Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: waresky on October 27, 2009, 02:41:11 PM

Title: 4.46 Bugs
Post by: waresky on October 27, 2009, 02:41:11 PM
Steve,this bug,ive been show more than one time..

"Error in CmdTeam_Click
Error 3421 was generated by DAO.Field
Errore di conversione del tipo di dati (Error on data type conversion)

And r from some years who come

Window opened: Economic,
sub window:TEAMS/Academy:
selection: teams,example:geology,flag commanders then "Create Team">>>>>>>>>the bug windo come

next for me r unknow if somethink appens,or if all goes as well..dont know
Title: Re: 4.46 Bugs
Post by: Beersatron on October 27, 2009, 10:46:39 PM
I have two construction jobs, each have 50% of capacity. I then queued a missile production job (100 missiles at 12% capacity) and it went into the queue correctly.

Two days later my research into expanding the missile appropriation to max 14% completed so I went to the industry screen so I could increase the job to 14 while it was still queued. Problem is that the missile job now has a due time and the 'unused overall capacity' is reading -12! I think it could have been the research that is skewing the numbers, but I did not check that screen between setting the job and the research completing so it may not be related.

Another think on the industry tab is that when you pause and the un-pause a job the word 'no' appears in the due date column instead of the 'pause/queue' column. Just a display issue, doesn't seem to adversely effect anything.
Title: Re: 4.46 Bugs
Post by: Beersatron on October 27, 2009, 11:52:23 PM
Error in MoveToClosestItem
Error 5 was generated by Aurora
Invalid procedure call or argument

I am just on the System Map, no other windows open, have the same fleets doing the same things for a while now and am running the auto-increment.

Came up 3 times and then continued with the auto-increment until an event occurred.

Thinking about it some more, maybe it could be these three?
1. the TG doing a gravsurvey
2. another TG doing a gravsurvey in different system
3. the TG doing training in Sol

Would they require the calculation of a 'closestItem'?
Title: Re: 4.46 Bugs
Post by: Beersatron on October 28, 2009, 12:01:42 AM
Error in CreateMesonCannon
Error 3201 was generated by DAO.Recordset
you cannot add or change a record because a related record is required in table 'Race'.

Before this, I was doing the auto-increment and I noticed that it was only forwarding in minute-chunks so I guess an NPR was encountering a Precursor or another NPR or it triggered the creation of another NPR?

That was the only error.
Title: Re: 4.46 Bugs
Post by: Beersatron on October 28, 2009, 01:15:03 AM
I got a message that:

"17th Engineer Regiment has recovered 5x on Mars" - but I can't see what the 5 items could be, looked in summary, stockpiles and the only thing I can't be sure of is the mineral stocks. But, units of 5 minerals doesn't seem that big a find! :)

Also, a typo on the Engineer units: The game start units are called 'Engineer' whilst the newly created units are called 'Engineer Regiment'. I think the other game start units are also using the older names.

On the officer screen, if you select a 'ranks and security' option that has no people in it and then select an 'assignment type filter' it just gives the hourglass/loading icon, but you can just close that screen or select another option from ranks that has people.
Title: Re: 4.46 Bugs
Post by: IanD on October 28, 2009, 03:42:06 PM
Has anyone seen this before. I have a troop transport with troop capacity of 2 battalions and a drop capacity of one company. When I try and load one of the engineering units formed at the start of the game I get the following events

Quote
23rd March 2051 16:30:01,Sol,CA Napoleon 001 failed to Load 32nd Engineer from Earth. Any additional orders will be on hold until the problem is resolved
          23rd March 2051 16:30:01,Unknown,Cannot pick up division as the fleet has insufficient space

It appears to think this unit is a whole division, is this just a text error or does Aurora really think it is a whole division? Incidently how many troop transport holds do I need for an engineering regiment?

Regards
Title: Re: 4.46 Bugs
Post by: waresky on October 28, 2009, 04:01:02 PM
if am in right..for 1 Engineer regiment ,need same space to an Division=5 space (...)
Title: Re: 4.46 Bugs
Post by: Beersatron on October 28, 2009, 10:20:23 PM
Error in CreatePDCComponents
Item not found in this collection.

Just finished construction of a prefab PDC, it is not listed under stockpile and no option appears under 'assemble PDC'.

This is the PDC

Code: [Select]
California class Planetary Defence Centre    17000 tons     1312 Crew     1849.92 BP      TCS 340  TH 0  EM 0
Armour 8-58     Sensors 1/120     Damage Control Rating 20     PPV 88
Troop Capacity: 1 Battalion    Magazine 1048    

S8 Hammer Missile Launcher I (8)    Missile Size 8    Rate of Fire 120
S2 Interceptor Missile Launcher I (12)    Missile Size 2    Rate of Fire 30
Interceptor Fire Control I (3)     Range 1.4m km    Resolution 1
Hammer Fire Control (2)     Range 86.4m km    Resolution 120
S2 Interceptor Missile II (204)  Speed: 36,900 km/s   End: 0.5m    Range: 1.2m km   WH: 1    Size: 2    TH: 160 / 96 / 48
S8 Hammer Missile II (80)  Speed: 21,000 km/s   End: 67m    Range: 84.4m km   WH: 4    Size: 8    TH: 84 / 50 / 25

Interceptor Search Sensor I (1)     GPS 120     Range 1.2m km    Resolution 1
Hammer Search Sensor I (1)     GPS 14400     Range 144.0m km    Resolution 120

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 7 sections

Also note that I have 6 CIWS in this design but they do not show on the summary above - this is the same for all my designs. Which leads me to question on CIWS, can they work ok firing from a PDC on planets surface through atmosphere into space?
Title: Re: 4.46 Bugs
Post by: Brian Neumann on October 29, 2009, 11:51:17 AM
Error in create jump drive
error 3201 because a related table in table race is required

It looks like I got this when I recovered the jump engine from some ruins.  I saw some of the same with the last game I set up where any tech modules recovered gave the same error.  The planet has had it's xeno survey completed and the summary page displays the total installations and originating group.  This ruin was done using sm mode to set up.

I noticed that even before the xeno survey was completed I was recovering some installations - fuel refinery and infrastructure as I remember.

Brian
Title: Re: 4.46 Bugs
Post by: Beersatron on October 29, 2009, 04:47:43 PM
Steve, I realize that this may be intentional, but I noticed that the NPR created at start has only one shipyard, it is commercial and it is building warships! Dastardly so-and-so's!

I was messing about in the DB, swapping some raceIDs around so I could get a look at their map the next time I started the game (which worked btw!) when I noticed they only had that one entry for Shipyards.

Note to anybody else, windows7 and office2003 seem to have issues when closing the DB down if you open it for debugging. The UAC and auto-recovery in windows7annoyed the hell out of me for 2 hours while I tried to fix what they perceived as a problem. Don't know if many other people fiddle with the values in the DB, but I like having a look to help track down bugs.
Title: Re: 4.46 Bugs
Post by: Beersatron on October 29, 2009, 09:14:28 PM
Error in DisplayFleets
Error 3265 was generated by DAO.Fields
Item not found in this collection.

Happened just as the first stage of my missile arrived at waypoint were it was to release the second stage - a buoy with active sensor. Fired twice.

Fires twice on every adjustment of the system map.

*edit*
It doesn't fire when 'show active sensor ranges' is unchecked.

The buoy's and its active sensor ring is civilian color, should it not be my color? The buoy has a name but there is no description for the size/strength of the active sensor.
Title: Re: 4.46 Bugs
Post by: Beersatron on October 29, 2009, 09:20:27 PM
Error in AddSubstituteOrdnance
Error 3021 was generated by DAO.Field
No current record.

Fired 4 times. A PDC just finished building on Earth, so maybe it was trying to autoload? I know that I did not have enough stocks made to fill it up.

*edit*
This is what should be stocked in my PDC:
Code: [Select]
S2 Interceptor Missile II (204)  Speed: 36,900 km/s   End: 0.5m    Range: 1.2m km   WH: 1    Size: 2    TH: 160 / 96 / 48
S8 Hammer Missile II (80)  Speed: 21,000 km/s   End: 67m    Range: 84.4m km   WH: 4    Size: 8    TH: 84 / 50 / 25

This is what is currently in my PDC:
Code: [Select]
S2 Interceptor Missile II (182)  Speed: 36,900 km/s   End: 0.5m    Range: 1.2m km   WH: 1    Size: 2    TH: 160 / 96 / 48
S2 Interceptor Missile II (342)  Speed: 36,900 km/s   End: 0.5m    Range: 1.2m km   WH: 1    Size: 2    TH: 160 / 96 / 48

I definitely did not have that many interceptor missiles produced!!
Title: Re: 4.46 Bugs
Post by: ussdefiant on October 30, 2009, 09:16:02 PM
For some reason the Events window in my current game decided that it didn't want to come up sometime in the middle of combat. It's like it's constantly deciding to stay miminzed for some reason. However, the events window works perfectly fine if i start a new game.
Title: Re: 4.46 Bugs
Post by: Beersatron on October 30, 2009, 10:26:48 PM
Error in CreateEngine
Error 3201 was generated by DAO.RecordSet
You cannot add or change a record because a related record is required in table 'Race'.

I'm not designing any techs. Happened during an auto-increment. Fired once.
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 12:27:12 PM
Quote from: "IanD"
Has anyone seen this before. I have a troop transport with troop capacity of 2 battalions and a drop capacity of one company. When I try and load one of the engineering units formed at the start of the game I get the following events

Quote
23rd March 2051 16:30:01,Sol,CA Napoleon 001 failed to Load 32nd Engineer from Earth. Any additional orders will be on hold until the problem is resolved
          23rd March 2051 16:30:01,Unknown,Cannot pick up division as the fleet has insufficient space

It appears to think this unit is a whole division, is this just a text error or does Aurora really think it is a whole division? Incidently how many troop transport holds do I need for an engineering regiment?
I haven't updated the message text since the changes so I'll do that for the next version. I have also gone through the code and fixed a few similar problems.

An Engineer Regiment requires the same space as four battalions.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 12:29:52 PM
Quote from: "ussdefiant"
For some reason the Events window in my current game decided that it didn't want to come up sometime in the middle of combat. It's like it's constantly deciding to stay miminzed for some reason. However, the events window works perfectly fine if i start a new game.
The program remembers the location of windows so they are in the same place when you open them again. However, this means if you close the program while they are minimised, you get the problem above. To correct this, make sure the events window is NOT open and then select Reset Window Positions from the Miscelleneous menu of the main menu bar. When you open the Events window, it should be in the top left of your primary monitor.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 12:33:03 PM
Quote from: "Beersatron"
Error in DisplayFleets
Error 3265 was generated by DAO.Fields
Item not found in this collection.

Happened just as the first stage of my missile arrived at waypoint were it was to release the second stage - a buoy with active sensor. Fired twice.

Fires twice on every adjustment of the system map.

*edit*
It doesn't fire when 'show active sensor ranges' is unchecked.
I have encountered this myself and fixed it for the next version. However, until that version is released you will get this bug if you have missiles or bouys in the currently selected system and  'show active sensor ranges' is checked.

Quote
The buoy's and its active sensor ring is civilian color, should it not be my color? The buoy has a name but there is no description for the size/strength of the active sensor.
The active sensor ring has its own colour, rather than yours or the civilian colour. It may just be a coincidence that it matches the civilian colour.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 09:35:08 PM
Quote from: "Beersatron"
Error in MoveToClosestItem
Error 5 was generated by Aurora
Invalid procedure call or argument

I am just on the System Map, no other windows open, have the same fleets doing the same things for a while now and am running the auto-increment.

Came up 3 times and then continued with the auto-increment until an event occurred.

Thinking about it some more, maybe it could be these three?
1. the TG doing a gravsurvey
2. another TG doing a gravsurvey in different system
3. the TG doing training in Sol

Would they require the calculation of a 'closestItem'?
Virtually everything done by civilians and NPRs plus many player controlled fleets will use this function. It is used to locate just about anything they need to find in a different system, including ordnance, populations, fuel, maint facilities, system bodies for survey, unexplored jump points, ruins, specific fleet types, trade goods, etc..

It will be called by almost every civ/NPR fleet at some point and often several times per sub-pulse, which means whatever is causing this problem must be something unusual, or there is some data element that has only recently been introduced to your game. That data or activity could be NPR-related though which makes it difficult to find. Is this happening every increment or was the above a one-off?

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 09:36:54 PM
Quote from: "Beersatron"
Error in CreatePDCComponents
Item not found in this collection.

Just finished construction of a prefab PDC, it is not listed under stockpile and no option appears under 'assemble PDC'
Found and fixed. Unfortunately though the bug is preventing the creation of PDC Components and there is no workaround, which means no PDC components at all until I release the next version.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 09:40:05 PM
Quote from: "Beersatron"
Error in CreateMesonCannon
Error 3201 was generated by DAO.Recordset
you cannot add or change a record because a related record is required in table 'Race'.

Before this, I was doing the auto-increment and I noticed that it was only forwarding in minute-chunks so I guess an NPR was encountering a Precursor or another NPR or it triggered the creation of another NPR?

That was the only error.
I think this may be related to some other similar bugs, which are related to the new components found in ruins. If this happened during a 5-day increment then that is almost certainly the cause. Fortunately, it has no effect other than the error message, as the piece of code with the error is being called unnecessarily.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 09:48:45 PM
Quote from: "Beersatron"
I got a message that:

"17th Engineer Regiment has recovered 5x on Mars" - but I can't see what the 5 items could be, looked in summary, stockpiles and the only thing I can't be sure of is the mineral stocks. But, units of 5 minerals doesn't seem that big a find! :)
It looks like there are one or two errors being reported with regard to ship components being found in ruins, so it could be related to that. I'll let you know if I find anything more conclusive.

Quote
Also, a typo on the Engineer units: The game start units are called 'Engineer' whilst the newly created units are called 'Engineer Regiment'. I think the other game start units are also using the older names.
Fixed for next version

Quote
On the officer screen, if you select a 'ranks and security' option that has no people in it and then select an 'assignment type filter' it just gives the hourglass/loading icon, but you can just close that screen or select another option from ranks that has people.
Also fixed.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 10:14:53 PM
Quote from: "Brian"
Error in create jump drive
error 3201 because a related table in table race is required

It looks like I got this when I recovered the jump engine from some ruins.  I saw some of the same with the last game I set up where any tech modules recovered gave the same error.  The planet has had it's xeno survey completed and the summary page displays the total installations and originating group.  This ruin was done using sm mode to set up.
The code is trying to assign a RaceTech record for components created by ruins. However that isn't possible because the race doesn't exist in game terms, which results in the error. As far as I can tell, the error is annoying but doesn't cause a problem because as that piece of code shouldn't be being called anyway, the fact it doesn't work doesn't matter. Other people have reported other similar errors and the same will apply in all those cases.

Quote
I noticed that even before the xeno survey was completed I was recovering some installations - fuel refinery and infrastructure as I remember.
Hmm, it looks like I forgot to put in a check for the completed xeno survey - oops! I'll fix that for the next version.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on October 31, 2009, 10:28:18 PM
Quote from: "Beersatron"
Error in CreateEngine
Error 3201 was generated by DAO.RecordSet
You cannot add or change a record because a related record is required in table 'Race'.

I'm not designing any techs. Happened during an auto-increment. Fired once.
This is very likely related to the problems with components created in ruins - assuming it happened during a 5-day increment. The error shouldn't cause any problems.

Steve
Title: Re: 4.46 Bugs
Post by: Beersatron on November 01, 2009, 04:33:23 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Error in MoveToClosestItem
Error 5 was generated by Aurora
Invalid procedure call or argument

I am just on the System Map, no other windows open, have the same fleets doing the same things for a while now and am running the auto-increment.

Came up 3 times and then continued with the auto-increment until an event occurred.

Thinking about it some more, maybe it could be these three?
1. the TG doing a gravsurvey
2. another TG doing a gravsurvey in different system
3. the TG doing training in Sol

Would they require the calculation of a 'closestItem'?
Virtually everything done by civilians and NPRs plus many player controlled fleets will use this function. It is used to locate just about anything they need to find in a different system, including ordnance, populations, fuel, maint facilities, system bodies for survey, unexplored jump points, ruins, specific fleet types, trade goods, etc..

It will be called by almost every civ/NPR fleet at some point and often several times per sub-pulse, which means whatever is causing this problem must be something unusual, or there is some data element that has only recently been introduced to your game. That data or activity could be NPR-related though which makes it difficult to find. Is this happening every increment or was the above a one-off?

Steve

This was a one off.
Title: Re: 4.46 Bugs
Post by: Charlie Beeler on November 02, 2009, 07:20:17 AM
The F5 screen, ordinance/fighter tab is not allocating fighters correctly.  You can only select 1/10/100/1000 fighters, not increment.  It does give the warning if your selecting more than there is hanger space available, but will overfill even with the "ignore size restriction" not checked. Even though the message indicates that the count will be adjusted for space available it does not.

Charlie
Title: Re: 4.46 Bugs
Post by: Beersatron on November 02, 2009, 08:57:02 PM
Still getting the issue with fuel being used up on a turn that is interrupted.

i.e.
I have a ship going from point A to point B and the distance is 20billion KM, the ship has fuel to get it 24billion KM. Run auto-increment a dozen times, taking note of the fuel/range/distance-left-to-travel readings and you notice that the ship is 'leaking fuel'. I presume the fuel is subtracted for the full 24hours in the movement phase, but then an interrupt fires at a later phase but only, say, 16 hours into the increment.

I got one GE ship stuck this way, and then the other GE I sent to refuel it got stuck, and then  the next GE I sent to refuel them got stuck and now I have two more on the way - hopefully that should be enough to get them all home!

Next time, ima cheat  :lol:
Title: Re: 4.46 Bugs
Post by: SteveAlt on November 02, 2009, 10:34:58 PM
Quote from: "Charlie Beeler"
The F5 screen, ordinance/fighter tab is not allocating fighters correctly.  You can only select 1/10/100/1000 fighters, not increment.  It does give the warning if your selecting more than there is hanger space available, but will overfill even with the "ignore size restriction" not checked. Even though the message indicates that the count will be adjusted for space available it does not.
Fixed for v4.5

Steve
Title: Re: 4.46 Bugs
Post by: SteveAlt on November 02, 2009, 10:37:31 PM
Quote from: "Beersatron"
Still getting the issue with fuel being used up on a turn that is interrupted.

i.e.
I have a ship going from point A to point B and the distance is 20billion KM, the ship has fuel to get it 24billion KM. Run auto-increment a dozen times, taking note of the fuel/range/distance-left-to-travel readings and you notice that the ship is 'leaking fuel'. I presume the fuel is subtracted for the full 24hours in the movement phase, but then an interrupt fires at a later phase but only, say, 16 hours into the increment.

I got one GE ship stuck this way, and then the other GE I sent to refuel it got stuck, and then  the next GE I sent to refuel them got stuck and now I have two more on the way - hopefully that should be enough to get them all home!

Next time, ima cheat  :lol:
The fuel is deducted during each sub-pulse so there shouldn't be any fuel deducted for sub-pulses that don't happen. There is obviously something weird going on though. I'll try to track it down.

Steve
Title: Re: 4.46 Bugs
Post by: tanq_tonic on November 03, 2009, 02:06:44 AM
Am in a game where the processing gets stuck in 30 min steps for each press of the 5 day button, 6 hours for press of the 30 day button.

Have been through 2 game months with this behavior, making this essentially unplayable.  

Same thing happened to me last game.  And the game before that.  In the current, I don't seem to be throwing the exception, since I am really doing nothing.

I can understand when the process goes into an NPR battle or something like that, and the game clock slows down to the "game-second range" for the duration.  This is differentl since the "game stops" are seemingly happening at the first sub-pulse of the turn cycle.  Every smacking time.  As I said, the game time has now advanced two months with this nonsense.

This is incredibly frustrating.
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 02:11:49 AM
Quote from: "tanq_tonic"
Am in a game where the processing gets stuck in 30 min steps for each press of the 5 day button, 6 hours for press of the 30 day button.

Have been through 2 game months with this behavior, making this essentially unplayable.  

Same thing happened to me last game.  And the game before that.  In the current, I don't seem to be throwing the exception, since I am really doing nothing.

I can understand when the process goes into an NPR battle or something like that, and the game clock slows down to the "game-second range" for the duration.  This is differentl since the "game stops" are seemingly happening at the first sub-pulse of the turn cycle.  Every smacking time.  As I said, the game time has now advanced two months with this nonsense.

This is incredibly frustrating.
If it is happening in every game then something weird is going on. Are you seeing any errors or the same event repeated every time, or is the game just advancing by the minimum every time with no events?

Steve
Title: Re: 4.46 Bugs
Post by: IanD on November 03, 2009, 02:26:46 AM
Steve
If its any help then when I recover 20x alpha 300/7Shields the event record said recovered 20x blank. Up till now no problem in recovering components.

I have noticed however that if you have a component you can produce and then recover some from a wreck your design will not substitute your homemade version for the recovered version. EG I recover thermal sensor 1-11 from a precursor wreck. I can also produce same sensor. I design a ship using this sensor, but use the recovered component. when I produce more ships than I have pre-made components for I am told there are none in stock, even though I can mde this item :?

Regards
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 02:40:25 AM
Quote from: "IanD"
I have noticed however that if you have a component you can produce and then recover some from a wreck your design will not substitute your homemade version for the recovered version. EG I recover thermal sensor 1-11 from a precursor wreck. I can also produce same sensor. I design a ship using this sensor, but use the recovered component. when I produce more ships than I have pre-made components for I am told there are none in stock, even though I can mde this item :?
You aren't actually making the same item as far as the game is concerned. If two races both build the same size sensor using the same tech then they might have the same stats but in the database they are two separate systems with different IDs. If you recovered something that isn't designed as a component, such as a terraforming module for example, then your terraforming module and the alien ones will all use the same ID so they can be substituted.

Steve
Title: Re: 4.46 Bugs
Post by: IanD on November 03, 2009, 03:00:10 AM
Wow!!!! 15 minute turn around time!!! Impressive :D

Regards
Title: Re: 4.46 Bugs
Post by: tanq_tonic on November 03, 2009, 03:29:51 AM
Quote from: "Steve Walmsley"
Quote from: "tanq_tonic"
Am in a game where the processing gets stuck in 30 min steps for each press of the 5 day button, 6 hours for press of the 30 day button.

Have been through 2 game months with this behavior, making this essentially unplayable.  

Same thing happened to me last game.  And the game before that.  In the current, I don't seem to be throwing the exception, since I am really doing nothing.

I can understand when the process goes into an NPR battle or something like that, and the game clock slows down to the "game-second range" for the duration.  This is differentl since the "game stops" are seemingly happening at the first sub-pulse of the turn cycle.  Every smacking time.  As I said, the game time has now advanced two months with this nonsense.

This is incredibly frustrating.
If it is happening in every game then something weird is going on. Are you seeing any errors or the same event repeated every time, or is the game just advancing by the minimum every time with no events?

Steve

No events at the stops, except for the 5-day issues.  Nothing in the player mode, nothing in SM when SM is turned on.

I turned off all my econ activity (installation building etc) and the game then allowed 12 hour steps when pressing the 5 day key.

Then I came to a "officer purge" event, and now have 4 hour steps when pressing the 5-day key.

I need to back off the game statement.  It turns out that all three games came from the same db stored initially.  I got frustrated, and went back to the beginning.  Repeat, wash rinse, and here I am again.....  :D
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 03:31:41 AM
Quote from: "IanD"
Steve
If its any help then when I recover 20x alpha 300/7Shields the event record said recovered 20x blank. Up till now no problem in recovering components.
Thanks - that is useful information. Please let me know if you have problems with any other component types in future.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 03:35:21 AM
Quote from: "tanq_tonic"
No events at the stops, except for the 5-day issues.  Nothing in the player mode, nothing in SM when SM is turned on.

I turned off all my econ activity (installation building etc) and the game then allowed 12 hour steps when pressing the 5 day key.

Then I came to a "officer purge" event, and now have 4 hour steps when pressing the 5-day key.

I need to back off the game statement.  It turns out that all three games came from the same db stored initially.  I got frustrated, and went back to the beginning.  Repeat, wash rinse, and here I am again.....  :))

Steve
Title: Re: 4.46 Bugs
Post by: alanwebber on November 03, 2009, 03:46:18 AM
Steve

I'm also having increment problems. You may remember I reported being stuck in a 15 second increment which went on for hours in my last game. I started a new one and now have a 15 minute increment with no messages about NPR's fighting etc and no error messages. In auto mode it runs 15 minutes increments with the odd 30 minutes thrown in. If I run in manual mode, it runs for 15 minutes each turn for any selection unless I choose a 3 hour total time with 1 hour increments when it runs for 1 hour or 1 hour 15 minutes. This has gone on for over 1 month game time.
Title: Re: 4.46 Bugs
Post by: tanq_tonic on November 03, 2009, 04:10:15 AM
Quote from: "Steve Walmsley"
Quote from: "tanq_tonic"
No events at the stops, except for the 5-day issues.  Nothing in the player mode, nothing in SM when SM is turned on.

I turned off all my econ activity (installation building etc) and the game then allowed 12 hour steps when pressing the 5 day key.

Then I came to a "officer purge" event, and now have 4 hour steps when pressing the 5-day key.

I need to back off the game statement.  It turns out that all three games came from the same db stored initially.  I got frustrated, and went back to the beginning.  Repeat, wash rinse, and here I am again.....  :))

Steve

Sent from my gmail account; hotmail gets torqued w/ attachments more than 10 meg.

Thanks, and happy hunting.
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 06:18:40 AM
Quote from: "tanq_tonic"
Quote from: "Steve Walmsley"
Quote from: "tanq_tonic"
No events at the stops, except for the 5-day issues.  Nothing in the player mode, nothing in SM when SM is turned on.

I turned off all my econ activity (installation building etc) and the game then allowed 12 hour steps when pressing the 5 day key.

Then I came to a "officer purge" event, and now have 4 hour steps when pressing the 5-day key.

I need to back off the game statement.  It turns out that all three games came from the same db stored initially.  I got frustrated, and went back to the beginning.  Repeat, wash rinse, and here I am again.....  :))
Sent from my gmail account; hotmail gets torqued w/ attachments more than 10 meg.

Thanks, and happy hunting.
I've tracked it down but it was a little obscure and I would never have found it without your database. When an NPR detects something interesting, it creates a point of interest for future reference - sometimes an urgent point of interest for particularly important finds. As each NPR fleet goes through its priority list for actions, it will eventually reach a command to go and investigate nearby points of interest (if it can't find anything more urgent to do). In this case, one of the NPRs has previously detected something in a system that belongs to another NPR and created an urgent point of interest (POI). The fleet causing the problem in this game starts in the adjacent system to the POI and as it works its way down its priority list it eventually reaches a command to find a nearby system that contains an urgent POI and move to that system. It checks its records and remembers the POI in the adjacent system so it creates some movement and transit orders and pops into the system with the POI. Higher up the priority list than 'move to a system with a POI' is 'move to the closest POI in the current system' so that gets activated first. In the code for that routine I set a starting distance of ten billion kilometers and start looking for POIs. As each POI in the system is checked, the distance to that POI is calculated and checked against the closest one found so far. The first POI is checked against the ten billion kilometer starting value.

Unfortunately, in this case the system primary is a white sub-giant with a high mass, which means jump points can form at considerable distances. When the fleet entered the system with the POI, it did so through a jump point ten point six billion kilometers from the star. Which means when it checks for the POI, which is near the star, it find it is eleven billion kilometers away. As this is greater than the starting distance, it never flags the POI at all. As it can't find a POI, it moves on down the priority list until it reaches 'move to nearest population'. It finds one in a nearby system and transits back through the jump point. As soon as the next increment comes around, the fleet now finds that 'move to a system with a POI' is the highest priority that it can fulfil so it jumps back into the system with the POI and repeats the whole cycle again. Even that yoyo situation wouldn't cause the problem you are facing by itself. However, the system with the POI is the home system of another NPR. There are actually two fleets from the first NPR, jumping back and forth through the jump point in opposite directions. Each time they arrive in the system with the POI the program also performs a check for transiting into a system with aliens. As this is the home system of the second NPRs, that check is successful and halts the increment at the end of the current sub-pulse. So as you can see, it took a fairly strange combination of circumstances to cause the problem.

I fixed it by simply changing the 10 billion starting distance for the POI check to 50 billion and now everything is working fine. However, because this is a code change rather than a data change, I can't fix your game, even though it is working now with the latest version of the development code. The next release will fix it but it also changes the DB, which means you can't keep the game anyway. The only thing I could try is to delete all the waypoints in your DB and send it back to you as NPRs use waypoints to store their POIs. Removing the POI might remove the issue, at least in the short term. Let me know if you want me to try that or if you want to wait for the next version, which should be in the next 2-3 days.

Sorry that was rather a long-winded explanation :)

Steve
Title: Re: 4.46 Bugs
Post by: Andrew on November 03, 2009, 06:57:25 AM
Minor issue in ship design
CIWS counts as a commercial system but if you limit components to commercial systems it is not visible
Title: Re: 4.46 Bugs
Post by: IanD on November 03, 2009, 07:17:54 AM
Is there a way to obsolete CIWS? I do not see them in the tech report screen.

This may be a feature but not sure whether it's intended or not. When you dump your engineers on a planet with ruins should they just go round activating anything they find before the Xeno team have identified who's it was and how many potential installations are present? I can't say its a problem but just curious.

Regards
Title: Re: 4.46 Bugs
Post by: Beersatron on November 03, 2009, 09:43:28 AM
I found some ruins and created a 0 pop colony on it then moved a Xeno team over. The xeno team had been on planet for over a year but nothing has been said from them. I disbanded the team and reformed it on the planet but still, many months later it hasn't said diddly-squat. The summary tab still has '??' and says that a xeno team is required.

Steve, for the next version, would it be possible to do the DBUpdate that you have done before? Or, if you don't mind, I could have a go at it using SQLDiff I use at work. I really don't want to loose my current setup - it is the best I have had to date!
Title: Re: 4.46 Bugs
Post by: IanD on November 03, 2009, 10:09:17 AM
Quote from: "Beersatron"
I found some ruins and created a 0 pop colony on it then moved a Xeno team over. The xeno team had been on planet for over a year but nothing has been said from them. I disbanded the team and reformed it on the planet but still, many months later it hasn't said diddly-squat. The summary tab still has '??' and says that a xeno team is required.

My Xeno team is slow, just reached 138, started from 70. Took two to two-and-a-half years to survey their first set of ruins :D . No need to wait for those slow xeno people, just go for it!

Regards
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 01:27:18 PM
Quote from: "Andrew"
Minor issue in ship design
CIWS counts as a commercial system but if you limit components to commercial systems it is not visible
Fixed for next version

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 01:30:14 PM
Quote from: "IanD"
Is there a way to obsolete CIWS? I do not see them in the tech report screen.
They are on the tech screen for v4.5. Its a DB change though so I couldn't fix it in any of the earlier versions. In the meantime, you should be able to obsolete them using the Obso Comp button on the Class Design window.

Quote
This may be a feature but not sure whether it's intended or not. When you dump your engineers on a planet with ruins should they just go round activating anything they find before the Xeno team have identified who's it was and how many potential installations are present? I can't say its a problem but just curious.
Yes, that is a bug. I forget to check the ruins had been explored by the Xeo team :). It's fixed for the next version.

Steve
Title: Re: 4.46 Bugs
Post by: IanD on November 03, 2009, 01:36:54 PM
Quote from: "Steve Walmsley"
IanD wrote:
Steve
If its any help then when I recover 20x alpha 300/7Shields the event record said recovered 20x blank. Up till now no problem in recovering components.
Thanks - that is useful information. Please let me know if you have problems with any other component types in future.

Steve

Fear above may be a red herring, had several recovered 5x, 7x, 19x, 20x, no record of anything recovered, nothing in components stockpile either.

Regards
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 01:37:42 PM
Quote from: "Beersatron"
I found some ruins and created a 0 pop colony on it then moved a Xeno team over. The xeno team had been on planet for over a year but nothing has been said from them. I disbanded the team and reformed it on the planet but still, many months later it hasn't said diddly-squat. The summary tab still has '??' and says that a xeno team is required.
It can take a while. The annual percentage chance to complete a survey of the ruins is equal to half the team rating, so 50% for a team with a 100 rating.

Quote
Steve, for the next version, would it be possible to do the DBUpdate that you have done before? Or, if you don't mind, I could have a go at it using SQLDiff I use at work. I really don't want to loose my current setup - it is the best I have had to date!
Writing a DBUpdate isn't too difficult, assuming the changes are someting that can be made to an existing game. The main problem is remembering what I changed :). When I am in full steam ahead mode, fixing bugs and making mods, I just change the DB and the data as I need to without maintaining a record. It sounds like SQLDiff might be able to list the changes, although I don't have that software. Once v4.5 is out you could try it at work and based on the results I will see if its possible to create an update program again. I don't think there are very many DB changes for v4.5 (so far anyway). Do you happen to know if SQLDiff can also detect changes to default database values in Access as I use that functionality quite a lot?

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 03, 2009, 01:39:43 PM
Quote from: "IanD"
Quote from: "Steve Walmsley"
Quote from: "IanD"
If its any help then when I recover 20x alpha 300/7Shields the event record said recovered 20x blank. Up till now no problem in recovering components.
Thanks - that is useful information. Please let me know if you have problems with any other component types in future.
Fear above may be a red herring, had several recovered 5x, 7x, 19x, 20x, no record of anything recovered, nothing in components stockpile either.
OK, thanks for letting me know. This is a frustrating bug at the moment but I will keep trying to figure it out.

Steve
Title: Re: 4.46 Bugs
Post by: Beersatron on November 03, 2009, 02:02:36 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I found some ruins and created a 0 pop colony on it then moved a Xeno team over. The xeno team had been on planet for over a year but nothing has been said from them. I disbanded the team and reformed it on the planet but still, many months later it hasn't said diddly-squat. The summary tab still has '??' and says that a xeno team is required.
It can take a while. The annual percentage chance to complete a survey of the ruins is equal to half the team rating, so 50% for a team with a 100 rating.

Quote
Steve, for the next version, would it be possible to do the DBUpdate that you have done before? Or, if you don't mind, I could have a go at it using SQLDiff I use at work. I really don't want to loose my current setup - it is the best I have had to date!
Writing a DBUpdate isn't too difficult, assuming the changes are someting that can be made to an existing game. The main problem is remembering what I changed :). When I am in full steam ahead mode, fixing bugs and making mods, I just change the DB and the data as I need to without maintaining a record. It sounds like SQLDiff might be able to list the changes, although I don't have that software. Once v4.5 is out you could try it at work and based on the results I will see if its possible to create an update program again. I don't think there are very many DB changes for v4.5 (so far anyway). Do you happen to know if SQLDiff can also detect changes to default database values in Access as I use that functionality quite a lot?

Steve

I'm in work now and started up SQLDiff but I think it only works on MSSQL servers and won't handle Access ... poop. It does handle defaults and pretty much every single option there is. I'll have a search in help/FAQ when I get more time.
Title: Re: 4.46 Bugs
Post by: Charlie Beeler on November 03, 2009, 03:11:53 PM
Giving a task group a cyclic order appears to load the fleetmove table during each turn until the number of orders for a fleet exceed the index size allowance.
Title: Re: 4.46 Bugs
Post by: Beersatron on November 03, 2009, 09:04:55 PM
Error in CreateDesign
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.

Fire 11 times, I think it is only a coincidence that research was just completed by me into power efficiency. Possibly an NPR creation event?
Title: Re: 4.46 Bugs
Post by: sloanjh on November 04, 2009, 02:03:50 AM
Quote from: "Steve Walmsley"
I've tracked it down but it was a little obscure and I would never have found it without your database. When an NPR detects something interesting, it creates a point of interest for future reference - sometimes an urgent point of interest for particularly important finds.
[SNIP]
Sorry that was rather a long-winded explanation :)

Steve

Hi Steve,

  This discussion reminded me of a similar yo-yo situation that I've been in before.  I'm pretty sure I've reported it, but wanted to pull it out of the noise again since people seem to be getting hung up on yo-yos.

My recollection is that an NPR had a WP into a system that I had already found, and I was picketing the WP (don't remember if it was active or passive sensors).  The problem (IIRC) is that the NPR had geo-surveyed all the bodies in the system I was in, but still kept trying to send Geo-survey ships through the WP.  So a geo-survey ship would jump into "my" system (causing an iterrupt), realize that there was nothing to survey and that there were no WP out, jump back home, then decide to jump into my system again.  This resulted in a ~10 second yoyo, and the only way I knew of to stop the yoyo was to go into the DB and delete the ship/fleet that was yoyoing (at which point the NPR would build another survey ship and send it into yoyo land).

I'm bringing this up not because of the particular failure mode (i.e. running out of surveyed planets), but rather because yoyoing seems to be a common failure mode that brings the game's updates to a screeching halt.  I think this problem needs a general solution.  The problem is that I haven't got even an inkling of an idea to suggest as to how to go about solving it - the only thing that I can think of at all is for each fleet to keep some sort of history of recent things it's tried to do, and detect repeating patterns (or just yoyos) in it.  I can see lots of problems with this idea though, so it will probably require a better solution.

Thanks,
John
Title: Re: 4.46 Bugs
Post by: Laurence on November 04, 2009, 10:59:11 AM
Quote from: "Beersatron"
Error in CreateMesonCannon
Error 3201 was generated by DAO.Recordset
you cannot add or change a record because a related record is required in table 'Race'.

I just got this one as well.  Has to be an NPR because it wasn't me.
Title: Re: 4.46 Bugs
Post by: tanq_tonic on November 04, 2009, 12:22:17 PM
Have a recurring error in the Officer Corps menu.

When I search for an ability, when selecting an officer from the "searched list" it errors out with:

Run-time error '30009':
Invalid Row Value

The program then bails completely out.

This tends to happen when an already-assigned officer is selected in the search window.

I cannot confirm this, but it seems to me to fail more frequently (or perhaps exclusively) when all the officers in the search selection are already assigned.
Title: Re: 4.46 Bugs
Post by: ussdefiant on November 04, 2009, 12:52:10 PM
is there any particular reason why game time should suddenly be slowing down for me?

hitting the 1 day time-advance button only moves things forward 30 minutes, the 5 day button moves things forward 4 hours, and the 30 day button only does 6 hours.

I've not jumped into any new systems lately that might have Precursors or anything, although I have discovered a JP in an outlying system that strangely has a JG attached to it.
Title: Re: 4.46 Bugs
Post by: zirman on November 04, 2009, 02:40:47 PM
Steve,this bug,ive been show more than one time..when i click "ok" several times it disappear for just one turn (velocity of the game 1 day)

"Error in CheckWPDiscovery"
Error 3075 was generated by DAO.Database
Syntax error (comma) in query expression 'SystemID=4003 and Xcor^2+Ycor^2>1,41993172289486E+18'

and then after click "ok" it comes another one:
"Error in CheckWPDiscovery"
Error 91 was generated by Aurora
Variabile oggetto o Variabile del blocco With non impostata

And r from some turns who come

Window opened: Economic,
sub window:Industry:

Hope that is something that will not last...i just begun to play the game and i'm a newcomer in this game

Thanks
Title: Re: 4.46 Bugs
Post by: zirman on November 04, 2009, 03:36:26 PM
After the problem i described in my former post, now i'm no longer able to see the Economic window, also if i try to get in it from the system maps.

Plz help!!
Title: Re: 4.46 Bugs
Post by: Kurt on November 04, 2009, 05:19:04 PM
Quote from: "tanq_tonic"
Have a recurring error in the Officer Corps menu.

When I search for an ability, when selecting an officer from the "searched list" it errors out with:

Run-time error '30009':
Invalid Row Value

The program then bails completely out.

This tends to happen when an already-assigned officer is selected in the search window.

I cannot confirm this, but it seems to me to fail more frequently (or perhaps exclusively) when all the officers in the search selection are already assigned.

I have had this error a couple of times with the same officer.  He is the first one on the list, when I search for R&D skill, sorted by rank (highest).  If I select him on the resulting search list I get the error and Aurora CTD's.  If I instead go the officer list on the left hand side of the window and select him that way, then there is no CTD.  After running into this one twice for this same officer, I stopped selecting him through the search list and haven't run into it again.

Kurt
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:02:52 PM
Quote from: "sloanjh"
I'm bringing this up not because of the particular failure mode (i.e. running out of surveyed planets), but rather because yoyoing seems to be a common failure mode that brings the game's updates to a screeching halt.  I think this problem needs a general solution.  The problem is that I haven't got even an inkling of an idea to suggest as to how to go about solving it - the only thing that I can think of at all is for each fleet to keep some sort of history of recent things it's tried to do, and detect repeating patterns (or just yoyos) in it.  I can see lots of problems with this idea though, so it will probably require a better solution.
I agree on the need for some type of general solution. I am not sure about checking for order repeat as a solution though as many NPR and especially civilian ships will correctly be repeating orders. The real problem is not necessarily the repeating or orders though, as it doesn't matter that much if an NPR fleet runs in circles for a while, it's when that repetition causes interrupts. I need to take another look at the code that interrupts the game after transits, etc., to see if I can make it a little more intelligent.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:09:05 PM
Quote from: "Kurt"
I have had this error a couple of times with the same officer.  He is the first one on the list, when I search for R&D skill, sorted by rank (highest).  If I select him on the resulting search list I get the error and Aurora CTD's.  If I instead go the officer list on the left hand side of the window and select him that way, then there is no CTD.  After running into this one twice for this same officer, I stopped selecting him through the search list and haven't run into it again.
I haven't managed to find the error yet but I have added an error handler to prevent the crash to desktop. If it occurs in v4.5, at least I should have some more information.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:10:49 PM
Quote from: "zirman"
After the problem i described in my former post, now i'm no longer able to see the Economic window, also if i try to get in it from the system maps.
It is possible it is minimised in the windows bar. If it is, close it by right-clicking and selecting close and then use the Reset Window Position option from the Miscellaneous menu on the main menu bar

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:11:43 PM
Quote from: "Steve Walmsley"
Quote from: "IanD"
Fear above may be a red herring, had several recovered 5x, 7x, 19x, 20x, no record of anything recovered, nothing in components stockpile either.
OK, thanks for letting me know. This is a frustrating bug at the moment but I will keep trying to figure it out.
Found it! Fixed for v4.5

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:13:03 PM
Quote from: "Laurence"
Quote from: "Beersatron"
Error in CreateMesonCannon
Error 3201 was generated by DAO.Recordset
you cannot add or change a record because a related record is required in table 'Race'.

I just got this one as well.  Has to be an NPR because it wasn't me.
Fixed for v4.5.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:16:54 PM
Quote from: "ussdefiant"
is there any particular reason why game time should suddenly be slowing down for me?

hitting the 1 day time-advance button only moves things forward 30 minutes, the 5 day button moves things forward 4 hours, and the 30 day button only does 6 hours.

I've not jumped into any new systems lately that might have Precursors or anything, although I have discovered a JP in an outlying system that strangely has a JG attached to it.
It is possible that two NPRs are fighting each other. Use the automated turns button on the system map as that will run through turns until an event happens for your race. If the problem persists, send me your DB and I will check for some type of NPR logic loop that has affected a couple of other campaigns (and fix any bug causing it).

If you find a jump point with a JG then it could have been recently built by an NPR or it could be an ancient precursor-built gate.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:20:23 PM
Quote from: "zirman"
Steve,this bug,ive been show more than one time..when i click "ok" several times it disappear for just one turn (velocity of the game 1 day)

"Error in CheckWPDiscovery"
Error 3075 was generated by DAO.Database
Syntax error (comma) in query expression 'SystemID=4003 and Xcor^2+Ycor^2>1,41993172289486E+18'

and then after click "ok" it comes another one:
"Error in CheckWPDiscovery"
Error 91 was generated by Aurora
Variabile oggetto o Variabile del blocco With non impostata

And r from some turns who come

Window opened: Economic,
sub window:Industry:

Hope that is something that will not last...i just begun to play the game and i'm a newcomer in this game

Thanks
This might be caused by the decimal separator. In the UK and US, a period (.) is used as the decimal separator, where in some European countries the comma (,) is used. Try changing the regional settings on your PC to US or UK and see if that solves the problem

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 04, 2009, 07:21:28 PM
Quote from: "alanwebber"
Steve

I'm also having increment problems. You may remember I reported being stuck in a 15 second increment which went on for hours in my last game. I started a new one and now have a 15 minute increment with no messages about NPR's fighting etc and no error messages. In auto mode it runs 15 minutes increments with the odd 30 minutes thrown in. If I run in manual mode, it runs for 15 minutes each turn for any selection unless I choose a 3 hour total time with 1 hour increments when it runs for 1 hour or 1 hour 15 minutes. This has gone on for over 1 month game time.
I found a logic loop in the other DB that had this problem. If you want to try sending me your DB, I can take a look for something similar.

Steve
Title: Re: 4.46 Bugs
Post by: sloanjh on November 04, 2009, 11:24:30 PM
Quote from: "Steve Walmsley"
I am not sure about checking for order repeat as a solution though as many NPR and especially civilian ships will correctly be repeating orders.

Yeah, that was the major problem I saw with the idea - I just couldn't think of a good way to say it succinctly like you did  :-)

John
Title: Re: 4.46 Bugs
Post by: IanD on November 05, 2009, 02:21:07 AM
This may not be a bug, but seven years into a game I have dozens of CMCs but only three shipping lines with no ships :( . Puts back in the need for many freighters to move infrastructure and colonists.

Is there a way of flagging that xeno skills are useful for Engineer regiments? At the moment the commanders of these units are apparently just selected on their ground combat/training skills.

I also have two NPRs fighting and get a lot of the following errors:

Error in MoveMissiles
Error 6 was generated by Aurora
Overflow

And

Error in ExecuteOrders
Error 5 was generated by Aurora
Invalid procedure call or argument

Regards
Title: Re: 4.46 Bugs
Post by: gregor40 on November 05, 2009, 04:08:29 AM
Quote from: "Steve Walmsley"
Quote from: "zirman"
Steve,this bug,ive been show more than one time..when i click "ok" several times it disappear for just one turn (velocity of the game 1 day)

"Error in CheckWPDiscovery"
Error 3075 was generated by DAO.Database
Syntax error (comma) in query expression 'SystemID=4003 and Xcor^2+Ycor^2>1,41993172289486E+18'

and then after click "ok" it comes another one:
"Error in CheckWPDiscovery"
Error 91 was generated by Aurora
Variabile oggetto o Variabile del blocco With non impostata

And r from some turns who come

Window opened: Economic,
sub window:Industry:

Hope that is something that will not last...i just begun to play the game and i'm a newcomer in this game

Thanks
This might be caused by the decimal separator. In the UK and US, a period (.) is used as the decimal separator, where in some European countries the comma (,) is used. Try changing the regional settings on your PC to US or UK and see if that solves the problem

Steve

Hi Steve.
I am new to the game. I find it awesome and addicting, although the mechanics is still a balck hole for me. Untill now I managed to get 2 ships off planet , survey a few planets and find one Jump Point :)

But to the topic - I can confirm that changing the decimal separator removes those cited warning messages. Can you please fix it for the next release so that the game accepts also the European decimal separator?

Michal
Title: Re: 4.46 Bugs
Post by: Andrew on November 05, 2009, 09:14:32 AM
I am still having immense difficulty getting antimissiles to fire.
I have got the Empire of Mans missiles launching but I cannot get anyone else to launch antimissiles.
The escort ships which are currently failing have a 1.3million km range fire control, 1 million km range active sensor both with resolution 0 the missiles where set to 2 antimissile vs 1incoming missile at 900000km and failed to launch , so I changed that to 600000km and they still do not launch.
I also get the overflow error message each incrment missiles are detected by a fleet but that is not what is causing the defense missiles to fail to fire as I get the same error message when they do fire.
The only other factor I can think of is that all the fleets are very inexperienced so could that be dealying the launch of defensive missiles but not preventing final defensive fire beam weapons (It may explain why the Empire of Mans ships fired as they initially had problems but fiddling with ranges seemed to resolve it and they where under missile attack for a long time)

Bizzarly the Meson gun armed PDC's on Mars several million lm away seem to be trying to target the incoming missiles they are set to Final defensive fire and of course are in a different fleet . Could this attempt by ships on the far side of the system and so totally out of range be the reason for the Overflow errors?
Title: Re: 4.46 Bugs
Post by: ussdefiant on November 05, 2009, 09:45:35 AM
Quote from: "Steve Walmsley"
Quote from: "ussdefiant"
is there any particular reason why game time should suddenly be slowing down for me?

hitting the 1 day time-advance button only moves things forward 30 minutes, the 5 day button moves things forward 4 hours, and the 30 day button only does 6 hours.

I've not jumped into any new systems lately that might have Precursors or anything, although I have discovered a JP in an outlying system that strangely has a JG attached to it.
It is possible that two NPRs are fighting each other. Use the automated turns button on the system map as that will run through turns until an event happens for your race. If the problem persists, send me your DB and I will check for some type of NPR logic loop that has affected a couple of other campaigns (and fix any bug causing it).

If you find a jump point with a JG then it could have been recently built by an NPR or it could be an ancient precursor-built gate.

Steve

Steve:
I've had the automated turn thing go through about a week's worth of 30 minute increments and still there seems to be no end to the lag. Whereabouts might i email the DB so that you may look through it?
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 05, 2009, 01:04:32 PM
Quote from: "IanD"
This may not be a bug, but seven years into a game I have dozens of CMCs but only three shipping lines with no ships :( . Puts back in the need for many freighters to move infrastructure and colonists.
Firstly, check you have designed Freighters and Colony ships as the civs will build your designs. Second, check you have colony ship and freighter designs that the civs can afford. Also, don't forget you can subsidise the civs by giving them wealth to build more ships.

Quote
Is there a way of flagging that xeno skills are useful for Engineer regiments? At the moment the commanders of these units are apparently just selected on their ground combat/training skills.
At the moment, you will have to select commanders with Xeno skills manually as the game has no way of knowing if you intend to use an engineer division for that purpose. If you select a commander with Xeno skills for an Engineer division, flag him as not to be replaced. Although having said that, I probably should set Xeno skills as the default for engineer regiments anyway.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 05, 2009, 01:05:17 PM
Quote from: "ussdefiant"
I've had the automated turn thing go through about a week's worth of 30 minute increments and still there seems to be no end to the lag. Whereabouts might i email the DB so that you may look through it?
stevewalmsley at btinternet.com

Steve
Title: Re: 4.46 Bugs
Post by: Andrew on November 05, 2009, 01:10:17 PM
There is a bug on the ground units screen of the populationsif you want to transfer units from one population on a planet to another (after you have conquered it) you cannot move a DHQ at the top of the unit list (Probably related to the problem others have had in renaming it)
EDIT
Actually you can if you have already trasnferred all its subordinate units but apparently not before
EDIT 2
On another occasion even after the trasnfer of all other troops I could not get the DHQ To transfer
EDIT 3
If you then move the display to all ground units you can transfer that unit
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 05, 2009, 01:12:05 PM
Quote from: "gregor40"
Can you please fix it for the next release so that the game accepts also the European decimal separator?
I don't think I can do that without creating a separate version of the program for countries that use the comma

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 05, 2009, 01:18:59 PM
Quote from: "Andrew"
I am still having immense difficulty getting antimissiles to fire.
I have got the Empire of Mans missiles launching but I cannot get anyone else to launch antimissiles.
The escort ships which are currently failing have a 1.3million km range fire control, 1 million km range active sensor both with resolution 0 the missiles where set to 2 antimissile vs 1incoming missile at 900000km and failed to launch , so I changed that to 600000km and they still do not launch.
Check that you have the enemy race set as hostile.

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I also get the overflow error message each incrment missiles are detected by a fleet but that is not what is causing the defense missiles to fail to fire as I get the same error message when they do fire.
There is a bug in v4.46 that throws an error if you have Show Active Sensor Ranges on and missiles are being displayed. Try turning off sensor ranges and see if that fixes the problem.

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The only other factor I can think of is that all the fleets are very inexperienced so could that be dealying the launch of defensive missiles but not preventing final defensive fire beam weapons (It may explain why the Empire of Mans ships fired as they initially had problems but fiddling with ranges seemed to resolve it and they where under missile attack for a long time)
Inexperience won't affect anti-missiles launching.

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Bizzarly the Meson gun armed PDC's on Mars several million lm away seem to be trying to target the incoming missiles they are set to Final defensive fire and of course are in a different fleet . Could this attempt by ships on the far side of the system and so totally out of range be the reason for the Overflow errors?
Possibly. Check the max range you have set them for and if it is greater than the weapon range, try reducing it and see if that corrects the problem. if it does, then I should be able to track down the bug fairly easily.

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 05, 2009, 01:23:23 PM
Quote from: "IanD"
I also have two NPRs fighting and get a lot of the following errors:

Error in MoveMissiles
Error 6 was generated by Aurora
Overflow
It's possible this one is caused by a known bug in v4.46. Try turning off the display of active sensor ranges and see if that fixes the problem.

Quote
Error in ExecuteOrders
Error 5 was generated by Aurora
Invalid procedure call or argument
Not seen this one before. Is the above error 5 appearing immediately after the error 6 or do they seem to be unconnected?

Steve
Title: Re: 4.46 Bugs
Post by: ussdefiant on November 05, 2009, 03:00:33 PM
Quote from: "Steve Walmsley"
Quote from: "ussdefiant"
I've had the automated turn thing go through about a week's worth of 30 minute increments and still there seems to be no end to the lag. Whereabouts might i email the DB so that you may look through it?
stevewalmsley at btinternet.com

Steve

Mail sent, Steve
Title: Re: 4.46 Bugs
Post by: IanD on November 06, 2009, 05:38:24 AM
Quote from: "Steve Walmsley"
IanD wrote:
I also have two NPRs fighting and get a lot of the following errors:

Error in MoveMissiles
Error 6 was generated by Aurora
Overflow


It's possible this one is caused by a known bug in v4.46. Try turning off the display of active sensor ranges and see if that fixes the problem.


Error in ExecuteOrders
Error 5 was generated by Aurora
Invalid procedure call or argument

Not seen this one before. Is the above error 5 appearing immediately after the error 6 or do they seem to be unconnected?

Active sensor range display is off and they are definitely connected, the first appears possibly with repeats, (2-3x) then the second one usually shows up and may repeat 1-2x.

Regards
Title: Re: 4.46 Bugs
Post by: IanD on November 06, 2009, 05:53:52 AM
Quote from: "Steve Walmsley"
IanD wrote:
This may not be a bug, but seven years into a game I have dozens of CMCs but only three shipping lines with no ships  . Puts back in the need for many freighters to move infrastructure and colonists.

Firstly, check you have designed Freighters and Colony ships as the civs will build your designs. Second, check you have colony ship and freighter designs that the civs can afford. Also, don't forget you can subsidise the civs by giving them wealth to build more ships.

There were colony ships and freighters designed and built, though perhaps not affordable, the upgraded freighters cost 1250 each and the only change was the engines from the previous version. I tried the subsidy on the four shipping lines and two of them bought a freighter each. However, by this time I probably need colony ships more than freighters. Can you introduce a mechanism whereby I can bias my subsidy to produce freighters or colony ships? As an after thought with the advent of "free" infrastructure can you scrap infrastructure to get back the duranium on a recently terraformed world? (I know I should check it myself but can't until Monday :( ).
Title: Re: 4.46 Bugs
Post by: zirman on November 07, 2009, 07:03:54 AM
Hi Steve,
thanks for helping with former problems. But now i'm running a new game (just begun, cuz the other one i should gave up..) and i got this bug, that has been shown every couple of gamedays:  (velocity of the game 1 day)

"Error in GetPopProduction"
Error 3021 was generated by DAO.Field

Basically what is happen it's that the progress in building stuff inside the industry tab of Economics window is not updating every day/turn and after 2-3 gamedays this meggase appear and the tab updates by itself...

Thanks
Title: Re: 4.46 Bugs
Post by: zirman on November 07, 2009, 07:16:59 AM
Hi Steve i got another problem:

inside the Office Corps window when i changed the rank and seniority from 9 to 2 i got this message that is not allowing to do anything else:

"Error in grdCommandres_SelChange"
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set

i can only click on "ok" in this error window but it coming immediatly again and i cannot do anything....
Title: Re: 4.46 Bugs
Post by: tanq_tonic on November 08, 2009, 07:11:56 AM
PDC Fabs not apparently working

Getting to the last turn before a PreFab PDC is slated to be completed.  Turn is pressed, then getting:

"Error in CreatePDCComponents"
Error 3456 was generated by DAO.Fields
Item not found in this collection

The Fabs never subsequently show up in the industry tab to be assembled, nor are they visible to be loaded.
Title: Re: 4.46 Bugs
Post by: waresky on November 08, 2009, 07:47:22 AM
U play at 4.46?

if u play at 4.60 (latest) pls post inside 4.60 bugs ty v Much:P
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 09, 2009, 07:05:13 AM
Quote from: "tanq_tonic"
PDC Fabs not apparently working

Getting to the last turn before a PreFab PDC is slated to be completed.  Turn is pressed, then getting:

"Error in CreatePDCComponents"
Error 3456 was generated by DAO.Fields
Item not found in this collection

The Fabs never subsequently show up in the industry tab to be assembled, nor are they visible to be loaded.
This is fixed in v4.6

Steve
Title: Re: 4.46 Bugs
Post by: Steve Walmsley on November 09, 2009, 07:05:41 AM
Quote from: "zirman"
Hi Steve i got another problem:

inside the Office Corps window when i changed the rank and seniority from 9 to 2 i got this message that is not allowing to do anything else:

"Error in grdCommandres_SelChange"
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set

i can only click on "ok" in this error window but it coming immediatly again and i cannot do anything....
I'll pick this up in the v4.6 bugs thread

Steve