Aurora 4x
VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on October 20, 2009, 03:21:20 PM
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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
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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.
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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
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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.
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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
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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
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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
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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).
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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.
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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.
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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?
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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
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- 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
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I have to ask a stupid question :oops:
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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
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
A minor typo: combat sumaries on the Ctrl-F3 'Event Updates' window still refer to Divisions being lost (both friendly and enemy).
Fixed
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
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
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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
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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
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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
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I've released a v4.42 patch that includes all the above bug-fixes. It won't affect saved games.
Steve
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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
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CIWS is not listed as a Category in the Technology Report screen
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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?).
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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
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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)'.
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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
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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
-
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
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- 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
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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
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- 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
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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
-
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
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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
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CIWS is not listed as a Category in the Technology Report screen
Added for v4.43
Steve
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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
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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
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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
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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')
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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
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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)
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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
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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
-
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
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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
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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
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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:)
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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
-
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
-
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
-
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
-
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
-
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
-
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
-
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)
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?
-
Spell checker required on the 'Teams / Acadmeny' tab in the production screen
-
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.
-
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
-
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
-
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
-
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..
-
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
-
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.
-
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.
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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.
-
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
-
Spell checker required on the 'Teams / Acadmeny' tab in the production screen
Oops! Fixed for v4.45
Steve
-
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
-
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)
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
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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
-
???????????????????????????
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
-
WHERE is the BUY button for BUY Mining ore??????????????
am never found around none of them...STEEEEEEEEEVE...u r sure r in 4.44??
-
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..
-
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
-
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
-
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
-
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
-
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.
-
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
-
Steve,if u read my previous,ive write 2 times: "ive setup flag "show minerals packs" so..for me are some strange bug on
-
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.
-
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
-
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.
-
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
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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
-
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??
-
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
-
very helpfull ty Steve.Srry for stress:)))
-
An Error occurred while registering the file "C:\WINDOWS\system32\msdxm.ocx"
Wazzz up??
STEEEEEEEEEEEEEVE!:)
can u help me?
-
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
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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
-
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.
-
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
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+1 for me .... I'm loosing minerals to the Mass Driver as well
-
+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
-
from ALL colonies in old game,now ive a newly Camp so i dnt know if return this vicious bug.
-
+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
-
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.
-
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:))))))
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+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 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
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v4.45 patch is available at viewtopic.php?f=10&t=1710 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1710)
Steve
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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:)))
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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.
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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
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am fear arent a error..but a crude realistic decision take by Steve himself..
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EDIT.no bug at all..only maintenance Structure are low.so no bug.srry.
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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%
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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'.
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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
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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
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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
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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
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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.
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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
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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.
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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
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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
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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
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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
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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
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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"
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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.
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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
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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
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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
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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
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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
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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
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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
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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