Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on October 20, 2009, 03:21:20 PM

Title: v4.4 Bugs
Post by: Steve Walmsley on October 20, 2009, 03:21:20 PM
I have locked the old bugs thread for v3.3 and started this new one. This is to avoid any confusion over whether a bug is in v4.3 or v4.4

Steve
Title: Re: v4.4 Bugs
Post by: rdgam on October 20, 2009, 08:37:03 PM
I have hit a game stopping bug in February of year 2.
Error in CheckForLPShortcut
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

I seems like an infinite list of this error.
I have cleared all fleet orders to no effect.
Title: Re: v4.4 Bugs
Post by: Beersatron on October 20, 2009, 10:21:15 PM
On system view, clicked on galactic map and got:

Error in LoadRaceData
Error 76 was generated by Aurora
Path not found : 'Flags\'

the flags folder is definitely there
Title: Re: v4.4 Bugs
Post by: Beersatron on October 20, 2009, 10:43:27 PM
I am running the auto-increment and have only the system map screen up. Got this message:

Error in AddSubstituteOrdnance
Error 3420 ws generated by DAO.Recordset
Object invalid or no longer set

I have no combat ships built yet and have no missile under construction.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 04:41:54 AM
Quote from: "Beersatron"
On system view, clicked on galactic map and got:

Error in LoadRaceData
Error 76 was generated by Aurora
Path not found : 'Flags\'

the flags folder is definitely there
It looks like it is searching for no flag, or the name of the flag would be in the error message. Firstly, check the races you can see in the Race window and the Intelligence window to see if any are missing a flag. If they all seem fine and you have access to the database, please can you check the Flagpic field of the Race table in the DB to see if it is blank for any NPRs you haven't met yet.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 04:46:07 AM
Quote from: "Beersatron"
I am running the auto-increment and have only the system map screen up. Got this message:

Error in AddSubstituteOrdnance
Error 3420 ws generated by DAO.Recordset
Object invalid or no longer set

I have no combat ships built yet and have no missile under construction.
I haven't managed to recreate the bug but I have found a mistake in the code that would have caused it so I think it is fixed for v4.41. I'll put a non-DB patch out soon.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 04:51:00 AM
Quote from: "rdgam"
I have hit a game stopping bug in February of year 2.
Error in CheckForLPShortcut
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

I seems like an infinite list of this error.
I have cleared all fleet orders to no effect.
I haven't managed to recreate it but I have found a code problem that could cause it. I'll put out a patch that you will be able to use on your existing game. Please let me know if it works.

Steve
Title: Possible Bugs
Post by: Father Tim on October 21, 2009, 08:48:16 AM
Note:  All errors occurred before installing the 4.41 update.


  -  Low Tech Infantry is now an R2 assignment, whereas Low Tech Armour is still R1. Is that intentional?

  -  A 'new mineral deposit found' event from my geology team bumped Mercassium from 19,925.27 tons to 100,000.00 tons.  Should that be "+100,000 tons" instead of "to 100,000 tons"?

  -  The 'Ground Units' tab on the F2 'Populaion & Production' window has one of its tables titled "Ground Units deployed on surface, in PDCs, or in ships in orbit" regardless of whether the option chosen is 'Population Only', 'Population plus PDCs', 'Population plus PDCs + ships in orbit' or 'All Ground Forces'.  Is there any chance the title can change to match the option chosen?  While we're on the subject of possibles, would it be possible to get a display of how much unrest the ground forces are currently suppressing (or rather, capable of suppressing)?

  -  Error in TransferPopulation:  Error 3265 in DAO.fields, "Item not found in this collection."  The error was generated when I conquered an (SM-run) NPR colony.

  -  The ground unit being trained by the enemy GFTF did NOT go 'poof!' when the colony surrendered, and is still being trained even now that the place is 'under new management'.  (This is possibly due to the fact that the conquering empire also had a GFTF present on the planet, as I slapped one down to create a dozen extra Garrison battalions in order to meet the required Defensive strength necessary to conquer the place.  It's definitely THEIR GFTF that's still training THEIR replacement battalion after surrender though.)

  -  The 'Ground Units' tab also no longer displays the 'Actual [Occupation] Strength' and 'Police Modifier' values correctly.  Actually, it doesn't show ay values at all.

  -  A minor typo: combat sumaries on the Ctrl-F3 'Event Updates' window still refer to Divisions being lost (both friendly and enemy).

  -  Another typo:  [officer name] "has inreased his Ground Forces Training rating to 22400%"  Except he has GFTR 225 acording to the officer window.  Similarly, an officer who went from 0 to 25 GFTR was reported as increasing his rating to 2400%.

  -  On the F6 'Ships' window, the text displayed when you hover the mouse pointer over the 'Rename' button (ie tool tip) is the text for the 'Repair All' function.  The button renames as normal (though now that I think about it, I've never tried to rename a damaged ship).
Title: Re: v4.4 Bugs
Post by: rdgam on October 21, 2009, 09:30:57 AM
Quote from: "Steve Walmsley"
Quote from: "rdgam"
I have hit a game stopping bug in February of year 2.
Error in CheckForLPShortcut
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.

I seems like an infinite list of this error.
I have cleared all fleet orders to no effect.
I haven't managed to recreate it but I have found a code problem that could cause it. I'll put out a patch that you will be able to use on your existing game. Please let me know if it works.

Steve

That cleared it up.  My 3 power game can continue.  Thanks for finding it so fast.
Title: Re: v4.4 Bugs
Post by: Hawkeye on October 21, 2009, 10:05:20 AM
Got the following errors. using 4.41

First, I get a SM Only message in the log, stating:
"Increment Adjustment"  -  "Increment length adjustetd due to imminent action. This may involve two NPRs fighting."

Then I get an
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report...

When I hit OK, I get

Error in UpdateGameEvents
Division by Zero
Please report...

Running 5-day increments, time got adjusted to:
0:00:22:55 (first time this happened)
0:00:00:00 (second time)
0:00:00:00
0:00:00:00

looks like I am stuck at 0 sec updates

windows open: Event log, Economy

Neither using the system map nor the galaxy map to advance time helped.

Edit: Went back to 4.4, but the bug is still there.
Title: Re: v4.4 Bugs
Post by: Laurence on October 21, 2009, 12:55:45 PM
Using 4.41 and am getting the following:

This appears once:

Error in RechargeWeapons

Error 3078 ws geenrated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query 'CIWSFired'/ Make sure it exists and that its name is spelled correctly.


Then the following in what appears to be an endless loop

Error in RechargeWeapons

Error 91 was generated by Aurora
Object variable or With block variable not set


These occur on a time advance of any size.  Checked the database and it does not look like I am sharing any systems with the NPR, though they maybe have encountered Precursors?
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 02:25:05 PM
Quote from: "Laurence"
Using 4.41 and am getting the following:

This appears once:

Error in RechargeWeapons

Error 3078 ws geenrated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query 'CIWSFired'/ Make sure it exists and that its name is spelled correctly.


Then the following in what appears to be an endless loop

Error in RechargeWeapons

Error 91 was generated by Aurora
Object variable or With block variable not set


These occur on a time advance of any size.  Checked the database and it does not look like I am sharing any systems with the NPR, though they maybe have encountered Precursors?
It looks like the program can't find one of the tables I put in for v4.4 so I have to ask a stupid question :)

Did you upgrade directly from v4.3 to v4.41 without upgrading to v4.4 first?

Steve
Title: Re: Possible Bugs
Post by: Steve Walmsley on October 21, 2009, 02:34:20 PM
Quote from: "Father Tim"
 -  A 'new mineral deposit found' event from my geology team bumped Mercassium from 19,925.27 tons to 100,000.00 tons.  Should that be "+100,000 tons" instead of "to 100,000 tons"?
No, that looks correct. I put in a maximum amount for geology teams to find. Although I guess that penalises planets with larger existing deposits so maybe it should be +100,000.

Steve
Title: Re: v4.4 Bugs
Post by: Laurence on October 21, 2009, 02:37:17 PM
Quote from: "Steve Walmsley"
I have to ask a stupid question :oops:
Title: Re: Possible Bugs
Post by: Steve Walmsley on October 21, 2009, 04:07:21 PM
Quote from: "Father Tim"
Low Tech Infantry is now an R2 assignment, whereas Low Tech Armour is still R1. Is that intentional?
No, that's a bug. I think automated assignments is still correct but the commander window is wrong. Corrected for v4.42

Quote
The 'Ground Units' tab on the F2 'Populaion & Production' window has one of its tables titled "Ground Units deployed on surface, in PDCs, or in ships in orbit" regardless of whether the option chosen is 'Population Only', 'Population plus PDCs', 'Population plus PDCs + ships in orbit' or 'All Ground Forces'.  Is there any chance the title can change to match the option chosen?  
Corrected as suggested

Quote
A minor typo: combat sumaries on the Ctrl-F3 'Event Updates' window still refer to Divisions being lost (both friendly and enemy).
Fixed

Quote
Another typo:  [officer name] "has inreased his Ground Forces Training rating to 22400%"  Except he has GFTR 225 acording to the officer window.  Similarly, an officer who went from 0 to 25 GFTR was reported as increasing his rating to 2400%.
Fixed

Quote
On the F6 'Ships' window, the text displayed when you hover the mouse pointer over the 'Rename' button (ie tool tip) is the text for the 'Repair All' function.  The button renames as normal (though now that I think about it, I've never tried to rename a damaged ship).
Fixed

Steve
Title: Re: Possible Bugs
Post by: Steve Walmsley on October 21, 2009, 04:46:36 PM
Quote from: "Father Tim"
The 'Ground Units' tab also no longer displays the 'Actual [Occupation] Strength' and 'Police Modifier' values correctly.  Actually, it doesn't show any values at all. Would it be possible to get a display of how much unrest the ground forces are currently suppressing (or rather, capable of suppressing)?
The code for this area is missing. Not sure why but I have fixed the problem by rewriting it :). There are now four boxes in this section for v4.42.

1) Required Occupation Strength: Which is equal to Population x Species Attributes Mod x Pop Status Occupation Mod
2) Actual Occupation Strength, which is equal to the total defence strength of the forces on the planet or in PDCs
3) Police Strength, which is equal to Actual Occupation Strength - Required Occupation Strength
4) Police Modifier, which is the annual amount of unrest reduced. This is equal to (Police Strength / (Population x Species Attributes Mod)) x 100

Species Attributes Mod = (Determination + Militancy + Xenophobia) /300
Pop Status Occupation Mod is based on the Pop Political Status. Conquered = 1, Occupied = 0.75, Subjugated = 0.25, Slave Colony = 1.5. All the others are zero; which includes Vanquished as that requires ships in orbit.

Steve
Title: Re: Possible Bugs
Post by: Steve Walmsley on October 21, 2009, 04:51:11 PM
Quote from: "Father Tim"
Error in TransferPopulation:  Error 3265 in DAO.fields, "Item not found in this collection."  The error was generated when I conquered an (SM-run) NPR colony.
Fixed. This was a minor problem that shouldn't affect your existing game. The only problem it will cause it that an NPR wouldn't designate a new capital population if you captured the existing one.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 04:55:05 PM
Quote from: "Hawkeye"
Got the following errors. using 4.41

First, I get a SM Only message in the log, stating:
"Increment Adjustment"  -  "Increment length adjustetd due to imminent action. This may involve two NPRs fighting."

Then I get an
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report...

When I hit OK, I get

Error in UpdateGameEvents
Division by Zero
Please report...

Running 5-day increments, time got adjusted to:
0:00:22:55 (first time this happened)
0:00:00:00 (second time)
0:00:00:00
0:00:00:00

looks like I am stuck at 0 sec updates

windows open: Event log, Economy

Neither using the system map nor the galaxy map to advance time helped.

Edit: Went back to 4.4, but the bug is still there.
I can't reproduce it but I think it may be caused by the program trying to calculate a very large distance. I have seen this before when using the currency data type for this type of calculation. I have changed the variables I think are being affected from Currency to Double. I'll put out a new version tonight that won't affect your saved game. Let me know if it fixes the problem.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 21, 2009, 05:06:36 PM
I've released a v4.42 patch that includes all the above bug-fixes. It won't affect saved games.

Steve
Title: Re: v4.4 Bugs
Post by: Andrew on October 21, 2009, 05:27:56 PM
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ
Title: Re: v4.4 Bugs
Post by: Beersatron on October 21, 2009, 06:58:09 PM
CIWS is not listed as a Category in the Technology Report screen
Title: Re: v4.4 Bugs
Post by: Beersatron on October 21, 2009, 07:09:50 PM
One of my GE TGs has the conditional order to refuel at nearest colony, it fired during the automatic time increments and stopped the cycle but no event was shown on the System Map (I have show events selected).

Another event that does not get shown in the System View is the discovery of minerals, although it will sometimes show when another even happens at the same time. That being said, it is good that it is not treated as a break to the auto increment because that would be a pain :)

Can you display an event and yet not have it break the auto increment? I love watching the fleets move about the system map and I might be able to see the event flashing up on the screen but I personally wouldn't want it to interrupt (not sure on others though, you folks like to stop and look at every mineral find?).
Title: Re: v4.4 Bugs
Post by: Kurt on October 21, 2009, 07:49:23 PM
Steve -

I just encountered this situation, which, while it isn't technically a bug, can potentially be very annoying if it crops up.  

I decided to play with 4.4 for a while.  I started a new campaign, and decided to do a non-solar system start.  After generating the universe I selected the SM Race and opened the system window to begin generating the system for my race.  The very first system I generated had a beautiful oxy-nitrogen planet suitable for a race, so I selected that planet and generated my empire.  I spent quite a while setting up my empire, and although I almost always do a low-tech start, as that interests me most, I decided to do a fairly high-tech start this time.  I spent a fair amount of time upgrading the race's tech levels to where I wanted them, then designed my ship systems, then designed my ships.  Finally, I had my race where I wanted and hit the five-day time advance.  Aurora advanced an hour and then gave a bunch of thermal contact reports, all on or around my home planet.  After a second I realized what had happened.  As stated above, the planet was an O/N planet, and apparently Aurora randomly determined that an NPR would be there.  

Now, in this case, it isn't a big deal.  I decided to go with it, and make it part of my test campaign.  However, if this was a "for-real" campaign, where I had a definite idea of how I wanted it to be set up and had spent a lot of time setting it up, this would be a big problem that I would only discover after spending the time to set it up.  After thinking about it for a while I realized that I could reduce the NPR generation chance to 0 on the game screen at least while I am generating my initial race, but it also occured to me that it is never a good thing to have an NPR randomly created while generating systems for my initial race.  After all, if an NPR is generated in a system I am going to delete it clutters the database and slows the system generation down, and if it is in a system that I'm going to use then it complicates the setup.  Is there any way to suppress the generation of NPR's during the initial player race creation?

Kurt
Title: Re: v4.4 Bugs
Post by: Beersatron on October 21, 2009, 09:02:13 PM
I used the SM to place a Random Ruin on Mars and then transferred a Xeno team over and just left it to work away. Some time later I got a message saying that the Xeno team were down searching the Damaged Installation. But, when I go to the Summary tab it says that Abandoned Installations is '??' and also that '(unknown race - xenologist team required)'.
Title: Re: v4.4 Bugs
Post by: boggo2300 on October 21, 2009, 09:22:02 PM
Quote from: "Beersatron"
I used the SM to place a Random Ruin on Mars and then transferred a Xeno team over and just left it to work away. Some time later I got a message saying that the Xeno team were down searching the Damaged Installation. But, when I go to the Summary tab it says that Abandoned Installations is '??' and also that '(unknown race - xenologist team required)'.

Ive had the same thing from a randomly generated ruin on Mercury
Title: Re: v4.4 Bugs
Post by: Kurt on October 21, 2009, 10:16:20 PM
Quote from: "Andrew"
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ

I'm getting this too, with the header "Error in PopulateGU"

In addition, ground combat appears to be borked.  I can initiate it, and in the results screen I can see that Aurora is calculating the odds of ground unit loss, but nothing happens after that, no damage is applied, no GU's are damaged.  In addition, I get an error message relating to ground combat.  

Kurt
Title: Re: v4.4 Bugs
Post by: Hawkeye on October 21, 2009, 11:21:44 PM
Quote from: "Steve Walmsley"
Quote from: "Hawkeye"
Got the following errors. using 4.41

First, I get a SM Only message in the log, stating:
"Increment Adjustment"  -  "Increment length adjustetd due to imminent action. This may involve two NPRs fighting."

Then I get an
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report...

When I hit OK, I get

Error in UpdateGameEvents
Division by Zero
Please report...

Running 5-day increments, time got adjusted to:
0:00:22:55 (first time this happened)
0:00:00:00 (second time)
0:00:00:00
0:00:00:00

looks like I am stuck at 0 sec updates

windows open: Event log, Economy

Neither using the system map nor the galaxy map to advance time helped.

Edit: Went back to 4.4, but the bug is still there.
I can't reproduce it but I think it may be caused by the program trying to calculate a very large distance. I have seen this before when using the currency data type for this type of calculation. I have changed the variables I think are being affected from Currency to Double. I'll put out a new version tonight that won't affect your saved game. Let me know if it fixes the problem.

Steve

Just tried 4.4.2.
Unfortunately, the bug stil persists
Title: Re: Possible Bugs
Post by: sloanjh on October 21, 2009, 11:23:11 PM
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
 -  A 'new mineral deposit found' event from my geology team bumped Mercassium from 19,925.27 tons to 100,000.00 tons.  Should that be "+100,000 tons" instead of "to 100,000 tons"?
No, that looks correct. I put in a maximum amount for geology teams to find. Although I guess that penalises planets with larger existing deposits so maybe it should be +100,000.

I've hit this "feature" :-) several times myself.

John
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 05:30:07 AM
Quote from: "Beersatron"
I used the SM to place a Random Ruin on Mars and then transferred a Xeno team over and just left it to work away. Some time later I got a message saying that the Xeno team were down searching the Damaged Installation. But, when I go to the Summary tab it says that Abandoned Installations is '??' and also that '(unknown race - xenologist team required)'.
Ruins were changed for v4.3. The Xeno Team now identifies to which alien race the ruins belong and how many installations could be recovered. Until that point, you don't know which race it is or how many installations so you will see the above text. When the race/installations is revealed, you will need an engineer regiment to recover the installations. There was a thread about this but I can't remember which one.

Steve
Title: Re: Possible Bugs
Post by: Steve Walmsley on October 22, 2009, 05:34:16 AM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
 -  A 'new mineral deposit found' event from my geology team bumped Mercassium from 19,925.27 tons to 100,000.00 tons.  Should that be "+100,000 tons" instead of "to 100,000 tons"?
No, that looks correct. I put in a maximum amount for geology teams to find. Although I guess that penalises planets with larger existing deposits so maybe it should be +100,000.

I've hit this "feature" :-) several times myself.

John
I've changed it so the total minerals is increased by the amount found, rather than to the amount found.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 06:09:34 AM
Quote from: "Andrew"
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ
Was there a name for the function involved, such as "Error in PopulateGU", before the actual error type?

Steve
Title: Re: v4.4 Bugs
Post by: Andrew on October 22, 2009, 06:29:57 AM
Quote from: "Steve Walmsley"
Quote from: "Andrew"
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ
Was there a name for the function involved, such as "Error in PopulateGU", before the actual error type?

Steve
I think that there was  a message about Error in PopulateGU
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 06:49:47 AM
Quote from: "Kurt"
Quote from: "Andrew"
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ

I'm getting this too, with the header "Error in PopulateGU"

In addition, ground combat appears to be borked.  I can initiate it, and in the results screen I can see that Aurora is calculating the odds of ground unit loss, but nothing happens after that, no damage is applied, no GU's are damaged.  In addition, I get an error message relating to ground combat.  

Kurt
I've just run a ground combat with no problems so something weird is going on. Can you remember the error message you saw?  Stupid question coming up :). I assume you are aware that ground combat in the latest versions damages the readiness of the divisions rather than immediately destroying them outright. I just wasn't sure if the ground combat in the 6 powers used the older model where divisions where either OK or destroyed.

I can't recreate the division by zero either. Do you happen to remember the name of function shown in the error message. I've checked PopulateGU but there are only three places where a division takes place and the value of the variable used as a divisor is checked first in each case. There was an older problem in this area though so I am starting to wonder if I somehow sent out the wrong exe. Does it have v4.42 in the game window?

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 06:58:10 AM
Quote from: "Beersatron"
CIWS is not listed as a Category in the Technology Report screen
Added for v4.43

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 07:30:21 AM
Quote from: "Beersatron"
One of my GE TGs has the conditional order to refuel at nearest colony, it fired during the automatic time increments and stopped the cycle but no event was shown on the System Map (I have show events selected).

Another event that does not get shown in the System View is the discovery of minerals, although it will sometimes show when another even happens at the same time. That being said, it is good that it is not treated as a break to the auto increment because that would be a pain :)

Can you display an event and yet not have it break the auto increment? I love watching the fleets move about the system map and I might be able to see the event flashing up on the screen but I personally wouldn't want it to interrupt (not sure on others though, you folks like to stop and look at every mineral find?).
Only events set as interrupt events will stop time. Mineral discovery isn't classed as an interrupt event.

As far as I know, whatever appears i the normal event log should show up on the system map. They should only be different if the main event log is set to SM as the system map log won't show SM events or those from other non-NPR races. It's possible the missing events are set as hidden events for the default race. Do they show up on the event window? Also, click the Event List button and see if they are greyed out.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 22, 2009, 09:35:17 AM
Quote from: "rdgam"
I am running a multi-player start from Earth using the real stars option.  If the players explore the warp points in a different order, I get duplicate stars and names.  I just got two 61 Cygins that are different.  I also have two Groombridge 34s connected to EV Lacertae.
Something similar has just happened in my own game. My race just found a second proxima centauri. There is a table in the DB that tracks which systems have been generated. For the some reason the first proxima centauri had been given the wrong system number so the DB didn't think it had been generated. I haven't fixed it yet but I thought I would let you know I have at least reproduced it.

Steve
Title: Re: v4.4 Bugs
Post by: Kurt on October 22, 2009, 09:48:11 AM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Quote from: "Andrew"
On accessing the economy screen with the 4.42 patch applied
error 11 was generated by Aurora
Division by zero

Happens on opening the economics and when a ground unit is attached to an HQ

I'm getting this too, with the header "Error in PopulateGU"

In addition, ground combat appears to be borked.  I can initiate it, and in the results screen I can see that Aurora is calculating the odds of ground unit loss, but nothing happens after that, no damage is applied, no GU's are damaged.  In addition, I get an error message relating to ground combat.  

Kurt
I've just run a ground combat with no problems so something weird is going on. Can you remember the error message you saw?  Stupid question coming up :). I assume you are aware that ground combat in the latest versions damages the readiness of the divisions rather than immediately destroying them outright. I just wasn't sure if the ground combat in the 6 powers used the older model where divisions where either OK or destroyed.

I can't recreate the division by zero either. Do you happen to remember the name of function shown in the error message. I've checked PopulateGU but there are only three places where a division takes place and the value of the variable used as a divisor is checked first in each case. There was an older problem in this area though so I am starting to wonder if I somehow sent out the wrong exe. Does it have v4.42 in the game window?

Steve

The ground combat may very well be something I did wrong, as I've never used the current rules, both with ground units and non-player controlled NPR's.  

The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  

Kurt
Title: Re: v4.4 Bugs
Post by: Beersatron on October 22, 2009, 10:38:36 AM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I used the SM to place a Random Ruin on Mars and then transferred a Xeno team over and just left it to work away. Some time later I got a message saying that the Xeno team were down searching the Damaged Installation. But, when I go to the Summary tab it says that Abandoned Installations is '??' and also that '(unknown race - xenologist team required)'.
Ruins were changed for v4.3. The Xeno Team now identifies to which alien race the ruins belong and how many installations could be recovered. Until that point, you don't know which race it is or how many installations so you will see the above text. When the race/installations is revealed, you will need an engineer regiment to recover the installations. There was a thread about this but I can't remember which one.

Steve

That's the thing though, the Xeno team sent me a message saying that they had exhausted their search, yet the summary tab still showed the '??' and that a xeno team was required.

(typo in my original post, 'down' should be 'done')
Title: Re: v4.4 Bugs
Post by: Andrew on October 22, 2009, 11:23:04 AM
Quote from: "Kurt"

The ground combat may very well be something I did wrong, as I've never used the current rules, both with ground units and non-player controlled NPR's.  

The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  

Kurt

Exactly the same problem. Have not tried ground combat though
Title: Re: v4.4 Bugs
Post by: boggo2300 on October 22, 2009, 02:25:06 PM
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I used the SM to place a Random Ruin on Mars and then transferred a Xeno team over and just left it to work away. Some time later I got a message saying that the Xeno team were down searching the Damaged Installation. But, when I go to the Summary tab it says that Abandoned Installations is '??' and also that '(unknown race - xenologist team required)'.
Ruins were changed for v4.3. The Xeno Team now identifies to which alien race the ruins belong and how many installations could be recovered. Until that point, you don't know which race it is or how many installations so you will see the above text. When the race/installations is revealed, you will need an engineer regiment to recover the installations. There was a thread about this but I can't remember which one.

Steve

That's the thing though, the Xeno team sent me a message saying that they had exhausted their search, yet the summary tab still showed the '??' and that a xeno team was required.

(typo in my original post, 'down' should be 'done')

Ditto for me, the team said they were done, however the ruins still showed as Abandoned Installations  (Unknown Race)
Title: Re: v4.4 Bugs
Post by: Andrew on October 22, 2009, 02:35:13 PM
Quote from: "Andrew"
Quote from: "Kurt"

The ground combat may very well be something I did wrong, as I've never used the current rules, both with ground units and non-player controlled NPR's.  

The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  

Kurt

Exactly the same problem. Have not tried ground combat though
After a 5 day update grond combat seems to be working normaly although the message persists with any activity on the ground units tab
Title: Re: v4.4 Bugs
Post by: Andrew on October 22, 2009, 02:35:14 PM
Quote from: "Andrew"
Quote from: "Kurt"

The ground combat may very well be something I did wrong, as I've never used the current rules, both with ground units and non-player controlled NPR's.  

The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  

Kurt

Exactly the same problem. Have not tried ground combat though
After a 5 day update grond combat seems to be working normaly although the message persists with any activity on the ground units tab
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 07:19:05 AM
Quote from: "Hawkeye"
Error in UpdateGameEvents
Division by Zero
Please report...

Running 5-day increments, time got adjusted to:
0:00:22:55 (first time this happened)
0:00:00:00 (second time)
0:00:00:00
0:00:00:00

looks like I am stuck at 0 sec updates

windows open: Event log, Economy
I have reproduced this one and fixed it. Still working on the one in UpdateAllSensors.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 07:40:21 AM
Quote from: "Beersatron"
That's the thing though, the Xeno team sent me a message saying that they had exhausted their search, yet the summary tab still showed the '??' and that a xeno team was required.
I am really struggling with this one as it seems to be working normally for me.

Can you remember the exact message? I have done a text search for 'exhausted' and it only appears in the code for geology teams. The message for the Xeno team should be that the ruins have been fully explored, which then allows you to send in the engineer teams to recover the installations. For v4.43 I have expanded the message to read: ""Ruins on SystemBodyName have been fully explored. xx abandoned installations were found which may be recovered by an engineer regiment"

If anyone is reading this who has seen this working, with the alien race and number of installation revealed once the Xeno team completes its task, please post and let me know. That way I will know if it is a general problem or it only happens in certain circumstances.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 08:38:04 AM
Quote from: "Kurt"
The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  
Found it! (by accident :)

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 23, 2009, 09:55:24 AM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  
Found it! (by accident :)

Steve
Ok roger:)
Title: Re: v4.4 Bugs
Post by: Hawkeye on October 23, 2009, 01:47:37 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
That's the thing though, the Xeno team sent me a message saying that they had exhausted their search, yet the summary tab still showed the '??' and that a xeno team was required.
I am really struggling with this one as it seems to be working normally for me.

Can you remember the exact message? I have done a text search for 'exhausted' and it only appears in the code for geology teams. The message for the Xeno team should be that the ruins have been fully explored, which then allows you to send in the engineer teams to recover the installations. For v4.43 I have expanded the message to read: ""Ruins on SystemBodyName have been fully explored. xx abandoned installations were found which may be recovered by an engineer regiment"

If anyone is reading this who has seen this working, with the alien race and number of installation revealed once the Xeno team completes its task, please post and let me know. That way I will know if it is a general problem or it only happens in certain circumstances.

Steve

Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?


Edit: I now belive it is just a display problem.
After dropping an engineer regiment on Mars, I got the message that an attemt at reactivating an alien installation failed, so the engineers seem to be doing their job, it is just not shown on the economy screen
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 02:20:31 PM
Quote from: "Hawkeye"
Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?


Edit: I now belive it is just a display problem.
After dropping an engineer regiment on Mars, I got the message that an attemt at reactivating an alien installation failed, so the engineers seem to be doing their job, it is just not shown on the economy screen
Thanks, that is all useful information. I still haven't tracked it down but at least you have narrowed down the places I need to look :)

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 02:21:57 PM
Quote from: "Hawkeye"
Got the following errors. using 4.41

First, I get a SM Only message in the log, stating:
"Increment Adjustment"  -  "Increment length adjustetd due to imminent action. This may involve two NPRs fighting."

Then I get an
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report...
Reproduced this one now as well. I've fixed it so I'll put out a v4.44 later tonight

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 05:07:33 PM
Quote from: "Kurt"
Steve -

I just encountered this situation, which, while it isn't technically a bug, can potentially be very annoying if it crops up.  

I decided to play with 4.4 for a while.  I started a new campaign, and decided to do a non-solar system start.  After generating the universe I selected the SM Race and opened the system window to begin generating the system for my race.  The very first system I generated had a beautiful oxy-nitrogen planet suitable for a race, so I selected that planet and generated my empire.  I spent quite a while setting up my empire, and although I almost always do a low-tech start, as that interests me most, I decided to do a fairly high-tech start this time.  I spent a fair amount of time upgrading the race's tech levels to where I wanted them, then designed my ship systems, then designed my ships.  Finally, I had my race where I wanted and hit the five-day time advance.  Aurora advanced an hour and then gave a bunch of thermal contact reports, all on or around my home planet.  After a second I realized what had happened.  As stated above, the planet was an O/N planet, and apparently Aurora randomly determined that an NPR would be there.  

Now, in this case, it isn't a big deal.  I decided to go with it, and make it part of my test campaign.  However, if this was a "for-real" campaign, where I had a definite idea of how I wanted it to be set up and had spent a lot of time setting it up, this would be a big problem that I would only discover after spending the time to set it up.  After thinking about it for a while I realized that I could reduce the NPR generation chance to 0 on the game screen at least while I am generating my initial race, but it also occured to me that it is never a good thing to have an NPR randomly created while generating systems for my initial race.  After all, if an NPR is generated in a system I am going to delete it clutters the database and slows the system generation down, and if it is in a system that I'm going to use then it complicates the setup.  Is there any way to suppress the generation of NPR's during the initial player race creation?
I think the easiest way to tackle this is to just suppress any NPR or Precursor creation for stand-alone systems. I think it would be a reasonably safe assumption that anyone creating stand-alone systems is probably doing so as part of campaign setup and therefore would want them to be 'clean' systems.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 05:23:40 PM
Quote from: "Hawkeye"
Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?
Yes, that is the problem. When you manually add a random ruin, the code doesn't work correctly after the Xeno team does its job. It's because the new ruin races are created by the system generation routine but I forgot to set them up for ruins added manually by the SM. The code won't display the race name in that situation because there isn't one. I'll modify the Add Ruin code so that it works as well.

Steve
Title: Re: v4.4 Bugs
Post by: Shinanygnz on October 23, 2009, 06:11:04 PM
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 23, 2009, 06:37:34 PM
Quote from: "Shinanygnz"
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Can't reproduce it yet but the fact this piece of code runs a lot and it hasn't been reported sooner means it is probably an unusual set of circumstances.

Dumb question time :). Is it definitely CheckAssignments and not one of the other assignment functions such as CheckShipClassAssignments or CheckSurveyShipAssignments

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?

Steve
Title: Re: v4.4 Bugs
Post by: Beersatron on October 23, 2009, 09:11:16 PM
Not sure if this is a bug or that I just didn't notice it before, but why are Maintenance Storage Bays classified as military? Would it not be in the realm of the possible that a civilian may get the contract to run maintenance resupply to a colony?

I ask because I am building a master of all 40k ton civilian transport that will be able to carry 4 Battalion (Engineering Regiment), 1 million liters of fuel and I was hoping to add in a few thousand maintenance supplies. That why I can build 3 things into the one hull at the start of the game and keep shipyard retooling to a minimum.

So I have put in 94 engineering spaces to get the following design: (it is classed as a Tanker and a Supply Ship too)

Code: [Select]
Locomotive class Fleet Support Vessel    40000 tons     1475 Crew     2632.8 BP      TCS 800  TH 2400  EM 0
3000 km/s     Armour 6-104     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 0
Maintenance Capacity 3867 MSP    Max Repair 40 MSP
Troop Capacity: 4 Battalions    

Commercial Ion Drive (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 1,000,000 Litres    Range 562.5 billion km   (2170 days at full power)

This design is classed as a commercial vessel for maintenance purposes

I just hope the civilians don't copy it :)

Which brings me to a question, the civilian shipping lines use freighters designed by the player, but what are you requisites when choosing that design? Is it the presence of cargo holds?
Title: Re: v4.4 Bugs
Post by: Beersatron on October 23, 2009, 10:06:45 PM
Spell checker required on the 'Teams / Acadmeny' tab in the production screen :)
Title: Re: v4.4 Bugs
Post by: alanwebber on October 24, 2009, 04:44:46 AM
Steve

I've now been stuck with 15 second increments for over 2 hours (game time and real time) with messages about NPR's fighting. Any thoughts as to how to get out of this without a restart. I'm running 4.44 with automated turns although I've tried manual with no success.
Title: Re: v4.4 Bugs
Post by: Andrew on October 24, 2009, 08:02:57 AM
During combat the following error comes up
Error in Fire Allweapons
Error 6 was generated by Aurora
Overflow

I think it relates to attempts to fire beam weapons in antimissile defense at targets beyond their range, however there also seemed to be a problem with automatic launching of point defense missiles although they fired when I manually set their targets

Edit
Confirmed that antimissiles only launch when I manually target them, the launchers on autoamtic are not launching
Title: Re: v4.4 Bugs
Post by: Shinanygnz on October 24, 2009, 08:23:21 AM
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Can't reproduce it yet but the fact this piece of code runs a lot and it hasn't been reported sooner means it is probably an unusual set of circumstances.

Dumb question time :). Is it definitely CheckAssignments and not one of the other assignment functions such as CheckShipClassAssignments or CheckSurveyShipAssignments

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?

Steve

Nothing so clear cut.  I've updated to 4.44 and run through to another assignment point.  I used a preTNE start.  Prior to running the update I had 4 ships, 20 missile complexes and 34 ground units (with a command structure).  12 GU and some MC without a commander.  I don't have enough minions for everything.
It's definitely CheckAssignments that throws the error.  I had to click 20 times this time around and there are 32 Command Assignment events.  Outcome is I have 13 MC and 19 GU without commanders (all 4 ships have commanders), and 5 commanders left unassigned.
Hope that helps.
Stephen
Title: Re: v4.4 Bugs "CheckAssignemets"
Post by: waresky on October 24, 2009, 09:47:15 AM
Same as above,me have 300+ officers,so = 300+ windows error and follow my clicks for exit..r EVERY 60months (ive set 60 months change of commands)

Are sure a bug
Title: Re: v4.4 Bugs-MASSDRIVER
Post by: waresky on October 24, 2009, 10:11:17 AM
Steve,am sure,Mass Driver NOT launch any Minerals,BUT in Planetary minerals Windows them r gone,BUT in Planetary Map no sign of them around..vanguished ..and up Earth NO mass driver's minerals never arrived.mining are ok,i think trouble on "LAUNCH" and "DELIVERY" system..
Title: Re: v4.4 Bugs
Post by: Kurt on October 24, 2009, 10:55:05 AM
Quote from: "Andrew"
During combat the following error comes up
Error in Fire Allweapons
Error 6 was generated by Aurora
Overflow

I think it relates to attempts to fire beam weapons in antimissile defense at targets beyond their range, however there also seemed to be a problem with automatic launching of point defense missiles although they fired when I manually set their targets

Edit
Confirmed that antimissiles only launch when I manually target them, the launchers on autoamtic are not launching

I had this problem, and I think it was because I hadn't set the enemy to "hostile" on the Intelligence/diplomacy screen.  When I checked, the race I was fighting was set to "neutral", and I think that I why my anti-missile launchers were not automatically targeting their missiles.  

Kurt
Title: Re: v4.4 Bugs
Post by: Kurt on October 24, 2009, 11:01:44 AM
Steve -

I've noted a minor bug.  I've been playing around with 4.44, and in particular the ground combat stuff, and I really like being able to assign units to Brigade and Divisional HQ's.  However, I've discovered that I cannot rename divisional HQ's.  I can rename brigade HQ's, but when I try to rename divisional HQ's either nothing happens, or a subordinate brigade gets renamed instead of the divisional HQ.

Kurt

Edit: Okay, I just tried again and renaming the divisions worked fine.  I can't remember if I originally tried under an earlier version of 4.4, but it appears to be working now.
Title: Re: v4.4 Bugs
Post by: schroeam on October 24, 2009, 12:47:41 PM
Quote from: "Kurt"
Steve -

I've noted a minor bug.  I've been playing around with 4.44, and in particular the ground combat stuff, and I really like being able to assign units to Brigade and Divisional HQ's.  However, I've discovered that I cannot rename divisional HQ's.  I can rename brigade HQ's, but when I try to rename divisional HQ's either nothing happens, or a subordinate brigade gets renamed instead of the divisional HQ.

Kurt

Edit: Okay, I just tried again and renaming the divisions worked fine.  I can't remember if I originally tried under an earlier version of 4.4, but it appears to be working now.
Kurt,
It was probably the divisional hq at the top of the list, which I've found if you just click on that unit and try to rename it for some reason that unit wasn't really selected.  I've had to basically click on a different unit then click on the unit I want to rename.  Kind of a pain, but I think it is a product of Access, not Steve's programming.

Adam.
Title: Re: v4.4 Bugs
Post by: waresky on October 24, 2009, 04:24:04 PM
Steve..
i think r some uncovered,unearring trouble on "transport" section,of ur code program..

R 5 or 6 times Aurora stop and never go again.
Ctr+alt and check "not answered"..must close from Taskmanager.
And all times,the troubles r linked at some situation on "reply" command on transport,minerals,and so on.
So,this and not massDriver working on send minerals at earth..the game become un-playered.
Srry.

Pls check on ur side "better" testing on transport from-to earth and mining colonies in Solar Syste,.check pls in various situations.
bugs are hidden in this section.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 10:04:57 AM
Quote from: "alanwebber"
Steve

I've now been stuck with 15 second increments for over 2 hours (game time and real time) with messages about NPR's fighting. Any thoughts as to how to get out of this without a restart. I'm running 4.44 with automated turns although I've tried manual with no success.
I have had a few long NPR battles in my own campaign (and I haven't' seen the bad guys yet!). If you leave automated turns running, it should work through it eventually. If it continues without any improvement though, send me the db and I will try and figure out iof there is a  bug involved.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 10:06:35 AM
Quote from: "Beersatron"
Spell checker required on the 'Teams / Acadmeny' tab in the production screen :)
Oops! Fixed for v4.45

Steve
Title: Re: v4.4 Bugs
Post by: Andrew on October 25, 2009, 10:10:08 AM
Quote from: "Kurt"
Quote from: "Andrew"
During combat the following error comes up
Error in Fire Allweapons
Error 6 was generated by Aurora
Overflow

I think it relates to attempts to fire beam weapons in antimissile defense at targets beyond their range, however there also seemed to be a problem with automatic launching of point defense missiles although they fired when I manually set their targets

Edit
Confirmed that antimissiles only launch when I manually target them, the launchers on autoamtic are not launching

I had this problem, and I think it was because I hadn't set the enemy to "hostile" on the Intelligence/diplomacy screen.  When I checked, the race I was fighting was set to "neutral", and I think that I why my anti-missile launchers were not automatically targeting their missiles.  

Kurt
I have made that mistake before, the missiles where launched by a hostile race in this case
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 10:15:13 AM
Quote from: "Beersatron"
Not sure if this is a bug or that I just didn't notice it before, but why are Maintenance Storage Bays classified as military? Would it not be in the realm of the possible that a civilian may get the contract to run maintenance resupply to a colony?

I ask because I am building a master of all 40k ton civilian transport that will be able to carry 4 Battalion (Engineering Regiment), 1 million liters of fuel and I was hoping to add in a few thousand maintenance supplies. That why I can build 3 things into the one hull at the start of the game and keep shipyard retooling to a minimum.

So I have put in 94 engineering spaces to get the following design: (it is classed as a Tanker and a Supply Ship too)

Code: [Select]
Locomotive class Fleet Support Vessel    40000 tons     1475 Crew     2632.8 BP      TCS 800  TH 2400  EM 0
3000 km/s     Armour 6-104     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 0
Maintenance Capacity 3867 MSP    Max Repair 40 MSP
Troop Capacity: 4 Battalions    

Commercial Ion Drive (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 1,000,000 Litres    Range 562.5 billion km   (2170 days at full power)

This design is classed as a commercial vessel for maintenance purposes

I just hope the civilians don't copy it :)

Which brings me to a question, the civilian shipping lines use freighters designed by the player, but what are you requisites when choosing that design? Is it the presence of cargo holds?
Maintenance is only required for military ships, which is why I made the transport bay a military system. On the other hand I can see that commercial shipping would probably be used to move maintenance so I have changed it to commercial. I think I made CIWS commercial as well on the basis that it is an purely defensive system so that it can be added to troop transports or other commercial vessels that may go in harm's way.

When a class is created, the program assigns it a type based on its components. A ship with cargo holds will be initially assigned as a freighter but that designation could get overriden if it also has components such as troop transport bays, salvage moduels, etc, which have a higher priority in terms of designating a class type. As of v4.44, the shipping lines just pick a random non-obsolete design but in v4.45, they will select a non-obsolete design from those currently in service, weighted by the number of each design in service.  If there are none in service, then they will pick a random non-obsolete design

Steve
Title: Re: v4.4 Bugs-MASSDRIVER
Post by: Steve Walmsley on October 25, 2009, 10:17:54 AM
Quote from: "waresky"
Steve,am sure,Mass Driver NOT launch any Minerals,BUT in Planetary minerals Windows them r gone,BUT in Planetary Map no sign of them around..vanguished ..and up Earth NO mass driver's minerals never arrived.mining are ok,i think trouble on "LAUNCH" and "DELIVERY" system..
Is this one of your populations or a civilian mining colony? If it is a civilian mining colony then the minerals are used up by the civs unless you pay for them. To set up payment, go to the Ind Status / Civs tab of the economic window, select the civilian colony and choose Purchase Mineral Output.

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 10:26:00 AM
???????????????????????????

ive surely LOST this crucial and newly infos---

Ty am check IMMEDIATELY:))) now prepare my Colossus Extermniation BattleDome and Annnnnnnnnhilitad every CivilianZ puny dastardly governor.-.- same as "Moties" novel
Title: Re: v4.4 Bugs IndStat/Civ
Post by: waresky on October 25, 2009, 10:42:16 AM
WHERE is the BUY button for BUY Mining ore??????????????

am never found around none of them...STEEEEEEEEEVE...u r sure r in 4.44??
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 10:44:46 AM
Am sure...Titan are MINE the Mines..and in IndStatus/Civs arent NONE of buy Button u mean...am sure..Thetys same,LUNA same,MARS same..Callisto same.

When am select Destination of Mass Driver,THE ORE gones..BUT none reach earth,NONE are see on plan Map..all gone,vanguished and stop..
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 11:51:02 AM
Quote from: "Shinanygnz"
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Can't reproduce it yet but the fact this piece of code runs a lot and it hasn't been reported sooner means it is probably an unusual set of circumstances.

Dumb question time :). Is it definitely CheckAssignments and not one of the other assignment functions such as CheckShipClassAssignments or CheckSurveyShipAssignments

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?
Nothing so clear cut.  I've updated to 4.44 and run through to another assignment point.  I used a preTNE start.  Prior to running the update I had 4 ships, 20 missile complexes and 34 ground units (with a command structure).  12 GU and some MC without a commander.  I don't have enough minions for everything.
It's definitely CheckAssignments that throws the error.  I had to click 20 times this time around and there are 32 Command Assignment events.  Outcome is I have 13 MC and 19 GU without commanders (all 4 ships have commanders), and 5 commanders left unassigned.
I have found somethiing that could be causing the error, although I haven't reproduced it yet. If you have any commanders older than 60, I think the error is caused by the code that considers whether to retire them. I have an SQL statement that joins Commander and Ranks, both of which contain a RaceID. When I refer to a RaceID in that section of code I don't specify which one, which would cause an 'Item not found in this collection'  error within CheckAssignments. I'll put out a new version with this fix later today. Please let me know if that fixes the problem.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 11:52:35 AM
Quote from: "waresky"
Am sure...Titan are MINE the Mines..and in IndStatus/Civs arent NONE of buy Button u mean...am sure..Thetys same,LUNA same,MARS same..Callisto same.

When am select Destination of Mass Driver,THE ORE gones..BUT none reach earth,NONE are see on plan Map..all gone,vanguished and stop..
A quick dumb question :). Just to check, do you have the Show Mineral Packets option checked on the Display tab of the System Map

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 12:09:18 PM
I have just fixed a bug that occasionally caused a jump point in a real stars game to connect to its own system. The fix will be in v4.45

Steve
Title: Re: v4.4 Bugs IndStat/Civ
Post by: Steve Walmsley on October 25, 2009, 12:13:35 PM
Quote from: "waresky"
WHERE is the BUY button for BUY Mining ore??????????????

am never found around none of them...STEEEEEEEEEVE...u r sure r in 4.44??
If you select a civilian mining colony and select the Ind Status / Civs tab, there is a section called Civilian Mining Complexes Status in the lower left. There are two option: 'Purchase Mineral Output' and 'MInerals go to Civilian Sector'. This section will only appear if you select a civilian mining colony. You can tell the civ colonies as they have the planet name plus "Civilian Mining Colony" in the pop list.

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 12:27:28 PM
Arent CIVILIAN colony Steve.
i think r some of strange bug.
And in MINE mining Colony,am set "send at earth",then check on Planetary Map and NEVER show any minerals packet around..BUT the minerals's gones from mining Report Windos..SO minerals are pick up BUT never REACH earth.End of all.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 12:47:55 PM
Quote from: "waresky"
Arent CIVILIAN colony Steve.
i think r some of strange bug.
And in MINE mining Colony,am set "send at earth",then check on Planetary Map and NEVER show any minerals packet around..BUT the minerals's gones from mining Report Windos..SO minerals are pick up BUT never REACH earth.End of all.
Please can you check if you have "Show Mineral Packets" checked on the Display tab of the System Map window (its the fifth option from the bottom).

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 12:50:52 PM
Steve,if u read my previous,ive write 2 times: "ive setup flag "show minerals packs" so..for me are some strange bug on
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 12:56:16 PM
Am right now check: ive reset "Send to earth" from mass driver,and in mining Report on MASS driver column the valor r RIGHTS..BUT in space NEVER packet show..and the total of mineral depot on surface r lowered the right amount of Mass "send"...BUT never r on WAY!..ok? do u have understand?:DDDD

My english was terrible but am not stupid.
:D
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 01:05:07 PM
Quote from: "waresky"
Am right now check: ive reset "Send to earth" from mass driver,and in mining Report on MASS driver column the valor r RIGHTS..BUT in space NEVER packet show..and the total of mineral depot on surface r lowered the right amount of Mass "send"...BUT never r on WAY!..ok? do u have understand?:DDDD

My english was terrible but am not stupid.
:)

Sorry I didn't realise you had already said you had checked the mineral packet checkbox. I was asking because I haven't seen any problems in my own game and no one else is reporting the problem, which means it's probably something specific to your campaign. I just wanted to get the obvious things out of the way before I spend time trying to hunt this down. I'll take a look through the code and see if I can spot anything.

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 01:10:31 PM
Error in CheckAssignments

Error 3265 was generated by DAO.fields
"Elements not found in this group" (translations was aproximative)
on italians: "Elemento non trovato in questo insieme"

the windows number r same as total officers number.
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 01:17:50 PM
Quote from: "Steve Walmsley"
Quote from: "waresky"
Am right now check: ive reset "Send to earth" from mass driver,and in mining Report on MASS driver column the valor r RIGHTS..BUT in space NEVER packet show..and the total of mineral depot on surface r lowered the right amount of Mass "send"...BUT never r on WAY!..ok? do u have understand?:DDDD

My english was terrible but am not stupid.
:)

Sorry I didn't realise you had already said you had checked the mineral packet checkbox. I was asking because I haven't seen any problems in my own game and no one else is reporting the problem, which means it's probably something specific to your campaign. I just wanted to get the obvious things out of the way before I spend time trying to hunt this down. I'll take a look through the code and see if I can spot anything.

Steve
I think am try to begin another campaign..because WITHOUT mass driver services are very BORING prepare transport,and another thing: AM SURE r some of Hidden bug on transport (if arent any mineals on surface) coding and situations,because for been 5 times my camp r crashed if am setup "REPLY" command on my Cargo Groups for loading and trasporting minerals to earth and return to re-loading on planet colony again..

see ya
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 01:20:14 PM
Quote from: "waresky"
Error in CheckAssignments

Error 3265 was generated by DAO.fields
"Elements not found in this group" (translations was aproximative)
on italians: "Elemento non trovato in questo insieme"

the windows number r same as total officers number.
I think it will translate as "Item not found in this collection"

Someone else reported the same problem and I think I have fixed for v4.45. I'll put the new version out later tonight.

Steve
Title: Re: v4.4 Bugs-Complete reinstallation
Post by: waresky on October 25, 2009, 01:22:36 PM
Steve..
how i can and waht r the rights steps for COMPLETE reinstall?
from 4.2?

And then what am done to unload??...

Can u put an NEWLY "Complete Installation" from a secure point??
Title: Re: v4.4 Bugs-Complete reinstallation
Post by: Steve Walmsley on October 25, 2009, 02:16:57 PM
Quote from: "waresky"
Steve..
how i can and waht r the rights steps for COMPLETE reinstall?
from 4.2?

And then what am done to unload??...

Can u put an NEWLY "Complete Installation" from a secure point??
You will need to uninstall Aurora and then go to this thread: viewtopic.php?f=10&t=1620 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1620)

1) Download AuroraInstall and unzip it. You will have four files called Aurora.CAB, Setup.exe, Setup.LST and AuroraUpdate.zip
2) Run Setup.exe. This should run a standard Microsoft install program, installing to the default C:\Program Files\Aurora directory
3) Unzip AuroraUpdate.zip into the same directory and answer yes to overwriting two files.
4) Patch to v4.4 patch from this thread: viewtopic.php?f=10&t=1692 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1692)
5) Patch to v4.44 from this thread: viewtopic.php?f=10&t=1703 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1703)

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 02:19:06 PM
very helpfull ty Steve.Srry for stress:)))
Title: Re: v4.4 Bugs ERROR on installation!
Post by: waresky on October 25, 2009, 02:40:26 PM
An Error occurred while registering the file "C:\WINDOWS\system32\msdxm.ocx"

Wazzz up??

STEEEEEEEEEEEEEVE!:)
can u help me?
Title: Re: v4.4 Bugs
Post by: sloanjh on October 25, 2009, 02:43:55 PM
Quote from: "Steve Walmsley"
Quote from: "waresky"
Am right now check: ive reset "Send to earth" from mass driver,and in mining Report on MASS driver column the valor r RIGHTS..BUT in space NEVER packet show..and the total of mineral depot on surface r lowered the right amount of Mass "send"...BUT never r on WAY!..ok? do u have understand?:DDDD

My english was terrible but am not stupid.
:)

Sorry I didn't realise you had already said you had checked the mineral packet checkbox. I was asking because I haven't seen any problems in my own game and no one else is reporting the problem, which means it's probably something specific to your campaign. I just wanted to get the obvious things out of the way before I spend time trying to hunt this down. I'll take a look through the code and see if I can spot anything.

Steve

Is it possible that the colony is close enough to earth that the packets are making it there in one update?  That's happened to me in the past for Near Earth Asteroids - I'll often have only one or zero packets in transit....

John
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 02:48:39 PM
na,sloan..am try to CHECk closely and zoom level UP when in MINING report windows,ive show the "Mass Driver" package r gone..and NONE r sended.none on space,NONE are arrived.
now ive complete re-installation.

(by side an strange error occur,for a a single windows file not registering..for me unknow)

thn am show for some news
Title: Re: v4.4 Bugs
Post by: alanwebber on October 25, 2009, 02:49:41 PM
Steve

I think I'm seeing the same problem as waresky with my mass drivers. 3 mining colonies, all with mass drivers to Earth, minerals disappearing but no mineral packets and no increase in the mass driver column of the Earth's mining screen.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 02:54:34 PM
Quote from: "alanwebber"
Steve

I think I'm seeing the same problem as waresky with my mass drivers. 3 mining colonies, all with mass drivers to Earth, minerals disappearing but no mineral packets and no increase in the mass driver column of the Earth's mining screen.
Thanks for letting me know - once more than one person has the the same issue, it rules out some type of data corruption causing the problem

Steve
Title: Re: v4.4 Bugs
Post by: backstab on October 25, 2009, 02:58:48 PM
+1 for me .... I'm loosing minerals to the Mass Driver as well
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 03:02:07 PM
Quote from: "backstab"
+1 for me .... I'm loosing minerals to the Mass Driver as well
This is a weird one. Everything is working fine for me at the moment. Can I just check that this is definitely not a civilian mining colony that has a problem. It is affecting all colonies?

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 03:04:42 PM
from ALL colonies in old game,now ive a newly Camp so i dnt know if return this vicious bug.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 03:06:45 PM
Quote from: "Steve Walmsley"
Quote from: "backstab"
+1 for me .... I'm loosing minerals to the Mass Driver as well
This is a weird one. Everything is working fine for me at the moment. Can I just check that this is definitely not a civilian mining colony that has a problem. It is affecting all colonies?
Hmm! I just realised that I only have civilian mining colonies at the moment - not normal ones - and the code for them is different. I'll report back soon!

Steve
Title: Re: v4.4 Bugs
Post by: Laurence on October 25, 2009, 03:08:20 PM
Also having the same issue.  Three colonies in the Sol system with Mass Drivers and the minerals are disappearing from the colonies but not showing at Earth.  First noticed it when I realized I could not see any mineral packets on the system map.  All three colonies are ones I planted myself.
Title: Re: v4.4 Bugs Mass Driver
Post by: waresky on October 25, 2009, 03:11:33 PM
am fear ALL OF US have same bug.On 4.44
hurry at work Steve.slash!Succube Flail!:DDDD

Ares risky to depart FIRST from ur patch:))))))
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 03:18:07 PM
Quote from: "Steve Walmsley"
Quote from: "Steve Walmsley"
Quote from: "backstab"
+1 for me .... I'm loosing minerals to the Mass Driver as well
This is a weird one. Everything is working fine for me at the moment. Can I just check that this is definitely not a civilian mining colony that has a problem. It is affecting all colonies?
Hmm! I just realised that I only have civilian mining colonies at the moment - not normal ones - and the code for them is different. I'll report back soon!
Yes, there is a problem. I recently 'fixed' a problem with mining colonies that tried to send zero-sized mass driver packets by checking the total size of the packet before saving it to the database. Unfortunately, I put the check in before the total size was calculated  :oops:  so it always failed. Oops! It was working for me because civilian mining colonies use a separate piece of code and I have five civilian mining colonies in my own campaign but no government-owned mining colonies.

Sorry I doubted you, Waresky!

The fix will be in v4.45

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 03:30:46 PM
v4.45 patch is available at viewtopic.php?f=10&t=1710 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1710)

Steve
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 03:32:12 PM
Quote from: "Steve Walmsley"
v4.45 patch is available at viewtopic.php?f=10&t=1710 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1710)

Steve
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
am gonna to think who the "Succube Flail" had made a right posture on ur mind:)))))
:P
TY awesome FASTEST patch never see around before today:)))
Title: Re: v4.4 Bugs
Post by: Beersatron on October 25, 2009, 04:30:13 PM
I am running windows 7 and am getting an error message when trying to open the System View window, it is looking for 'msstdfmt.dll' but can't find it.

I dual boot this machine and still have the old XP folders so I went into c:\windows\system32 and grabbed the dll and then put it into the aurora directory, but no joy.

I then put the dll into the windows7 system32 folder and tried to regsvr32 the DLL but it is saying that it cant.

Anybody came across this? The dll appears to come with VB, so I could probably install that if it is free. Or maybe I need to get dotnet - not sure if it came with windows7 and I presume that it would have alot of those runtimes bundled with it.
Title: Re: v4.4 Bugs
Post by: Shinanygnz on October 25, 2009, 05:02:14 PM
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
Quote from: "Steve Walmsley"

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?
Nothing so clear cut.  I've updated to 4.44 and run through to another assignment point.  I used a preTNE start.  Prior to running the update I had 4 ships, 20 missile complexes and 34 ground units (with a command structure).  12 GU and some MC without a commander.  I don't have enough minions for everything.
It's definitely CheckAssignments that throws the error.  I had to click 20 times this time around and there are 32 Command Assignment events.  Outcome is I have 13 MC and 19 GU without commanders (all 4 ships have commanders), and 5 commanders left unassigned.
I have found somethiing that could be causing the error, although I haven't reproduced it yet. If you have any commanders older than 60, I think the error is caused by the code that considers whether to retire them. I have an SQL statement that joins Commander and Ranks, both of which contain a RaceID. When I refer to a RaceID in that section of code I don't specify which one, which would cause an 'Item not found in this collection'  error within CheckAssignments. I'll put out a new version with this fix later today. Please let me know if that fixes the problem.

Steve

OK, I've updated to v4.45 and the error is gone.  However, I think you have another error in the code that this was masking as just before the update I had...
1 Admiral
0 Vice Admiral
1 Rear Admiral
2 Commodore
6 Captain
13 Commander
40 Lieutenant Commander (all in their 20s)

After the auto-assignment, it's carnage...

1 Admiral
0 Vice Admiral
1 Rear Admiral
1 Commodore
6 Captain
12 Commander

and (drum roll)

0 Lieutenant Commander

The event log says they've all retired because they've all suddenly gained around 40 years in age and are in their early sixties.

Stephen
Title: Re: v4.4 Bugs
Post by: waresky on October 25, 2009, 05:16:24 PM
am fear arent a error..but a crude realistic decision take by Steve himself..:D
Title: Re: v4.4 Bugs-no orbital maintenance for TroopTransport??
Post by: waresky on October 25, 2009, 06:32:12 PM
EDIT.no bug at all..only maintenance Structure are low.so no bug.srry.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 07:21:07 PM
Quote from: "Shinanygnz"
OK, I've updated to v4.45 and the error is gone.  However, I think you have another error in the code that this was masking as just before the update I had...
1 Admiral
0 Vice Admiral
1 Rear Admiral
2 Commodore
6 Captain
13 Commander
40 Lieutenant Commander (all in their 20s)

After the auto-assignment, it's carnage...

1 Admiral
0 Vice Admiral
1 Rear Admiral
1 Commodore
6 Captain
12 Commander

and (drum roll)

0 Lieutenant Commander

The event log says they've all retired because they've all suddenly gained around 40 years in age and are in their early sixties.
Yes, there is a bug. It looks like I need to put out a v4.46. Everyone else back up your databases now :) so nothing bad happens before i release v4.46

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 25, 2009, 07:29:55 PM
A v4.46 patch is now out that fixes the retirement bug

viewtopic.php?f=10&t=1712 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1712)

Steve
Title: Re: v4.4 Bugs
Post by: Shinanygnz on October 26, 2009, 01:45:31 PM
Quote from: "Steve Walmsley"
A v4.46 patch is now out that fixes the retirement bug

viewtopic.php?f=10&t=1712 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1712)

Steve

Indeed it does.   :lol:

Stephen
Title: Re: v4.4 Bugs
Post by: Kurt on October 26, 2009, 08:51:05 PM
Steve -

I've been playing around with the CIWS design sequence, and as far as I can tell the Turret Rotation Gear setting doesn't seem to affect anything.  I stepped it down from 4,000 kps to 1250 kps, and it didn't seem to make a difference in the size, price, or any other aspect of the finished product.  

Kurt
Title: Re: v4.4 Bugs
Post by: Beersatron on October 26, 2009, 09:43:43 PM
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
Title: Re: v4.4 Bugs
Post by: sloanjh on October 27, 2009, 01:16:13 AM
Quote from: "Shinanygnz"
The event log says they've all retired because they've all suddenly gained around 40 years in age and are in their early sixties.

Wasn't there a Star Trek episode about that? :-)

John
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 27, 2009, 11:13:11 AM
Quote from: "Beersatron"
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
Just to check, is this using v4.46 as there was a similar bug with secondary orders in an earlier version that was fixed?

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 27, 2009, 11:15:28 AM
Quote from: "Kurt"
Steve -

I've been playing around with the CIWS design sequence, and as far as I can tell the Turret Rotation Gear setting doesn't seem to affect anything.  I stepped it down from 4,000 kps to 1250 kps, and it didn't seem to make a difference in the size, price, or any other aspect of the finished product.  
The code is automatically using the best available turret tracking speed for the selected race so I guess that dropdown really doesn't need to be there :)

Steve
Title: Re: v4.4 Bugs
Post by: Beersatron on October 27, 2009, 12:28:12 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
My fleet GE TG A had the following orders:

Primary default
-survey nearest planet or moon
Secondary default
-move to entry JP
conditional order 1
-if fuel less than 30% -> refuel nearest colony or tanker
condition order 2
-if supply less than 20% -> resupply nearest colony or tanker

I told them to jump and divide fleet, which they did. But, they then all performed the secondary order and moved to the entry gate instead of the primary which is now queued after the move to entry gate order.

The secondary order for all the fleets is now all 'no special order' even though I didn't change anything.

Also, the events list shows:
As per secondary orders, Shipyard TG has been assigned the following order: Move To Sol Jump Point Jump Point
As per secondary orders, GE TG A has been assigned the following order: Move To Sol Jump Point Jump Point

The thing is, there is no event text to signify that the other 5 subfleets from 'GE TG A' are heading to the sol jump point (but they are). So, does that mean that the secondary order is firing before the primary order and also before the first order which was to transit and divide?

Also, the Shipyard TG is in no way related to 'GE TG A', so I can't figure out why it would be giving me that notice.
Just to check, is this using v4.46 as there was a similar bug with secondary orders in an earlier version that was fixed?

Steve

Yeah, latest version with clean installation. I am not sure this was fixed in an earlier version, pretty sure I have been having this issue since you moved over to OOP :(
Title: Re: v4.4 Bugs
Post by: Andrew on October 27, 2009, 05:09:26 PM
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow

No missiles fire, both races are hostile and have been since before they launched the missiles
Title: Re: v4.4 Bugs
Post by: tanq_tonic on October 27, 2009, 10:29:59 PM
Changing names of the gound units.

In the list, the first two are:
12 Headquarters
13 Headquarters

Changed one so the list now looks as
13 Headquarters
HQ Brig 001

Clicked on "13 Headquarters"
Clicked Rename
Typed "HQ Brig 002"

After entry of data list is as follows:
13 Headquarters
HQ Brig 002
Title: Re: v4.4 Bugs
Post by: tanq_tonic on October 28, 2009, 01:08:31 AM
placed an order for finanical centres into the industry.

On the table, it is listed, and at the end of table the moniker "queued" is indicated for pause/queue.

Am building industrial capacity in parallel at 80%, financial centre set to 20%, no other builds.

The indicator for financial centre never moves off "queued", unused capacity shows 20%
Title: Re: v4.4 Bugs
Post by: Father Tim on October 28, 2009, 10:25:43 AM
Quote from: "tanq_tonic"
Changing names of the gound units.

In the list, the first two are:
12 Headquarters
13 Headquarters

Changed one so the list now looks as
13 Headquarters
HQ Brig 001

Clicked on "13 Headquarters"
Clicked Rename
Typed "HQ Brig 002"

After entry of data list is as follows:
13 Headquarters
HQ Brig 002


Click slower.

I had the same problem, it's a result of the new battalion / brigade / division organizational structure and the way the GF tab dispays that structure.  Click on the HQ, pause for a couple seconds, make sure the tab has the correct unit highlighted, (maybe click on the unit again), then hit 'Rename'.
Title: Re: v4.4 Bugs
Post by: Kurt on October 28, 2009, 11:49:25 AM
Quote from: "tanq_tonic"
placed an order for finanical centres into the industry.

On the table, it is listed, and at the end of table the moniker "queued" is indicated for pause/queue.

Am building industrial capacity in parallel at 80%, financial centre set to 20%, no other builds.

The indicator for financial centre never moves off "queued", unused capacity shows 20%

I've had this happen when I put in a new build order when 100% of the industrial capacity is already in use.  Nothing I can do will change the status from queued to anything else, even after IC becomes available.  

Kurt
Title: Re: v4.4 Bugs
Post by: IanD on October 28, 2009, 12:08:00 PM
Quote from: "Andrew"
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow

I saw this in 4.26, but could not place whether it was the 165 incoming missiles or my defensive fire. I had previously been unable to get area defensive fire to work and put it down to the speed of the precursor missiles in that case. I have also seen escorts try and defend a ship which left the task group and was 3m kilometres away :) I got a lot of zero chance to hit messages.

Regards
Title: Re: v4.4 Bugs
Post by: IanD on October 28, 2009, 12:17:55 PM
Quote
alanwebber ยป Sun Oct 25, 2009 3:49 pm
I think I'm seeing the same problem as waresky with my mass drivers. 3 mining colonies, all with mass drivers to Earth, minerals disappearing but no mineral packets and no increase in the mass driver column of the Earth's mining screen.
Steve

Has anyone thought what happens when you capture a mining colony? In my recent AAR (4.26) I was puzzled but an enemy outpost with one deep space tracking station, one mass driver and 40 million population, but no mines :? Rereading the civilian mining colony posts I am now fairly certain that it started out as a mining colony, the civilian mining complex just disappeared when I captured the moon. This does not seem right. I suspect this has not been fixed for 4.46

Regards
Title: Re: v4.4 Bugs
Post by: WHCnelson on October 28, 2009, 06:56:54 PM
Quote
You will need to uninstall Aurora and then go to this thread: viewtopic.php?f=10&t=1620

1) Download AuroraInstall and unzip it. You will have four files called Aurora.CAB, Setup.exe, Setup.LST and AuroraUpdate.zip
2) Run Setup.exe. This should run a standard Microsoft install program, installing to the default C:\Program Files\Aurora directory
3) Unzip AuroraUpdate.zip into the same directory and answer yes to overwriting two files.
4) Patch to v4.4 patch from this thread: viewtopic.php?f=10&t=1692
5) Patch to v4.44 from this thread: viewtopic.php?f=10&t=1703

Steve
Steve Walmsley
Aurora Designer
 
Posts: 1834
Joined: Fri Sep 15, 2006 1:54 pm
Location: Longton, England
Private messageE-mail Steve WalmsleyWebsite
Steve

    I don't think I explained it well...
    I download Aurora 4.2 (Aurora Install) and the found the four files and ran the Setup.exe....   I then unziped the AuroraUpdate zip file into a
folder on my desk top and copied those two files into  the Aurora folder within the Program files.   Then I found out that only the links to the Patches
4.4 and 4.46 work...  I have also found out that the Patches on the site 4 and 5 above also don't work...    I haven't unzipped the Patches 4.4 and 4.46
yet.  So,  DO we need those other patches or do 4.4 and 4.46 take care of the other fixes?    or is there a link that works to the other patches...

Thanks
William
Title: Re: v4.4 Bugs
Post by: rdgam on October 29, 2009, 04:27:30 PM
I ran into the pre-fab PDC bug also.  I checked in the database and the record is in prefabPDCs without the populationID filled.  I corrected mine and it shows up now.
Title: Re: v4.4 Bugs
Post by: Beersatron on October 29, 2009, 04:40:39 PM
Quote from: "rdgam"
I ran into the pre-fab PDC bug also.  I checked in the database and the record is in prefabPDCs without the populationID filled.  I corrected mine and it shows up now.

I normally have no qualms with editing the DB, but just recently windows7 was giving me grief when closing the DB down - it's idea of being smart was to revert the Stevefire access file to one a week old when it encountered a problem .... *bleeping* thing gave me a heart attack. Much banging on the table and cussing later I finally found were it had made a backup of the 'damaged' access file and after some cajoling because of the stupid authorization prompts I finally got my game back.

tl/dr
I'm scared of debugging using the DB now  :(
Title: Re: v4.4 Bugs
Post by: welchbloke on October 29, 2009, 05:50:38 PM
Quote from: "WHCnelson"
Quote
You will need to uninstall Aurora and then go to this thread: viewtopic.php?f=10&t=1620

1) Download AuroraInstall and unzip it. You will have four files called Aurora.CAB, Setup.exe, Setup.LST and AuroraUpdate.zip
2) Run Setup.exe. This should run a standard Microsoft install program, installing to the default C:\Program Files\Aurora directory
3) Unzip AuroraUpdate.zip into the same directory and answer yes to overwriting two files.
4) Patch to v4.4 patch from this thread: viewtopic.php?f=10&t=1692
5) Patch to v4.44 from this thread: viewtopic.php?f=10&t=1703

Steve
Steve Walmsley
Aurora Designer
 
Posts: 1834
Joined: Fri Sep 15, 2006 1:54 pm
Location: Longton, England
Private messageE-mail Steve WalmsleyWebsite
Steve

    I don't think I explained it well...
    I download Aurora 4.2 (Aurora Install) and the found the four files and ran the Setup.exe....   I then unziped the AuroraUpdate zip file into a
folder on my desk top and copied those two files into  the Aurora folder within the Program files.   Then I found out that only the links to the Patches
4.4 and 4.46 work...  I have also found out that the Patches on the site 4 and 5 above also don't work...    I haven't unzipped the Patches 4.4 and 4.46
yet.  So,  DO we need those other patches or do 4.4 and 4.46 take care of the other fixes?    or is there a link that works to the other patches...

Thanks
William
William, 4.4 and 4.46 will do it. you don't need the other patches they have been superceeded by 4.4 and 4.46.  IIRC 4.4 changed the DB structure and 4.4x up to 4.46 have incrementally fixed code errors and incorporate all previous fixes.
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 31, 2009, 02:29:05 PM
Quote from: "Andrew"
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow

No missiles fire, both races are hostile and have been since before they launched the missiles
I haven't tracked this down yet but I have a suspicion. Could you check what ranges are set for the point defence weapons that aren't firing. If the ranges are set to greater than the weapons are capable of firing, try them at a shorter range. I'll keep looking in the meantime

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 31, 2009, 02:31:14 PM
Quote from: "welchbloke"
William, 4.4 and 4.46 will do it. you don't need the other patches they have been superceeded by 4.4 and 4.46.  IIRC 4.4 changed the DB structure and 4.4x up to 4.46 have incrementally fixed code errors and incorporate all previous fixes.
Yes, the above is correct. I left some of the older threads because they included replies to questions but I can see that could cause confusion for new users. Some others I just forgot to delete. I have now deleted all the threads relating to older patches that are no longer needed.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 31, 2009, 02:34:37 PM
Quote from: "IanD"
Has anyone thought what happens when you capture a mining colony? In my recent AAR (4.26) I was puzzled but an enemy outpost with one deep space tracking station, one mass driver and 40 million population, but no mines :? Rereading the civilian mining colony posts I am now fairly certain that it started out as a mining colony, the civilian mining complex just disappeared when I captured the moon. This does not seem right. I suspect this has not been fixed for 4.46
I think you have captured a regular NPR colony as the civilian mining complexes should just transfer to the new owner. The sensor and mass driver are added to all new NPR colonies in the same way that they are added to your own civilian mining colonies.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 31, 2009, 02:37:09 PM
Quote from: "IanD"
Quote from: "Andrew"
Automatic point defense does not work at all for me except for final defensive fire from Energy weapons.
Every increment ,I get a number of error messages equal to the number of defensive weapons
Error in FireAllWeapons
Error 6 was generatedby Aurore
Overflow
I saw this in 4.26, but could not place whether it was the 165 incoming missiles or my defensive fire. I had previously been unable to get area defensive fire to work and put it down to the speed of the precursor missiles in that case. I have also seen escorts try and defend a ship which left the task group and was 3m kilometres away :) I got a lot of zero chance to hit messages.
I haven't used area fire myself in quite a while so it's possible changes elsehwhere in the program have resulted in errors in the area code. I'll set up a test and see if I can find the problem.

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on October 31, 2009, 10:32:37 PM
Quote from: "rdgam"
I ran into the pre-fab PDC bug also.  I checked in the database and the record is in prefabPDCs without the populationID filled.  I corrected mine and it shows up now.
Yes that was the problem. I posted there was no workaround but this will work if you don't mind changing the DB.

Steve
Title: Re: v4.4 Bugs-Political Stab mod are at 0.01%..
Post by: waresky on November 01, 2009, 06:16:22 AM
and a strange bug come.

was a Colony "Ember" with PolStabMod = 0.01% and from this reach number,an bug are coming out.
But now ive dropped a Full Combat Division and PolStabMod r returned high,and bug vanguished.
the bug,if am remember,r related to sort of "Date"
Title: Re: v4.4 Bugs
Post by: Andrew on November 02, 2009, 06:48:59 AM
The automatic missile design sequence for NPR's needs to check it is not building warhead 0 antmissiles as they don't do a lot.
Title: Re: v4.4 Bugs
Post by: Beersatron on November 02, 2009, 09:05:31 AM
Quote from: "Andrew"
The automatic missile design sequence for NPR's needs to check it is not building warhead 0 antmissiles as they don't do a lot.

I was going to post this too. Had a fight with NPRs and noticed strength 0 warhead events. The same NPRs either didn't have active sensors or forgot how to use them because as I was chucking missiles at them all they did was go and park on the JP. I am now stuck with low missiles and no jump drives  :oops:
Title: Re: v4.4 Bugs
Post by: Kurt on November 02, 2009, 07:54:03 PM
Steve -

During a recent New Twin Moons session, I began getting the following error message:

Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set

Obviously I have no idea what is going on.  There is at least one NPR in the game, perhaps more at this point.  

Kurt
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on November 03, 2009, 02:15:30 AM
Quote from: "Kurt"
Steve -

During a recent New Twin Moons session, I began getting the following error message:

Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set

Obviously I have no idea what is going on.  There is at least one NPR in the game, perhaps more at this point.  
Was this a one-off or are you seeing it every 5-day increment?

Steve
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on November 03, 2009, 02:35:31 AM
Quote from: "Andrew"
The automatic missile design sequence for NPR's needs to check it is not building warhead 0 antmissiles as they don't do a lot.
I have reproduced this now. It is a bug in the missile design code but it only affects NPRs with certain levels of warhead tech. The warhead calculation is using 1 / Warhead Strength Tech to determine how much space to devote to the warhead. If the warhead strength tech is 4, then this works out to 0.25 which works fine. For strength 3, it ends up with 0.3333, which means a zero strength warhead. I'll sort it out for the next version

Steve
Title: Re: v4.4 Bugs
Post by: Kurt on November 03, 2009, 07:15:28 PM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Steve -

During a recent New Twin Moons session, I began getting the following error message:

Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set

Obviously I have no idea what is going on.  There is at least one NPR in the game, perhaps more at this point.  
Was this a one-off or are you seeing it every 5-day increment?

Steve

It is intermittant, and doesn't seem to be tied to anything I'm doing.  During some five-day increments I'll get two or three of these, others one or none.

Kurt
Title: Re: v4.4 Bugs
Post by: sloanjh on November 04, 2009, 01:44:06 AM
Quote from: "Kurt"
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Steve -

During a recent New Twin Moons session, I began getting the following error message:

Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set

Obviously I have no idea what is going on.  There is at least one NPR in the game, perhaps more at this point.  
Was this a one-off or are you seeing it every 5-day increment?

Steve

It is intermittant, and doesn't seem to be tied to anything I'm doing.  During some five-day increments I'll get two or three of these, others one or none.

Kurt

I think I was seeing this error in a previous version, and I think that I figured out at the time that it meant that an NPR had run out of Duranium.  Pretty definitive statement, huh? :-)

John
Title: Re: v4.4 Bugs
Post by: Steve Walmsley on November 04, 2009, 05:58:04 PM
Quote from: "Kurt"
It is intermittant, and doesn't seem to be tied to anything I'm doing.  During some five-day increments I'll get two or three of these, others one or none.
Please can you send me the DB for this one. I can't see anything obvious so I will need to reproduce it.

Steve
Title: Re: v4.4 Bugs
Post by: Kurt on November 04, 2009, 09:39:22 PM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
It is intermittant, and doesn't seem to be tied to anything I'm doing.  During some five-day increments I'll get two or three of these, others one or none.
Please can you send me the DB for this one. I can't see anything obvious so I will need to reproduce it.

Steve

Will do.  I hope it will be helpful, but given the fact that the error is only ocassional, it might be some time before it pops up again.

kurt