Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Charlie Beeler on November 06, 2009, 10:07:08 AM

Title: v4.6 Bugs
Post by: Charlie Beeler on November 06, 2009, 10:07:08 AM
I like what I see.  

I've only run into 1 issue so far.  In SM Mode from SMRace I'm exploring (from the F9 systems window) the various jump points out of the Sol system (7 total). During the second one (Wolf359) I recieved this warning:

Error in SetupPirates
---------------------------
Error 91 was generated by Aurora Object variable or With block variable not set Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)

Clicked OK and the rest went smoothly.
Title: Re: V4.6 Bugs
Post by: waresky on November 06, 2009, 11:15:03 AM
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)
Title: Re: V4.6 Bugs-Vicious bug
Post by: waresky on November 07, 2009, 06:09:01 AM
Steve ive found an vicious hidden bug in this situation;
If u have a Cargo loaded on Freighter (EG: 1xAutomated Mines) and u got a mistake,and setup this list of orders: "Load Autom.mines Earth--Unload Autom.Mines Titan--Refuel Earth-- and flag:Cyclo move..the program crash,stopped.AND more vicious am need to ctrl+alt+canc and terminate program from task manager AND more more vicious when am hit Aurora exe to reopen..a series of windows error come..and program NEVER reopen.lucky ive a Save file.
Title: Re: V4.6 Bugs-PAUSE BUTTON..
Post by: waresky on November 07, 2009, 07:57:43 AM
Steve.
Another button bugged: on F2-Shipyard activities: PAUSE BUTTON not functioning.
Title: Re: V4.6 Bugs
Post by: lastverb on November 07, 2009, 09:38:29 AM
is it only me or auto-turn button dont work, it was working in 4.46 before patching
Title: Re: V4.6 Bugs
Post by: zirman on November 07, 2009, 12:20:59 PM
Hi Steve,
i upgraded my 4.46 to 4.6 and so far was fine but after 1 year of gametime the time now is only running like 5 seconds (or similar) each time i push any of the "time control" bottons, and furthermore the same happen if i chose the "automated turns" from the system map...

plus there is still the problem that i already showed in the 4.46 bugs, about the Commaders window: when you click on one of the commader name the same error occurs and i need to crtl+alt+canc and close the program from task manager...
Title: Re: V4.6 Bugs
Post by: Hawkeye on November 07, 2009, 01:25:15 PM
Quote from: "waresky"
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)


It even doesn´t update when time advances. If you form a new colony or assign an officer to a colony, it will still show "R2 officer required" and the new colony will never show up. When I click the "hide CMC button, the window refreshes, however.

And now to something completely different:

Ok, this is not a bug at all, but the result of the changes made in 4.x in how advancing time is done.
I started a new 4.6 game, normal start with 3 computer controlled NPRs.
About 18 months into the game (which took about 1.5 hours, as there wasn´t a whole lot to do but ferrying some colonists and mines to Mars/Titan and do some research), at least one of the NPRs started to do something (I don´t know what, but it affects gameplay tremendously)

I am doing 5-day-increments.
Time advances 15 (mostely) or 30 (sometimes) minutes for about 30 times. Then time advances between 8 hours and 2 days for a total of between 4 and 8 days, then it´s back to 15 minutes again, rince, repeate.

As I said above, it took me about 90 minutes real time to advance 18 months game time at the start. It took me another 90 minutes to advance another 8 weeks, which is a PITA.

Now, this is not exactely a complaint, I just wanted to let you know that this behaviour is very frustrating.
I could probably use the auto-turn feature, you introduced, hit "run turn" and go to the kitchen, make some coffee and check every half hour or so, but this isn´t exactely what I call gaming either.

I have no idea how to solve it, because I sure don´t want to go back to the 3.x way of doing time increments, but perhaps you or some of the bright people around here can come up with something.
Title: Re: V4.6 Bugs
Post by: waresky on November 07, 2009, 04:01:34 PM
When NPR in her puny systems think...think...think...and think..think..and think..think..think..and again..THINK..for me,90 minutes later r time to click off pc:)..

ok joke.

But in fact me same know how Steve can solve this waste time..
Hope r an solution hidden around.

90 real minutes for 4 weeks-game advance r risky to become boredoom situation..
Title: Re: V4.6 Bugs
Post by: lastverb on November 08, 2009, 04:35:34 AM
its strange, i have surveyed around 15 systems and can easly do 5sec-1day increments without interruption, but if i try 5 or 30day i always get a 6h or 2,5h increments :(
Title: Re: V4.6 Bugs-Latest Version
Post by: waresky on November 08, 2009, 07:56:36 AM
Steve
a curious issue on EVENT UPDATES windows..

fact 1: one of mine TaskGroup named "ScienceVessel Mare" (name r fantasy) try to jump out,this Squadroon r composite: 1 SV with right JumpDrive onboard and 1 Tanker without jumpDrive

When try to jump,am neverminder JD's SV are too little for toghter jump,obviously jump didnt succesfull..BUT in EVENT the report are: "Destroyer Squadroon 02 is unable..etc.etc..etc.."

DESTROYER SQUADRON 02??????????

:D

i think u missed something:)))

EDIT: ive check ALL "unable jump out situation" and ive found a SAME "Destroyer Quadron 02..." in EVERY misjump:)))..same for different Suadron of mine control:))
Title: Re: V4.6 Bugs
Post by: Shinanygnz on November 08, 2009, 11:44:19 AM
Error in PopulateShipyardSchedule
Error 11 was generated by Aurora
Division by zero

Popped up five times.
Five naval and five civvie complexes.  Civvie ones 3 of 5 have ships under construction.  No naval building going on at the moment.  Waiting for tech for some upgrades to try and deal with some Precursors

Stephen
Title: Re: V4.6 Bugs
Post by: waresky on November 08, 2009, 01:07:53 PM
Ive popped shinyan same bug sometimes in this lately campaign..not every 5-days,nor 30-days..sometimes.
But i cant tell WHy and what ive been made before bug come..
unknow:)
Title: Re: V4.6 Bugs
Post by: Hawkeye on November 08, 2009, 01:55:17 PM
Unload PDC components doesn´t seem to work.
The event log says: Task Force could not unlad PDC components, all additional orders will be on hold...

I have played around a bit (yes, the components show up on the TF window and in the ship screen) and using "unload all istallations" does the trick, so it is not a gamestopper.
Title: Re: V4.6 Bugs
Post by: Shinanygnz on November 09, 2009, 02:38:28 AM
I'm now under a constant stream of Precursor missiles - how many salvos can a 5400 ton ship produce anyway?   :shock:
My anti-missiles are doing OK, but the occasional leaker is getting near the fleet.  When they do, the escorts are firing at them with twin UV laser turrets, or trying to anyway.  I get this error
Error in AutomatedAntiMissileFire
Error 91 was generated by Aurora
Object variable or With block variable not set

In the event log, I see
Targeting -  (Fire Control To Hit: 68%  Modified by Crew Grade: 72%  Modified by EW: 72%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range
Targeting -  (Fire Control To Hit: 69%  Modified by Crew Grade: 73%  Modified by EW: 73%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range

The escorts are set on Final Defensive Fire.

Edit: An update on this.  I had another fleet with the one that was taking the grief.  It had two escorts deployed set to Area Defence.  Once I recalled them to the main body, the errors stopped.

Stephen
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 04:33:50 AM
Quote from: "waresky"
Steve
try that: in F2 Economic,the "REFRESH" button seems not r alive..:)..only if u close and reopen F2 situation change and be updated
Edit.hmm..strange,in some situation refresh r ok..
But not ever.

ok pls check ur self:)
Yes, I seem to have messed up the F2 refresh when I added the Hide CMC checkbox. I have fixed it for v4.61

Steve
Title: Re: V4.6 Bugs-PAUSE BUTTON..
Post by: Steve Walmsley on November 09, 2009, 04:38:39 AM
Quote from: "waresky"
Steve.
Another button bugged: on F2-Shipyard activities: PAUSE BUTTON not functioning.
Not sure which pause button you mean as there is more than one. However, I did find an error for the pause button on the Shipyard Tasks tab where it was keeping the same task selected after you pressed pause, so if you pressed pause twice instead of pause/unpause you paused two ships. I have fixed that for v4.61

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 04:40:23 AM
Quote from: "lastverb"
is it only me or auto-turn button dont work, it was working in 4.46 before patching
It seems to be working for me, although I have learned that is never a guarantee it will work for everyone :). How is the problem manifesting? Does nothing happen if you press the button or is it doing one increment and stopping?

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 04:45:48 AM
Quote from: "zirman"
Hi Steve,
i upgraded my 4.46 to 4.6 and so far was fine but after 1 year of gametime the time now is only running like 5 seconds (or similar) each time i push any of the "time control" bottons, and furthermore the same happen if i chose the "automated turns" from the system map...
Are you getting any event messages on the 5 second increments. It is possible two NPRs are fighting and the game will run small increments until the battle is over. If you aren't getting messages it sounds like another yoyo problem and I wouldn't mind seeing the database in that case.

Quote from: "zirman"
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....
Please could you confirm how you changed seniority. Was it by moving the rank down using the arrows? If so, did the error occur as you moved to rank to the last position?

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 04:50:22 AM
Quote from: "Hawkeye"
It even doesn´t update when time advances. If you form a new colony or assign an officer to a colony, it will still show "R2 officer required" and the new colony will never show up. When I click the "hide CMC button, the window refreshes, however.

And now to something completely different:

Ok, this is not a bug at all, but the result of the changes made in 4.x in how advancing time is done.
I started a new 4.6 game, normal start with 3 computer controlled NPRs.
About 18 months into the game (which took about 1.5 hours, as there wasn´t a whole lot to do but ferrying some colonists and mines to Mars/Titan and do some research), at least one of the NPRs started to do something (I don´t know what, but it affects gameplay tremendously)

I am doing 5-day-increments.
Time advances 15 (mostely) or 30 (sometimes) minutes for about 30 times. Then time advances between 8 hours and 2 days for a total of between 4 and 8 days, then it´s back to 15 minutes again, rince, repeate.

As I said above, it took me about 90 minutes real time to advance 18 months game time at the start. It took me another 90 minutes to advance another 8 weeks, which is a PITA.

Now, this is not exactely a complaint, I just wanted to let you know that this behaviour is very frustrating.
I could probably use the auto-turn feature, you introduced, hit "run turn" and go to the kitchen, make some coffee and check every half hour or so, but this isn´t exactely what I call gaming either.

I have no idea how to solve it, because I sure don´t want to go back to the 3.x way of doing time increments, but perhaps you or some of the bright people around here can come up with something.
Where you getting any SM event messages about increments being adjusted or was it just a series of short increments? It is possible NPRs were fighting or interacting in some way. If that is the case, the automated turns will make things go much faster and with less frustration (I usually browse the net during a long NPR battle :)

Steve
Title: Re: V4.6 Bugs-Latest Version
Post by: Steve Walmsley on November 09, 2009, 04:53:23 AM
Quote from: "waresky"
Steve
a curious issue on EVENT UPDATES windows..

fact 1: one of mine TaskGroup named "ScienceVessel Mare" (name r fantasy) try to jump out,this Squadroon r composite: 1 SV with right JumpDrive onboard and 1 Tanker without jumpDrive

When try to jump,am neverminder JD's SV are too little for toghter jump,obviously jump didnt succesfull..BUT in EVENT the report are: "Destroyer Squadroon 02 is unable..etc.etc..etc.."

DESTROYER SQUADRON 02??????????

:D

i think u missed something:)))

EDIT: ive check ALL "unable jump out situation" and ive found a SAME "Destroyer Quadron 02..." in EVERY misjump:)))..same for different Suadron of mine control:))
Can you remember the exact message. I have done a search for error messages containing the work 'unable' and none of them seem to relate to failed jumps

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 05:00:39 AM
Quote from: "Shinanygnz"
Error in PopulateShipyardSchedule
Error 11 was generated by Aurora
Division by zero

Popped up five times.
Five naval and five civvie complexes.  Civvie ones 3 of 5 have ships under construction.  No naval building going on at the moment.  Waiting for tech for some upgrades to try and deal with some Precursors

Stephen
I have run into something similar but only occasionally. For some reason the build rate is occasionally not being set before the task size is divided by the build rate but i haven't figured out why yet. Did you by any chance have a population without any shipyards selected when the error happened? Although, now I think about it, is hasn't happened since I fixed the refresh bug so I wonder if that was anything to do with it

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 05:01:53 AM
Quote from: "Hawkeye"
Unload PDC components doesn´t seem to work.
The event log says: Task Force could not unlad PDC components, all additional orders will be on hold...

I have played around a bit (yes, the components show up on the TF window and in the ship screen) and using "unload all istallations" does the trick, so it is not a gamestopper.
I have encountered this as well. It's fixed for v4.61

Steve
Title: Re: V4.6 Bugs
Post by: lastverb on November 09, 2009, 06:05:07 AM
Quote from: "Steve Walmsley"
Quote from: "lastverb"
is it only me or auto-turn button dont work, it was working in 4.46 before patching
It seems to be working for me, although I have learned that is never a guarantee it will work for everyone :). How is the problem manifesting? Does nothing happen if you press the button or is it doing one increment and stopping?

Steve
well its just one increment and stopping, but it seems to work well if there is no npr thinking in the way
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 06:09:35 AM
Quote from: "Shinanygnz"
I'm now under a constant stream of Precursor missiles - how many salvos can a 5400 ton ship produce anyway?   :shock:
My anti-missiles are doing OK, but the occasional leaker is getting near the fleet.  When they do, the escorts are firing at them with twin UV laser turrets, or trying to anyway.  I get this error
Error in AutomatedAntiMissileFire
Error 91 was generated by Aurora
Object variable or With block variable not set

In the event log, I see
Targeting -  (Fire Control To Hit: 68%  Modified by Crew Grade: 72%  Modified by EW: 72%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range
Targeting -  (Fire Control To Hit: 69%  Modified by Crew Grade: 73%  Modified by EW: 73%)
Targeting Problems - No attempt to fire as the Twin 10cm 16k P6 UV Laser Turret is out of range

The escorts are set on Final Defensive Fire.

Edit: An update on this.  I had another fleet with the one that was taking the grief.  It had two escorts deployed set to Area Defence.  Once I recalled them to the main body, the errors stopped.
Thanks for the update - that helped! It is an error in area point defence fire. In fact, area point defence for beam weapon has got some serious bugs that I need to address immediately so I suggest avoiding using this mode until I get v4.61 out, which I hope will be later today.

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 07:18:12 AM
I have had to rewrite parts of area point defence as it wasn't working at all and has probably been that way since the objects rewrite. It seems to be functioning fine now though

Steve
Title: Re: V4.6 Bugs
Post by: sloanjh on November 09, 2009, 07:52:51 AM
Quote from: "Steve Walmsley"
I am on a crusade at the moment to find and destroy any potential yoyo bugs or other problems that cause unnecessary short increments :-)

John
Title: Re: V4.6 Bugs
Post by: waresky on November 09, 2009, 08:03:43 AM
Many Thanks from all us to ur awesome work.

Find the Bugs..load into her vicious lair the Atomblast and return Victorious..:D
Title: Re: V4.6 Bugs
Post by: Hawkeye on November 09, 2009, 10:04:27 AM
Quote from: "Steve Walmsley"
Where you getting any SM event messages about increments being adjusted or was it just a series of short increments? It is possible NPRs were fighting or interacting in some way. If that is the case, the automated turns will make things go much faster and with less frustration (I usually browse the net during a long NPR battle :)

Steve

I sometimes get the SM messages and I don´t have a problem with the slowdown in that case, after all, I know something is happening elsewhere, but when the increments just start to get shorter with no indication of anything happening with the NPRs it is annoying.
Idiot that I am, I started a new game, which overwrote the old one, but I am getting short increments again, this time the 5 day increments are shortened to 1 day mostely, sometimes a odd number of hours:minutes like 8:45:00 or 6:15:00

The database for this game is at  http://rapidshare.com/files/304549747/Stevefire.rar (http://rapidshare.com/files/304549747/Stevefire.rar)
Title: Re: V4.6 Bugs
Post by: tanq_tonic on November 09, 2009, 10:30:53 AM
On the environment screen, the data does not update from turn to turn w/o leaving the page and coming back to it.

You can get an update by switching locales you are looking at

i.e. I am terraforming Mars and looking at that data, hit the next turn, no changes due to Terrforming activities update on the Mars data.
If I turn to the summary page, and back, the new state appears.
If I go up to the Earth data, then back down to the Mars data, the new state appears.

Clicing "refresh all" does not result in new state being shown.
Title: Re: V4.6 Bugs
Post by: tanq_tonic on November 09, 2009, 10:49:38 AM
After reading the last number of posts, you can probably ignore the one I posted last.

Looks like the "refresh" issue was already spotted.

I noticed another instance as the "state of research" also was not updating, just as the terraforming info was not.

It seems that this would be encompassed under the other issue about 6 posts back.....
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 10:53:22 AM
Quote from: "tanq_tonic"
After reading the last number of posts, you can probably ignore the one I posted last.

Looks like the "refresh" issue was already spotted.

I noticed another instance as the "state of research" also was not updating, just as the terraforming info was not.

It seems that this would be encompassed under the other issue about 6 posts back.....
Yes, I accidently messed up the refresh in v4.6. It is fixed in v4.61

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 09, 2009, 11:19:36 AM
v4.61 is now available

viewtopic.php?f=10&t=1763 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1763)

Steve
Title: Re: v4.6 Bugs
Post by: Charlie Beeler on November 09, 2009, 11:47:53 AM
Steve,  

PDC's appear to have the same fighter allocation issue I reported for ships in V4.26.  Work around is manual database changes.
Title: Re: v4.6 Bugs
Post by: waresky on November 09, 2009, 11:48:52 AM
Go(edit: O) d work Steve.same as usual:D
Title: Re: V4.6 Bugs
Post by: zirman on November 09, 2009, 01:47:12 PM
Quote from: "Steve Walmsley"
Quote from: "zirman"
Hi Steve,
i upgraded my 4.46 to 4.6 and so far was fine but after 1 year of gametime the time now is only running like 5 seconds (or similar) each time i push any of the "time control" bottons, and furthermore the same happen if i chose the "automated turns" from the system map...
Are you getting any event messages on the 5 second increments. It is possible two NPRs are fighting and the game will run small increments until the battle is over. If you aren't getting messages it sounds like another yoyo problem and I wouldn't mind seeing the database in that case.

Quote from: "zirman"
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....
Please could you confirm how you changed seniority. Was it by moving the rank down using the arrows? If so, did the error occur as you moved to rank to the last position?

Steve


Hi Steve,
about the problem of time increments what i found in the Event window is just that every time i click on any of the "time control" the time increments always of 5 seconds and this is reported also in the Event window. but any things is reported about NPRs battles of others events...yesterday i started a new game and this problem came up earlier (after 6 game months)....I will download the new version and i will start a new one to see if it happen again and i will let you know.

About the second problem, what happen is that as soon as you just click on any of the officers present in the list, doesnt matter which rank they have, the error comes out and the game need to be close trough the Task Manager...i can anyway play the game but in this way i will never use all the features related to Officers, accademy and so on....

By the way, i should connect my 32" LCD TV to the computer in order to play the game, since also on a classic pc monitor of 19" was not able to see all the window....just a comment on the opportunity to think about some scrolling bar around the game's window...

Ty for all your effords!!
Max
Title: Re: v4.6 Bugs
Post by: IanD on November 09, 2009, 03:40:25 PM
In a v4.60 game I've had a series of errors, the first occurred within the first year game time and was Error in PopulateShipyardSchedule, Error 11 was generated by Aurora. This repeated 8-11 times. There did appear to be an NPR war on at the time. I seemed to have no trouble with my yards.

I then blew away a gate construction ship (and its several replacements) and recently have had the following errors sequentially and repeated 5-8 times each. The first in this series was Error in SetClassObsolete Error 3021 was generated by Aurora, No current record set. The next was Error in CreateDesign, Error 3201 was generated by DAORecordset, 'You cannot add or change a record because a related record is required in table 'techSystem'.

These errors do not appear to be due to my activities, I have yet to obsolete a design :? . Just about to upgrade to v4.61. Will let you know if these error recur.


Regards
Title: Re: v4.6 Bugs
Post by: IanD on November 09, 2009, 04:06:49 PM
In v4.61 can you unload your colonists to an occupied (precursor) population? Because I have failed to do so. You can unload infrastructure.

Regards
Title: Re: v4.6 Bugs
Post by: waresky on November 09, 2009, 04:08:21 PM
hmm..am fear u first must conquer,aliens must surender,then u can unload civ.
Title: Re: V4.6 Bugs
Post by: gregor40 on November 09, 2009, 04:23:45 PM
n 5 day-increments I get the following error:
(http://img4.imageshack.us/img4/6810/errormf.jpg)
Title: Re: v4.6 Bugs
Post by: sloanjh on November 10, 2009, 12:47:27 AM
Quote from: "IanD"
In v4.61 can you unload your colonists to an occupied (precursor) population? Because I have failed to do so. You can unload infrastructure.

Regards

I think you need to make a separate population on the same planet.  The reason for this is that Precursors are a different race than your race, so your race can't populate their populations (say that 10 times fast :-) ).  Not 100% sure, but that's my recollection....

John
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 01:48:56 AM
Quote from: "zirman"
Quote from: "Steve Walmsley"
Quote from: "zirman"
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....
Please could you confirm how you changed seniority. Was it by moving the rank down using the arrows? If so, did the error occur as you moved to rank to the last position?
About the second problem, what happen is that as soon as you just click on any of the officers present in the list, doesnt matter which rank they have, the error comes out and the game need to be close trough the Task Manager...i can anyway play the game but in this way i will never use all the features related to Officers, accademy and so on....
You mentioned that before this problem happened, you changed the rank and seniority from 9 to 2. That seems to have been the cause. Can you remember how you changed the seniority as that will help me find the problem. In a new game, as long as you don't do whatever it was you did before, you should have no problems with clicking on officers.

Quote
By the way, i should connect my 32" LCD TV to the computer in order to play the game, since also on a classic pc monitor of 19" was not able to see all the window....just a comment on the opportunity to think about some scrolling bar around the game's window...
The game has a minimum resolution of 1280x1024. if you monitor has a resolution smaller than this you won't be able to see all the windows.

Steve
Title: Re: v4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 01:53:06 AM
Quote from: "IanD"
In v4.61 can you unload your colonists to an occupied (precursor) population? Because I have failed to do so. You can unload infrastructure.
Because each species has different environmental tolerances, you can't mix them in the same population. Planets that are suitable for your species may be hostile to another and vice versa. If you have more than one species in your Empire on the same planet they will have to be in different populations and may well have different colony costs. I realise in this case the precursor population may just be a sensor or two but the pop is still set to a specific species. Perhaps an option I should add is the ability to change the species of a colony with no actual population.

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 01:54:27 AM
Quote from: "gregor40"
n 5 day-increments I get the following error:
(http://img4.imageshack.us/img4/6810/errormf.jpg)
I have seen this occasionally myself but I haven't pinned it down yet. I assume you have the F2 window open. Can you remember if the population selected in the window when time was incremented had any shipyards?

Steve
Title: Re: v4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 01:57:19 AM
Quote from: "IanD"
In a v4.60 game I've had a series of errors, the first occurred within the first year game time and was Error in PopulateShipyardSchedule, Error 11 was generated by Aurora. This repeated 8-11 times. There did appear to be an NPR war on at the time. I seemed to have no trouble with my yards.
A few people have reported this one. I haven't tracked it down yet though :? . Just about to upgrade to v4.61. Will let you know if these error recur.[/quote]
Thanks. I haven't see this before so it is likely to be one of those annoyingly elusive bugs that depends on a very specific set of circumstances.

Steve
Title: Re: v4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 02:59:09 AM
Quote from: "Charlie Beeler"
Steve,  

PDC's appear to have the same fighter allocation issue I reported for ships in V4.26.  Work around is manual database changes.
You'll have to refresh my memory as to the problem. Was this the one where you couldn't add additonal fighters, you could only set to 10, 100, etc.?

Steve
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 10, 2009, 03:01:53 AM
Quote from: "gregor40"
n 5 day-increments I get the following error:
(http://img4.imageshack.us/img4/6810/errormf.jpg)
Just to check, was this in v4.6 or v4.61?

Steve
Title: Re: v4.6 Bugs
Post by: Charlie Beeler on November 10, 2009, 06:17:01 AM
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"
Steve,  

PDC's appear to have the same fighter allocation issue I reported for ships in V4.26.  Work around is manual database changes.
You'll have to refresh my memory as to the problem. Was this the one where you couldn't add additonal fighters, you could only set to 10, 100, etc.?

Steve

Actually, now that I've "fiddled" with it some more it's a suttly differerent issue.  

The 1, 10, 100, 1000 functions I think are alright.  It appears that the hanger space for a PDC is being calc'd at around half of what is actually available. example:  PDC had 5000tons of capacity but only allow something like 14 145ton fighters to be added to strikegroup.  If the 100 or 1000 boxes are checked I appear to get an unpredictable number of fighters added,but to get the expected error message stating that capacity has been exeeded and the total fighters added will be modified.  

I'm not at the machine that currently has to game or I'd be more precise. Hopefully I've supplied a useful set of conditions to point to the area of code.  

This one is not a show stopper since I can open the database and make manual adjustments to the classSC table.  Once that's done I have no problems with assigning fighters to squadrons and those squadrons to motherships and recover them to the waiting hangers.

I don't say it often enough,  you've worked wonders with Aurora.  It's lightyears ahead of where we all were with Starfire.  :wink:
Title: Re: V4.6 Bugs
Post by: zirman on November 10, 2009, 01:01:03 PM
Quote from: "Steve Walmsley"
You mentioned that before this problem happened, you changed the rank and seniority from 9 to 2. That seems to have been the cause. Can you remember how you changed the seniority as that will help me find the problem. In a new game, as long as you don't do whatever it was you did before, you should have no problems with clicking on officers.
Steve

I didnt expalined in a good way what i did the first time. At that time when i opened the Officer window the highest rank officer was highligthed (as always happen when you open this window), then i just clicked on the lower rank officer and the error came up, and also now in the new game i just started with the 4.61 the same happend again.
if i can i will take some screenshoots to let you see what is happening! (can i add the screenshoot here with the text, or i need to send them to you trough email? if so can you send me in privete message an email address where i can send those shoots?)

(so far the small time advancing problem didnt showed up! but i didnt finished the 1st gameyear...)

Ty
Title: Re: V4.6 Bugs
Post by: Shinanygnz on November 10, 2009, 05:11:27 PM
Quote from: "Steve Walmsley"
Quote from: "gregor40"
n 5 day-increments I get the following error:
(http://img4.imageshack.us/img4/6810/errormf.jpg)
Just to check, was this in v4.6 or v4.61?

Steve

I haven't seen this since I upgraded to v4.61
I'll let you know if it rears it's ugly head again.

Stephen
Title: Re: V4.6 Bugs
Post by: gregor40 on November 11, 2009, 03:53:58 AM
Quote from: "Steve Walmsley"
Quote from: "gregor40"
n 5 day-increments I get the following error:
(http://img4.imageshack.us/img4/6810/errormf.jpg)
I have seen this occasionally myself but I haven't pinned it down yet. I assume you have the F2 window open. Can you remember if the population selected in the window when time was incremented had any shipyards?

Steve
* ver 4.60
* F2 window opened
* Population without any shipyards (only automated mines). When I select capital in the F2 window (with shipyards and colonies) there is no problem. So the problem lies obviously in the non-existing shipyards that the Aurora tries to populateOs
* Bug in ver. 4.61 seems to be fixed
Title: Re: V4.6 Bugs
Post by: Hawkeye on November 11, 2009, 09:51:51 AM
Quote from: "Hawkeye"
Quote from: "Steve Walmsley"
Where you getting any SM event messages about increments being adjusted or was it just a series of short increments? It is possible NPRs were fighting or interacting in some way. If that is the case, the automated turns will make things go much faster and with less frustration (I usually browse the net during a long NPR battle :)

Steve

I sometimes get the SM messages and I don´t have a problem with the slowdown in that case, after all, I know something is happening elsewhere, but when the increments just start to get shorter with no indication of anything happening with the NPRs it is annoying.
Idiot that I am, I started a new game, which overwrote the old one, but I am getting short increments again, this time the 5 day increments are shortened to 1 day mostely, sometimes a odd number of hours:minutes like 8:45:00 or 6:15:00

The database for this game is at  http://rapidshare.com/files/304549747/Stevefire.rar (http://rapidshare.com/files/304549747/Stevefire.rar)


Update:
I am now some 3 months further in this game and am down to 15 minute increments when using 5-day-increments on the economy screen and with autoturn on the system map as well. No SM message for the last 300 increments or so.
The database is at: http://rapidshare.com/files/305525845/Stevefire.mdb.rar (http://rapidshare.com/files/305525845/Stevefire.mdb.rar)
Title: Re: v4.6 Bugs
Post by: waresky on November 11, 2009, 11:38:05 AM
Edited because r same posted on 4.61

srry for wrong bug post.
Title: Re: v4.6 Bugs
Post by: tanq_tonic on November 11, 2009, 07:38:38 PM
I think I have another weirdness situation.

Have gone through 2 weeks or so of 30, 60, and 45 minute turns; either with the auto-advance or with pressing the 5 day turn button.

Mail won't let me upload the db, but here is the link:
http://rapidshare.com/files/305745724/S ... e.mdb.html (http://rapidshare.com/files/305745724/Stevefire.mdb.html)
Title: Re: v4.6 Bugs
Post by: IanD on November 12, 2009, 02:56:19 PM
Quote from: "gregor40"
by gregor40 » Wed Nov 11, 2009 5:53 am
Steve Walmsley wrote:
gregor40 wrote:
n 5 day-increments I get the following error:

I have seen this occasionally myself but I haven't pinned it down yet. I assume you have the F2 window open. Can you remember if the population selected in the window when time was incremented had any shipyards?

Steve
* ver 4.60
* F2 window opened
* Population without any shipyards (only automated mines). When I select capital in the F2 window (with shipyards and colonies) there is no problem. So the problem lies obviously in the non-existing shipyards that the Aurora tries to populateOs
* Bug in ver. 4.61 seems to be fixed

I am seeing this in v4.61 for IndustrialProjects, still Error 11 and experiencing 30 minute increments



Regards
Title: Re: v4.6 Bugs
Post by: Kurt on November 23, 2009, 05:08:17 PM
Steve -

This is a 4.46 bug, but I can't put it in the proper section because its locked.  

A problem has cropped up in the New Twin Moons Campaign.  For the last nine months of game time I have been forced to use the "Automated Turns" button on the system map screen, because my attempts to advance the time five days at time were ending prematurely after 30 minutes with no events posted to the event log.  I've assumed that this is because something was going on with one of the NPR's, as there are at least two, maybe more at this point.  

The problem is that after pushing the automated turn button the time advances 30 minutes at a time, consistently, with occasional one day jumps, and even more rarely a time jump of either less than 30 minutes or an odd number of minutes more than thirty minutes, like 11 hours, 30 minutes, until the five day economic turn happens.  This has been going on consistently with little change for several months of game time now.  There was a short break in the middle, where I was able to advance five days at a time for fifteen days or so, but then it went back to 30 minute advances and has stayed consistent for over thirty days now.  

It can't be an NPR battle, because the advances are rarely less than 30 minutes.  I've gone back on the Event update screen to see what was going on before the 30 minute advances started, but nothing jumped out at me.  At this rate I'm not going to be able to continue, because it is taking so long to get anything done.  

Do you have any recommendations for anything I can try to resolve this?  I remember something about this type of thing being encountered by others, and it might have something to do with an NPR squadron repeating orders endlessly.  

Help!

Kurt
Title: Re: v4.6 Bugs
Post by: Kurt on November 24, 2009, 08:26:35 AM
Quote from: "Kurt"
Steve -

This is a 4.46 bug, but I can't put it in the proper section because its locked.  

A problem has cropped up in the New Twin Moons Campaign.  For the last nine months of game time I have been forced to use the "Automated Turns" button on the system map screen, because my attempts to advance the time five days at time were ending prematurely after 30 minutes with no events posted to the event log.  I've assumed that this is because something was going on with one of the NPR's, as there are at least two, maybe more at this point.  

The problem is that after pushing the automated turn button the time advances 30 minutes at a time, consistently, with occasional one day jumps, and even more rarely a time jump of either less than 30 minutes or an odd number of minutes more than thirty minutes, like 11 hours, 30 minutes, until the five day economic turn happens.  This has been going on consistently with little change for several months of game time now.  There was a short break in the middle, where I was able to advance five days at a time for fifteen days or so, but then it went back to 30 minute advances and has stayed consistent for over thirty days now.  

It can't be an NPR battle, because the advances are rarely less than 30 minutes.  I've gone back on the Event update screen to see what was going on before the 30 minute advances started, but nothing jumped out at me.  At this rate I'm not going to be able to continue, because it is taking so long to get anything done.  

Do you have any recommendations for anything I can try to resolve this?  I remember something about this type of thing being encountered by others, and it might have something to do with an NPR squadron repeating orders endlessly.  

Help!

Kurt

Steve -

I don't know if this has anything to do with the issue I wrote about above, but there has been an alien civilian ship of some sort sitting on a warp point since I first detected it.  It just sits there.  I assumed that the ship was a jump gate construction ship, but IIRC the warp point already had a jump gate on it when I first discovered it, and the probing ships didn't detect the alien ship then, only later when my military was probing the system for precursors.  

That civilian ship has been sitting there for over a year, maybe more.  I am feeling a larger and larger temptation to launch a few missiles at the ship, just to see what would happen.  In spite of the fact that the aliens are more or less friendly.  The temptation, in fact, is becoming almost unbearable <G>.

Kurt

Kurt
Title: Re: v4.6 Bugs
Post by: waresky on November 24, 2009, 02:34:52 PM
last time ive try to a "testing-range" toward an sittind duck..lead me an a Doom All-at-war Era from me and the "pacific" "Bambies":DDD
Millions death..and megaTrillions Credit wasted.. :mrgreen:
Title: Re: V4.6 Bugs
Post by: Steve Walmsley on November 28, 2009, 04:18:40 PM
Quote from: "Hawkeye"
I am now some 3 months further in this game and am down to 15 minute increments when using 5-day-increments on the economy screen and with autoturn on the system map as well. No SM message for the last 300 increments or so.
The database is at: http://rapidshare.com/files/305525845/Stevefire.mdb.rar (http://rapidshare.com/files/305525845/Stevefire.mdb.rar)
Thanks for posting the database. I have downloaded it and found the problem (explained below), which is the same one that has affected several games. It is already fixed for v4.7 but that obviously doesn't help you.

Because of an error I made in the NPR ship design code in v4.6, all NPR FAC designs have a fire control that has 3x greater range than their active sensor. When a FAC that has detected an alien ship looks down its potential list of orders it finds the highest priority is to move to optimum firing range (based on its fire control range) of the alien ship contact and open fire. However, as soon as it starts to open the range because it is closer than optimum range, it loses contact with the ship (because of its shorter active sensor range) so it can no longer fulfil that order. Instead, it closes on the nearest thermal contact (which is the same alien ship with which it just lost active contact) and detects it again, which causes it to revert to the first order and it starts to open the range again, leading to a yoyo problem. This doesn't cause a problem if another ship from the same race as the FAC is also holding the active contact because the FAC can then still see it when it moves out of its own sensor range. It is only a problem for FACs operating without the support of larger ships.

I can fix the FAC designs for this campaign and send it back to you but any new NPRs will have the same problem. I should be releasing a new version this weekend with the fix but unfortunately it won't work for existing games :(

Steve
Title: Re: V4.6 Bugs
Post by: Hawkeye on November 29, 2009, 12:26:44 AM
Quote from: "Steve Walmsley"
I can fix the FAC designs for this campaign and send it back to you but any new NPRs will have the same problem. I should be releasing a new version this weekend with the fix but unfortunately it won't work for existing games :)

Oh, and as I don´t think I have done it before: A great many thanks for giving this great game to us!
Title: Re: v4.6 Bugs
Post by: WHCnelson on December 08, 2009, 12:57:09 PM
I am running my Vor campaign and I just encountered an alien race.  So after my fleet arrives I blow them away and when I click on the
automatic the time now advances by about 30 seconds.   I believe I have deacivated the transponders, shields, and active sensors...  I have
also un assigned all weapons, and clicked on the 1 day for the sub-pulses...  but the time is still locked on the 30 second update?   Help...  what am
I doing wrong?
Title: Re: v4.6 Bugs
Post by: Steve Walmsley on December 08, 2009, 01:53:23 PM
Quote from: "WHCnelson"
I am running my Vor campaign and I just encountered an alien race.  So after my fleet arrives I blow them away and when I click on the
automatic the time now advances by about 30 seconds.   I believe I have deacivated the transponders, shields, and active sensors...  I have
also un assigned all weapons, and clicked on the 1 day for the sub-pulses...  but the time is still locked on the 30 second update?   Help...  what am
I doing wrong?
Firstly, are you running v4.6 or v4.75?. Just wondering as this is posted in the v4.6 bugs thread. It could be aliens at war or it could be some type of yoyo problem, which is more likely in v4.6. I have just found another issue myself though which is that automated turns will stick to a small increment if the program automatically changes to that increment size. This is fixed for v4.76 but in this case it may just be a case of stopping the automated turns and starting them again

Steve