’s with reasonable amounts of fuel appropriate to their mission, AMM’s usually have total flight times of minutes or less.  Having this happen in 4.0b would be a problem, leading to the squandering of AMM’s and the possible dilution of defenses.  

Kurt

Isn't this Working As Intended(tm)?

If there is 1 incoming bogey, and I fire 5 AMM at it, and 5 minutes later, the 5 miss, then I need to launch another 5. I'd much rather have backup flights of AMM out there to be diverted to another target. Just in case.
Title: Re: 4.0b Bugs
Post by: Kurt on June 05, 2009, 05:20:51 PM
Quote from: "Erik Luken"
Quote from: "Kurt"
Steve –

This situation occurred in version 3.11, but I assume it would happen in 4.0b as well.  

I had a situation occur recently that illustrated an interesting “loophole” in Aurora’s anti-missile engagement programming.  The situation was as follows:

A large missile salvo consisting of 1,140 missiles was detected by planetary (thermal) sensors while still 38 million kilometers (mkm) away from the planet.  The planetary anti-missile missile launchers were set to 5v1, and to engage at 3 or 4 mkm’s.  Immediately after detecting the incoming missile wave the planetary launchers began launching AMM’s in large numbers, in spite of the fact that the incoming missile wave was far beyond their supposed engagement range.  After several launches the defenders had hundreds of AMM’s in space and I was thoroughly confused.   There was no way that the defenders should be launching at missiles at 38 mkm’s.  I was ready to write up an error report on the situation and post it, when I realized what was really going on.  

The real reason that the launchers were launching was that they were targeting the four enemy drones orbiting their planet at 3 mkm’s.  The drones were well within the specified engagement range, so the launchers were launching their missiles against them.  That was fine and the seeming problem was solved.  As usual I just didn’t understand Aurora’s logic.  However, having realized that, I also realized that there was still a problem.  During the time period that it took to figure this out, the defenders had launched approximately 450 AMM’s against a grand total of four drones.  Obviously that was far in excess of 5v1.  What was really going on was that Aurora was launching because there were targets within engagement range (the drones), but it was calculating the number of AMM’s to launch based on the TOTAL number of targets DETECTED, rather than within engagement range.  Using that logic, the defenders would have launched 5500 AMM”s, or at least they would have tried to, right up to the point where the drones were destroyed and the launchers would have stopped launching because there were no more targets within engagement range (which is what exactly happened).  

Now, this was not a disaster because I was using version 3.11, and was forced to design my AMM’s with a quarter MSP of endurance, giving them hours of endurance, meaning that they were still in space when the attack missile wave came into range.  In 4.0b, where people can design AMM’s with reasonable amounts of fuel appropriate to their mission, AMM’s usually have total flight times of minutes or less.  Having this happen in 4.0b would be a problem, leading to the squandering of AMM’s and the possible dilution of defenses.  

Kurt

Isn't this Working As Intended(tm)?

If there is 1 incoming bogey, and I fire 5 AMM at it, and 5 minutes later, the 5 miss, then I need to launch another 5. I'd much rather have backup flights of AMM out there to be diverted to another target. Just in case.

I don't think that is as intended.  After all, that is the whole point of 1v1, 2v1...5v1, is that is what is providing backup.  After all, it won't provide that sort of backup unless there is a massive missile wave far beyond engagement range but within detection range.  In my example above, the defenders launched over 400 AMM's when there were only four drones within engagement range, which is far beyond overkill.  The only thing that salvaged the situation was that the AMM's have an endurance measured in hours, which is an artifact of the v3.11 design situation.  Thus, they could loiter until the massive missile wave came into engagement range.  

Kurt
Title: Re: 4.0b Bugs
Post by: sloanjh on June 06, 2009, 11:02:41 AM
On the "Fuel Report" screen (ctrl-F12), the "exclude ships in shipyard" checkbox doesn't filter out ships in an overhaul state.  I suspect this changed when overhaul responsibilities were taken away from shipyards, since technically ships in overhaul aren't in a shipyard anymore.

John
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on June 10, 2009, 08:02:09 AM
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.


Heres another one.  

A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  


One last one.

The system map tool for range/bearing checking appears too be a decimal place off to the right.
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on June 10, 2009, 08:02:17 AM
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.


Heres another one.  

A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  


One last one.

The system map tool for range/bearing checking appears too be a decimal place off to the right.
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 11, 2009, 09:55:22 AM
Quote from: "rdgam"
I have conquered two NPC races and had this happen to me both times.

All the ships surrender to me except for the gravsurvey ships.  They are NPRFleetType 60.
 
They stay around with the NPR who owns no colonies or other ships.  They keep surveying and adding to his systems.
That was intentional for a couple of reasons. Firstly, they may find some assistance and where there is life there is hope. Unlike other ships they can find and explore new systems. As a secondary effect they may activate new NPRs, which is a way for the program to add new NPRs to the game that you don't meet by entering their home system.

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 11, 2009, 10:29:52 AM
Quote from: "Charlie Beeler"
The system map tool for range/bearing checking appears too be a decimal place off to the right.
I can't reproduce this one. Do you mean it is showing 50m kilometers when it should be showing 5m?

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 11, 2009, 10:33:03 AM
Quote from: "Charlie Beeler"
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.
Unfortunately I can't test this as the default (and conditional) orders section has been completely rewritten for v4.1.

Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Steve
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on June 11, 2009, 01:06:49 PM
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.
Unfortunately I can't test this as the default (and conditional) orders section has been completely rewritten for v4.1.

Once I joined that TG to another the issue appears to have gone away.  As I said it was screwy.  The erronious message in the events log was always the the plotted move from the same TG.  Let's hope that your rewrite fixed it.   :D
Quote
Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Honestly I'm not sure.  It's only happened the one time.  I've sent that ship on other long missions without this happenning again.
Title: Re: 4.0b Bugs?
Post by: Chairman on June 12, 2009, 02:54:51 AM
Hi

I am having a fit, or possible my computer...

When I start any game and press1 Day, 5 days or 30 Days button I get the following error
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.

Strangly seconds and hours work :?
Title: Re: 4.0b Bugs
Post by: Chairman on June 12, 2009, 03:03:05 AM
Hi

I am having a fit, or possible my computer...

When I start any game and press 1 Day, 5 days or 30 Days button I get the following error, sometime I get the same with minutes and hours :evil:
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.
Title: Re: 4.0b Bugs?
Post by: Steve Walmsley on June 12, 2009, 10:45:04 AM
Quote from: "Chairman"
Hi

I am having a fit, or possible my computer...

When I start any game and press1 Day, 5 days or 30 Days button I get the following error
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.

Strangly seconds and hours work :?
Are you using a computer on which the decimal separator is set to comma instead of period?

Steve
Title: Re: 4.0b Bugs
Post by: Brian Neumann on June 12, 2009, 06:08:56 PM
I found a bug in the turret design for gauss cannon turrets.  The base gauss cannon had an accuracy of 100% but the all of the turrets had an accuracy of 0%.

Brian
Title: Re: 4.0b Bugs
Post by: Chairman on June 13, 2009, 03:32:27 AM
Quote
Are you using a computer on which the decimal separator is set to comma instead of period?


How do I know this??
Title: Re: 4.0b Bugs
Post by: sloanjh on June 13, 2009, 11:17:05 AM
It looks like magazines didn't make it into the technology report (ctrl-F7) screen.

John
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 14, 2009, 10:33:01 AM
Quote from: "Chairman"
Quote
Are you using a computer on which the decimal separator is set to comma instead of period?


How do I know this??
You need to look in Regional Settings in the Control Panel.  A lot of European countries use comma instead of period so if in doubt, temporarily change the regional settings to either the UK or the US and see if the problem disappears.

Steve
Title: Re: 4.0b Bugs
Post by: Charlie Beeler on June 15, 2009, 09:42:14 AM
Class Design(F5) screen under the ordnance/fighter tab there are several issues related to fighters.  

The lower window displaying fighter classes available is displaying the size, speed, and range incorrectly.

When selecting fighters for the preferred strike group I expected similiar functionality to the ordnance selection.  I'm unable to select fighters one at a time with the 1x checked.  The size display issue appears to be affecting strikegroup selection as well.
Title: Re: 4.0b Bugs
Post by: Paul M on June 16, 2009, 02:20:48 AM
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"


Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Steve

I've seen something like this once myself, a force was going home to refit and was at low fuel but had the range to make the trip at least according to the numbers on the map, yet I had to refuel them part way home because the fuel level dropped faster then it should have.  It might be a mistake somewhere in how the distances are calculated...or a difference between the actual and assumed path lengths.  Also it could happen often but you are only going to notice it for ships near bingo fuel.  So a ship burning more fuel but with full tanks won't be noticed but a ship burning more fuel near the break point will be.
Title: Re: 4.0b Bugs
Post by: Kurt on June 16, 2009, 12:58:31 PM
Quote from: "Paul M"
Quote from: "Charlie Beeler"


Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  

I've seen something like this once myself, a force was going home to refit and was at low fuel but had the range to make the trip at least according to the numbers on the map, yet I had to refuel them part way home because the fuel level dropped faster then it should have.  It might be a mistake somewhere in how the distances are calculated...or a difference between the actual and assumed path lengths.  Also it could happen often but you are only going to notice it for ships near bingo fuel.  So a ship burning more fuel but with full tanks won't be noticed but a ship burning more fuel near the break point will be.

I too have seen something like this happening in the 6P campaign.  In my case, it was because the ships in question were traveling through nebula systems.  I didn't realize this until I started checking on why they took much longer to arrive, and why the ships involved were running out of fuel.  If there is a nebula system in the movement orders, then the trip may take much longer than Aurora indicates.

Kurt
Title: Re: 4.0b Bugs
Post by: welchbloke on June 20, 2009, 10:13:57 AM
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.
Title: Re: 4.0b Bugs
Post by: Brian Neumann on June 20, 2009, 10:19:21 AM
Quote from: "welchbloke"
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.

This is not a bug.  Your shipyards can build ships that are close in refit cost from the ship that the yard is tooled for.  I always set my yards to build colony ships as they will be able to build the matching freighter hull as well.  I often find that for large warship classes the jump ship and the closest variant are also buildable in the same yard.  The trick is usually to look at the build cost, pick the more expansive version and as long as there are not a lot of differences between them you will usually get to build both at the same yard.  

Another commom overlap is between a escort and standard beam armed ship.  As the fire controll does not change much and only some weapons change on my designs they are also often buildable in the same yard.

Brian
Title: Re: 4.0b Bugs
Post by: welchbloke on June 20, 2009, 10:25:46 AM
Quote from: "Brian"
Quote from: "welchbloke"
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.

This is not a bug.  Your shipyards can build ships that are close in refit cost from the ship that the yard is tooled for.  I always set my yards to build colony ships as they will be able to build the matching freighter hull as well.  I often find that for large warship classes the jump ship and the closest variant are also buildable in the same yard.  The trick is usually to look at the build cost, pick the more expansive version and as long as there are not a lot of differences between them you will usually get to build both at the same yard.  

Another commom overlap is between a escort and standard beam armed ship.  As the fire controll does not change much and only some weapons change on my designs they are also often buildable in the same yard.

Brian
Thanks, the ability to build similar classes had somehow passed me by  :oops:
Title: Re: 4.0b Bugs
Post by: Brian Neumann on June 20, 2009, 03:13:42 PM
Quote from: "welchbloke"
Thanks, the ability to build similar classes had somehow passed me by  :oops:

Not a problem.  I particularily like the fact that my standard freighter, colonist and matching jump ship can all be build in the same yard as long as the jump ship is the one it is listed as building.  A lot of the time I get one shipyard up to 5000 ton capacity and just start building new slips for it.  I think that 20 was the most I ever built in one game but it was really handy to be able to shift around between the 3 designs depending on what was needed.

Brian
Title: Re: 4.0b Bugs
Post by: Laurence on June 23, 2009, 02:05:48 PM
Precursor Behavior

Steve, in a star system I encountered there was a small precursor fleet and three small listening posts (each had 1-3 Planetary Sensors).  I destroyed the fleet except for one ship.  That one was a missile shooter and when it ran out of ammo it ran off out of sight into the outer system (it was much faster than me and I didn't bother chasing it).  I brought in some troop ships and grabbed all three precursor colony sites.  When the last one was conquered, the precursor missile ship surrrendered to me and appeared in my fleet list.  

Of course I promptly joined it with a jump ship and sent it back to Earth.  Is there a method for researching a captured ship like this?  It's got ECM-5 and ECCM-5 and would like very much to "get" those if possible. :)
Title: Re: 4.0b Bugs
Post by: Father Tim on June 25, 2009, 03:22:24 PM
When creating a new empire, selecting a value for starting racial wealth greater than 20 causes a fatal error, crashes Arora, and leaves the empire you were creating with no capital, no poplations, and dozens of other 'blank spots' in the racial record, all of which throw their own errors.
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 26, 2009, 02:27:10 PM
Quote from: "Laurence"
Precursor Behavior

Steve, in a star system I encountered there was a small precursor fleet and three small listening posts (each had 1-3 Planetary Sensors).  I destroyed the fleet except for one ship.  That one was a missile shooter and when it ran out of ammo it ran off out of sight into the outer system (it was much faster than me and I didn't bother chasing it).  I brought in some troop ships and grabbed all three precursor colony sites.  When the last one was conquered, the precursor missile ship surrrendered to me and appeared in my fleet list.  

Of course I promptly joined it with a jump ship and sent it back to Earth.  Is there a method for researching a captured ship like this?  It's got ECM-5 and ECCM-5 and would like very much to "get" those if possible. :)
The only way to potentially get Precursor tech is to scrap the ship and see if you gain any tech. Of course, if you take it apart you won't be able to use it any more so it's not a straightforward decision.

I've removed the Precursor surrender for v4.1 :)

Steve
Title: Re: 4.0b Bugs
Post by: Steve Walmsley on June 26, 2009, 02:37:25 PM
Quote from: "Father Tim"
When creating a new empire, selecting a value for starting racial wealth greater than 20 causes a fatal error, crashes Arora, and leaves the empire you were creating with no capital, no poplations, and dozens of other 'blank spots' in the racial record, all of which throw their own errors.
I have already changed this to a percentage-based version for v4.1. Even so, I just tested a percentage higher than 100% to ensure no remanant of this bug remained and it worked fine.

Steve
Title: Re: 4.0b Bugs
Post by: ocie on July 01, 2009, 10:21:45 AM
I am getting a subscript 9 error, update sensors error that i can not clear. even CADing out and restarting gives the same error whenever i try ti increment time. Help?
Title: Re: 4.0b Bugs
Post by: schroeam on July 01, 2009, 05:29:25 PM
Quote from: "ocie"
I am getting a subscript 9 error, update sensors error that i can not clear. even CADing out and restarting gives the same error whenever i try ti increment time. Help?
Just curious, but are you sharing a system with a NPC race?  I have the same issue only when I have my own units in a system owned and populated by an alien race.  My hope is that the eventual conquest of that system will solve the problem.  

Adam.
Title: Re: 4.0b Bugs
Post by: ocie on July 01, 2009, 05:58:19 PM
Yes, I have a Taskforce in an NPC system when the problem happens
Title: Re: 4.0b Bugs
Post by: schroeam on July 01, 2009, 06:58:04 PM
Quote from: "ocie"
Yes, I have a Taskforce in an NPC system when the problem happens

Does the task force "need" to be there?  Steve had recommended to me that I delete the system, but I prefer to go through with the conquest, then see what happens.  Other than that I would just remove the task force until you need to go into that system.

Adam.
Title: Re: 4.0b Bugs
Post by: Paul M on July 02, 2009, 02:28:34 AM
I am getting a vastly annoying bug when I advance the time.

Setup Fire Control gives me error 3167 record not found 12 or so times each time the time step advances.  Is there anything I can do to stop this happening?  It started as I posted earlier after a blue screen event I had while playing.  I suspect it has to do with precursers but I am not sure.  It takes a certain amount of the joy out of play when you have to click cancel 12 times every time you advance the clock.
Title: Re: 4.0b Bugs
Post by: Kurt on July 02, 2009, 11:22:10 PM
Steve -

I've been playing around with 4.0b a little, just to try to stay current with what is in the latest versions, and I noticed a bug.  I set up a cargo run for a group of cargo ships from my home world to a planet orbiting a distant binary companion star, using lagrange point jump points.  When I set up the first round-trip, everything was fine.  The trip time displayed what I felt was a reasonable amount of time for the round trip at that point (10 days or so).  Then I entered a "3" in the repeat box and hit the repeat button so that my cargo group would make four round trips.  Aurora immediately threw and error related to calculating the trip time and after clearing an error showed a trip time Aurora showed a trip time in the hundreds of thousands of days.  

I double checked, and there were only four round trips displayed in the orders list.  I then checked the orders sequence, to see if one of the in-system jumps was left out, but everything appeared to be right, so I decided to let the fleet follow its orders and see what happened.  The fleet made its first round trip in ten days, as the original orders predicted that it would, but then, on the first leg of the second trip, it missed the LP jump point and kept sailing straight on towards the distant companion star through normal space.  

It appears that when the orders are replicated by the "Repeat" button, something relating to the LP's is left out, disabling that particular function.

Kurt
Title: Re: 4.0b Bugs
Post by: Laurence on July 06, 2009, 12:35:38 PM
I am in the middle of a battle with an NPR and I am getting an error on every turn cycle.  Error is:

Error in GetShipName

Error 94 was generated by Aurora
Invalid use of Null


It happens every time I cycle a turn of any time increment.  It started right after I destroyed an enemy ship.  Might not be connected to that as I had destroyed ~10 ships prior to that one.
Title: Re: 4.0b Bugs
Post by: georgiaboy1966 on July 06, 2009, 04:09:23 PM
Got one here that I have seen in several  versions before, but never seen addressed.

I am 34 years into a game, and try to access the commanders page. I get the following looping error:

Error in grdCommanders_SelChange

Error was generated by Aurora
Script out of range

Have tried cycling through the error message but have found not end.

For a moment, I saw the officer page and noted the count of lowest rank officers had topped 500.
Title: Re: 4.0b Bugs
Post by: schroeam on July 08, 2009, 06:44:40 PM
Quote from: "adradjool"
Quote from: "ocie"
Yes, I have a Taskforce in an NPC system when the problem happens

Does the task force "need" to be there?  Steve had recommended to me that I delete the system, but I prefer to go through with the conquest, then see what happens.  Other than that I would just remove the task force until you need to go into that system.

Adam.
After destroying the alien task force that had entered the sol system the 100+ errors suddenly went away, even though I had some of my people in their home system as well.  Maybe it had something to do with the NPC ship design?

Adam.
Title: Re: 4.0b Bugs
Post by: sloanjh on July 10, 2009, 12:52:36 AM
I've heard of dangerous research, but this is a bit much....

I had 480 points left  on Earth to finish Beam Fire Control Range 24,000.  It was 2nd in the research queue.  One of my ships transitted into the system, and downloaded 640 points to Earth, which completed Beam Fire Control Range 24,000.  That part is all okay.

The unexpected part is that it also disintegrated my home world population :-)  I was tempted to role play it from there (as a mysterious catastrophe), but since I'd just backed up 15 minutes earlier I went ahead and restored (and had the same thing happen).  Pulling the research out of the queue solved the problem though after restoring again.  Another indicator that it was the "research completed" event that did it was that the additional research being downloaded all went to Mars.

I know that you've change the research spying rules a lot for 4.1, but thought I'd report it anyway in case the bugs still there for other forms of research point acquisition, e.g. interrogations.  To repeat, it appears that a project that's in the queue and completed through download destroys the queue's population.

John
Title: Re: 4.0b Bugs
Post by: schroeam on July 10, 2009, 10:50:37 AM
Quote from: "sloanjh"
I've heard of dangerous research, but this is a bit much....

I had 480 points left  on Earth to finish Beam Fire Control Range 24,000.  It was 2nd in the research queue.  One of my ships transitted into the system, and downloaded 640 points to Earth, which completed Beam Fire Control Range 24,000.  That part is all okay.

The unexpected part is that it also disintegrated my home world population :-)  I was tempted to role play it from there (as a mysterious catastrophe), but since I'd just backed up 15 minutes earlier I went ahead and restored (and had the same thing happen).  Pulling the research out of the queue solved the problem though after restoring again.  Another indicator that it was the "research completed" event that did it was that the additional research being downloaded all went to Mars.

I know that you've change the research spying rules a lot for 4.1, but thought I'd report it anyway in case the bugs still there for other forms of research point acquisition, e.g. interrogations.  To repeat, it appears that a project that's in the queue and completed through download destroys the queue's population.

John
So that's whats causing that.  I've had that happen twice.  The first time I started a new campaign, the second I recreated my Earth population.  That took some doing, but I had a pretty good idea of how many of each factory, shipyard, mine, lab, etc. I had.  The funny thing is that the commanders survived and had to be manually moved to the new Earth colony.  This clears up a lot.

Adam.
Title: Re: 4.0b Bugs
Post by: Kurt on July 12, 2009, 09:23:25 AM
Steve -  

This is actually a suspected v3.11 bug, and I don't know if you've changed ground combat since then, so it may or may not still be valid.  

Simply put, for some time I've been getting odd results out of ground combat, where it appears that out-numberred forces seem to be doing a lot of damage against numerically superior forces.  I've written this off as being atypical but statistically possible results, but I've just had something happen that is so unlikely that I felt I had to mention it.

The situation is as follows -

Side A: 4xHeavy Assault Division (HAD), 3xAssault Infantry Divisions (AID),  Offensive strength 343, Defensive strength 282

Side B: 6xEngineer divisions, Offensive Strength 0, Defensive strength 96

This is quite obviously a lopsided match, and Side B should have been destroyed quickly.  That is not how it worked out, though.  After the first round of combat was resolved, Side A lost 4xHAD and 1xAID, while Side B lost 3xEng.  This result was so far from what I expected that I examined the Event Updates screen to determine how this could happen, and this is what I discovered: Aurora showed Side B as having an attack strength of 1875 and a defense strength of 339.8, while Side A had an attack strength of 1958 and defense strength of 223.  

Both side's offensive strength was drastically overstated, particularly Side B's (which should have been 0 and wasn't attacking, only defending), while Side A's defense strength was understated and Side B's was overstated.  

I don't know what modifiers Aurora uses for combat, but in any case, Side B had no offensive strength at all, so how it could go from 0 to 1875 I have no idea.  

Kurt
Title: Re: 4.0b Bugs
Post by: simon on July 13, 2009, 12:13:03 PM
A few decades deep into the game my empire faltered all was well until for a certain reason my economy ground to a halt. Basically wealth generation seized up galaxy wide and capital reserves were consumed. Sectors of the the empire from research and development to shipbuilding along with armaments and fuel production. My empire is in the middle of a life and death struggle and expecting combat vessels to be released from naval yards to flesh it's severely battered navy, and the merchant navy has transferred the empire's last fuel reserves to active fleet combatants (a for want of a nail case). I've tried role playing the bug sloanjh-style(Till extinction) but I've ploughed a lot into this one and was wondering whether recovery from the bug is possible from backup.
PS whats wrong with the smilies  they aren't working.
Title: Re: 4.0b Bugs
Post by: Erik L on July 13, 2009, 12:28:38 PM
:roll:  :wink:
Title: Re: 4.0b Bugs
Post by: simon on July 13, 2009, 01:12:30 PM
Hmm must be the browser. So is there any solution. Just tried it again and even the backup hiccups on the month of July don't know why, should I open up the database or shut the casket.
Title: Re: 4.0b Bugs
Post by: alexwildstar on July 16, 2009, 05:58:58 PM
I am trying to start a game and busy trying to figure out how to build my ships.   The problem I have found though is after I exit the game I can renter the game but I do not have acces to my industrial. research  population page.   I can open ship creation and alien contact window.      The population and production window does come up on the bottm of my computer screen but when i try and maximize it it wont open.   any ideas
Title: Re: 4.0b Bugs
Post by: Hawkeye on July 16, 2009, 10:37:06 PM
On the game setup-screen, select/deselect "Recall windows position"
This does the trick usually
Title: Re: 4.0b Bugs
Post by: sloanjh on July 18, 2009, 05:27:09 PM
Load Sorium when X available seems to be not working properly.

It seems to be loading the sorium, but not processing the order.  In other words, if I load when 400 available, and there's 428 on the world, after the next pulse the order list will still be sitting on "load when 400 available", but the 428 will have been transfered to the ship.

John
Title: Re: 4.0b Bugs
Post by: Erik L on July 19, 2009, 12:26:18 AM
Quote from: "simon"
Hmm must be the browser. So is there any solution. Just tried it again and even the backup hiccups on the month of July don't know why, should I open up the database or shut the casket.

Which browser are you using? The smilies are all stock phpBB3.0. I've not done anything with them. Make sure on the side --> when you are composing the message it says "Smilies are ON".
Title: Re: 4.0b Bugs
Post by: alexwildstar on July 19, 2009, 04:05:54 AM
ok i tried de selecting and selecting the window recall call button but that did not fix my problem anyone else have any idea on how to get my population/economy screen to open.    I trying to load a saved game and i can open anyother window/screen    except that one.
Title: Re: 4.0b Bugs
Post by: Cassaralla on July 19, 2009, 04:51:16 AM
Quote from: "alexwildstar"
ok i tried de selecting and selecting the window recall call button but that did not fix my problem anyone else have any idea on how to get my population/economy screen to open.    I trying to load a saved game and i can open anyother window/screen    except that one.


Your Pop/Econ window has to be closed at the time you use the window recall option for it to work.
Title: Re: 4.0b Bugs
Post by: IanD on July 23, 2009, 03:34:18 PM
A possible bug for those of us who are unable to coordinate the arrival of a Jump Ship with the survey group. The survey group was ordered to transit the jump point and divide; however when the jump ship failed to show up on schedule, the survey group divided anyway! On the wrong side of the jump point.
Regards
Title: Re: 4.0b Bugs
Post by: IanD on July 24, 2009, 05:56:08 AM
Not sure whether this has been reported already but in case it hasn’t here goes.

I recruited a Xenologist team from available officers in the F2 screen, for deployment on Mars where I had placed a ruin. When I went to order their transport to Mars from Earth I couldn't find the order pick-up team. I checked I had created the team, and I had, but had inadvertently selected Mars as the colony, so the team were already on Mars, I can only assume they teleported! :D

Should the officer screen for team selection be some how linked to the colony? Does it work for extra solar colonies? (I don’t have any to try it on, building up a fleet to get demolished by the precursors in Sigma Draconis!)

If you replace an officer in a team do they have to be in the same place I had assumed yes, but perhaps not? Should they need to be in the same place or is that too much micro management?

Regards
Title: Re: 4.0b Bugs
Post by: Father Tim on July 24, 2009, 07:56:06 PM
Quote from: "IanD"
Not sure whether this has been reported already but in case it hasn’t here goes.

I recruited a Xenologist team from available officers in the F2 screen, for deployment on Mars where I had placed a ruin. When I went to order their transport to Mars from Earth I couldn't find the order pick-up team. I checked I had created the team, and I had, but had inadvertently selected Mars as the colony, so the team were already on Mars, I can only assume they teleported! :D

Should the officer screen for team selection be some how linked to the colony? Does it work for extra solar colonies? (I don’t have any to try it on, building up a fleet to get demolished by the precursors in Sigma Draconis!)

If you replace an officer in a team do they have to be in the same place I had assumed yes, but perhaps not? Should they need to be in the same place or is that too much micro management?

Regards


The Officer screen already has a check box for "Assign to Any Location" - it is assumed civilian transport or possibly small courier ships (dispatch boats?) handle moving officers to their new commands.  Steve mentioned the possibility of coding in a delay to represent travel time, but decided it would require too much effort for such a minor payoff.  Officers & teams may be sent via ship with pick-up and drop-off commands for those that wish to roleplay out all transfers, and can be 'beamed around' for those (like me) who view it as 'fiddly little details that our personnel office should be handling' instead of we lofty Emperor types.

#:-]
Title: Re: 4.0b Bugs
Post by: sloanjh on July 25, 2009, 11:16:51 AM
Ok, so this is probably more of a "feature" but....

In the class summary display (1st) tab of the class design screen (F5), the "to hit" probabilities for the various fire controls don't take tracking speed of the weapons systems into account.  I've got researched tracking speed of 5K, a 2x fire control (10K speed), and the only weapons on the ship are non-turretted laser.  The ship speed is ~6K.  When I toggle between the 5K and 10K target speed buttons, the probabilities don't change.  When I toggle from 10K to 20K target speed, the probabilities drop to 1/2 of the 5K (base) value.  From this, I'm pretty sure that the probability table is only looking at the tracking speed of the fire control, without taking the weapon mounts' tracking speed into account.

I realize fixing this would probably require multiple rows when displaying the "to hit" fall-off for ships with both turretted and non-turretted weapons (or with turrets with multiple speeds) or another button selector.

A related suggestion:  It would be really nice to be able to see the probability table for FC while it was being design (or looked at on the tech table) rather than having to put it into a class to see what it can do.  Post 4.1, of course :-)

John
Title: Re: 4.0b Bugs
Post by: welchbloke on July 30, 2009, 08:00:50 AM
I'm blockading a planet that is the home for a race that I'm at war with.  I have destroyed all of their warships but I left their shipyards intact whilst I try to conquer them on the ground (just shipping in enough divisions to force a surrender.  They built some new ships (which rapidly become irradiated hulks  :oops:
Title: Re: 4.0b Bugs
Post by: SteveAlt on August 13, 2009, 02:09:50 PM
Quote from: "sloanjh"
Oh well, so much for that theory.  I've hit several hangs since posting, and of course the maintenance failures stopped happening right after I posted.  I did notice that mining and fuel production are being updated, but not construction when it hangs.
I am going back through old posts trying to look for clues on the hang. Is anyone noticing the above behaviour as well if they suffer the same problem?

Steve