Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: schroeam on August 13, 2009, 09:31:18 PM

Title: 4.26 Bugs
Post by: schroeam on August 13, 2009, 09:31:18 PM
Steve,
Just had one of my officers retire due to health reasons, previously assigned to "Member of 0".  As it turns out this particular officer was assigned to an espionage team that had been captured.  Evidently somehow they had made it back home without telling anyone.  This goes along with another previously reported bug about teams not being disbanded correctly and replacements not working out right for teams.  

Adam.
Title: Re: 4.26 Bugs
Post by: sloanjh on August 15, 2009, 03:23:13 PM
It looks like the "racial wealth" number at the top of the population (F2) screen is not taking civie trade revenue into account.  In my campaign, it's consistently more negative than a comparison of income vs exenditures in the "wealth/trade" tab would indicate.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 15, 2009, 10:06:08 PM
In the officer screen (F4) there is a "trade bonus" that can be filtered for in the secondary characteristics (I think this is left over from previous versions).  If you are unlucky enough to bring it up while spinning through filters, you get what appears to be a neverend set of "Error in FilterCommanders - Object variable or with block not set".

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 16, 2009, 11:10:14 PM
Aurora is not interrupting properly when an NPR transits into a system whose WP is under observation by active sensors.

I've had a picket watching the WP into an NPR home system, about 1M km off with active sensors with a range of about 12M km.  The NPR had already sent through an gate construction ship (based on size and behavior).  I just did a 140,000 second update (which resolves to 40 hours), and got a interrupt enumerating 3 new thermal contacts at t+8 hours.  When I went to look, the NPR had sent 3 ships through the WP, but they had already moved out of range of my actives - about 15M km.  Fortunately, I had just saved, so I reloaded the DB and ran the same update with 30 second timestep (yeah for the rewrite - it didn't take long at all).  This time it worked ok - they were detected at 6 hours, 31 minutes (note that they were already off the WP, but I'm willing to chalk that up to "activation lag" by bored picket sensor operators).

John
Title: Re: 4.26 Bugs
Post by: waresky on August 17, 2009, 05:32:26 AM
LOL,,arent a casual bug:D..but a classic random "Coffee Time" for crew on UR Empire's posture:)))

ive lost some good "System Defence Boat" on patrol duty around a same WP's situations..but mine r VERY VERY dumb pilots am fear:))))
"In case of fire..breack the glass" ive put onto pilot's cabin onboard Fighter..so THE STUPID "break" and go off my Billions cost Fighter:)
Title: Re: 4.26 Bugs
Post by: rdgam on August 17, 2009, 04:26:39 PM
The NPR seem to be fighting each other in a system I have no presence in.

Error in SelectNPRTarget
Error 6 was generated by Aurora
Overflow

I have a saved copy of the database from this problem if that would help.
Title: Re: 4.26 Bugs
Post by: rdgam on August 17, 2009, 04:28:53 PM
I forgot to mention that the error comes up several times each 5 second cycle and is persisting for many cycles.
Title: Re: 4.26 Bugs
Post by: SteveAlt on August 17, 2009, 04:45:11 PM
Quote from: "rdgam"
I forgot to mention that the error comes up several times each 5 second cycle and is persisting for many cycles.
Yes, please send me the DB

Steve
Title: Re: 4.26 Bugs
Post by: alanwebber on August 20, 2009, 02:46:14 AM
Steve

I'm not sure if this is a bug or not. When you rescue survivors from lifepods you are able to unload them at a suitable planet. However, after a few days, this option seems to disappear from the list of orders and the survivors are no longer present in the rescuing fleet. I seem to remember this happening before and this includes rescued commanders.

Alan
Title: Re: 4.26 Bugs
Post by: rdgam on August 20, 2009, 02:09:55 PM
There is a problem with the way civilians and NPRs name ships.
When I get ships from conquering an NPR there can be duplicate names.
When I sell ships to the civilians (via the task group window), the civilians name all the ships in a fleet the same name.
Confirmed by checking the database tables directly.

By the way these ships are not in a shipping line and thus are not visible to the class design inventory.

Also I have learned the hard way, you can delete a design (with no ships) that is active in a shipyard.
This causes a bunch of errors until a good design is refitted.

Loving the new civilian markets  :D
Title: Re: 4.26 Bugs
Post by: sloanjh on August 22, 2009, 11:44:45 AM
It appears that trade is not being properly accounted for in the wealth run rate at the top of the Population (F2) screen.

At the end of a recent econ update, the top of my F2 screen said I had 65551 wealth, with a run rate of -122.  Over the next few days, the run rate gradually dropped; after 4 days (i.e. just before the next econ update, since I was using 1-day updates) it stood at 65604 wealth, and a run rate of -69.  Hitting a 1-day update (and going through the econ cycle) it was back to 65503 and -112.  The correct run rate would be -48.

It appears that what is going on is that the code to refresh the run rate during an econ update is just comparing the wealth of the start of the update to the wealth at the end - this is ignoring the trade that flowed in during the 5-day.

A related suggestion - I can't find a break-out of the contribution to the economy that my financial centers are making.  Are they included in population taxes?  It would be nice if they were broken out in the wealth tab so I could get a feel for how effective financial centers are decreasing my run rate.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 23, 2009, 09:44:24 AM
I've started occasionally getting the following error during regular (not economic) updates:

Error in AddToShippingLineWealth

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'ShippingLines'

When it pops up, I usually get the same error a few (~3-4) times at once.

John
Title: Re: 4.26 Bugs
Post by: Andrew on August 23, 2009, 01:04:09 PM
Selecting normal strike group of fighters for a carrier.
You can only add a specific fighter type oncelimiting you to 1,5,10 or 100. Also if you pick too many for the available hanger space it is allowed but woth a negative space emaining
Title: Re: 4.26 Bugs
Post by: sloanjh on August 23, 2009, 05:48:32 PM
The civie transport companies seem to think that a comet mining colony (automated mines only) out by the orbit of Pluto is a valid trade location - about 2/3 of the civie fleet just went on a wild goose chase out there....

John
Title: Re: 4.26 Bugs
Post by: Paul M on August 24, 2009, 04:42:10 AM
Steve while I had my 3 geosurvey ships out doing essentially automated surveys they kept triggering error 3102 record missing.  I had them set to survey planets and moons primary and asteroids as secondary.  This seemed to be related to them doing asteroid surveys.  It vanished when I switched orders around to next 5 system bodies.
Title: Re: 4.26 Bugs
Post by: Paul M on August 24, 2009, 09:13:18 AM
Steve, in my new conventional start I just completed my first PDC and it is showing up in my maintenance window for my homeworld.  Is there someway to get it to be no maintence as it should be?
Title: Re: 4.26 Bugs
Post by: sloanjh on August 25, 2009, 12:28:44 AM
"Sensor Data reveals that the alien ship class Civilian Cart III (Civilians) is capable of 2390237 km/s"

~8*light speed - that's pretty good for Nuclear Pulse Engines! :-)

Seriously, this happened a lot more in 4.0b than 4.2x.  IIRC this happens when timesteps change and the civie is still in view of sensors.  There was a bug in 4.0b where the time marks for delta_x didn't agree with the time marks for delta_t (an off-by-one thing), which would give incorrect velocities whenever the update size changed.  It mostly affected the reported speed of alien contacts (possibly only passive contacts), but it also hit civies this way.  I suspect that this is still going on.

John
Title: PDC bug and "Cycleorders" bug
Post by: waresky on August 25, 2009, 03:21:22 AM
1) PDC are in my maintenance,same as above.
But r in 4.0..4.1..4.2..not ever..but very many campaign ive found this bug.

So if ive 20 barracks..are very cost:)))
ok srry for my terrible english mates.

2) And second vicious bug,must restart program if happened,are the Cycle orders error..occur sometimes in 2 campaigns..and am must restart whole campaign,because stopp me when am check Task group who r bugged..:D Amen
Title: Re: 4.26 Bugs
Post by: alanwebber on August 25, 2009, 03:25:51 PM
Shipping Lines Error


Steve

I'm also getting the AddToShippingLineWealth error (see previous message).

I've been running a game for about 8 years and both my shipping lines have 1 colony ship only. No ships have been built apart from these since the start of the game. They both have a wealth of 300-400. As this is the first time I've run a game with civilian shipping, I'm not sure if this is expected or not but it's rather put a crimp in my colonisation plans as I was relying on them to move infrastructure etc. I've now had to build more freighters and colony ships than I expected to..

The error occurs about every 2 months and needs up to 10 clicks to clear.

Regards

Alan
Title: Re: 4.26 Bugs
Post by: sloanjh on August 25, 2009, 07:52:24 PM
Quote from: "sloanjh"
"Sensor Data reveals that the alien ship class Civilian Cart III (Civilians) is capable of 2390237 km/s"

~8*light speed - that's pretty good for Nuclear Pulse Engines! :-)

Seriously, this happened a lot more in 4.0b than 4.2x.  IIRC this happens when timesteps change and the civie is still in view of sensors.  There was a bug in 4.0b where the time marks for delta_x didn't agree with the time marks for delta_t (an off-by-one thing), which would give incorrect velocities whenever the update size changed.  It mostly affected the reported speed of alien contacts (possibly only passive contacts), but it also hit civies this way.  I suspect that this is still going on.

More info - it appears that this is happening when the civies transit a JP into a neighboring system.  I have the far side of the JP under observation with passive sensors, but not actives.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 25, 2009, 09:41:24 PM
I've now got trade relations (both ways) with my neighboring NPR.  He's got some ships plying the trade lane between Earth and Mars.  The problem is that I'm now getting interrupts at an irregular spacing on the order of an hour (I'm using 5 minute increments and 1 day updates).  I strongly suspect that the iterrupts are being caused by him gaining and losing contact with the (neutral to him) merchant shipping in my home system.  This has vastly slowed down the amount of wall-clock time it takes me to get through each (5-day) econ update - I've got from needing 5 pushes of the time advance to needing 10s or even 100.  I think the filtering on when a contact status change with neutral commercial shipping causes an interrupt needs to be tweaked.

While we're at it, I don't notice any transponder signals coming off the NPR ships.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 25, 2009, 11:39:14 PM
It looks like NPR point defense is still broken.  My friendly (actually they're neutral) next-door aliens decided to send a major squadron (~6 anti-missile escorts (from resolution 1 active sensors), ~4 capital ships) to visit Earth, without asking permission or telling me their intentions.  I decided to play out the scenario of Earth panicking and attacking them (I saved the DB first so I can go back to my real game) just to see how my pitifully low-tech fleet would do against a hi tech fleet.  My GB squadron launched a total of 22 missiles in 8 salvos.  The aliens just watched the missiles into their ships - neither missile nor beam point defense would engage.  

Another thing that doesn't look right - even though they've taken missile hits from me, their relations are still showing up as "neutral" - they're even still giving me trade access.  So I think the diplomatic penalties due to an act of war might be broken (unless they'll kick in at the next econ update).  Along a similar vein, I haven't noticed their rating go down even when I detect them on actives....

John

PS - The puny 4-point warheads in the salvo barely scratched the paint on the aliens.
Title: Re: 4.26 Bugs
Post by: Paul M on August 26, 2009, 04:33:12 AM
Steve an update on the PDC issue.  This is very odd.  My Skywatch Sensor Outposts cost maintenance but my PDC and MDB don't.  All and all it is wierd.  The Skywatches are classified as PDCs so I am not sure why this is.

Another thing came up, I was running 5 day updates when one ship ran out of fuel.  I had to switch to 1 day updates and set the pulse to 1 day as it pesists in telling me the ship is out of fuel.  Could you maybe change this to something less disruptive?  I know it is out fuel and have a ship on the way to refuel it so perhaps this event should not interupt the game?  This is a bit tricky since being out of fuel is important information but on the other hand it interupts the relief effort.
Title: Re: 4.26 Bugs
Post by: sloanjh on August 26, 2009, 08:01:59 AM
Quote from: "Paul M"
Another thing came up, I was running 5 day updates when one ship ran out of fuel.  I had to switch to 1 day updates and set the pulse to 1 day as it pesists in telling me the ship is out of fuel.  Could you maybe change this to something less disruptive?  I know it is out fuel and have a ship on the way to refuel it so perhaps this event should not interupt the game?  This is a bit tricky since being out of fuel is important information but on the other hand it interupts the relief effort.
Have you tried deleting the ship's orders?  I think that stops the spam (except for the message during econ updates).

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 27, 2009, 08:27:52 AM
Quote from: "sloanjh"
It looks like NPR point defense is still broken.  My friendly (actually they're neutral) next-door aliens decided to send a major squadron (~6 anti-missile escorts (from resolution 1 active sensors), ~4 capital ships) to visit Earth, without asking permission or telling me their intentions.  I decided to play out the scenario of Earth panicking and attacking them (I saved the DB first so I can go back to my real game) just to see how my pitifully low-tech fleet would do against a hi tech fleet.  My GB squadron launched a total of 22 missiles in 8 salvos.  The aliens just watched the missiles into their ships - neither missile nor beam point defense would engage.  

Another thing that doesn't look right - even though they've taken missile hits from me, their relations are still showing up as "neutral" - they're even still giving me trade access.  So I think the diplomatic penalties due to an act of war might be broken (unless they'll kick in at the next econ update).  Along a similar vein, I haven't noticed their rating go down even when I detect them on actives....

John

PS - The puny 4-point warheads in the salvo barely scratched the paint on the aliens.

I think I understand what's going on here.  It looks like the NPR did (eventually) drop their opinion (as measured by relation points) towards me.  The problem is that it looks like the check for change in treaty status isn't performed until the end of the 5-day update.  So while I was throwing salvo after salvo of missiles at them, their admiral was stuck in the automated phone menu at their foreign ministry trying to find a person to whom he could explain that they'd just sufferred an unprovoked attack and could someone pleaaase change the political status so that he switch from "Neutral - do not fire upon" to "At War - blow those stinky aliens to smithereens" rules of engagement....

I'm not sure if the opinion drop was when they detected my missiles or (more likely) when they were actually hit the first time.  You might want to put some thought into this, e.g. go back to the suggestion that a race can tell when someone has them locked up with fire control.

John
Title: Re: 4.26 Bugs
Post by: Beersatron on August 27, 2009, 08:55:29 AM
I have a Task Group of 8 GE's that I normally give the orders:

1. Survey Nearest Body
2. If fuel less than 30% then refuel
3. If Supply less than 20% then resupply

I will then have them move to a system and on the entry gate do 'Transit and Divide' which works great - they go off as individual sub fleets and do their thing.

Now, the problem occurred when I got into a very large system with a million-and-one asteroids spread over what I think is 50billion KM square of space. I didn't have any tankers at this point of the game so they had to head back to Earth to refuel - running out of fuel before they even got to the exit gate. So, I managed to do some manual fuel transfer and got them all back to Earth whilst building some supply ships (flagged as both Tanker and Supply).

The next go at surveying the system ended the same, although this time I had the supply ship on hand to help. To stop the fuel warnings and the sub-pulse stops I removed any affected sub-fleet's orders. As they were being refueled I would move a sub-fleet to one of 4 waypoints setup in the outer asteroid belt and once they were all ready I went into the head fleet and gave it the orders noted above. I then checked to incl default orders and conditional orders and hit 'copy'.

1. The copy command needs there to be an actual order in the list - so I couldn't copy the default and conditional orders.
2. I gave the head fleet an order to activate transponder but to do so I had to click on a location which meant that it then headed off to the planet I had picked before it would turn on it's transponder.
3. the primary default order copied fine, as did the 1st conditional order. But, the 2nd conditional order did not copy correctly. The check should have been 'supply less than 20%' but it was set to 'no condition' and the action should have been 'resupply at nearest colony or supply ship' but it was set to 'refuel at nearest colony or supply ship'


tldr: the 'copy commands' button has a couple of issues  :wink:
Title: Re: 4.26 Bugs
Post by: sloanjh on August 27, 2009, 07:47:58 PM
On NPR point defense targetting:  I restored back to just before I opened fire on my neighbors heading towards Sol, then moved them into a hostile stance by hand after I'd fired on them.  The good news is that their point defense missiles seam to be working.  The bad news is that they've got some UV lasers that are causing problems.  I keep getting "Error in NPRTargetting" (maybe 1/2 dozen per update).  When I look in the message list, I find a lot of "Grimsby 001 - Fire Control S04 128-4000 targetting Brisbane-A III at 52m km" and "Energy weapon fire cannot penetrate an atmosphere with pressure 1.0" messages (Brisbane-A III is Earth).  Looks like there are two problems with this:

1) The lasers are targetting Earth from WAY outside of range.
2)  They can't penetrate the atmosphere.

Presumably the errors are coming from one of these two (although I guess they could be from some other targetting and don't log a message).

John
Title: Re: 4.26 Bugs
Post by: Beersatron on August 29, 2009, 05:38:39 PM
I jumped into a an unexplored JP and triggered a new NPR, on the generation of the NPR I got some errors, but I forgot to write them down. The new system is a Nebula, possibly a factor? I think one of the error messages was 'add new tech'.

Now, after every update, I get the following messages:

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

then:

Error in LoadFleets
Error 94 was generated by Aurora
Invalid use of Null

then a bit of a pause (as other functions are called I think) resulting in:

Error in SetupSensorChecks
Error 3058 was generated by DAO.Recordset
Index or primary key cannot contain a Null value.
Title: Re: 4.26 Bugs
Post by: Beersatron on August 29, 2009, 07:05:26 PM
I have a scout in that above mentioned NPR system and he just got into the NPR's Active Sensor range of the ships around the planet. I have given it an order to move to a moon of the planet, but it is now saying 'awaiting acknowledgement' and the time pulses seem to be stuck on 5secs, no matter what main/sub pulse I choose.

There are no event notifications at all, and I can not detect missiles - especially since it is a nebula and missiles do not work in a nebula.

Which brings me to a point on the design of the NPR ships. They appear to be pretty low on armor and the Nebula is a class 5 so restricting to 500km/s per armor level. Could you maybe give priority to armor level for NPR's that start in a Nebula? Also, might be a good idea to totally ignore missile tech. Some of the contacts are doing that thing were they are trying to open the range - think that is a standard missile ship tactic?
Title: Re: 4.26 Bugs
Post by: sloanjh on August 29, 2009, 11:23:08 PM
Quote from: "Beersatron"
I have a scout in that above mentioned NPR system and he just got into the NPR's Active Sensor range of the ships around the planet. I have given it an order to move to a moon of the planet, but it is now saying 'awaiting acknowledgement' and the time pulses seem to be stuck on 5secs, no matter what main/sub pulse I choose.

There are no event notifications at all, and I can not detect missiles - especially since it is a nebula and missiles do not work in a nebula.

Which brings me to a point on the design of the NPR ships. They appear to be pretty low on armor and the Nebula is a class 5 so restricting to 500km/s per armor level. Could you maybe give priority to armor level for NPR's that start in a Nebula? Also, might be a good idea to totally ignore missile tech. Some of the contacts are doing that thing were they are trying to open the range - think that is a standard missile ship tactic?

I think "awaiting acknowledgement" means that you have the fleet training option turned on, and your fleet is stuck in the order delay.  They should snap out of it within a minute (I think).

If you go to SM mode, I suspect you'll see a bunch of messages telling you you've been interrupted due to "imminent action", hence the 5 second updates.  I think this can happen when the NPR is having targetting problems - I've been seeing it in the combat I've been running recently in my home system.  It also seems like Aurora goes to 5 second iterrupts whenever hostile missiles are detected in flight.  This has been causing me some trouble fighting my battle, since the 5 second updates take (I think) 5-10 seconds each.

I got a similar error to the one you saw (about NPR tech generation) when I found the NPR a while back.  I haven't noticed any ill effects on the NPR, though - it seems to have fairly well functioning ship designs etc.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on August 30, 2009, 02:31:10 AM
I have a PDC on Earth which is taking damage from an NPR's UV laser.  It looks like the "lasers can't penetrate 1 atm" code is getting missed for PDCs.

And yes, this means that humanity's in trouble :-)

John
Title: Re: 4.26 Bugs
Post by: Beersatron on August 30, 2009, 02:43:17 PM
Quote from: "sloanjh"
Quote from: "Beersatron"
I have a scout in that above mentioned NPR system and he just got into the NPR's Active Sensor range of the ships around the planet. I have given it an order to move to a moon of the planet, but it is now saying 'awaiting acknowledgement' and the time pulses seem to be stuck on 5secs, no matter what main/sub pulse I choose.

There are no event notifications at all, and I can not detect missiles - especially since it is a nebula and missiles do not work in a nebula.

Which brings me to a point on the design of the NPR ships. They appear to be pretty low on armor and the Nebula is a class 5 so restricting to 500km/s per armor level. Could you maybe give priority to armor level for NPR's that start in a Nebula? Also, might be a good idea to totally ignore missile tech. Some of the contacts are doing that thing were they are trying to open the range - think that is a standard missile ship tactic?

I think "awaiting acknowledgement" means that you have the fleet training option turned on, and your fleet is stuck in the order delay.  They should snap out of it within a minute (I think).

If you go to SM mode, I suspect you'll see a bunch of messages telling you you've been interrupted due to "imminent action", hence the 5 second updates.  I think this can happen when the NPR is having targetting problems - I've been seeing it in the combat I've been running recently in my home system.  It also seems like Aurora goes to 5 second iterrupts whenever hostile missiles are detected in flight.  This has been causing me some trouble fighting my battle, since the 5 second updates take (I think) 5-10 seconds each.

I got a similar error to the one you saw (about NPR tech generation) when I found the NPR a while back.  I haven't noticed any ill effects on the NPR, though - it seems to have fairly well functioning ship designs etc.

John

Yeah, the awaiting acknowledgement part was to do with their grade. I just haven't noticed it before since I would be doing pulses greater than a couple of minutes.

The thing with the 'imminent action' part is that the Scout had no way of detecting the missiles as the search radar was designed for long range detection of ships and my thermal sensors wouldn't have detected any missiles until they were 20k km off (judging by another engagement with Precursor missiles). So, I would have thought that if I can not detect the threat then it shouldn't interrupt?

I flicked through the DB to see if I could track down records that could be attributed to those errors - but no joy =/
Title: Re: 4.26 Bugs
Post by: Beersatron on August 30, 2009, 05:30:44 PM
I have a colony in Seattle which is two jumps from Sol, when setting up orders to return to Earth using the 'show all pops' checkbox the intermediate jumps are set correctly, and the final command has the right text. But, the fleets will settle into orbit of the sun and not earth.

Another thing to do with the 'show all pops' commands is that if I want to have my fleet refuel at earth and then resupply at earth it will try to add the intermediate jumps for both. The 'system locations available' list doesn't update after the first refuel order.
Title: Re: 4.26 Bugs
Post by: sloanjh on August 30, 2009, 08:59:37 PM
Quote from: "Beersatron"
The thing with the 'imminent action' part is that the Scout had no way of detecting the missiles as the search radar was designed for long range detection of ships and my thermal sensors wouldn't have detected any missiles until they were 20k km off (judging by another engagement with Precursor missiles). So, I would have thought that if I can not detect the threat then it shouldn't interrupt?
And it's all about you, is it? :-)

Seriously, what I meant by that is that Aurora will also interrupt for the benefit of the NPR.  So if the NPR is having a targeting failure (because e.g. you're out of range or something), it will interrupt every 5 seconds because it's confused.  And if it's running point defense against an incoming salvo, ditto.  In particular, I'm pretty sure that if they've got missile launchers with a 10 second cycle time that are firing on you, then Aurora will interrupt every 10 seconds so that it can go through the code to launch the missiles (which doesn't happen during the pulses).  And if there's some launchers firing on "even" and some on "odd" timesteps, then it will interrupt every 5 seconds.

I think the fundamental reason for these interrupts is that there are certain things that are only done at the beginning or end of the update, not during the impulses.  One of these is looking for new conditional orders if the order list has run out; I suspect that another is weapons fire.  I suspect this might be why Aurora seems to be interrupting whenever contacts are gained or lost by the NPR - it needs to go through the code to decide whether to fire.  Itmay also be that Aurora simply doesn't distinguish between player and NPR races when doing interrupts.

I pretty much abandoned my 4.26 campaign today (unless a patch comes out that interrupts a LOT less frequently when NPR are sailing around in a non-hostile home system) - I'm pretty much unable to get an update that's bigger than one timestep any more, which means I'd have to crank the timestep size up to 1 day in order to make decent progress in the game.

Quote
I flicked through the DB to see if I could track down records that could be attributed to those errors - but no joy =/

I doubt you'll find anything in the DB about this - I think it's all algorithms that are in code.

John
Title: Re: 4.26 Bugs
Post by: Beersatron on August 30, 2009, 11:34:46 PM
Quote from: "sloanjh"
Quote from: "Beersatron"
The thing with the 'imminent action' part is that the Scout had no way of detecting the missiles as the search radar was designed for long range detection of ships and my thermal sensors wouldn't have detected any missiles until they were 20k km off (judging by another engagement with Precursor missiles). So, I would have thought that if I can not detect the threat then it shouldn't interrupt?
And it's all about you, is it? :)
Title: Re: 4.26 Bugs
Post by: Andrew on August 31, 2009, 10:53:33 AM
I have spotted a couple of errors in a fight with an NPR
I started launching missiles while the aliens where set to Neutral , as far as I can tell this means that neither of us can engage the incoming missiles with antimissiles, although my ships have been firing gauss cannon in self defense agaisnt the same missile salvo's which they could not engage with antimissiles.(I get Error 6 Error in Fireallweapons also rarer Error 19 Error in automatedantimissilefire object variable or with block variable not et)
I also saw some size 0 nuclear detonations from a missile launch from my fighters suggesting that the NPR may have size 0 warheads on its antimissiles which failed to shoot down my missiles
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 06, 2009, 09:05:32 AM
Quote from: "adradjool"
Steve,
Just had one of my officers retire due to health reasons, previously assigned to "Member of 0".  As it turns out this particular officer was assigned to an espionage team that had been captured.  Evidently somehow they had made it back home without telling anyone.  This goes along with another previously reported bug about teams not being disbanded correctly and replacements not working out right for teams.  
I have run through every place in the code where teams are disbanded or officers retired/killed etc. and there were several places where this wasn't being handled correctly. I think I have now found and fixed them all so you shouldn't see this in v4.3.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 06, 2009, 09:08:31 AM
Quote from: "sloanjh"
I've started occasionally getting the following error during regular (not economic) updates:

Error in AddToShippingLineWealth

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'ShippingLines'

When it pops up, I usually get the same error a few (~3-4) times at once.
I am pretty sure this is caused by an NPR not having a shipping line. I thought I had prevented this situation from occuring but it would seem not :). I have another look through the code to see if I can find a hole in my logic.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 06, 2009, 09:12:31 AM
Quote from: "sloanjh"
"Sensor Data reveals that the alien ship class Civilian Cart III (Civilians) is capable of 2390237 km/s"

~8*light speed - that's pretty good for Nuclear Pulse Engines! :)

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 06, 2009, 09:15:32 AM
Quote from: "sloanjh"
I think I understand what's going on here.  It looks like the NPR did (eventually) drop their opinion (as measured by relation points) towards me.  The problem is that it looks like the check for change in treaty status isn't performed until the end of the 5-day update.  So while I was throwing salvo after salvo of missiles at them, their admiral was stuck in the automated phone menu at their foreign ministry trying to find a person to whom he could explain that they'd just sufferred an unprovoked attack and could someone pleaaase change the political status so that he switch from "Neutral - do not fire upon" to "At War - blow those stinky aliens to smithereens" rules of engagement....
Yes, that's exactly what happened :)

The political modifier was being updated but, as you guessed, the check for treaty changes was only taking place in the 5-day update. I have fixed it so it takes immediate effect.

Quote
I'm not sure if the opinion drop was when they detected my missiles or (more likely) when they were actually hit the first time.  You might want to put some thought into this, e.g. go back to the suggestion that a race can tell when someone has them locked up with fire control.
The opinion drop is based on when the missiles hit but that is a good suggestion about fire control.

Steve
Title: Re: 4.26 Bugs
Post by: Paul M on September 07, 2009, 01:22:18 AM
Ok the business with maintenance costs for bases is seriously wierd.  The only bases that don't cost maintenance on my homeworld outside of the original missile bases are my large anti-ship bases.  All the other types are being charged maintenance. I was thinking it might be because they weren't classed as PDC but even after re-classifying them all as PDCs the maintenance cost still shows up.  If I can give you more information on the matter to help track this down let me know.
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 07, 2009, 02:50:50 AM
Quote from: "Paul M"
Ok the business with maintenance costs for bases is seriously wierd.  The only bases that don't cost maintenance on my homeworld outside of the original missile bases are my large anti-ship bases.  All the other types are being charged maintenance. I was thinking it might be because they weren't classed as PDC but even after re-classifying them all as PDCs the maintenance cost still shows up.  If I can give you more information on the matter to help track this down let me know.
It appears this is just a display problem. The PDCs are being excluded from paying maintenance in the 5-day increment but they weren't excluded from the list of ships displayed on the Mining/Maintenance tab. Fixed for v4.3.

Steve
Title: Re: 4.26 Bugs
Post by: Paul M on September 07, 2009, 05:45:51 AM
Steve, is this for any base "built as a PDC" or those that have the hull type Planetary Defence Centre?  I am asking because I used other hull types for some of my bases "anti-missile base" and "sensor outpost."

If it is fixed at last thanks.
Title: Re: 4.26 Bugs
Post by: Kurt on September 07, 2009, 12:52:34 PM
Steve -

I've been playing around with 4.26 to stay current, and to test some ideas.  I've been having some problems, though, due to errors that keep cropping up.  Basically, I've been testing an idea, and in every campaign I always end up getting a series of errors that crop up, as follows:

Error in LoadPopulations, Error 6 was generated by Aurora, Overflow, Please report to...

followed by -

Error in Update AllSensors, Error 6 was generated by Aurora, Overflow, Please report to...

There will be one or more of the above errors, but I can get through them okay, but...Aurora will only advance 2 to 6 hours once this error shows up.  I originally thought that this was due to something that an NPR was doing out of sight of my race.  This was eminiently possible, as my race hadn't ventured out of its home system, while the NPR set up at the start of the game probably was exploring far and wide.  However, after having my last campaign come to an end because of this problem, I set up a campaign to test my idea for a campaign/race without any NPR's.   After 14.5 years, my race has not ventured out of its own system, so no NPR's have been generated.  Or so I thought.  

While writing this post, I deecided to check in the database to confirm the lack of NPR's, and I found that there were actually five NPR's listed in the database, and a system in addition to my home system, in spite of the fact that this is the only game on the database.  I then realized what happened.  I opted to not go with the standard Sol system setup, and instead had an SM race generated, and then generated systems under the SM race until I got the system I wanted (so that I could test my campaign concept).  I think that NPR's were generated automatically on suitable planets as I generated the solar systems, and then weren't deleted when their system was deleted.  And I forgot to delete one of the systems that I was keeping in reserve in case I didn't generate a better system.  This may have contained an NPR, and may have been what was causing the problem.  I deleted all of the the races, species, and systems aside from my test race/species, and the precursors, and then tried a time advance.  I still get the loadpop error, but the updatasensors error is gone and the time advances properly.  

I am convinced that the errors are due to something that the NPR was doing.  In all three campaigns where I've had this problem the errors started pretty far along, 10-15 years in, however, I don't know if they are all happening at the same time or not.  

Kurt
Title: Re: 4.26 Bugs
Post by: James Patten on September 07, 2009, 06:16:19 PM
I had a team that was on a ship that got blew up by an enemy, in which the captain of the ship got killed.  The team members did not get killed, and the team still existed, albeit in limbo and the members had no location on the Officer window.
Title: Re: 4.26 Bugs
Post by: schroeam on September 08, 2009, 08:14:59 PM
Quote from: "James Patten"
I had a team that was on a ship that got blew up by an enemy, in which the captain of the ship got killed.  The team members did not get killed, and the team still existed, albeit in limbo and the members had no location on the Officer window.
This also happens when an espionage team is captured or killed.  They don't die or go to the no longer active category, but rather, are assigned to the "0" club.  

Adam.
Title: Re: 4.26 Bugs
Post by: Paul M on September 10, 2009, 04:51:01 AM
A minor bug.  I had some ships low on fuel and had the conditional order "if <30% go to nearest colony" active and they went to a colony without fuel.  Maybe it would be a good idea to add a check to see if the colony has fuel on hand.

Also ships on a training mission don't follow that conditional order which could be WAD but is a bit odd.
Title: Re: 4.26 Bugs
Post by: waresky on September 10, 2009, 03:41:29 PM
A very boring bug.
in F4,Search by Ability or location windows,Ability A: trade bonus,come this bug:
Error 91...Object variable or With block variable not set

if u "flag" unassigned Officers only come an bug windos for EVERY Unassigned officers...:))...

2000 unassigned..u imagine.
Title: Re: 4.26 Bugs
Post by: Thorgarth on September 10, 2009, 09:21:48 PM
Receiving an "Error in CheckForMaintenanceFacilities" Error 91 was generated by Aurora, Object variable or With block variable not set.

Message continues to repeat until I kill the program.  
I have maintenance turned off for this galaxy.
Title: Re: 4.26 Bugs
Post by: Beersatron on September 11, 2009, 12:11:59 AM
One of my ships appears to have been leaking fuel!

I had a GE with a large fuel tank set to return and refuel at 30%, the size of the tank meant that 30% was going to be something like 20billion km - more than sufficient in my current game.

What seems to be happening is that on each time increment the fuel usage is being calculated at the start of the tick, but then there is an interrupt with the increment being shortened but the fuel for the full increment being subtracted.

This means that all of a sudden my GE is stuck in the middle of nowhere because his tank is dry  :oops:
Title: Re: 4.26 Bugs
Post by: IanD on September 11, 2009, 03:43:46 AM
Just started a 4.26 game, explored a couple of jump points. I have civilian shipping showing up in the newly explored system when I know they are in home system. Also saw this in 4.1. You can deselect and reselect the system to clear the problem, just a little irritating

Regards
Title: Re: 4.26 Bugs
Post by: James Patten on September 11, 2009, 06:54:08 AM
Had a ship that was finishing up it's given orders in another system (move to home system JG, transit, move to home world, refuel) when I added on to the orders to grab a cargo, move to another system's JG, transit, move to that world, drop the cargo.  I clicked the checkbox that causes the orders to repeatedly cycle.

Later I noticed in the F12 orders window that the ship was headed for the JG, but on F3 map of the second system was headed on a different vector.  I figured out that was using the vector of the JG for the first system, the system it was in when I composed the orders.  It did successfully transit back to home system.

Looks like there's a bug somewhere.  I couldn't tell if the F12 window was wrong in the time it took to get to the JG, as compared to the F3's view of it's location.
Title: Re: 4.26 Bugs
Post by: alanwebber on September 11, 2009, 06:58:02 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I've started occasionally getting the following error during regular (not economic) updates:

Error in AddToShippingLineWealth

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'ShippingLines'

When it pops up, I usually get the same error a few (~3-4) times at once.
I am pretty sure this is caused by an NPR not having a shipping line. I thought I had prevented this situation from occuring but it would seem not :). I have another look through the code to see if I can find a hole in my logic.

Steve

Steve

This only happens when the "Shipping Lines" window is open. if you close it, the errors disappear but reappear if you have it open during an update.

Alan
Title: Re: 4.26 Bugs
Post by: Brian Neumann on September 11, 2009, 08:04:12 AM
Quote from: "alanwebber"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I've started occasionally getting the following error during regular (not economic) updates:

Error in AddToShippingLineWealth

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'ShippingLines'

When it pops up, I usually get the same error a few (~3-4) times at once.
I am pretty sure this is caused by an NPR not having a shipping line. I thought I had prevented this situation from occuring but it would seem not :). I have another look through the code to see if I can find a hole in my logic.

Steve

Steve

This only happens when the "Shipping Lines" window is open. if you close it, the errors disappear but reappear if you have it open during an update.

Alan

I have been getting the same error.  It always seems to be around the 5th of a month, every two to three months and I am getting about 20 such errors when it happens.  I am playing a game with a large non-tl starting race, and there is one npr created at the start of the game.  (my population to start was 5000m.)

Brian
Title: Re: 4.26 Bugs
Post by: Kurt on September 11, 2009, 10:15:53 AM
Quote from: "IanD"
Just started a 4.26 game, explored a couple of jump points. I have civilian shipping showing up in the newly explored system when I know they are in home system. Also saw this in 4.1. You can deselect and reselect the system to clear the problem, just a little irritating

Regards

I've seen this as well.  

Kurt
Title: Re: 4.26 Bugs
Post by: Father Tim on September 12, 2009, 12:26:28 AM
"Error 3197 was generated by DAO.Recordset
The Microsoft Jet database engine stopped the process because you and another user are attempting to change the same data at the same time."

My conventional start player race is in the midst of a large ground battle with a neighbouring pre-TN empire on their planet - about 50 low-tech divisions each.  I have converted two LTI to Replacement divisons, and one of them was entirely 'used up' in the same increment as the error occurred.
Title: Re: 4.26 Bugs
Post by: Thorgarth on September 12, 2009, 07:47:44 AM
Quote from: "Thorgarth"
Receiving an "Error in CheckForMaintenanceFacilities" Error 91 was generated by Aurora, Object variable or With block variable not set.

Message continues to repeat until I kill the program.  
I have maintenance turned off for this galaxy.

Update:  First receive this error message:

Error 3075 was generated by DAO.Datebase
Syntax error (missing operator) in query express 'f.RaceID = 827 and f.SystemID = f.Xcor = -76964650 and f.Ycor = -128283291 and s.FleetID = f.FleetID and s.CurrentMaint > 0'.
Title: Re: 4.26 Bugs
Post by: Beersatron on September 13, 2009, 05:43:38 PM
Just entered a new system and it seems that a Race is being created:

Error in AddNextTech
Error 3021 was generated by DAO.Recordset
No current record.

Error in AddNextTech
Error 3020 was generated by DAO.Field
Update of CancelUpdate without AddNew or Edit

Error in AddNextTech
Error 3020 was generated by DAO.Recordset
Update of CancelUpdate without AddNew or Edit
Title: Re: 4.26 Bugs
Post by: Paul M on September 14, 2009, 03:49:05 AM
I've been seeing some very odd messages coming up from my survey forces plus some strange behavior.  They are set for primary default "Survey next three system locations" and secondary "survey nearest planet or moon."

1.  I've seen messages showing up that say they can't complete an order they were never given.  In this case load PDC components.  What is odd is that this is an order that was given to another task force.  I've seen this before in other versions so it seems a long standing issue but quite often I get these gibberish messages even though the ships themselves execute their orders eventually.
2.  They say they can't fulfil their secondary default order but then when I look they are executing their primary default order.
3.  They have often been trying to execute their secondary order before the primary order (I've seen them break off a JP survey to scan a moon).

Given 2 and 3 I think the routine is checking the default orders secondary before primary.
Title: Re: 4.26 Bugs
Post by: Beersatron on September 14, 2009, 12:22:01 PM
I have my Battle Fleet heading 3 systems away to put some hurt on a hostile race. As an escort, I gave two other fleets the command to stay 50k km ahead and offset 20 degrees clockwise and anticlockwise. I had Battle Fleet setup to move to the entry JG of the hostile race and the 2 escort fleets moved into position correctly. But, on the first exit JG from Sol, the two escort fleets didn't jump after the Battle Fleet. Instead, they appeared to move in a random direction within the Sol system for the rest of the timespan. It took 4 days to get everything back in shape.

Thinking about it some more, the escort fleets may have been trying to move to the X/Y coords of the Battle Fleet, only in the Sol system.
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 14, 2009, 05:50:04 PM
Quote from: "adradjool"
Quote from: "James Patten"
I had a team that was on a ship that got blew up by an enemy, in which the captain of the ship got killed.  The team members did not get killed, and the team still existed, albeit in limbo and the members had no location on the Officer window.
This also happens when an espionage team is captured or killed.  They don't die or go to the no longer active category, but rather, are assigned to the "0" club.  
I think I have fixed all the various 'member of 0' problems for v4.3

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 14, 2009, 05:50:53 PM
Quote from: "waresky"
A very boring bug.
in F4,Search by Ability or location windows,Ability A: trade bonus,come this bug:
Error 91...Object variable or With block variable not set

if u "flag" unassigned Officers only come an bug windos for EVERY Unassigned officers...:))...

2000 unassigned..u imagine.
Trade is an old bonus so I have removed it for the next version.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 14, 2009, 05:52:08 PM
Quote from: "IanD"
Just started a 4.26 game, explored a couple of jump points. I have civilian shipping showing up in the newly explored system when I know they are in home system. Also saw this in 4.1. You can deselect and reselect the system to clear the problem, just a little irritating
I think this is an intermittent bug with the display of contacts rather than the civilian shipping actually moving. It's been around for a while and I haven't pinned it down yet.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 14, 2009, 05:59:37 PM
Quote from: "Thorgarth"
Quote from: "Thorgarth"
Receiving an "Error in CheckForMaintenanceFacilities" Error 91 was generated by Aurora, Object variable or With block variable not set.

Message continues to repeat until I kill the program.  
I have maintenance turned off for this galaxy.
Update:  First receive this error message:

Error 3075 was generated by DAO.Datebase
Syntax error (missing operator) in query express 'f.RaceID = 827 and f.SystemID = f.Xcor = -76964650 and f.Ycor = -128283291 and s.FleetID = f.FleetID and s.CurrentMaint > 0'.
Thanks for the update. The error 91 will occur when trying access a database record that doesn't exist, which is explained by the error above as it would stop the database record being retrieved. What is puzzling me though is trying to recreate it. It's a fairly common function call and a short function. I have identified the piece of code that almost matches the above but the above is missing a small section between 'SystemID ='  and 'f.Xcor' which does exist in the code. Somehow the string variable that holds the SQL seems to have lost a section from the middle of the text. I have added a breakpoint to the function so I will keep tracking it and try to recreate the problem.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 14, 2009, 06:02:21 PM
Quote from: "Beersatron"
I have my Battle Fleet heading 3 systems away to put some hurt on a hostile race. As an escort, I gave two other fleets the command to stay 50k km ahead and offset 20 degrees clockwise and anticlockwise. I had Battle Fleet setup to move to the entry JG of the hostile race and the 2 escort fleets moved into position correctly. But, on the first exit JG from Sol, the two escort fleets didn't jump after the Battle Fleet. Instead, they appeared to move in a random direction within the Sol system for the rest of the timespan. It took 4 days to get everything back in shape.

Thinking about it some more, the escort fleets may have been trying to move to the X/Y coords of the Battle Fleet, only in the Sol system.
Formations can't handle jumps, mainly because it gets very tricky during combat jumps unless every escort can jump. The best option for the moment is to use the Save Escorts button to store the layout of the formation. Use Recall Escorts before you jump and then Deploy Escorts after the jump.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 08:47:08 AM
Quote from: "sloanjh"
Aurora is not interrupting properly when an NPR transits into a system whose WP is under observation by active sensors.

I've had a picket watching the WP into an NPR home system, about 1M km off with active sensors with a range of about 12M km.  The NPR had already sent through an gate construction ship (based on size and behavior).  I just did a 140,000 second update (which resolves to 40 hours), and got a interrupt enumerating 3 new thermal contacts at t+8 hours.  When I went to look, the NPR had sent 3 ships through the WP, but they had already moved out of range of my actives - about 15M km.  Fortunately, I had just saved, so I reloaded the DB and ran the same update with 30 second timestep (yeah for the rewrite - it didn't take long at all).  This time it worked ok - they were detected at 6 hours, 31 minutes (note that they were already off the WP, but I'm willing to chalk that up to "activation lag" by bored picket sensor operators).
I am stepping through the code to try and figure out what happened. The code is set to generate an interrupt if a transit is actively detected by a hostile race or if the transiting ship is only picked up on passive sensors and its identity is unknown. I am guessing this was a neutral ship, in which case I probably need to adjust the logic so that time also stops for neutral NPRs but perhaps not neutral player races. Or perhaps just for recently discovered neutral NPRs. Before I shoot off in this direction, could you confirm if the NPR was neutral or hostile?

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 10:06:17 AM
Quote from: "alanwebber"
Steve

I'm not sure if this is a bug or not. When you rescue survivors from lifepods you are able to unload them at a suitable planet. However, after a few days, this option seems to disappear from the list of orders and the survivors are no longer present in the rescuing fleet. I seem to remember this happening before and this includes rescued commanders.
Took a little while but I tracked it down :)

Aurora filters orders on the Fleet Window so that you don't have to scroll through every possible order for every fleet. For example, a fleet won't be given the option of a survey order if it doesn't have survey intruments and it won't be given the option of an unload construction factory order unless the fleet is either transporting a construction factory or has an order to pick one up. In this case of dropping off survivors, the fleet can use Unload Survivors if the order list contains Rescue Survivors. However, the bug is that the fleet window doesn't allow the Unload Survivors order just because survivors are on board. This is why it looked like the survivors were vanishing. They are actually still on the ship but the Unload Survivors order wasn't being let through the filter process unless a Rescue Survivors order was already in the order queue. I have fixed the problem for v4.3 so the Unload Survivors order is allowed when either survivors are already on board or a rescue is planned. In the meantime, you can get around the problem by turning off the order filtering on the Fleet window.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 10:24:10 AM
Quote from: "rdgam"
There is a problem with the way civilians and NPRs name ships.
When I get ships from conquering an NPR there can be duplicate names.
Do you mean they have the same names as your ships or that two NPR ships have the same name. If it's the former, it's because the name filtering is done on a racial basis rather than the game as a whole. It's actually quite common in real life for different nations to give their ships the same name. If it's the latter, I need to take a look at the code as that shouldn't happen.

Quote
When I sell ships to the civilians (via the task group window), the civilians name all the ships in a fleet the same name. Confirmed by checking the database tables directly.
I should have removed the option to sell to civilians until I update it to the new civilian model. It's gone for v4.3.

Quote
By the way these ships are not in a shipping line and thus are not visible to the class design inventory.
Yes, that's the type of problem that will occur until I update it. I'll add something back in once I get time to play with it.

Quote
Also I have learned the hard way, you can delete a design (with no ships) that is active in a shipyard.
This causes a bunch of errors until a good design is refitted.
I have added extra checks to the Delete Class function to avoid that problem

Quote
Loving the new civilian markets  :D
Thanks!

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 10:27:29 AM
Quote from: "Paul M"
Steve, is this for any base "built as a PDC" or those that have the hull type Planetary Defence Centre?  I am asking because I used other hull types for some of my bases "anti-missile base" and "sensor outpost."

If it is fixed at last thanks.
It's based on the Type (Ship or PDC) rather than the Hull.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 10:31:19 AM
Quote from: "sloanjh"
A related suggestion - I can't find a break-out of the contribution to the economy that my financial centers are making.  Are they included in population taxes?  It would be nice if they were broken out in the wealth tab so I could get a feel for how effective financial centers are decreasing my run rate.
I've changed the code so that the income from actual population and from financial centres is displayed separately on the Wealth tab.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 12:54:07 PM
Quote from: "sloanjh"
It appears that trade is not being properly accounted for in the wealth run rate at the top of the Population (F2) screen.

At the end of a recent econ update, the top of my F2 screen said I had 65551 wealth, with a run rate of -122.  Over the next few days, the run rate gradually dropped; after 4 days (i.e. just before the next econ update, since I was using 1-day updates) it stood at 65604 wealth, and a run rate of -69.  Hitting a 1-day update (and going through the econ cycle) it was back to 65503 and -112.  The correct run rate would be -48.

It appears that what is going on is that the code to refresh the run rate during an econ update is just comparing the wealth of the start of the update to the wealth at the end - this is ignoring the trade that flowed in during the 5-day.
I believe you are correct. At the start of an update the existing wealth is recorded for the Race as PreviousWealth and the run rate is always the current wealth minus the PreviousWealth.

Assume that a Race has 1100 wealth and is losing 100 during every economic update. At the start of the first economic update the PreviousWealth will be recorded as 1100. Once the update is over, the current wealth will be 1000 and the run rate will correctly show -100. Now lets assume that the race starts to generate trade income and 40 comes in before the start of the next economic update. Before that update takes place, the current wealth will be 1040 and the run rate will show as -60. The program will then record the current Wealth as PreviousWealth (1040) and run the update, using up another 100 wealth and taking the current wealth to 940. This will result in a run rate of -100, whereas in reality the difference between the wealth situation at the end of the first and second updates is only -60.

Therefore I think I need to also record the wealth at the end of an update as well. I'll call it StartingWealth. Now what I do is record the PreviousWealth figure as the previous StartingWealth rather than the current wealth. Using the same scenario as above, that means after the first update the PreviousWealth will still be 1100 (as no trade is involved yet) and I will also record a StartingWealth figure of 1000 after the update is completed. The current wealth is 1000 so the run rate (current wealth minus the PreviousWealth) is -100. Now the 40 trade comes in and takes the current wealth to 1040. However, at the start of the next update I record PreviousWealth as 1000 as that is the StartingWealth figure (not the current wealth). After the update is complete and 100 has been deducted from the 1040 current wealth, leaving 940, I record the new StartingWealth figure of 940. The run rate is now -60 (current wealth minus the PreviousWealth figure of 1000), which is also correct.

Going through one more update to check it works. Assume 30 trade income before the next update, which takes the current wealth to 970. At the start of the next update I record PreviousWealth as 940 (which was is the StartingWealth from above) and run the update. The -100 during the update takes the current wealth figure to 870, which is recorded as the new StartingWealth. The run rate is now -70 (current wealth minus the PreviousWealth figure of 940), which is correct compared to the same point after the last update.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 01:04:55 PM
Quote from: "Paul M"
Steve while I had my 3 geosurvey ships out doing essentially automated surveys they kept triggering error 3102 record missing.  I had them set to survey planets and moons primary and asteroids as secondary.  This seemed to be related to them doing asteroid surveys.  It vanished when I switched orders around to next 5 system bodies.
I've tried setting geo survey ships to asteroid surveys for both primary and secondary but I haven't recreated the problem yet. Is this affecting just one system or are the ships in different systems?

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 15, 2009, 01:06:28 PM
Quote from: "sloanjh"
The civie transport companies seem to think that a comet mining colony (automated mines only) out by the orbit of Pluto is a valid trade location - about 2/3 of the civie fleet just went on a wild goose chase out there....
That is weird. I assume the comet mining colony has no demand or supply for any trade goods? Any chance it is a huge comet that actually has a colony cost?

Steve
Title: Re: 4.26 Bugs
Post by: IanD on September 15, 2009, 01:46:36 PM
This may well be a feature, I was in the middle of a battle v Precursors, everything was going though not necessarily well. I have 21 FACs left but all enemy craft but one are damaged, when I issued an order to follow the target I got "Awaiting Acknowledgement" next to my FACs on the system display, at this point even FACs in the process of rescuing survivors also display this flag, and all my FACs just stay in place while the damaged precursor continues to move. :?

An explanation would be welcome

Regards
Title: Re: 4.26 Bugs
Post by: Beersatron on September 15, 2009, 09:42:52 PM
I have the 1st and 2nd Escort groups set to protect the battle group at 50k km each and at 20 degrees to anti/clockwise respectively. Unfortunately they just go speeding off to what looks like the direction of the local star! (no errors thrown)

If I give the 1st an order to escort the 2nd (which is now sitting still with no orders) then I get the following error:

Error in GetEscortLocation
Error 6 was generated by Aurora
Overflow

The battle group is 6 CVE with 10 fighters each, a possible factor?

These are the same fleets that I had set up in escort configuration in Sol but then the escort groups 'bounced' away from the exit gate when the battle group went through.

Could there be an entry in fleet order table that wasn't correctly removed/updated when that happened?
Title: Re: 4.26 Bugs
Post by: sloanjh on September 15, 2009, 10:51:04 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Aurora is not interrupting properly when an NPR transits into a system whose WP is under observation by active sensors.

I've had a picket watching the WP into an NPR home system, about 1M km off with active sensors with a range of about 12M km.  The NPR had already sent through an gate construction ship (based on size and behavior).  I just did a 140,000 second update (which resolves to 40 hours), and got a interrupt enumerating 3 new thermal contacts at t+8 hours.  When I went to look, the NPR had sent 3 ships through the WP, but they had already moved out of range of my actives - about 15M km.  Fortunately, I had just saved, so I reloaded the DB and ran the same update with 30 second timestep (yeah for the rewrite - it didn't take long at all).  This time it worked ok - they were detected at 6 hours, 31 minutes (note that they were already off the WP, but I'm willing to chalk that up to "activation lag" by bored picket sensor operators).
I am stepping through the code to try and figure out what happened. The code is set to generate an interrupt if a transit is actively detected by a hostile race or if the transiting ship is only picked up on passive sensors and its identity is unknown. I am guessing this was a neutral ship, in which case I probably need to adjust the logic so that time also stops for neutral NPRs but perhaps not neutral player races. Or perhaps just for recently discovered neutral NPRs. Before I shoot off in this direction, could you confirm if the NPR was neutral or hostile?
Yes, it was a neutral NPR.

From my experience later in the game (where they had commercial ships in my home system, and were interrupting every few hours of game time), I'm not convince that throwing more interrupts in is a good thing.  I think this is a very difficult problem for you to solve, since what is needed is the ability for Aurora to read the mind of the player as to what's an "important" contact that needs an interrupt and what's noise.  This is especially difficult since exactly the same event (detecting a transit) can vary in importance according to the current situtation.  I've had the following thoughts about it:

1)  I think there has to be a way for a player to select (on a race-by-race and/or system-by-system) whether or not he wants an interrupt to be thrown by a "harmless" (non-hostile) event.  I suspect the easiest way to do this is to put a "trusted" flag into diplomatic relations, which can be toggled.  If a race is trusted, only hostile acts (e.g. missile launch) should cause an interrupt.  There might be levels of trust too, e.g. trust commercial ships but not military, although I'm not convinced there's much added benefit from this extra complexity.  One way to think of this is as rules-of-engagement - the rules for a trusted race would be "don't interfere, but report their actions", with the processing of the report happening at the end of the update.

2)  I think that NPRs have to be inclined towards trusting others :-)  In particular, they should trust any race for whom they're carrying cargo - otherwise you run into the situation I had with my home system.  You might need to cheat a little here, and have the interrupt decision code "peek" at the detected fleet's orders to see if there's hostile intent - if there is then an interrupt happens and the NPR can change its behavior.

3)  One thing I'd like to see is a "contact acquired" to "contact lost" line on the screen (similar to the movement tails) for contacts which didn't cause an interrupt but made it out of sensor range before being lost.  This comes back to the RoE "observe and report" idea - you get the event notification at the end of the update (as it is now), but you also get a visual cue as to where the contact was headed so you can go look for it if it's going in an unexpected direction.  If I'd had this, it wouldn't have been a big deal that I didn't interrupt when the aliens transitted, since I'd know where they were going.

4)  Just remembered this one while typing the last bit - it would be nice to have a "Move in direction xxx" order, as opposed to "move to a waypoint".  Then you could send ships searching along a bearing towards a lost contact, rather than having to set up a waypoint.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on September 15, 2009, 11:00:07 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
The civie transport companies seem to think that a comet mining colony (automated mines only) out by the orbit of Pluto is a valid trade location - about 2/3 of the civie fleet just went on a wild goose chase out there....
That is weird. I assume the comet mining colony has no demand or supply for any trade goods? Any chance it is a huge comet that actually has a colony cost?

Steve

Just checked....

No and No.  0 for imports and exports on the trade tab, and N/A colony cost on the F9 screen.

I suspect that what's going on is that I've got an oversupply of trading ships compared to the demand for shipments, so most of my ships are sitting around idle because I don't have any trade centers that have anything to ship.

John
Title: Re: 4.26 Bugs
Post by: sloanjh on September 15, 2009, 11:02:34 PM
Quote from: "IanD"
This may well be a feature, I was in the middle of a battle v Precursors, everything was going though not necessarily well. I have 21 FACs left but all enemy craft but one are damaged, when I issued an order to follow the target I got "Awaiting Acknowledgement" next to my FACs on the system display, at this point even FACs in the process of rescuing survivors also display this flag, and all my FACs just stay in place while the damaged precursor continues to move. :?

An explanation would be welcome

Regards

I'm pretty sure this is a feature - it's the order delay that happens for poorly trained task forces.  It can be turned off by unchecking the "Use Inexperienced Fleet Penalties" on the game info screen.

John
Title: Re: 4.26 Bugs
Post by: Beersatron on September 15, 2009, 11:42:10 PM
I managed to get the escort groups to form up on the battle group, but then after the next move order for the battle group came along it all went a bit Pete Tong again!

Anyways, I just threw everything into the one fleet, it means I am constricted as to the length of engagement on the ship killers currently bearing down on me though  :P

To the point: I am getting the following error when my escorting destroyers are setup as area defense and the ship killers are inside my envelope

Error in AutomatedAntiMissleFire
Object variable or With block variable not set

I have 12 ships with a triple turret each, the error fired 36 times.

The event window is telling me that:
'Targeting Problem - No attempt to fire as the Triple Katana Class Laser Turret is out of range'

The range for the turret is 300km and the FC can see them fine, the missiles are going to hit in the next tick they are that close to me!

**edit**
Tried different PD modes but none are working, the only way to get them to fire on the missiles is to assign each turret a salvo as a target then they will shoot and actually hit a few too!
Title: Re: 4.26 Bugs
Post by: IanD on September 16, 2009, 06:37:45 AM
Quote from: "sloanjh"
I'm pretty sure this is a feature - it's the order delay that happens for poorly trained task forces. It can be turned off by unchecking the "Use Inexperienced Fleet Penalties" on the game info screen.

I wondered, about that, but the fact it occurred at the same instant for all FACs in different task groups and not just the ones trying to engage the precursor including one that was half way through rescuing life pods.

Did you know that you can get a couple of thousand survivors on a 1000 ton FAC?  :shock:  I don’t know were they went to, as I could not select unload survivors when the FAC returned to Earth, think this part was in an earlier bug report.

Have you seen the bug where hostile contacts and wrecks disappear if you try to magnify the combat area? Have to advance time by 5 sec to redisplay.

Regards
Title: Re: 4.26 Bugs
Post by: sloanjh on September 16, 2009, 08:33:24 AM
Quote from: "IanD"
Quote from: "sloanjh"
I'm pretty sure this is a feature - it's the order delay that happens for poorly trained task forces. It can be turned off by unchecking the "Use Inexperienced Fleet Penalties" on the game info screen.


I wondered, about that, but the fact it occurred at the same instant for all FACs in different task groups and not just the ones trying to engage the precursor including one that was half way through rescuing life pods.

I think that part of the logic is whether or not there are enemy forces inside the same star system - if there aren't then Aurora doesn't check for delays.  Did you give an order to all the task groups, or did you just give an order to some, but the others popped into the "delayed" state?  If it's the latter, then I suspect that's a bug - (I think) the delay should only hit for new orders.

Quote
Did you know that you can get a couple of thousand survivors on a 1000 ton FAC?  :-)

Steve just talked about the unload bug - if you deselect the filter orders box you should be able to unload them.

Quote
Have you seen the bug where hostile contacts and wrecks disappear if you try to magnify the combat area? Have to advance time by 5 sec to redisplay.

I assume this is the bug where contacts disappear and civie contacts from your home system magically show up.  If so, you can get back to a good state simply by re-selecting the system you're in from the pull-down on the left.

John
Title: Re: 4.26 Bugs
Post by: IanD on September 16, 2009, 10:15:28 AM
Quote from: "sloanjh"
I think that part of the logic is whether or not there are enemy forces inside the same star system - if there aren't then Aurora doesn't check for delays. Did you give an order to all the task groups, or did you just give an order to some, but the others popped into the "delayed" state? If it's the latter, then I suspect that's a bug - (I think) the delay should only hit for new orders.


I only gave orders to two of five task groups, the rescue was going on long before my FACs caught up with the remaining precursor threat.

Quote from: "sloanjh"
I assume this is the bug where contacts disappear and civvie contacts from your home system magically show up. If so, you can get back to a good state simply by re-selecting the system you're in from the pull-down on the left.

Not that, the civ fleets appeared when I used way points, but the wrecks and hostile contacts just disappeared as I increased the magnification to help me decide when to open fire, to reappear when the time was advanced 5sec, I didn't try to refresh the screen.

Regards
Title: Re: 4.26 Bugs
Post by: welchbloke on September 16, 2009, 05:33:52 PM
A VERY minor bug.  When using the SM SY create facility to create shipyards, if you select the Mil Shipyard checkbox the shipyard type in the main shipyard screen comes up as an M.  As soon as you refresh the M changes to the correct entry of N.
Title: Re: 4.26 Bugs
Post by: Beersatron on September 16, 2009, 10:23:41 PM
Set the PD to be none on one ship and then Copy to TG, it doesn't set the other ships PD to none.
Title: Re: 4.26 Bugs
Post by: Beersatron on September 16, 2009, 10:31:47 PM
I am on the Fighter screen and launched one squadron at the start of the fight but held the other 5 on their carriers just in case. But now, I can not launch the rest of the squadrons - I also tried to Launch Parasites from the Task Groups screen.

Another Fighter issue, they do not show up on the Individual Unit Details list and when you double click them on the Task Group 'Ships in Task Group' list they have no details or stats in the Individual Units Details popup that comes up.

I am seriously getting owned by 3 Precursor ships that fire only 2 missiles at a time each (strength 13 doing 30k kms) with PD not working plus I can't launch my fighters as another anti-missile layer. I'm going to have to talk to my Chief of Staff about lopping some heads off the engineering team!!  :wink:
Title: Re: 4.26 Bugs
Post by: Beersatron on September 16, 2009, 10:56:07 PM
I am starting to think that my game has become corrupted or something, which would be a right pain in the bum because this has been my favorite by far.

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

Pretty sure this is what is causing it:

One of my ships, Danube, got hit by missiles and took engine damage so was automatically ejected into it's own fleet (can we have an option to stop this? i'd rather my whole fleet slowed to keep protecting it). I moved it back into the battle fleet and forgot to delete the now empty TG.

Next round of missiles came in and Danube was hit again, automatically ejected into it's own fleet which will have the same name as before - but it hasn't been deleted so is no longer unique. (are you using a string as a unique identifier?)
Title: Re: 4.26 Bugs
Post by: Andrew on September 17, 2009, 05:27:38 PM
There may be a problem with the execution of default orders. My survey squadrons seem to execute their Secondary orders first. My ships carry both geological and gravitational sensors so I gave the first group orders to survey the nearest 3 system locations as primary and the nearest 5 system bodies as secondary , they set off to survey moons . So I gave the second group the opposite orders and they set out to survey survey locations
Title: Re: 4.26 Bugs
Post by: welchbloke on September 17, 2009, 06:27:21 PM
Quote from: "Andrew"
There may be a problem with the execution of default orders. My survey squadrons seem to execute their Secondary orders first. My ships carry both geological and gravitational sensors so I gave the first group orders to survey the nearest 3 system locations as primary and the nearest 5 system bodies as secondary , they set off to survey moons . So I gave the second group the opposite orders and they set out to survey survey locations
Just curious, why do you have both sensors on the same vessel?  Seems an inefficent use to me, I assuming you have either limited shipyards or a 'role-playing' limitation?
Title: Re: 4.26 Bugs
Post by: Paul M on September 18, 2009, 07:10:30 AM
Andrew this is the same as what I reported a few messages upwards.  I didn't think it important to mention that I use mixed survey sensor ships.  The primary order is survey next 3 locations, the secondary order is survey nearest planet or moon and I've had to stop them charging insystem to survey a planet as their first action on entering a system.  They have also gone out of their way to survey some random moon rather than a nearby survey location.

As for why do it...it is more efficient in the long run.  Having a ship do job 1 then sit around doing nothing puts time on its clock for no good purpose.  I tried using seperate types of ships one time and the hassel was not worth it.  So building a deep space survey ship with 2 grav and 1 geo sensor is in terms of micromanagement hassels much more effective.  The same goes for giving all ships jump drives.  It isn't the optimum from a min-maxers point of view I'm sure but there are lots of other considerations that make far from silly.

I now convert over one of my older grav survey ships to function as a jump tender to make use of the special purpose ships but this is always a lot more micromanagement required.
Title: Re: 4.26 Bugs
Post by: IanD on September 18, 2009, 09:12:33 AM
Quote from: "Paul M"
As for why do it...it is more efficient in the long run. Having a ship do job 1 then sit around doing nothing puts time on its clock for no good purpose. I tried using seperate types of ships one time and the hassel was not worth it. So building a deep space survey ship with 2 grav and 1 geo sensor is in terms of micromanagement hassels much more effective. The same goes for giving all ships jump drives. It isn't the optimum from a min-maxers point of view I'm sure but there are lots of other considerations that make far from silly.

But do you lose a more valuable ship to precursors? The first I usually know about Precursors is that a search sensor has been detected, followed by an strength 12 thermal source followed by boom! :o . If you have your grav-survey vessels separate from your geo-survey ships you only lose half the capability. Since I have found the Precursors don't seem to mind me carrying out a warp point survey, but as soon as I go near the planets.........I have now lost four geo-survey ships to precursors, but no grav-survey ships in exploring the first eight systems.

Regards
Title: Re: 4.26 Bugs
Post by: Brian Neumann on September 18, 2009, 09:27:32 AM
Quote from: "IanD"
But do you lose a more valuable ship to precursors? The first I usually know about Precursors is that a search sensor has been detected, followed by an strength 12 thermal source followed by boom! :o . If you have your grav-survey vessels separate from your geo-survey ships you only lose half the capability. Since I have found the Precursors don't seem to mind me carrying out a warp point survey, but as soon as I go near the planets.........I have now lost four geo-survey ships to precursors, but no grav-survey ships in exploring the first eight systems.

Regards
There is also another reason now to have seperate ship types.  A geo survey ship can be a commercial ship with no maintenance.  I usually find about 100hs is a good size with a good turn of speed, and because they are commercial engines they are very fuel efficient as well.  The grav survey sensors are military, so any ship with it is automatically a military type.  This means that there will be maintenance to deal with.

Brian
Title: Re: 4.26 Bugs
Post by: Andrew on September 18, 2009, 12:25:47 PM
Normally I use seperate Grav and Geo survey ships as well as a seperate Jump ship for each survey fleet. This game the survey ships have Both sensors Jump engines and also some EM and thermal sensors it means I can keep only 1 shipyard devoted to producing survey vessels allowing me to devote all my other yards to warships and it fits the race philosophy , usually before those ships enter the system I have a fast scout with very good passive sensors do a sweep of the system and if it locates ships I can call up a battle fleet
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 18, 2009, 03:16:38 PM
Quote from: "Beersatron"
I am starting to think that my game has become corrupted or something, which would be a right pain in the bum because this has been my favorite by far.

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

Pretty sure this is what is causing it:

One of my ships, Danube, got hit by missiles and took engine damage so was automatically ejected into it's own fleet (can we have an option to stop this? i'd rather my whole fleet slowed to keep protecting it). I moved it back into the battle fleet and forgot to delete the now empty TG.

Next round of missiles came in and Danube was hit again, automatically ejected into it's own fleet which will have the same name as before - but it hasn't been deleted so is no longer unique. (are you using a string as a unique identifier?)
The treeview control in VB6 requires a string as a unique identifier for each item so duplicate names will throw the error above. Although annoying It is a display problem only and you can prevent it by renaming the fleet.

Steve
Title: Re: 4.26 Bugs
Post by: Paul M on September 19, 2009, 03:25:52 AM
I've lost them to the precursers yes, but only because for role playing purposes I didn't have them do an immediate withdrawl.  I equip them with a very good EM passive sensor (4 HS worth) and can generally pick up the active sensors the precursers use well outside where they can detect me.  As for the rest of it, micromanagement becomes too much of a pain.  I prefer one design that can do everything even if not so well as three designs (grav, geo, and jump tender).  It is not the min-max solution I know but frankly there are other considerations.  I've had those ships on suvey for up to 5 years with only occasional rendevous with tankers so I'm not overly worried about maintenance cycles.  I have tried the multi-ship approach and it didn't tickle my fancy.  My point is not that you should do this, it is just that it isn't a bad decision any more than the use of multiple types is a bad decision.  Both make sense but do so for different reasons.
Title: Re: 4.26 Bugs
Post by: welchbloke on September 19, 2009, 03:54:44 PM
Quote from: "Paul M"
I've lost them to the precursers yes, but only because for role playing purposes I didn't have them do an immediate withdrawl.  I equip them with a very good EM passive sensor (4 HS worth) and can generally pick up the active sensors the precursers use well outside where they can detect me.  As for the rest of it, micromanagement becomes too much of a pain.  I prefer one design that can do everything even if not so well as three designs (grav, geo, and jump tender).  It is not the min-max solution I know but frankly there are other considerations.  I've had those ships on suvey for up to 5 years with only occasional rendevous with tankers so I'm not overly worried about maintenance cycles.  I have tried the multi-ship approach and it didn't tickle my fancy.  My point is not that you should do this, it is just that it isn't a bad decision any more than the use of multiple types is a bad decision.  Both make sense but do so for different reasons.
Paul, I agree, one of the strengths of Aurora is that you have multiple approaches to every problem.  I'm definately prefer 3 specialised design at the moment, but who knows next week I might encounter a scenario that makes me change my mind  :D   I asked the question originally, because there hadn't been much mention of 'jack-of-all trades' designs reently, most of the recent posts revolved around specialised designs.
Title: Re: 4.26 Bugs
Post by: IanD on September 22, 2009, 03:51:53 PM
Just over ten years into a TN start game I appear to have a fatal Error
The message is:

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

Anyone seen this before?

Regards
Title: Re: 4.26 Bugs
Post by: IanD on September 22, 2009, 04:16:53 PM
Quote from: "IanD"
Just over ten years into a TN start game I appear to have a fatal Error
The message is:

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

The above error message was eventually supplanted on restarting when I stepped through the F2, F3, F12 screens with the following error message.

Error in property moves
Error 381 was generated by Aurora
Invalid property array

One of my cargo task groups has generated a series of orders based on move to Earth, Refuel from colony. unfortunately there were very many of them in a random sequence. I got rid of it by transfering the cargo task group ships to another task group and deleting the cargo task group.


Regards
Title: Re: 4.26 Bugs
Post by: welchbloke on September 23, 2009, 12:38:14 AM
I operate my survey fleets with one jump tender and a fast scout that detach prior to the survey starting.  I use the default order 'survey next 3 survey locations'.  If I order the fleet to go to a system, then detach non-survey ships and then divide into single ships the non-susrvey ships pick up the default order.  As a result the non-survey group sits there with 3 valid survey locations in its orders until I remember to delete them.  I'm pretty sure this didn't happen before and the non-survey group would happily ignore the default orders and  would not tie up 3 locations in its orders.
Title: Re: 4.26 Bugs
Post by: IanD on September 23, 2009, 08:24:08 AM
In my current v4.26 game I got fed up with losing missiles when the launching ship is destroyed and decided to try and give the missiles an onboard guidance capability. So I added a thermal sensor to the missile on its next upgrade. So far so good, in the next engagement some of the launching ships were destroyed and the missiles continued on. The only problem was when they reached the target and I got the following error message:

Error in check for missile targets
Error 422 was generated by Aurora
object required

It did this for each missile and I had 720+ missiles in flight of which about 200+ had lost their guidance. It took over 200 mouse clicks to clear the error message when it was ok again until more missiles closed on target when the exercise was repeated :D . However, to add insult to injury I have only breached the armour on one enemy ship so far, the engagement continues after my fingers recover :).

Regards
Title: Re: 4.26 Bugs
Post by: IanD on September 23, 2009, 12:05:06 PM
Quote from: "IanD"
Having said that I did see missiles turn round and pursue the targets  .

Some odd behaviour. When using 5 sec increments 20 salvos of missiles under thermal guidance followed the hostiles without appearing to close them, even though they had a velocity advantage (9100 k/s compared to 5102 k/s). When I changed to a 30 sec increment all salvos found the target that increment :D .

Regards
Title: Re: 4.26 Bugs
Post by: sloanjh on September 23, 2009, 10:52:20 PM
Quote from: "IanD"
Quote from: "IanD"
Having said that I did see missiles turn round and pursue the targets  .

Some odd behaviour. When using 5 sec increments 20 salvos of missiles under thermal guidance followed the hostiles without appearing to close them, even though they had a velocity advantage (9100 k/s compared to 5102 k/s). When I changed to a 30 sec increment all salvos found the target that increment :D .

Regards

I think there's something a little buggy with the initiative settings for missiles.  I've seen anti-missiles "overshoot" their targets, and then pick them up on the next iteration.  At the time, I figured that the (faster) anti-missiles were moving first, then the targets were moving.  Not sure if it's relevant to what you're seeing....

John
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 26, 2009, 01:57:01 PM
Quote from: "IanD"
In my current v4.26 game I got fed up with losing missiles when the launching ship is destroyed and decided to try and give the missiles an onboard guidance capability. So I added a thermal sensor to the missile on its next upgrade. So far so good, in the next engagement some of the launching ships were destroyed and the missiles continued on. The only problem was when they reached the target and I got the following error message:

Error in check for missile targets
Error 422 was generated by Aurora
object required

It did this for each missile and I had 720+ missiles in flight of which about 200+ had lost their guidance. It took over 200 mouse clicks to clear the error message when it was ok again until more missiles closed on target when the exercise was repeated :D . However, to add insult to injury I have only breached the armour on one enemy ship so far, the engagement continues after my fingers recover :)

Steve
Title: Re: 4.26 Bugs
Post by: backstab on September 27, 2009, 04:18:41 AM
Anyone know how to fix this error ?????

[attachment=0:11pjcb4a]error.PNG[/attachment:11pjcb4a]
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 27, 2009, 09:48:21 AM
Quote from: "backstab"
Anyone know how to fix this error ?????
It looks like the mineral packet contains no minerals, which is what is causing the null error. If there is no mineral production at the pop that is source of the packets, turn off the mass driver.

Steve
Title: Re: 4.26 Bugs
Post by: IanD on September 27, 2009, 05:09:48 PM
Quote
Steve Wrote
Thorgarth wrote:
Receiving an "Error in CheckForMaintenanceFacilities" Error 91 was generated by Aurora, Object variable or With block variable not set.

Message continues to repeat until I kill the program.
I have maintenance turned off for this galaxy.
Update: First receive this error message:

Error 3075 was generated by DAO.Datebase
Syntax error (missing operator) in query express 'f.RaceID = 827 and f.SystemID = f.Xcor = -76964650 and f.Ycor = -128283291 and s.FleetID = f.FleetID and s.CurrentMaint > 0'.
Thanks for the update. The error 91 will occur when trying access a database record that doesn't exist, which is explained by the error above as it would stop the database record being retrieved. What is puzzling me though is trying to recreate it. It's a fairly common function call and a short function. I have identified the piece of code that almost matches the above but the above is missing a small section between 'SystemID =' and 'f.Xcor' which does exist in the code. Somehow the string variable that holds the SQL seems to have lost a section from the middle of the text. I have added a breakpoint to the function so I will keep tracking it and try to recreate the problem.

Steve

I have just had the same series of errors with a variation in the f.RaceID=800 and f.systemID=and f.Xcor=-54975801 and f.Ycor=139132388, everything else is identical. Get this series of errors every time I try and advance time.

if I try to advance time in SM mode the event log gets the following message:

SM only   Event type message continued   System N/A  Event pentarch.org/viewforum.php?f=11

I can only assume Aurora is telling me to look at the Aurora website? :cry: .

Regards
Title: Re: 4.26 Bugs
Post by: backstab on September 27, 2009, 05:46:52 PM
Quote from: "Steve Walmsley"
Quote from: "backstab"
Anyone know how to fix this error ?????
It looks like the mineral packet contains no minerals, which is what is causing the null error. If there is no mineral production at the pop that is source of the packets, turn off the mass driver.

Steve


Steve,

I've tried that but the error is still comming up
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 27, 2009, 11:46:07 PM
Quote from: "IanD"
Quote
Steve Wrote
Thorgarth wrote:
Receiving an "Error in CheckForMaintenanceFacilities" Error 91 was generated by Aurora, Object variable or With block variable not set.

Message continues to repeat until I kill the program.
I have maintenance turned off for this galaxy.
Update: First receive this error message:

Error 3075 was generated by DAO.Datebase
Syntax error (missing operator) in query express 'f.RaceID = 827 and f.SystemID = f.Xcor = -76964650 and f.Ycor = -128283291 and s.FleetID = f.FleetID and s.CurrentMaint > 0'.
Thanks for the update. The error 91 will occur when trying access a database record that doesn't exist, which is explained by the error above as it would stop the database record being retrieved. What is puzzling me though is trying to recreate it. It's a fairly common function call and a short function. I have identified the piece of code that almost matches the above but the above is missing a small section between 'SystemID =' and 'f.Xcor' which does exist in the code. Somehow the string variable that holds the SQL seems to have lost a section from the middle of the text. I have added a breakpoint to the function so I will keep tracking it and try to recreate the problem.

Steve

I have just had the same series of errors with a variation in the f.RaceID=800 and f.systemID=and f.Xcor=-54975801 and f.Ycor=139132388, everything else is identical. Get this series of errors every time I try and advance time.

if I try to advance time in SM mode the event log gets the following message:

SM only   Event type message continued   System N/A  Event pentarch.org/viewforum.php?f=11

I can only assume Aurora is telling me to look at the Aurora website? :cry: .
I know its cold comfort but at least there are now two separate instances of this bug, which means it is almost certainly not related to some type of setup or installation issue. On the other hand, it isn't happening to everyone which would suggest it is a fairly rare set of circumstances that causes it and it might be a data fix - which would mean it isn't terminal :).

There is one difference between the two reports that could be important.

Thorgath reported "f.RaceID = 827 and f.SystemID = f.Xcor = -76964650 and f.Ycor = -128283291"

Your bug is f.RaceID=800 and f.systemID=and f.Xcor=-54975801 and f.Ycor=139132388

You have an 'and' between f.SystemID and f.Xcor which is missing in Thorgath's report. This was what I was referring to when I mentioned that a small section of the string variable was missing.

The actual code section is:

Code: [Select]
sSQL = "select s.CurrentMaint from Fleet f, Ship s where f.RaceID = " & obj.RaceID & " and f.SystemID = " & SystemID & " and f.Xcor = " & obj.Xcor & " and f.Ycor = " & obj.Ycor & " and s.FleetID = f.FleetID and s.CurrentMaint > 0"The value for SystemID is missing entirely but the 'and' is also missing from Thorgath's error report, which made me think some type of corruption was involved. If the only thing missing is actually SystemID, which is a separate variable rather than part of the string, then there are more potential answers to the problem.

SystemID isn't set to 0 - it isn't there at all - which might suggest it has a null value somehow. Did you get any errors relating to a null value before this error happened?

EDIT: Did you by any chance fire any box launchers before this happened? If you did, then I think I have found the problem. It's fixed for v4.3. The workaround for v4.26 is to delete the records from the WeaponRecharge table in the database

Steve
Title: Re: 4.26 Bugs
Post by: IanD on September 28, 2009, 02:27:20 AM
Quote from: "Steve Walmsley"
EDIT: Did you by any chance fire any box launchers before this happened? If you did, then I think I have found the problem. It's fixed for v4.3. The workaround for v4.26 is to delete the records from the WeaponRecharge table in the database

Steve

Yes! I had just used 150 box launchers on 10 FAC, they went in OK, but very shortly after that I started getting the error messages. I assume this will happen every time I use box launchers in 4.26?

Regards
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 28, 2009, 06:27:32 AM
Quote from: "IanD"
Quote from: "Steve Walmsley"
EDIT: Did you by any chance fire any box launchers before this happened? If you did, then I think I have found the problem. It's fixed for v4.3. The workaround for v4.26 is to delete the records from the WeaponRecharge table in the database

Yes! I had just used 150 box launchers on 10 FAC, they went in OK, but very shortly after that I started getting the error messages. I assume this will happen every time I use box launchers in 4.26?
Unfortunately yes. The problem occurs when you try and reload box launchers and the program checks for available maintenance facilities. When I rewrote this section for objects, I forgot to place obj. in front of SystemID. As it stands, SystemID doesn't exist as far the program is concerned so when it constructs the SQL query, it gets ignored, resulting in the syntax error.

Steve
Title: Re: 4.26 Bugs
Post by: IanD on September 28, 2009, 07:57:39 AM
Quote from: "Steve Walmsley"
IanD wrote:
Steve Walmsley wrote:
EDIT: Did you by any chance fire any box launchers before this happened? If you did, then I think I have found the problem. It's fixed for v4.3. The workaround for v4.26 is to delete the records from the WeaponRecharge table in the database

Yes! I had just used 150 box launchers on 10 FAC, they went in OK, but very shortly after that I started getting the error messages. I assume this will happen every time I use box launchers in 4.26?

Unfortunately yes. The problem occurs when you try and reload box launchers and the program checks for available maintenance facilities. When I rewrote this section for objects, I forgot to place obj. in front of SystemID. As it stands, SystemID doesn't exist as far the program is concerned so when it constructs the SQL query, it gets ignored, resulting in the syntax error.

Steve

Any chance of a quick patch or a idiots guide to modifying the database, including which programme to open it with! :)

Regards
Title: Re: 4.26 Bugs
Post by: fdelstanches on September 28, 2009, 12:45:24 PM
Hi,

I am new here and just downloaded the game today.
It is quite impressive but I seem to encounter the same type of bug with 4.26 however, it happens when I try to create a new ship design. The 'class' menu is empty and I get the errors 381 followed by a 3078 and a 91. When I try to select a hull type (still without being able to select a a class name), I get a series of 91's that make me have to ctrl-alt-del out of Aurora.
I tried three new games with three different "name lists" (British , Tolkien and Rome) to get the same problem.

I finally tried to start a new game using with the option "Ship/systems designs automatically created" turned on and the bug disappeared. I could scroll through a list of different classes of ships, obviously already pre-designed.

Hope it sheds some light on the possible problem as I am eager to dig in the full possibilities of this game.

Fred
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 28, 2009, 01:20:28 PM
Quote from: "fdelstanches"
Hi,

I am new here and just downloaded the game today.
It is quite impressive but I seem to encounter the same type of bug with 4.26 however, it happens when I try to create a new ship design. The 'class' menu is empty and I get the errors 381 followed by a 3078 and a 91. When I try to select a hull type (still without being able to select a a class name), I get a series of 91's that make me have to ctrl-alt-del out of Aurora.
I tried three new games with three different "name lists" (British , Tolkien and Rome) to get the same problem.

I finally tried to start a new game using with the option "Ship/systems designs automatically created" turned on and the bug disappeared. I could scroll through a list of different classes of ships, obviously already pre-designed.

Hope it sheds some light on the possible problem as I am eager to dig in the full possibilities of this game.
When you go to the Class window for the first time, you will need to press the New button in the bottom left to begin designing a class. The hull type is purely a cosmetic description rather than a selection for a particular hull size or class type.

Selecting the hull type before creating a class should simply pop up a message box asking you to create a class before selecting a hull type so it sounds like there might be a bug there, but once you create a class it should vanish.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 28, 2009, 01:22:01 PM
Quote from: "IanD"
Any chance of a quick patch or a idiots guide to modifying the database, including which programme to open it with! :)
The database is Access 2002 so you would need that software in order to modify it. If you have it, let me know and I will explain how to fix the problem.

Steve
Title: Re: 4.26 Bugs
Post by: IanD on September 28, 2009, 01:45:53 PM
Quote from: "Steve Walmsley"
IanD wrote:
Any chance of a quick patch or a idiots guide to modifying the database, including which programme to open it with!
The database is Access 2002 so you would need that software in order to modify it. If you have it, let me know and I will explain how to fix the problem.

Steve

I have Access 2007 (not that I have used it above creating an address list :D

Regards
Title: Re: 4.26 Bugs
Post by: fdelstanches on September 28, 2009, 02:01:41 PM
Thank you Steve, I'll try this right away.
Title: Re: 4.26 Bugs
Post by: fdelstanches on September 28, 2009, 04:05:31 PM
Thank you Steve, I'll try this right away.

EDIT:

Unfortunately, I cannot see any buttons at the bottom of the class design screen where that 'new' button is supposed to be. It seems this window is truncated (a little more than the 'System generation' one where I can see the bottom buttons and arrows only barely). My resolution is 1440x900 [normal 96 dpi fonts] and I tried both the desktop enlarger tool solution offered in another thread and switching to a lower resolution (1024x768), neither allowed me to see the buttons. I see where the window ends but it is cut off with no way of resizing it.
I also tried the reset positions trick to no avail. I guess I am out of luck  :)

Other bug: every time I advance the 30 days, I gets about 5 "Division by zero" error messages concerning population computations. It does not crash the game though.
Title: Re: 4.26 Bugs
Post by: schroeam on September 28, 2009, 06:51:12 PM
While creating new engines I recieved the following error when changing the Internal Armour Rating from 0 to 1.


Error in Engines
Error 11 was generated by Aurora
Division by zero
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)[/list]

Adam.
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 29, 2009, 03:11:15 PM
Quote from: "fdelstanches"
Other bug: every time I advance the 30 days, I gets about 5 "Division by zero" error messages concerning population computations. It does not crash the game though.
Please could you let me know the exact error text please as it will help me to pin it down. In case you miss it during the increment, you can click the Show Errors checkbox on the Event Updates window and it will show the errors in the event log.

Steve
Title: Re: 4.26 Bugs
Post by: Steve Walmsley on September 29, 2009, 03:18:39 PM
Quote from: "adradjool"
While creating new engines I recieved the following error when changing the Internal Armour Rating from 0 to 1.


    Error in Engines
    Error 11 was generated by Aurora
    Division by zero
    Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)[/list]
    Yes, internal armour for engines is broken. I have fixed it for v4.3. I really need to overhaul internal armour completely so that it uses the same method as magazines. Probably not for v4.3 though :)

    Steve
    Title: Re: 4.26 Bugs
    Post by: fdelstanches on September 29, 2009, 04:15:45 PM
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on September 29, 2009, 08:05:05 PM
    Quote from: "fdelstanches"
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?
    I'm not sure. It's not been reported before, which suggests it is something specific to your campaign but it could simply be a rare bug rather than something you did. The only two places in that function where a division takes place involves the maximum racial atmospheric pressure and the racial temperature deviation. Could you open the F9 system generation window and tell what the values are for Temperature and Pressure in the Environmental Tolerances section in the top right.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Thorgarth on September 29, 2009, 08:33:54 PM
    Steve,

    Receiving an Error in PopulateWealthData
    Error 381 was generated by MSFlexGrid
    Subscript out of range

    First received this error in a continous stream over 100 times.  Then did a hard shutdown of the program.  Reload from a previous saved game.  Received it again.  I am using 3 computer controlled NPR with a large population as my start (2 billion).  Both times, the error received around day 15 of the first year.

    Is the size of the populations the cause?

    Follow up on the previous reported error-I to used box launchers prior to this error.
    Title: Re: 4.26 Bugs
    Post by: sloanjh on September 29, 2009, 10:20:09 PM
    Quote from: "Steve Walmsley"
    Quote from: "fdelstanches"
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?
    I'm not sure. It's not been reported before, which suggests it is something specific to your campaign but it could simply be a rare bug rather than something you did. The only two places in that function where a division takes place involves the maximum racial atmospheric pressure and the racial temperature deviation. Could you open the F9 system generation window and tell what the values are for Temperature and Pressure in the Environmental Tolerances section in the top right.

    Steve

    Could this be an unrepaired database?  I remember hitting something like this early in 4.2x - it turned out that an NPR had been placed on the wrong homeworld due to a database bug.  There's an executable that can be downloaded and run to repair the database - I'm not sure if it's still needed though.

    Of course it could be something completely different - it's only a vague memory :-)

    John
    Title: Re: 4.26 Bugs
    Post by: IanD on September 30, 2009, 11:19:42 AM
    Just started a TN start game. Added ruins to Mars, Then after Surveying Mars I added a colony. I now get  the following series of error messages;

    Error 94 "invalid use of Null" twice followed by "Record not found GetRequiredMinerals. Pop:488 Weapon: 0" followed by a final Error 94.
    Regards
    Title: Re: 4.26 Bugs
    Post by: IanD on September 30, 2009, 11:32:04 AM
    While in the second month of the above game I noticed my Survey ships had the following event against them "11th February 2065 08:00:01,Sol,As per secondary orders, Geo-Survey Group 1 has been assigned the following order.  Geological Survey Galloway's Star-A II". This is pretty good as I have yet to find any jump points :D . I have seen this type of error regularly and assume it’s something to do with the default secondary orders problem already described.

    Regards
    Title: Re: 4.26 Bugs
    Post by: IanD on September 30, 2009, 05:09:21 PM
    I have noticed that if a ship is due for completion on say 7th May and you advance time by less than 5 days the ship still has the completion date but is not completed until you hit a 5 day increment.

    Regards
    Title: Re: 4.26 Bugs
    Post by: SteveAlt on October 01, 2009, 06:53:06 PM
    Quote from: "Thorgarth"
    Steve,

    Receiving an Error in PopulateWealthData
    Error 381 was generated by MSFlexGrid
    Subscript out of range

    First received this error in a continous stream over 100 times.  Then did a hard shutdown of the program.  Reload from a previous saved game.  Received it again.  I am using 3 computer controlled NPR with a large population as my start (2 billion).  Both times, the error received around day 15 of the first year.

    Is the size of the populations the cause?
    It sounds like it might be too many lines to display on the wealth tab. I have run into something similar myself. Does this happen when you open the Population window?

    Steve
    Title: Re: 4.26 Bugs
    Post by: SteveAlt on October 01, 2009, 06:54:55 PM
    Quote from: "sloanjh"
    Quote from: "Steve Walmsley"
    Quote from: "fdelstanches"
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?
    I'm not sure. It's not been reported before, which suggests it is something specific to your campaign but it could simply be a rare bug rather than something you did. The only two places in that function where a division takes place involves the maximum racial atmospheric pressure and the racial temperature deviation. Could you open the F9 system generation window and tell what the values are for Temperature and Pressure in the Environmental Tolerances section in the top right.

    Could this be an unrepaired database?  I remember hitting something like this early in 4.2x - it turned out that an NPR had been placed on the wrong homeworld due to a database bug.  There's an executable that can be downloaded and run to repair the database - I'm not sure if it's still needed though.

    Of course it could be something completely different - it's only a vague memory :-)
    Yes, you are right. fdelstanches, did you apply the data patch and the v4.26 patch to your full installation?

    Steve
    Title: Re: 4.26 Bugs
    Post by: Thorgarth on October 02, 2009, 06:04:57 PM
    Quote from: "SteveAlt"
    Quote from: "Thorgarth"
    Steve,

    Receiving an Error in PopulateWealthData
    Error 381 was generated by MSFlexGrid
    Subscript out of range

    First received this error in a continous stream over 100 times.  Then did a hard shutdown of the program.  Reload from a previous saved game.  Received it again.  I am using 3 computer controlled NPR with a large population as my start (2 billion).  Both times, the error received around day 15 of the first year.

    Is the size of the populations the cause?
    It sounds like it might be too many lines to display on the wealth tab. I have run into something similar myself. Does this happen when you open the Population window?

    Steve

    Steve,

    I received the wealth error when I hit the time button (1 day, 8 hours, 3 days..none have made a difference).  After reviewing the game, I thought the error was due to a Precursor listening post that I conquered.  When I deleted the LP, I than took some time jumps -either 20 minutes or 1 hour.  This took me past the first error point, Day 15.  But on Day 20, I have the same error point.  I'll try the micro jumps in time to see if I can pass past it.
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 04, 2009, 12:46:30 PM
    Quote from: "IanD"
    I have noticed that if a ship is due for completion on say 7th May and you advance time by less than 5 days the ship still has the completion date but is not completed until you hit a 5 day increment.
    Production is not updated until the 5-day increment takes place. The estimated completion time is worked out based on how many days would be left if construction was updated every increment. I can't set to it to the next 5-day increment because the program doesn't know when that will happen (because the length of the '5-day' increment can vary quite a lot from 5 days).

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 04, 2009, 12:49:10 PM
    Quote from: "Thorgarth"
    Quote from: "SteveAlt"
    Quote from: "Thorgarth"
    Steve,

    Receiving an Error in PopulateWealthData
    Error 381 was generated by MSFlexGrid
    Subscript out of range

    First received this error in a continous stream over 100 times.  Then did a hard shutdown of the program.  Reload from a previous saved game.  Received it again.  I am using 3 computer controlled NPR with a large population as my start (2 billion).  Both times, the error received around day 15 of the first year.

    Is the size of the populations the cause?
    It sounds like it might be too many lines to display on the wealth tab. I have run into something similar myself. Does this happen when you open the Population window?
    I received the wealth error when I hit the time button (1 day, 8 hours, 3 days..none have made a difference).  After reviewing the game, I thought the error was due to a Precursor listening post that I conquered.  When I deleted the LP, I than took some time jumps -either 20 minutes or 1 hour.  This took me past the first error point, Day 15.  But on Day 20, I have the same error point.  I'll try the micro jumps in time to see if I can pass past it.
    Was the population window open when the error happened? The reason I ask is that the error specifies an MSFlexgrid so it must happen when the program is populating information on a grid control somewhere and the wealth tab of the pop window seems the most likely candidate.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 04, 2009, 12:54:08 PM
    Quote from: "IanD"
    Just started a TN start game. Added ruins to Mars, Then after Surveying Mars I added a colony. I now get  the following series of error messages;

    Error 94 "invalid use of Null" twice followed by "Record not found GetRequiredMinerals. Pop:488 Weapon: 0" followed by a final Error 94.
    Regards
    Mars might be a red herring. That error occurs when the program is trying to find out the mineral required for installation construction, shipbuilding or missile production. The pop 488 will be the ID of the pop in the database, which will tell you which pop is affected. The Weapon 0 means that whatever was passed to the GetRequiredMinerals function had a zero ID. The preceding invalid use of null might be the reason that a zero was passed. Are you trying to build anything odd, like a class that was deleted for example?

    Steve
    Title: Re: 4.26 Bugs
    Post by: Thorgarth on October 04, 2009, 03:51:43 PM
    Generally run with the event screen and the F2 econ screen.  Should I not have the F2 screen up on the 5th day increments?
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 04, 2009, 10:01:39 PM
    Quote from: "Thorgarth"
    Generally run with the event screen and the F2 econ screen.  Should I not have the F2 screen up on the 5th day increments?
    Having the F2 window open is fine. I was just trying to pin down where the bug was happening. I think it is the wealth tab throwing the error when it updates, possibly because you have spent wealth in a a lot of different areas. I had already encountered a similar problem in my own game and corrected it. When the wealth tab was working, did you notice if the list of expenditures was full? I think the limit for v4.26 is only 12 different types. Unlimited in v4.3.

    Steve
    Title: Re: 4.26 Bugs
    Post by: IanD on October 05, 2009, 03:02:05 AM
    Quote from: "Steve Walmsley"
    Mars might be a red herring. That error occurs when the program is trying to find out the mineral required for installation construction, shipbuilding or missile production. The pop 488 will be the ID of the pop in the database, which will tell you which pop is affected. The Weapon 0 means that whatever was passed to the GetRequiredMinerals function had a zero ID. The preceding invalid use of null might be the reason that a zero was passed. Are you trying to build anything odd, like a class that was deleted for example?

    Steve

    I did manage to design and pre-build a colony ship without engines  :lol: ). I did also manage to build two copies but they didn't leave earth orbit. Classes have been made obsolete, but not deleted and this error occurred at the very start of the game.
    Regards
    Title: Re: 4.26 Bugs
    Post by: Thorgarth on October 06, 2009, 03:58:09 PM
    Quote from: "Steve Walmsley"
    Quote from: "Thorgarth"
    Generally run with the event screen and the F2 econ screen.  Should I not have the F2 screen up on the 5th day increments?
    Having the F2 window open is fine. I was just trying to pin down where the bug was happening. I think it is the wealth tab throwing the error when it updates, possibly because you have spent wealth in a a lot of different areas. I had already encountered a similar problem in my own game and corrected it. When the wealth tab was working, did you notice if the list of expenditures was full? I think the limit for v4.26 is only 12 different types. Unlimited in v4.3.

    Steve

    My expenditures list was full.  Any work around, or should I wait on 4.3?
    Title: Re: 4.26 Bugs
    Post by: IanD on October 08, 2009, 02:31:08 PM
    Steve
    Think this may be a new one. I transported a PDC in 7 sections to Proxima Centauri II. It unloaded fine, but when I went to assemble it  it I got a couple of  error messages, 3021 was generated by DOAfield. No current record. followed by Error 3021 was generated by DAO.dataset. No current record. I appeared to be unable to cancel the error messages after repeated attempts and had to use Task manager to close Aurora. Imagine my surprise when I reopened Aurora to find the planet was now going to assemble 17 PDCs all from the original 7 components I delivered :shock: .  I have replicated this bug. If you ask the construction queue to construct at least one more PDC than you have components for you get a series of errors, one set for each PDC. If you then cancel these errors the queue then adds that number of PDCs to be assemblked to the construction queue. If you specify a number of PDC for which there are sufficient parts all is well. Somehow in my initial error the queue must have been set to >16, and I cancelled at least 16 error sets.

    Regards
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 09, 2009, 02:26:13 PM
    Quote from: "Thorgarth"
    Quote from: "Steve Walmsley"
    Quote from: "Thorgarth"
    Generally run with the event screen and the F2 econ screen.  Should I not have the F2 screen up on the 5th day increments?
    Having the F2 window open is fine. I was just trying to pin down where the bug was happening. I think it is the wealth tab throwing the error when it updates, possibly because you have spent wealth in a a lot of different areas. I had already encountered a similar problem in my own game and corrected it. When the wealth tab was working, did you notice if the list of expenditures was full? I think the limit for v4.26 is only 12 different types. Unlimited in v4.3.

    Steve

    My expenditures list was full.  Any work around, or should I wait on 4.3?
    Unfortunately the only workaround is to delete all the wealth data or at least all the wealth data for the extra types from the WealthData table. it's an annoying bug because I could have avoided it. I originally created the grid control to hold the number of different expenditures types at that time and it never occurred to me to change it, or make it dynamic, when I added extra expenditure types. That's one of the problems with such a complex program. I can test the immediate changes but the unforeseen consequences usually trip me up.

    Steve
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 09, 2009, 06:17:19 PM
    Quote from: "SteveAlt"
    Quote from: "fdelstanches"
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?

    I'm not sure. It's not been reported before, which suggests it is something specific to your campaign but it could simply be a rare bug rather than something you did. The only two places in that function where a division takes place involves the maximum racial atmospheric pressure and the racial temperature deviation. Could you open the F9 system generation window and tell what the values are for Temperature and Pressure in the Environmental Tolerances section in the top right.

    . . .

    Yes, you are right. fdelstanches, did you apply the data patch and the v4.26 patch to your full installation?

    Steve

    I encountered this error with a new 4.26 game with mdb patch.  What happened was I created Geo and Warp Point survey task groups and gave them the usual orders to split up and survey.  The problem is that I included a scout in each task group without Geo or WP survey sensors, but when the TG divided, it automatically was assigned the primary default order to survey.  So the scout was trying to survey but it didn't have survey sensors, which triggered the divide by zero error when it reached the item to survey.  I think ships without survey sensors should ignore the default survey orders since they can't survey.  

    This kind of messes up the automated divide/survey combination.  Even if I delete the survey order for the scout after they split, it goes right back unless I also cancel the default survey order.  For whatever reason, the scouts ended up in the first split fleet.  So when I merge them all together again, I'll probably have to manually put the default order back.  Follow?

    Update:  I started getting this error again in the next system despite deleting the survey orders for the scout ship.  I'm not sure what is causing it now, other than it seems related to Geo surveying.  I have 3 Geo survey ships that per their default orders are surveying the moons of a gas giant in a quad star system.  I have to "OK" past this error 6 times every 5 days.  I assume that is 2 errors per Geo survey ship.  I hope this helps.
    Title: Re: 4.26 Bugs
    Post by: welchbloke on October 09, 2009, 06:18:12 PM
    Quote from: "jfelten"
    Quote from: "SteveAlt"
    Quote from: "fdelstanches"
    I unfortunately deleted the saved game that gave me that original population Error 11 but I started a new game and, after a year or so, I get about 5 "Error 11" windows every time I advance the clock.

    Error in GetBodySuitability
    Error 11 was generated by Aurora
    Division by zero

    Did I do something wrong?

    I'm not sure. It's not been reported before, which suggests it is something specific to your campaign but it could simply be a rare bug rather than something you did. The only two places in that function where a division takes place involves the maximum racial atmospheric pressure and the racial temperature deviation. Could you open the F9 system generation window and tell what the values are for Temperature and Pressure in the Environmental Tolerances section in the top right.

    . . .

    Yes, you are right. fdelstanches, did you apply the data patch and the v4.26 patch to your full installation?

    Steve

    I encountered this error with a new 4.26 game with mdb patch.  What happened was I created Geo and Warp Point survey task groups and gave them the usual orders to split up and survey.  The problem is that I included a scout in each task group without Geo or WP survey sensors, but when the TG divided, it automatically was assigned the primary default order to survey.  So the scout was trying to survey but it didn't have survey sensors, which triggered the divide by zero error when it reached the item to survey.  I think ships without survey sensors should ignore the default survey orders since they can't survey.  

    This kind of messes up the automated divide/survey combination.  Even if I delete the survey order for the scout after they split, it goes right back unless I also cancel the default survey order.  For whatever reason, the scouts ended up in the first split fleet.  So when I merge them all together again, I'll probably have to manually put the default order back.  Follow?
    I've had a similar error, but I haven't had to remove the default order.  I use detach non-survey and then divide fleet orders for my fleets; the scout ships (in the non-survey group) get the order to survey next 5 (or which ever order the main fleet had as default).  As soon as they get the order the non-survey group drops to speed zero and sits there with a number of uncompleted survey orders which I have to remove from the order queue.  I don't get any errors messages though.
    Title: cboFleets_Click - Re: 4.26 Bugs
    Post by: jfelten on October 09, 2009, 06:31:27 PM
    I get this error whenever an empty Task Group occurs and I have the Task Groups window open.  The empty TG's occur when I use orders like "join".  This leaves an empty TG behind for as long as the TG window is open, and causes the error every update.  If I close and reopen the TG window, the empty TG's are gone and the errors stop.  Unfortunately these empty TG's occur frequently when surveying.  

    ---------------------------
    Aurora
    ---------------------------
    No Record of task group in cboFleets_Click
    ---------------------------
    OK  
    ---------------------------

    How are people automating surveying while avoiding such errors?
    Title: Re: cboFleets_Click - Re: 4.26 Bugs
    Post by: welchbloke on October 09, 2009, 06:56:10 PM
    Quote from: "jfelten"
    I get this error whenever an empty Task Group occurs and I have the Task Groups window open.  The empty TG's occur when I use orders like "join".  This leaves an empty TG behind for as long as the TG window is open, and causes the error every update.  If I close and reopen the TG window, the empty TG's are gone and the errors stop.  Unfortunately these empty TG's occur frequently when surveying.  

    ---------------------------
    Aurora
    ---------------------------
    No Record of task group in cboFleets_Click
    ---------------------------
    OK  
    ---------------------------

    How are people automating surveying while avoiding such errors?
    I only have the window open to issue orders and close it straight away specifically to avoid this error.
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 10, 2009, 03:19:06 AM
    Keeping the TG window closed does help that problem.  Unfortunately I'm now getting 6 GetBodySuitability errors every 5 days no matter what I do.  Quite annoying.  I'm still trying to find what is causing those.
    Title: Re: cboFleets_Click - Re: 4.26 Bugs
    Post by: Steve Walmsley on October 10, 2009, 08:01:02 PM
    Quote from: "jfelten"
    I get this error whenever an empty Task Group occurs and I have the Task Groups window open.  The empty TG's occur when I use orders like "join".  This leaves an empty TG behind for as long as the TG window is open, and causes the error every update.  If I close and reopen the TG window, the empty TG's are gone and the errors stop.  Unfortunately these empty TG's occur frequently when surveying.  

    ---------------------------
    Aurora
    ---------------------------
    No Record of task group in cboFleets_Click
    ---------------------------
    OK  
    ---------------------------

    How are people automating surveying while avoiding such errors?
    When time is updated, the task group window is refreshed. However, for performance reasons it only refreshes the current fleet - it doesn't reload all fleets. Therefore if you have the window open and the fleet currently selected doesn't exist at the end of an increment then you will receive a message stating "No Record of task group in cboFleets_Click". it isn't really an error as the program is doing what it is supposed to do - informing you if the fleet you have selected doesn't exist. I have changed the message to ""The currently selected fleet does not exist"" so it looks less like an error.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 10, 2009, 08:01:34 PM
    Quote from: "jfelten"
    Keeping the TG window closed does help that problem.  Unfortunately I'm now getting 6 GetBodySuitability errors every 5 days no matter what I do.  Quite annoying.  I'm still trying to find what is causing those.
    Have you applied the data patch to v4.26?

    Steve
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 11, 2009, 08:43:12 AM
    Quote from: "Steve Walmsley"
    Quote from: "jfelten"
    Keeping the TG window closed does help that problem.  Unfortunately I'm now getting 6 GetBodySuitability errors every 5 days no matter what I do.  Quite annoying.  I'm still trying to find what is causing those.
    Have you applied the data patch to v4.26?

    Steve

    Well, I initially replied that yes, I was certain I had applied the patch.  Then I started double checking.  Help/About showed 3.1.0 which must have been wrong.  <Ctrl>I showed 4.2 in the upper right hand corner.  Aurora.exe was 18,202,624 bytes / md5 = 2ff8a87332cfc4ea98c77a9b7c049349 which matched the Aurora.exe in AuroraUpdate.zip.  But the Aurora.exe in Aurora426.zip was 18,243,584 bytes / md5 3f267383401bdce9d7b94df2d904bbb2.  So I copied that one over.  I also re-ran DBUpdate101.exe for good measure since its posting implied it wouldn't hurt anything.  Now <Ctrl>I shows 4.25 and Help/About 4.2.6.  

    When I restarted I couldn't see the population and production window.  Acted like it was "off the screen". Tried the Miscellaneous / Reset Windows Positions but that didn't help.  Right clicked on the P&P entry in the task bar, then used the arrow keys to move the window on to the screen (you can't use the mouse despite the cursor change, which is a bit of windows weirdness, not Aurora).  Odd.

    Sadly, I still get this error 6 times per 5 day update.:  

    ---------------------------
    Error in GetBodySuitability
    ---------------------------
    Error 11 was generated by Aurora
    Division by zero
    Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
    ---------------------------
    OK  
    ---------------------------

    I spent hours designing starting ships.  I hope I don't have to restart.  Nothing compared to the time you invest of course.  I just have so many time demands these days.
    Title: Re: 4.26 Bugs
    Post by: sloanjh on October 11, 2009, 11:12:20 AM
    Quote from: "jfelten"
    Sadly, I still get this error 6 times per 5 day update.:  

    ---------------------------
    Error in GetBodySuitability
    ---------------------------
    Error 11 was generated by Aurora
    Division by zero
    Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
    ---------------------------
    OK  
    ---------------------------

    "The patch" is DBUpdate101.exe.  It fixes some corrupt planets in the DB.  The corruption isn't initially bad - bad things only happen if a race happens to be generated on one of those planets.  IIRC, the patch does not fix those bad races, so once you start getting the error, running the patch won't stop it.  So the behavior you're seeing is consistent with the patch not having been run.  This does not mean that your errors are coming from the bug the patch fixes, however.  I suspect that the reason Steve asked if you'd applied the patch was so that he could determine whether your bug was a known (and fixed) issue, or whether it was something new that he'd have to worry about.

      So the important question is:

    Quote from: "jfelten"
    I also re-ran DBUpdate101.exe for good measure since its posting implied it wouldn't hurt anything.

    How sure are you about the "re-" in re-ran?  Did you have to download it to re-run it, or was it already on your computer?  If the latter, then I suspect it truly was a re-run; if the former then you probably hadn't applied the patch.

    Assuming that you neglected to run the patch the first time, then Steve will have to tell you if there's a way to fix your DB at this point.  Good luck!!

    The other option for you (besides repairing the DB) is just to accept the "click a few times every 5-day".  I've been in this boat before - it's not that bad....

    STEVE - Is there a reason not to rebuild the 4.20 package to include a DB which has had the patch run on it?  I forget the various issues that it fixes - I think there were two of them.

    John
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 11, 2009, 11:25:27 AM
    I'm pretty sure I ran the dbupdate, but I was also pretty sure I had installed the 4.26 upgrade and obviously I had not.  

    Is there a reasonably simple way to manually fix the database?  I ran my 3.x game for many years of game time and I don't think I could manage that clicking 6 times every 5 days.

    It would be a nice feature to be able to export/import ship designs.  People could then swap them, although matching the technology might make that impractical.  

    Hey, I saved a copy of the .mdb before I started advancing time.  What if I ran the dbupdate on that?  Would it prevent this problem from recurring?  I would loose the progress I've made so far, but at least I wouldn't loose the ship designs.
    Title: Re: 4.26 Bugs
    Post by: sloanjh on October 11, 2009, 08:51:17 PM
    Quote from: "jfelten"
    Is there a reasonably simple way to manually fix the database?  I ran my 3.x game for many years of game time and I don't think I could manage that clicking 6 times every 5 days.
    I think you'd have to delete the offending NPR.
    Quote
    Hey, I saved a copy of the .mdb before I started advancing time.  What if I ran the dbupdate on that?  Would it prevent this problem from recurring?  I would loose the progress I've made so far, but at least I wouldn't loose the ship designs.
    If the evil NPR in question hadn't been generated yet, then I think it would work.  You can always try....

    John
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 12, 2009, 07:42:10 AM
    Well, I tried going back to the mdb file I had saved before advancing time and restarting from there, but about 13 days in I started getting this error again.  

    ---------------------------
    Error in GetBodySuitability
    ---------------------------
    Error 11 was generated by Aurora
    Division by zero
    Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
    ---------------------------
    OK  
    ---------------------------
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 13, 2009, 09:59:35 AM
    Quote from: "jfelten"
    Well, I tried going back to the mdb file I had saved before advancing time and restarting from there, but about 13 days in I started getting this error again.  

    ---------------------------
    Error in GetBodySuitability
    ---------------------------
    Error 11 was generated by Aurora
    Division by zero
    Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
    ---------------------------
    OK  
    ---------------------------
    This error was originally in v4.2 i think. It was caused by NPRs being set up on non-habitable planets due to a data error in the database. The DB update patch fixed the error so that NPRs would be setup correctly in future. Unfortunately, it cannot fix any existing NPRs. If the NPR causing the problem was the one set up at the game start, the only thing you can do is delete it or start a new game. However, deleting NPRs is a pretty tricky operation as you have to know all the correct tables to modify. If you want to send me your DB, I can remove the NPR and send it back to you.

    Quote
    It would be a nice feature to be able to export/import ship designs. People could then swap them, although matching the technology might make that impractical.
    The export and import ship designs won't work because each race has its own tech. The tech IDs in the database for the class components won't match the systems for another race or in another database

    Steve
    Title: Re: 4.26 Bugs
    Post by: jfelten on October 13, 2009, 10:08:43 AM
    Thanks Steve.  I'll probably email you my .mdb when I get home in a couple hours.  It is kind of you to offer to fix it, especially since I've only invested hours and not days or weeks in this particular game as some I know have.  I might have an old copy of the full Office 2000 with Access included I could install (I only run one old windows box and that is just for games).  Would that version of Access allow me to delete or fix the NPR?  Could I just force the NPR's HW to a habitable type?  I searched for an in-game way in SM mode but couldn't find a way to delete an NPR.  And I don't have the DM password if that is the only way in-game.
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 13, 2009, 10:29:12 AM
    Quote from: "jfelten"
    Thanks Steve.  I'll probably email you my .mdb when I get home in a couple hours.  It is kind of you to offer to fix it, especially since I've only invested hours and not days or weeks in this particular game as some I know have.  I might have an old copy of the full Office 2000 with Access included I could install (I only run one old windows box and that is just for games).  Would that version of Access allow me to delete or fix the NPR?  Could I just force the NPR's HW to a habitable type?  I searched for an in-game way in SM mode but couldn't find a way to delete an NPR.  And I don't have the DM password if that is the only way in-game.
    You can delete the NPR from the Race table. However, you will also have to delete any records in the AlienRace table where the deleted NPR is either the AlienRaceID or the ViewRaceID and any record in the GameLog table that reference the same RaceID. You will need to delete any records in the CurrentDesigns table where the EmpireID is set to the deleted RaceID and you will need to set the ControlRaceID and OldControlID fields in the RaceSysSurvey table to zero if any are set to the deleted RaceID. All the other tables that reference the race (Ship, Fleets, Shipyards, etc.) will be deleted with the cascade deletes set up within the database.

    Steve
    Title: Re: 4.26 Bugs
    Post by: James Patten on October 13, 2009, 11:02:25 AM
    I made the mistake of trying to communicate with the Precursors and now every five days I'm told they are refusing, but I have no way of turning it off.  When I destroyed precursor ships there were no survivors.  Should the option of opening communication attempts even be present in the Inteligence window for precursors (or, if you don't recover any survivors)?
    Title: Re: 4.26 Bugs
    Post by: welchbloke on October 13, 2009, 04:50:17 PM
    Quote from: "James Patten"
    I made the mistake of trying to communicate with the Precursors and now every five days I'm told they are refusing, but I have no way of turning it off.  When I destroyed precursor ships there were no survivors.  Should the option of opening communication attempts even be present in the Inteligence window for precursors (or, if you don't recover any survivors)?
    I've done the same thing (didn't know they were presursors when I tried to communicate). I don't know of any method to stop the 5 day message, I just lived with it until I screwed the game up without backing up my DB  :cry:
    Title: Re: 4.26 Bugs
    Post by: Beersatron on October 13, 2009, 05:09:48 PM
    Quote from: "welchbloke"
    Quote from: "James Patten"
    I made the mistake of trying to communicate with the Precursors and now every five days I'm told they are refusing, but I have no way of turning it off.  When I destroyed precursor ships there were no survivors.  Should the option of opening communication attempts even be present in the Inteligence window for precursors (or, if you don't recover any survivors)?
    I've done the same thing (didn't know they were presursors when I tried to communicate). I don't know of any method to stop the 5 day message, I just lived with it until I screwed the game up without backing up my DB  :cry:

    If you can get into the DB there is a flag in one of the tables that you can remove which stops the communication attempts. Unfortunately I can not remember the name of the table, but it is in there ... somewhere ...
    Title: Fleet Training Bug (minor)
    Post by: ZimRathbone on October 14, 2009, 07:08:50 AM
    On each increment I get the following message:

    Error in Fleet Training
    Error 6 was generated by Aurora
    Overflow

    This appears once per fleet on a training excercise.  

    Also (perhaps related) the fleets in training just seem to go to one location and never move therafter - it used to be that they would dot hither & yon around the system
    Title: Re: Fleet Training Bug (minor)
    Post by: Beersatron on October 14, 2009, 07:29:28 AM
    Quote from: "ZimRathbone"
    On each increment I get the following message:

    Error in Fleet Training
    Error 6 was generated by Aurora
    Overflow

    This appears once per fleet on a training excercise.  

    Also (perhaps related) the fleets in training just seem to go to one location and never move therafter - it used to be that they would dot hither & yon around the system

    I have seen the issue with the fleet not moving even though it has the task force training mission, but didn't have the error message though.
    Title: Secondary orders events
    Post by: ZimRathbone on October 14, 2009, 07:31:53 AM
    The secondary orders reporting in the event log seems in error.

    For example - I usually set survey fleets with Default Orders  
    Primary: Survey Nearest Planet or Moon
    Secondary: Survey Nearest Body

    Whenever a fleet cannot set its primary order (due to lack of suitable destinations) I get a message like
    Survey 3 is unable to carry out its special survey order as there is no suitable destination within 10 billion kilometers
    (so far so good)

    The problem is that the follow up message usually refernces something that has no relevance eg
    As per secondary orders Survey 3 has been assigned the following order: Activate Transponder Tiejus
     
    and this message is the same for ALL fleets that have a secondary order triggered in that increment (other than the fleet name).  In this case it refrences another order for a different fleet, but in some cases it seems to refernce orders given to an entirely different race - I saw one referncing an order to survey a planet in a system I havent discovered yet.

    The orders that are actually assigned to the fleets appear correct , it looks as if the event log is being written from a buffer that is not being flushed or updated.
    Title: Re: 4.26 Bugs
    Post by: Father Tim on October 14, 2009, 11:50:15 PM
    When a ground unit is disbanded (using the Disband button on the Ground Units tab of the F2 'Population & Production' window) or a Replacement Division is entirely used up, its commander is not released from her assignment.  She continues to count as 'assigned' to her previous post until given a new assignment, or manually set as unassigned.
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 16, 2009, 04:13:39 AM
    Quote from: "Father Tim"
    When a ground unit is disbanded (using the Disband button on the Ground Units tab of the F2 'Population & Production' window) or a Replacement Division is entirely used up, its commander is not released from her assignment.  She continues to count as 'assigned' to her previous post until given a new assignment, or manually set as unassigned.
    Fixed for v4.3

    Steve
    Title: Re: Secondary orders events
    Post by: Steve Walmsley on October 16, 2009, 04:28:59 AM
    Quote from: "ZimRathbone"
    The secondary orders reporting in the event log seems in error.

    For example - I usually set survey fleets with Default Orders  
    Primary: Survey Nearest Planet or Moon
    Secondary: Survey Nearest Body

    Whenever a fleet cannot set its primary order (due to lack of suitable destinations) I get a message like
    Survey 3 is unable to carry out its special survey order as there is no suitable destination within 10 billion kilometers
    (so far so good)

    The problem is that the follow up message usually refernces something that has no relevance eg
    As per secondary orders Survey 3 has been assigned the following order: Activate Transponder Tiejus
     
    and this message is the same for ALL fleets that have a secondary order triggered in that increment (other than the fleet name).  In this case it refrences another order for a different fleet, but in some cases it seems to refernce orders given to an entirely different race - I saw one referncing an order to survey a planet in a system I havent discovered yet.

    The orders that are actually assigned to the fleets appear correct , it looks as if the event log is being written from a buffer that is not being flushed or updated.
    Thanks for the details - that helped me track it down.

    During the recent rewrite, I moved the code that sets up default geological survey orders into a separate section of code. However, I didn't move the line of code that records the order to the game log, which meant that the order description referenced by the seconday orders log entry was being picked up from the base table and will be probably be the oldest current order in the DB in all cases. This only affects geological survey-related secondary orders though. All other secondary orders should be fine. It's fixed for v4.3

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 16, 2009, 04:43:19 AM
    Quote from: "James Patten"
    I made the mistake of trying to communicate with the Precursors and now every five days I'm told they are refusing, but I have no way of turning it off.  When I destroyed precursor ships there were no survivors.  Should the option of opening communication attempts even be present in the Inteligence window for precursors (or, if you don't recover any survivors)?
    I had already 'fixed' the precursor comm bug for v4.3 by having them refuse to communicate. After further thought though, I think I am just going to make them extremely difficult to communicate with so it's not immediately obvious if they are precursors.

    With regard to your immediate problem, the only way to fix this is to change the CommStatus field in the AlienRace table to zero. And to find out which RaceID is the precursors, you will have to look at the Race table to see which RaceID is flagged as the Precursors.

    Steve
    Title: Re: Fleet Training Bug (minor)
    Post by: Steve Walmsley on October 16, 2009, 04:44:47 AM
    Quote from: "ZimRathbone"
    On each increment I get the following message:

    Error in Fleet Training
    Error 6 was generated by Aurora
    Overflow

    This appears once per fleet on a training excercise.  

    Also (perhaps related) the fleets in training just seem to go to one location and never move therafter - it used to be that they would dot hither & yon around the system
    Is this affecting every fleet that is in training? Also, has this bug always been there or did you train fleets in the past with no problems and the bug has appeared only recently?

    Steev
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 16, 2009, 04:46:44 AM
    Quote from: "IanD"
    While in the second month of the above game I noticed my Survey ships had the following event against them "11th February 2065 08:00:01,Sol,As per secondary orders, Geo-Survey Group 1 has been assigned the following order.  Geological Survey Galloway's Star-A II". This is pretty good as I have yet to find any jump points :D . I have seen this type of error regularly and assume it’s something to do with the default secondary orders problem already described.
    It would appear so - should be fixed now for v4.3

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 16, 2009, 04:53:03 AM
    Quote from: "sloanjh"
    Quote from: "Steve Walmsley"
    Quote from: "sloanjh"
    The civie transport companies seem to think that a comet mining colony (automated mines only) out by the orbit of Pluto is a valid trade location - about 2/3 of the civie fleet just went on a wild goose chase out there....
    That is weird. I assume the comet mining colony has no demand or supply for any trade goods? Any chance it is a huge comet that actually has a colony cost?

    Steve

    Just checked....

    No and No.  0 for imports and exports on the trade tab, and N/A colony cost on the F9 screen.

    I suspect that what's going on is that I've got an oversupply of trading ships compared to the demand for shipments, so most of my ships are sitting around idle because I don't have any trade centers that have anything to ship.
    Not sure if I mentioned it but I fixed this problem a week or so ago. The ships couldn't find anything to trade so were looking for a new trading location in the same system. Unfortunately the stupid ship commanders :) neglected to check that the population in question had any population or goods to trade. It's was a little more complex than that but it is fixed for v4.3. I had almost the exact same thing happen in my game, which always makes it easy to to track down.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 16, 2009, 04:54:56 AM
    Quote from: "welchbloke"
    A VERY minor bug.  When using the SM SY create facility to create shipyards, if you select the Mil Shipyard checkbox the shipyard type in the main shipyard screen comes up as an M.  As soon as you refresh the M changes to the correct entry of N.
    Fixed for v4.3

    Steve
    Title: Re: 4.26 Bugs
    Post by: sloanjh on October 16, 2009, 07:56:21 PM
    Quote from: "Steve Walmsley"
    Not sure if I mentioned it but I fixed this problem a week or so ago. The ships couldn't find anything to trade so were looking for a new trading location in the same system. Unfortunately the stupid ship commanders :-) and ease of tracking down.

    John
    Title: Re: 4.26 Bugs
    Post by: boggo2300 on October 16, 2009, 11:28:29 PM
    I'm getting a bug that strikes whenever I try and increment time, or look at the status of one of my task groups (the cargo task group).  the error popup is [attachment=0:1hcga21w]Aurora Error 1.png[/attachment:1hcga21w]

    since Aurora hangs when this comes up, my checking is limited, but the orders window for the tg does seem to have endless copies of load infrastructure at earth, unload infrastructure at mars, rather than just one of each with the cycle moves check box ticked.
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 17, 2009, 11:47:24 AM
    Quote from: "boggo2300"
    I'm getting a bug that strikes whenever I try and increment time, or look at the status of one of my task groups (the cargo task group).  the error popup is [attachment=0:3gd03no6]Aurora Error 1.png[/attachment:3gd03no6]

    since Aurora hangs when this comes up, my checking is limited, but the orders window for the tg does seem to have endless copies of load infrastructure at earth, unload infrastructure at mars, rather than just one of each with the cycle moves check box ticked.
    Does this error occur every time you increment time, or only if you increment time while you have the Fleet window open with the cargo fleet selected?

    If it is just when the Fleet window is open, then the problem is purely with that fleet rather than a more general problem. It sounds like the error is caused by the endless copies of the infrastructure order as there may be too many to fit in the listbox.

    I have no idea where all the infrastructure orders have come from though. Have you used the Repeat button on the Fleet window, as that would double the number of orders each time it is pressed and quickly fill up the orders list.

    Steve
    Title: Re: 4.26 Bugs
    Post by: boggo2300 on October 17, 2009, 06:03:20 PM
    Steve,

    no it occurs whenever I increment time, and it also occurs when I open the fleet window (but only for that TG)

    the orders I put in for that group were
    Load Inf at earth
    unload inf at mars

    and the cycle moves checkbox checked, only other thing that may affect it is I have fuel status below 10% and supply status below 10% conditional orders set
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 17, 2009, 06:27:52 PM
    Quote from: "boggo2300"
    Steve,

    no it occurs whenever I increment time, and it also occurs when I open the fleet window (but only for that TG)

    the orders I put in for that group were
    Load Inf at earth
    unload inf at mars

    and the cycle moves checkbox checked, only other thing that may affect it is I have fuel status below 10% and supply status below 10% conditional orders set
    Does the popup error box still have the "Error in PopulateMoves" title, even when you increment time without the Fleet window open, or does it have a different title?

    Steve
    Title: Re: 4.26 Bugs
    Post by: boggo2300 on October 17, 2009, 07:47:51 PM
    I first thought they were different, so did a screen cap of them both, but the popups in the screen caps were the same
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 18, 2009, 11:04:04 AM
    Quote from: "boggo2300"
    I first thought they were different, so did a screen cap of them both, but the popups in the screen caps were the same
    That's very weird then :)

    Thre only place a PopulateMoves error can occur is within the Fleet window as that piece of error text is only in one place in the code. If the fleet window is closed then the error shouldn't happen. Sorry to be a pain but please can you make absolutely sure that the fleet window is closed and then run an increment and check you get the same error with the same title.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Father Tim on October 18, 2009, 05:52:39 PM
    I conquered a small, initially pre-TN empire located on a single planet (they hadn't quite finished construction of their first ship when I invaded), but due to their missile bases I never got around to doing a geo survey.  The colony has handed over to me all their installations and such, but for some reason no mineral survey of the planet they're sitting on (Maybe because they're still 'Conquered'?).  No big deal, I figured, I'll jut fire up SM mode and use the F9 'System' window, 'Body Survey' button.  I clicked it, but no survey info was provided.  Hmm, I thought, maybe mine is not the default empire.  After ensuring that it was, I hit the 'Body Survey' button again.  Still no information.

    Experiment time.  I hit 'Star SB Survey' and got info for every body.  I hit 'No SB Survey' and it all went away again.  I selected my other colony in the same system, and hit 'Body Survey' - it worked fine.  I selected the Conquered pop and hit 'Body Survey' - no information.  Then I tried 'All SB Survey' (worked), 'No SB Survey' (worked), other colony 'Body Survey' (worked), Conquered pop 'Body Survey' - no information.

    Four game-months down the road and the colony is now Occupied:  'Body Survey' - no information.  A newly-built geo survey vessel stpped over on its way to join the rest of the fleet and surveyed the planet normally - everything worked just fine, the info is now mine.  Ater that I experimented again, setting the system to no survey, then using the the 'Body Survey' button on the (still) Conquered pop and it worked normally.

    The only thing I can think of is that it's possible I forgot to have the NPR survey its homeworld for minerals when I set it up, and that the 'no survey information' flag was passed to my empire when I conquered the planet.
    Title: Re: 4.26 Bugs
    Post by: Father Tim on October 18, 2009, 07:29:29 PM
    The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.

    I am certain the GFTF was training an HQ unit for my enemy when the colony surrendered, but that unit went 'POOF!' and I began training my own local headquaters.
    Title: Re: 4.26 Bugs
    Post by: boggo2300 on October 19, 2009, 01:12:26 AM
    Quote from: "boggo2300"
    Sorry Steve, I blew it away before you asked  :oops: , however I now know what triggered it, I was doing a 30 day time increment when Aurora crashed (well actually everything crashed) and it was after that the database seems to have been infected by infinite move orders.

    Hope that helps, sorry about not keeping the problem db but had a good cleanup of the pc to try and resolve its crashing
    That's no problem. It sounded very much like a weird one-off type bug so hopefully it won't happen again.

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 19, 2009, 05:26:11 AM
    Quote from: "rdgam"
    The NPR seem to be fighting each other in a system I have no presence in.

    Error in SelectNPRTarget
    Error 6 was generated by Aurora
    Overflow

    I have a saved copy of the database from this problem if that would help.
    Finally tracked this one down. Fixed for v4.31

    Steve
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 19, 2009, 06:05:05 AM
    Quote from: "Father Tim"
    The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.
    I have had a look through the code but I can't find anywhere that might confuse the race. When the ground unit task is created, the race is taken from whatever race is currently selected in the top left dropdown. The pop is obviously correct as it is shown in the list. Is this a v4.26 bug btw or a v4.3 bug, as I have rewritten parts of ground unit creation for v4.3 so its possible I have inadvertently fixed this anyway in v4.3.

    Quote from: "Father Tim"
    I am certain the GFTF was training an HQ unit for my enemy when the colony surrendered, but that unit went 'POOF!' and I began training my own local headquaters.
    All ground units under construction are lost when a pop surrenders so that shouldn't affect it but it does sound like an unlikely coincidence

    Steve
    Title: Re: 4.26 Bugs
    Post by: Father Tim on October 19, 2009, 08:19:29 AM
    Quote from: "Steve Walmsley"
    Quote from: "Father Tim"
    The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.
    I have had a look through the code but I can't find anywhere that might confuse the race. When the ground unit task is created, the race is taken from whatever race is currently selected in the top left dropdown. The pop is obviously correct as it is shown in the list. Is this a v4.26 bug btw or a v4.3 bug, as I have rewritten parts of ground unit creation for v4.3 so its possible I have inadvertently fixed this anyway in v4.3.

    Steve

    It's a v4.26 bug.  And I believe the race dropdown is to blame.  You see, my recently-conquered neighbours (a methane-breathing race) have a little over 10 million more people than I do (normal humans), and as a result my empire has gone from being 100% human to 49.8% human, 50.2% Vostockian.  The race dropdown (on both the Ctrl-F2 'Race Details' widow, and the F9 'System Info' window) keeps defaulting to the methane-breathing surrender monkeys instead of the proud, noble humans who seek to enlighten these savages and make them productive members of our glorious Empire, no matter how may times I select 'Human'.  I am certain 'Vostockian' was the default way back when I gave the order to train the HQ unit.

    *sigh*  Why must it be so difficult to oppress the masses?
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 19, 2009, 10:15:04 AM
    Quote from: "Father Tim"
    It's a v4.26 bug.  And I believe the race dropdown is to blame.  You see, my recently-conquered neighbours (a methane-breathing race) have a little over 10 million more people than I do (normal humans), and as a result my empire has gone from being 100% human to 49.8% human, 50.2% Vostockian.  The race dropdown (on both the Ctrl-F2 'Race Details' widow, and the F9 'System Info' window) keeps defaulting to the methane-breathing surrender monkeys instead of the proud, noble humans who seek to enlighten these savages and make them productive members of our glorious Empire, no matter how may times I select 'Human'.  I am certain 'Vostockian' was the default way back when I gave the order to train the HQ unit. *sigh*  Why must it be so difficult to oppress the masses?
    :). I probably need to have some type of 'dominant species' flag for those Empire where a minority species is the primary one.

    Steve
    Title: Re: 4.26 Bugs
    Post by: waresky on October 19, 2009, 10:18:17 AM
    raise hand up!
    hope for the "Furnace" options returning..errr..from the Human past:)...or..:D
    Title: Re: 4.26 Bugs
    Post by: Steve Walmsley on October 19, 2009, 10:31:57 AM
    Quote from: "Steve Walmsley"
    Quote from: "Father Tim"
    It's a v4.26 bug.  And I believe the race dropdown is to blame.  You see, my recently-conquered neighbours (a methane-breathing race) have a little over 10 million more people than I do (normal humans), and as a result my empire has gone from being 100% human to 49.8% human, 50.2% Vostockian.  The race dropdown (on both the Ctrl-F2 'Race Details' widow, and the F9 'System Info' window) keeps defaulting to the methane-breathing surrender monkeys instead of the proud, noble humans who seek to enlighten these savages and make them productive members of our glorious Empire, no matter how may times I select 'Human'.  I am certain 'Vostockian' was the default way back when I gave the order to train the HQ unit. *sigh*  Why must it be so difficult to oppress the masses?
    I can see this being a problem in other areas as well. I'll bet the species for your new ships and the species for any new populations are Vostockian too :). I probably need to have some type of 'dominant species' flag for those Empire where a minority species is the primary one.
    I have changed the various locations in the code that currently use the most numerous species to instead use the dominant species. This is initially set to the founding species. I'll add some way for the player to change it.

    Steve