Aurora 4x
VB6 Aurora => Aurora Bugs => Topic started by: ussdefiant on November 29, 2009, 04:26:06 PM
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For some reason i'm getting an overflow error in LoadSalvos whenever i go and advance an increment. The recently-discovered next-door NPR probably has something to do with this.
Database can be gotten here for bug fixin: http://rapidshare.com/files/314010896/S ... e.rar.html (http://rapidshare.com/files/314010896/Stevefire.rar.html)
Edit: a second database i have going on my laptop has a 0.00 colony cost planet i just went and discovered not showing up in Potential Colony Site window. I'm fairly certain it's not occupied by anyone...
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The Class Design window isn't coming up. Hard to describe, I am using windows7 and the small preview panel shows it when I hover over aurora in the taskbar but when I click on it nothing is displayed. I reset window positions and still nothing. All other windows appear correctly.
You mentioned that you created some designs for this version in the test game, the Mayflower design is classed as a FT but is a colony ship. Not sure if that is a bug in ship auto-generation or if you created them manually, you just forgot to change the ship type descriptor?
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With the new leaders, I am seeing the occasional (10%) of leaders with no bonuses at all. I think the code is trying to give them bonuses from other fields, and if it does not generate any that match the leader type then they get no bonus at all.
Brian
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The Class Design window isn't coming up. Hard to describe, I am using windows7 and the small preview panel shows it when I hover over aurora in the taskbar but when I click on it nothing is displayed. I reset window positions and still nothing. All other windows appear correctly.
You mentioned that you created some designs for this version in the test game, the Mayflower design is classed as a FT but is a colony ship. Not sure if that is a bug in ship auto-generation or if you created them manually, you just forgot to change the ship type descriptor?
I was getting this as well Beer, I thnk its caused by Steve having some exceptional screen real estate!
I managed to fix it by shutting all windows except the menu bar, doing a reset window positions and a refresh all from the Misc menu
hope that helps
Matt
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Not really a bug, but it's been a bit of a pain for me.
In the new research screen, when you assign a project, both the tech and the project leader stay in the selection windows. can make it a little confusing if you forget what your researching and who with. When you queue the projects they disappear out of the selection window as they used to, so I'm hoping it will be an easy fix to remove them from the selection window for an actual active project.
Matt
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Error in Load Salvos ...... Anyway around this error so I do not have to start again
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On entering a system
Error 3314 was generated by DA0.Recordset
The field'RaceSysSurvey.Name' cannot contain a Null value becasue the required property for this field is set to True / Enter a value in this field
The survey ship then vanished and the Jump point aquired a Null destination
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When renaming Ground Units. If you try to rename the unit at the top of the list for that colony it renames the previously selected unit instead
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In the manage shipyards screen the New Name button to allow you to pick a name from the list associated with that class does not work. It comes up with a "No name type specified for this class". This happens even though each ship constructed is automatically given a name from the list that "does not exist".
Adam.
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In the Technologies page,
Economy increase, and Missile Production capacity increase is missing.
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Don't know if this a bug or 'operator error' but in the Class Design window I don't appear to be able to assign fighters or FAC designs to make a strikegroup for a ship with hanger bays. I haven't used fighters for some time so I don't know if I've missed something.
Edited to add:
If I shutdown and restart Aurora the fighters become available.
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When I try to design a PDC if I set the type to 'PDC' I get an alert in the design errors box that says 'Freighters require at least one Engineering Spaces'. Engineering spaces are not an available choice for type PDC. If I add a damage control component the alert goes away.
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I'm also getting the Error 6 Overflow error in LoadSalvos on time increment, started 3 years in
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I got this error 3 or 4 times in a row every 5-day-increment. It then went away for about 3 months gametime and has now reappeared.
Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set
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I'm also getting the Error 6 Overflow error in LoadSalvos on time increment, started 3 years in
Poor Steve.
In 4.7 are a badly bug's situation:D
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In peeking in the database, both times I got the Load Salvos error there was a single missile salvo listed in the MissileSalvo table, both times fired by Precursors. There was a 0 in the Target ID field. I deleted the line and the error went away each time. I figured if it wasn't targeted on anything it wouldn't hurt to delete it.
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Sounds like a precursor/NPR is laying a minefield.
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Promotion for administrators in SM mode does not work. All administrators at start are level 1, Earth requires a level 5 administrator.
Regards
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Promotion for administrators in SM mode does not work. All administrators at start are level 1, Earth requires a level 5 administrator.
Regards
I thought so too at first, but then I sorted them by administrating rating and some level 5 and even a level 6 showed up.
I am pretty sure there were only level 1 displayed at first.
Of course, my memory might play a trick on me, because I used the "Replace all" feature with a 30 year period and it might be the higher levels only showed up after doing this.
But yes, being able to increase admin rating in SM mode would be nice.
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Ok, this happend when I decided to try the new boarding stuff.
[attachment=2:1hshf2tj]Log.jpg[/attachment:1hshf2tj]
[attachment=1:1hshf2tj]Error_message.jpg[/attachment:1hshf2tj]
[attachment=0:1hshf2tj]map.jpg[/attachment:1hshf2tj]
apparently, while the boarding was successful, I am not the new owner of the ship.
I don´t think those are precursors, as I highly doubt there will be unarmed, 2500t precursor vessles around (very likely, those are/were survey ships)
Edit: I forgot to mention, that the two companies of Marines vanished into thin air too
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The Class Design window isn't coming up. Hard to describe, I am using windows7 and the small preview panel shows it when I hover over aurora in the taskbar but when I click on it nothing is displayed. I reset window positions and still nothing. All other windows appear correctly.
It sounds like I must have had the window minimised when I saved the final database. Make sure the class window is closed when you use reset window positions.
You mentioned that you created some designs for this version in the test game, the Mayflower design is classed as a FT but is a colony ship. Not sure if that is a bug in ship auto-generation or if you created them manually, you just forgot to change the ship type descriptor?
It was manually created and the colony ship was copied from the freighter. I forgot to change the hull type.
Steve
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With the new leaders, I am seeing the occasional (10%) of leaders with no bonuses at all. I think the code is trying to give them bonuses from other fields, and if it does not generate any that match the leader type then they get no bonus at all.
That is working as intended. Just as before the changes, it is possible that some leaders will start with no bonuses. The Scientists and Admininstrators should always have an admin rating, although it won't be mentioned in the New Officer event unless it is higher than 1. Naval Officers will always have an initiative rating. Army Officers may have no bonus at all but they can still gain experience from ground combat.
Steve
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Not really a bug, but it's been a bit of a pain for me.
In the new research screen, when you assign a project, both the tech and the project leader stay in the selection windows. can make it a little confusing if you forget what your researching and who with. When you queue the projects they disappear out of the selection window as they used to, so I'm hoping it will be an easy fix to remove them from the selection window for an actual active project.
Fixed for v4.71
Steve
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In peeking in the database, both times I got the Load Salvos error there was a single missile salvo listed in the MissileSalvo table, both times fired by Precursors. There was a 0 in the Target ID field. I deleted the line and the error went away each time. I figured if it wasn't targeted on anything it wouldn't hurt to delete it. 
Did you happen to notice what was in the Endurance field? Based on the fact I introduced Precursor minefields for this version, I wonder if it might be the Endurance field for the uber-long-lived Precursor mines that is causing the overflow. I'll investigate more but that is my working theory at the moment.
Steve
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In peeking in the database, both times I got the Load Salvos error there was a single missile salvo listed in the MissileSalvo table, both times fired by Precursors. There was a 0 in the Target ID field. I deleted the line and the error went away each time. I figured if it wasn't targeted on anything it wouldn't hurt to delete it. 
Did you happen to notice what was in the Endurance field? Based on the fact I introduced Precursor minefields for this version, I wonder if it might be the Endurance field for the uber-long-lived Precursor mines that is causing the overflow. I'll investigate more but that is my working theory at the moment.
Yes, I believe that is the problem. The endurance of Precursor minefields is being set to a value that will fit in the database but not into the variable into which the data is placed when it is loaded from the database. I'll issue a non-DB patch that should fix the problem both for the future and for any existing errors.
Steve
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For some reason i'm getting an overflow error in LoadSalvos whenever i go and advance an increment. The recently-discovered next-door NPR probably has something to do with this.
It is a problem with precursor minefields. I'll put out a patch later today that will fix the existing game.
Steve
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On entering a system
Error 3314 was generated by DA0.Recordset
The field'RaceSysSurvey.Name' cannot contain a Null value becasue the required property for this field is set to True / Enter a value in this field
The survey ship then vanished and the Jump point aquired a Null destination
Kurt has experienced this problem in his game too. For some reason the system name is being set as blank so the RaceSysSurvey record won't save. This means you can't see the system because the database has no record to link it to your race. The survey ship is safe but it's in a system you can't see
. I still haven't figured out why this is happening but I have added some extra checks to prevent a blank name field. Do you happen to know if the system that caused the problem had already been explored by another race, as that was the case both times this happened in Kurt's game?
Also, are you using the Real Stars option or is this a game with randomly generated systems?
If you are able to access the database I can explain how to make the system reappear.
Steve
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When renaming Ground Units. If you try to rename the unit at the top of the list for that colony it renames the previously selected unit instead 
I can't reproduce this one at the moment. Does this always happen or is it intermittent?
Steve
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In the manage shipyards screen the New Name button to allow you to pick a name from the list associated with that class does not work. It comes up with a "No name type specified for this class". This happens even though each ship constructed is automatically given a name from the list that "does not exist".
Fixed for v4.71
Steve
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When I try to design a PDC if I set the type to 'PDC' I get an alert in the design errors box that says 'Freighters require at least one Engineering Spaces'. Engineering spaces are not an available choice for type PDC. If I add a damage control component the alert goes away.
Fixed for v4.71
Steve
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In the Technologies page,
Economy increase, and Missile Production capacity increase is missing.
Not sure what you mean by missing. The economy increase (Expand Civilian Economy by 20%) is under Construction/Production and the missile production (Max Ordnance Industrial Capacity) is under Missiles / Kinetic Weapons.
Steve
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Promotion for administrators in SM mode does not work. All administrators at start are level 1, Earth requires a level 5 administrator.
There is no promotion for administrators or scientists as civilians don't have a rank structure. Instead they have an Administration Rating that determines how many labs or how large a colony they can manage. A more detailed explanation is given in the following thread: viewtopic.php?f=1&t=1787 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1787)
Steve
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On entering a system
Error 3314 was generated by DA0.Recordset
The field'RaceSysSurvey.Name' cannot contain a Null value becasue the required property for this field is set to True / Enter a value in this field
The survey ship then vanished and the Jump point aquired a Null destination
Kurt has experienced this problem in his game too. For some reason the system name is being set as blank so the RaceSysSurvey record won't save. This means you can't see the system because the database has no record to link it to your race. The survey ship is safe but it's in a system you can't see
. I still haven't figured out why this is happening but I have added some extra checks to prevent a blank name field. Do you happen to know if the system that caused the problem had already been explored by another race, as that was the case both times this happened in Kurt's game?
Also, are you using the Real Stars option or is this a game with randomly generated systems?
If you are able to access the database I can explain how to make the system reappear.
Steve
It was randomly generated Systems. I do not know if any other race had visisted the system , it was one of the first systems probed from my homeworld but the game had been running for 5 years so it could have been .
I resolved the problem for this game by deleting the jump point and creating a replacement
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There is no promotion for administrators or scientists as civilians don't have a rank structure. Instead they have an Administration Rating that determines how many labs or how large a colony they can manage. A more detailed explanation is given in the following thread
It would be nice if the SM could increase this Administration Rating, it is near enough to a rank as makes no difference, even if thats not how its intended.
I take back the comment All administrators at start are level 1
as I have now found the Admin Rating
.
Regards
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It would be nice if the SM could increase this Administration Rating, it is near enough to a rank as makes no difference, even if thats not how its intended.
At first I was going to reply that you can't control other commander attributes as SM but then the light went on and I now understand that as it is a rank equivalent, you want the ability to 'promote' civilians so they can command larger colonies or more research facilities.
The Promote and Demote buttons now change the Admin Rating of civilians by 1. In v4.71 the civilians are listed in order of Admin Rating so their order will change as you 'promote' and 'demote' them. The max admin rating for Adminstrators is 7. There is no max rating for Scientists.
Steve
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Don't know if this a bug or 'operator error' but in the Class Design window I don't appear to be able to assign fighters or FAC designs to make a strikegroup for a ship with hanger bays. I haven't used fighters for some time so I don't know if I've missed something.
Edited to add:
If I shutdown and restart Aurora the fighters become available.
I just tested it and it seems to be working OK at the moment. It sounds like something was temporarily preventing the fighters being listed rather than a problem with the assignment code. The usual reason for something like that is whatever is being listed became available while the window was open and it wasn't updated. If it happens again, try reselecting the race in the class window and see if that makes the fighters re-appear. If that doesn't work, please let me know
I don't think you can assign FACs using the Class window.
Steve
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I got this error 3 or 4 times in a row every 5-day-increment. It then went away for about 3 months gametime and has now reappeared.
Error in NPRPopPlanning
Error 91 was generated by Aurora
Object variable or With block variable not set
This is usually caused by the code trying to access a database field that doesn't exist, or trying to access a recordset with no records. I have a suspicion where this might be happening but I haven't managed to recreate it. I have added a popup error message for v4.71 to try and identify it. When you upgrade this game to v4.71, please let me know if this problem is replaced by a new error message as that will help me track it down
Steve
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apparently, while the boarding was successful, I am not the new owner of the ship.
I don´t think those are precursors, as I highly doubt there will be unarmed, 2500t precursor vessles around (very likely, those are/were survey ships)
Edit: I forgot to mention, that the two companies of Marines vanished into thin air too 
A few questions:
Did you get a message saying that you had captured the ship through boarding combat? Did you get any messages about taking prisoners? Also, is the ship still there but still an enemy or has it disappeared? Were there any error messages or did everything appear to go smoothly, except the obvious problem with the ship not transfering ownership?
Steve
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Question: Is v. 4.71 supposed to fix the LoadSalvos problems for existing databases, cause it's still occuring on mine.
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Question: Is v. 4.71 supposed to fix the LoadSalvos problems for existing databases, cause it's still occuring on mine.
Yes it was supposed to fix it 
I haven't recreated the problem but I had identified something that would cause that problem. I guess I identified the wrong thing. Just to be absolutely sure, please can you check the version number for your game.
Steve
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Question: Is v. 4.71 supposed to fix the LoadSalvos problems for existing databases, cause it's still occuring on mine.
Yes it was supposed to fix it 
I haven't recreated the problem but I had identified something that would cause that problem. I guess I identified the wrong thing. Just to be absolutely sure, please can you check the version number for your game.
Btw, was it still an overflow error or was it an invalid use of null error?
Steve
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Database = 4.71, aye
here is a link to it, in fact: http://rapidshare.com/files/315888340/S ... e.mdb.html (http://rapidshare.com/files/315888340/Stevefire.mdb.html)
Also, Manticore B-II is not showing up on the Avaliable colony site screen, and the only real reason i can think of (As that San Martin planet i'm pretty sure is occupied by someone), is that the habitability is 0.00.
Oh, and it's an Invalid Use of Null error.
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Database = 4.71, aye
Oh, and it's an Invalid Use of Null error.
I have managed to reproduce the invalid use of null. I'll get v4.72 out in the next few minutes.
I tried to download the DB to look at the colony availability problem but the site says I have to be a premium member. Would it be possible to email it to me. The address is stevewalmsley at btinternet.com
EDIT: The invalid use of null is caused by an error in the data setup when a precursor minefield was created. The code fix for v4.72 will only prevent future problems rather than fix the existing one (although it does fix the overflow error for existing games). I'll have to create a data patch to modify the existing data for users who have this error at the moment. If anyone wants to fix it themselves, they simply need to put a zero in the MissileSpeed field of the MissileSalvo table for any record where that field is blank.
Steve
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apparently, while the boarding was successful, I am not the new owner of the ship.
I don´t think those are precursors, as I highly doubt there will be unarmed, 2500t precursor vessles around (very likely, those are/were survey ships)
Edit: I forgot to mention, that the two companies of Marines vanished into thin air too 
A few questions:
Did you get a message saying that you had captured the ship through boarding combat? Did you get any messages about taking prisoners? Also, is the ship still there but still an enemy or has it disappeared? Were there any error messages or did everything appear to go smoothly, except the obvious problem with the ship not transfering ownership?
Steve
Yes on all accounts
This is the log message about capturing the enemy ship and taking prisoners:
[attachment=2:2n47p008]Log.jpg[/attachment:2n47p008]
This is the error message, that popped up during the boarding action:
[attachment=1:2n47p008]Error_message.jpg[/attachment:2n47p008]
And here is a screenshot from the suposedly captured ship after the boarding, only that it still is an enemy ship:
[attachment=0:2n47p008]map.jpg[/attachment:2n47p008]
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[/quote]
I tried to download the DB to look at the colony availability problem but the site says I have to be a premium member. Would it be possible to email it to me. The address is stevewalmsley at btinternet.com
Steve[/quote]
Email has been sent
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apparently, while the boarding was successful, I am not the new owner of the ship.
I don´t think those are precursors, as I highly doubt there will be unarmed, 2500t precursor vessles around (very likely, those are/were survey ships)
Edit: I forgot to mention, that the two companies of Marines vanished into thin air too :)
My German isn't great but I guess that popup is the German equivalent of an invalid object message. I'll check the code as trying to set an invalid object during the Transfer Ship code would cause the problem you are facing. Unfortunately, you can't simply change the RaceID of the ship in the database as it is a lot more complex than that. Do you by any chance have a relevant class record created for the alien ship, even if you don't have the actual ship?
Steve
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Sorry for being dumb - you posted all those the first time :D
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Yep, invalid object or object no longer registered would be my translation.
I´m not sure what you mean by class record. If it is the class listed in the F5 screen, nope, no luck there.
If you are talking about the database, I´m not into digging through this. You know, I am the proverbial user, pushing buttons and clicking on things, preying everything does as I want it to 
Yes, I meant the F5 window. When a ship is transferred the program creates a class record for your race, transfers the fleet, links the ship to the new class and transfers ownership. I am trying to figure out at what point things went wrong. Did you get any error 91s after the invalid object message and did you have to quit Aurora or did you get the single error message and everything else seemed to go OK?
Steve
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Yes, I meant the F5 window. When a ship is transferred the program creates a class record for your race, transfers the fleet, links the ship to the new class and transfers ownership. I am trying to figure out at what point things went wrong. Did you get any error 91s after the invalid object message and did you have to quit Aurora or did you get the single error message and everything else seemed to go OK?
Steve
No, only this single error message.
After clicking "ok" everything went smooth.
Hm,looking at the timestamps of the srceenies, I took the one with the error message 2 minutes bevore the other ones. It might be, the message came up in the previous combat round.
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Yep, invalid object or object no longer registered would be my translation.
I´m not sure what you mean by class record. If it is the class listed in the F5 screen, nope, no luck there.
If you are talking about the database, I´m not into digging through this. You know, I am the proverbial user, pushing buttons and clicking on things, preying everything does as I want it to :)
Wait for the v4.73 patch out before you try that though 
Steve
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I would be intrigued to find out if the Marines you left on board now think they are part of the crew and fight against you in any future boarding action :)
Steve
That would be fun.
Unfortunately, when the ship refused to change hands, I blew it away.
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Also, Manticore B-II is not showing up on the Avaliable colony site screen, and the only real reason i can think of (As that San Martin planet i'm pretty sure is occupied by someone), is that the habitability is 0.00.
I have the database - thanks!
If you look at the lower right of the available colony window there are a series of checkboxes. Click the one entitled Exclude Planets over 100AU and the missing planets should appear. This option is to avoid looking at planets that are too far from the star or that orbit an inaccessible binary system. The default should probably be off though for that option so I will change it for v4.73
Steve
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Don't know if this a bug or 'operator error' but in the Class Design window I don't appear to be able to assign fighters or FAC designs to make a strikegroup for a ship with hanger bays. I haven't used fighters for some time so I don't know if I've missed something.
Edited to add:
If I shutdown and restart Aurora the fighters become available.
I just tested it and it seems to be working OK at the moment. It sounds like something was temporarily preventing the fighters being listed rather than a problem with the assignment code. The usual reason for something like that is whatever is being listed became available while the window was open and it wasn't updated. If it happens again, try reselecting the race in the class window and see if that makes the fighters re-appear. If that doesn't work, please let me know
I don't think you can assign FACs using the Class window.
Steve
Thanks Steve, I think I encountered this several versions ago and that was the issue then. I'll do as you suggest the next time.
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A relative large annoyance: Move to Entry Jump Point secondary orders seem to go and erase themselves after the first time they are executed. Makes the whole "Jump Geosurvey flottilla into large system and have them merge back together automatically at the Jump Point" thing difficult to set up.
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Ok, I got a new one.
I had a skirmish with an NPR and followed their tracks (they had build jumpgates all the way back to their home) and in one of the systems I crossed, I stumbled over a couple of unknown wrecks. So I send in a slavaging fleet (one salvager, 4 freighters, 1 scout) to get some goodies out of them.
In the process, I got some research boni in thermal sensitivity, small craft ecm and ceramic composite armor.
When the salvager entered the Sol system, I am getting this error
Error 3051 was generated by DAO.Database
1 Parameter wurde erwartet, aber es wurden zu wenige Parameter übergeben. Please ...
In english something along the line of: 1 parameter was expected, but there were too few parameters transfered
(it won´t get away, so I have to shut aurora down via CTRL/ALT/DEL) but every time advance, the error will reapear.
I have taken a backup of the DB, in case you need it and will go back 4 weeks to my latest backup.
Edit: I forgot, those wrecks, given the advanced technology I got from them, were probably precursors (How the Kilrathi, my enemy (hey, they look like tigers, so I had to choose between them and the Kzin, and I played wing commander to death
) took those out, without loosing a single ship (no other wrecks around) I have no idea.
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Ok, I got a new one.
Edit: I forgot, those wrecks, given the advanced technology I got from them, were probably precursors (How the Kilrathi, my enemy (hey, they look like tigers, so I had to choose between them and the Kzin, and I played wing commander to death
) took those out, without loosing a single ship (no other wrecks around) I have no idea.
Ive noticed that sometimes Aurora seems to generate Precursor wrecks in some systems - I stumbled over some wrecks by accident in a dead end system next to my homeworld (my civ ships in this game all had a small active sensor system, which were always on), no other race found. When I recovered them using my Scrappie it reported the same class as active precursors that I found on another branch. I don't recall finding a listening post in that system, but I dont think I had completed the planetary survey before I upgraded, and started a new campaign.
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Ok, I got a new one.
Edit: I forgot, those wrecks, given the advanced technology I got from them, were probably precursors (How the Kilrathi, my enemy (hey, they look like tigers, so I had to choose between them and the Kzin, and I played wing commander to death
) took those out, without loosing a single ship (no other wrecks around) I have no idea.
Ive noticed that sometimes Aurora seems to generate Precursor wrecks in some systems - I stumbled over some wrecks by accident in a dead end system next to my homeworld (my civ ships in this game all had a small active sensor system, which were always on), no other race found. When I recovered them using my Scrappie it reported the same class as active precursors that I found on another branch. I don't recall finding a listening post in that system, but I dont think I had completed the planetary survey before I upgraded, and started a new campaign.
The program will occasionally generate some old Precursor wrecks that are the remains of ancient battles.
Steve
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Ok, I got a new one.
I had a skirmish with an NPR and followed their tracks (they had build jumpgates all the way back to their home) and in one of the systems I crossed, I stumbled over a couple of unknown wrecks. So I send in a slavaging fleet (one salvager, 4 freighters, 1 scout) to get some goodies out of them.
In the process, I got some research boni in thermal sensitivity, small craft ecm and ceramic composite armor.
When the salvager entered the Sol system, I am getting this error
Error 3051 was generated by DAO.Database
1 Parameter wurde erwartet, aber es wurden zu wenige Parameter übergeben. Please ...
In english something along the line of: 1 parameter was expected, but there were too few parameters transfered
Found it. There was a spelling mistake in the code that transferred the tech points to the new research table in the database. I'll put a new version out in the next hour or so that will fix it. Thanks for the detailed description of what happened as that made it very easy to find.
Steve
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A relative large annoyance: Move to Entry Jump Point secondary orders seem to go and erase themselves after the first time they are executed. Makes the whole "Jump Geosurvey flottilla into large system and have them merge back together automatically at the Jump Point" thing difficult to set up.
The order was removed to avoid the same order being continually issued once the fleet arrives at the jump point. I'll leave the order in place and add some code to check current location when the secondary order is triggered.
Steve
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I am defeiently having the problem with lost systems beign surveyed, using random stars. Interestingly several months after I lost a survey ship into an unknown system I got a message back indicating that a new jump point had been found in an unknown system indicating the survye ship was still able to follow its default orders despite being inaccesible on the Task Force List
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I am defeiently having the problem with lost systems beign surveyed, using random stars. Interestingly several months after I lost a survey ship into an unknown system I got a message back indicating that a new jump point had been found in an unknown system indicating the survye ship was still able to follow its default orders despite being inaccesible on the Task Force List
Could you possibly send me your DB so I can take a look. My email is stevewalmsley at btinternet.com
Steve
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Getting an error in 4.74.
Error in LoadPopulations
Error 6 was generated by Aurora.
Overflow
Upgraded to 4.75 just now and it is still here. It comes up on a time advance of any type. None of my ships have a load order of any kind.
After clicking OK the turn seems to complete normally.
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I had a group of three survey ships in individual task groups, gave group no2 orders to join group no3. Then gave group no3 orders to join group no1 before no2 had joined. End result one ship just disappeared, no error messages, just two ships instead of three.
Easy to fix of course but irritating.
Regards
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There seems to be a problem with jumpships, if both, commercial and military ships are in the same taskforce.
I have an Invasionfleet with several Troop Transports (commercial) and an equal number of assault transports (military) in one single taskforce. This TF will not jump through a jumppoint whithout a gate.
I tried posting a military and a commercial Jumpship on the jumppoint (both big enough for the commercial/military ships and after thisapproach failed, I even let those jumpships join the TF --> no joy.
Log message: Jump failure. One or more ships are too large to perform the combat jump (no, I am not using the combat jump command,I guess there is only one message text for jump failure)
Probably, the commercial ships look at the size of the military jumpship and decide: "This is too small, we won´t jump with this dwarf!"
, missing the fact that there _is_ a commercial jumpship that has the required size.
Once I split the TF into two, one pure commercial and the other pure military, everything worked ok.
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Have noticed a problem in the industrial production.
While buildig anything, the number of items to be built is reducing faster than the number actually built.
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I am defeiently having the problem with lost systems beign surveyed, using random stars. Interestingly several months after I lost a survey ship into an unknown system I got a message back indicating that a new jump point had been found in an unknown system indicating the survye ship was still able to follow its default orders despite being inaccesible on the Task Force List
Could you possibly send me your DB so I can take a look. My email is stevewalmsley at btinternet.com
Steve
Done
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So, i just went and started a new game, and now i get a Racesysname error, the system in question apparently gets no name, etc.
Should i go and post/email this database to you, Steve, so you might look at/fix this?
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Think I might have a yo-yo incident on my hands here, it did about 300 15sec increments without any messages and then when I cancelled auto-increment it went back to normal. But, now the 15sec increments are back again.
Could be an NPR fight, i'll let it run for a while longer and see what happens.
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Just deployed a mine and got
Error in UpdateAllSensors
Error 6 was generated ...
Overflow
happens 4 times on each increment, this is mine I designed before you fixed the code dealing with active sensors on missiles/buoys. I had updated a couple of fields for the design but maybe I didnt get it correctly
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The Yo YO situation r very boring:) but amen.
When ive set "Synchronous" weapons trigger,ive been encounter a Age-geological timepassing situation: for 1 hour (real life) ive been pass to advance turn every 5 seconds..before at last my IDIOTS crew decide to engage in firefight:)..
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I just found a problem myself, which is that automated turns will stick to a small increment if the program automatically changes to that increment size because of a potential interception. This is fixed for v4.76 but until I release it, if you see a long series of small increments with no apparent cause, trying stopping the automated turns and restarting them. This doesn't happen if the increment is normal length but is interrupted early during a sub-pulse. It only happens if the actual increment length is adjusted for some reason. In this case there should be an SM event stating this has happened.
Steve
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So, i just went and started a new game, and now i get a Racesysname error, the system in question apparently gets no name, etc.
Should i go and post/email this database to you, Steve, so you might look at/fix this?
Yes please. Fixing this is my highest priority at the moment.
Steve
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I just found a problem myself, which is that automated turns will stick to a small increment if the program automatically changes to that increment size because of a potential interception. This is fixed for v4.76 but until I release it, if you see a long series of small increments with no apparent cause, trying stopping the automated turns and restarting them. This doesn't happen if the increment is normal length but is interrupted early during a sub-pulse. It only happens if the actual increment length is adjusted for some reason. In this case there should be an SM event stating this has happened.
Steve
I think that this is what I had re my earlier post. I would get the 15sec increments and force a stop and then the next 1day increment would run fine.
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I have found a bug that affects NPRs that update their missile technology after the game has started. Without boring you with the details, the NPR ends up with missiles on board their FACs that are too large to fit in their missile launchers. As you can imagine, this causes them a few problems
. The main symptom is a series of overflow errors in SetNPRMoveOrders.
The fix will be in 4.76. However, it will be necessary to correct the data for any NPRs with this problem so I have added a new menu item called "NPR Missile Correction" to the Miscellaneous menu. If you update to v4.76 when it is released and then run this, it will fix any existing problems in your database.
Steve
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I just found a problem myself, which is that automated turns will stick to a small increment if the program automatically changes to that increment size because of a potential interception. This is fixed for v4.76 but until I release it, if you see a long series of small increments with no apparent cause, trying stopping the automated turns and restarting them. This doesn't happen if the increment is normal length but is interrupted early during a sub-pulse. It only happens if the actual increment length is adjusted for some reason. In this case there should be an SM event stating this has happened.
I think that this is what I had re my earlier post. I would get the 15sec increments and force a stop and then the next 1day increment would run fine.
Yes, that does sound like it is the same thing. It started after I changed the automated turns to be more flexible as before it always used 86400 seconds. WIth the newer version, it takes the parameter from the button press. However, VB6 passes by reference by default so when the parameter is changed during the increment, the modified value is retained in the parent function and passed on to the next increment. It was a simple fix once I realised what was happening.
Steve
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Have noticed a problem in the industrial production.
While buildig anything, the number of items to be built is reducing faster than the number actually built.
The number being produced should reduce to the next whole number and then a whole unit will be added at once. So you could start building 5 research labs and see 2.1 in production and only 2 actually built. When it reaches 2.0 in production, the third one will be added. Is this what you are seeing or are you missing a lot more?
Steve
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Steve, the emial has been sent
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Steve..ur work goes ever and ever deepest.
I like that.
Sound good,Steve.
AH! STEVE!,,sometimes when try to allocate Scientist>>project>>ReLab..are some stranges errors windos..not so problem,but am think u can show..try to change sometimesand something..and look up.
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I had a group of three survey ships in individual task groups, gave group no2 orders to join group no3. Then gave group no3 orders to join group no1 before no2 had joined. End result one ship just disappeared, no error messages, just two ships instead of three.
Easy to fix of course but irritating.s
Just to clarify. The sequence of events was as follows:
You gave orders to 2 to join 3
You gave orders to 3 to join 1
3 joined 1 (with no problems?)
2 joined 3
At which point a ship disappeared.
Do you know which fleet the ship that disappeared was originally in? Also, did this all happen during one increment or was it spread over several? I ask because the program loads and unloads data at the start/end of each increment.
Steve
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Steve..ur work goes ever and ever deepest.
I like that.
Sound good,Steve.
AH! STEVE!,,sometimes when try to allocate Scientist>>project>>ReLab..are some stranges errors windos..not so problem,but am think u can show..try to change sometimesand something..and look up.
If you tell me what you did and what error you saw, I will take a look and try to fix it.
Steve
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Getting an error in 4.74.
Error in LoadPopulations
Error 6 was generated by Aurora.
Overflow
Upgraded to 4.75 just now and it is still here. It comes up on a time advance of any type. None of my ships have a load order of any kind.
After clicking OK the turn seems to complete normally.
Load Populations is the function that loads populations into memory at the start of each increment. The main problem if one doesn't load is going to be that its planetary sensors aren't setup for the sensor phase. Is this just one error per increment (meaning just one pop is affected)? If that is the case, can you remember if any new pops were created or any significant pop-related change took place before the error began?
Steve
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Just deployed a mine and got
Error in UpdateAllSensors
Error 6 was generated ...
Overflow
happens 4 times on each increment, this is mine I designed before you fixed the code dealing with active sensors on missiles/buoys. I had updated a couple of fields for the design but maybe I didnt get it correctly
Is this the only mine of that type currently deployed?
Steve
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Just deployed a mine and got
Error in UpdateAllSensors
Error 6 was generated ...
Overflow
happens 4 times on each increment, this is mine I designed before you fixed the code dealing with active sensors on missiles/buoys. I had updated a couple of fields for the design but maybe I didnt get it correctly
Is this the only mine of that type currently deployed?
Steve
Yes, I created a new class of minelayer ship with one launcher and a pile of mines and then setup about a dozen WPs around a JP. I then assigned the mine to the ships launcher and gave it the order to:
move to WP1
launch missiles at WP1
move to WP2
launch missiles at WP2
...
...
The error did not happen until after it deployed the mine and then I went to he sensor tab and unckecked-rechecked the option to show active sensors on the System Map, i.e. refresh.
I am not at home so can't see the DB, but I am fairly sure that I updated the sensorResolution and sensorRange columns. MSP allocation for the active sensor is 0.5, resolution is 120 and range is 960k km.
Perhaps I just didn't update the DB correctly? Could you paste a row of information from your own DB where you have a mine with active sensors and then I will compare when I am home?
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The error did not happen until after it deployed the mine and then I went to he sensor tab and unckecked-rechecked the option to show active sensors on the System Map, i.e. refresh.
I am not at home so can't see the DB, but I am fairly sure that I updated the sensorResolution and sensorRange columns. MSP allocation for the active sensor is 0.5, resolution is 120 and range is 960k km.
Perhaps I just didn't update the DB correctly? Could you paste a row of information from your own DB where you have a mine with active sensors and then I will compare when I am home?
If you actually typed 960,000 that is likely to be the problem. The range is stored in 10k units so it would have been read by the program as 9,600,000,000 km. Try changing it to 96 and see if that fixes it.
Steve
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So, i just went and started a new game, and now i get a Racesysname error, the system in question apparently gets no name, etc.
Should i go and post/email this database to you, Steve, so you might look at/fix this?
The first thing I found was an invalid use of null error that is popping up every increment. This was caused by an older bug that is now fixed, I have updated the DB to get rid of the error.
Looking at the error log it seems you also had an overflow message every increment for quite a while that eventually stopped. Did that stop after you upgraded to a newer patch.
Finally, there seems to have been an increment when you had a massive amount of object required errors, error 91s and errors that a for loop was not initialised. Do you remember if you did anything in particular just before all that happened?
Unfortunately, the one thing I can't find is the Racesysname error
How long ago in game terms did that occur?
Steve
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umm, the RaceSysError one would be out of Game 2 in that database, started under 4.75 and only being up to Jan. 19th. RaceSysError occured on the 8th.
And i think that one about the for loop and such was from when i accidently had a couple instances of Aurora running or something, it's from an older game, anyway.
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Have noticed a problem in the industrial production.
While buildig anything, the number of items to be built is reducing faster than the number actually built.
The number being produced should reduce to the next whole number and then a whole unit will be added at once. So you could start building 5 research labs and see 2.1 in production and only 2 actually built. When it reaches 2.0 in production, the third one will be added. Is this what you are seeing or are you missing a lot more?
Steve
Actually, I have put in orders to build 10 labs or PDC, and only gotten 3-5 actual built, when the original build order was completed
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umm, the RaceSysError one would be out of Game 2 in that database, started under 4.75 and only being up to Jan. 19th. RaceSysError occured on the 8th.
And i think that one about the for loop and such was from when i accidently had a couple instances of Aurora running or something, it's from an older game, anyway.
The only other game in this database is the Terran Campaign, which is on January 1st. There is just that and "Game 1". There is no "Game 2".
Steve
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To reduce the number of interrupts, I have removed all active-sensor lost contact messages except for ships and missiles. This means there will no longer be lost contact messages for shipyards, wrecks, ground forces and mass packets
EDIT: I have also removed detection of wrecks for NPRs. At the moment they can't salvage them so there seems little point in bothering with detections and interrupts.
Steve
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I am defeiently having the problem with lost systems beign surveyed, using random stars. Interestingly several months after I lost a survey ship into an unknown system I got a message back indicating that a new jump point had been found in an unknown system indicating the survye ship was still able to follow its default orders despite being inaccesible on the Task Force List
Could you possibly send me your DB so I can take a look. My email is stevewalmsley at btinternet.com
Done
Thanks - I am looking at it now. I can't open the F11 Galactic map due to errors. Are you having the same problem?
Steve
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I think I have finally found the RaceSySurvey.Name bug! Thanks to Andrew for his database.
When I added the 'Real Stars' option, I also added a Fixed Name field to the System table so that real star systems would have a name that all races would use. This is created when a system is generated during a 'real stars' game and is blank in a normal game. If you enter a system that already exists but that you don't know about, the program checks to see if this is a real stars game. If it is, then the program gets the Fixed Name from the system table and uses that for your racial name for the system. If this isn't a real stars game then the program generates a name in the normal way.
The problem is that the check used at this point is as follows:
If rsExistingSystem!FixedName = "" Then
SystemName = GetSystemThemeName(SysRaceID, NameThemeID)
Else
SystemName = rsExistingSystem!FixedName
End If
This looks innocent enough and I didn't spot anything untoward during a read through of the code. Unfortunately, the fixed name field in the database is set to null and that isn't the same as blank. So the code interprets the if statement as false and tries to set SystemName = rsExistingSystem!FixedName, which causes an error 94: invalid use of null.
SystemName can't accept that so it stays as a blank variable. Prior to v4.71, that blank variable was then passed to the piece of code that tries to setup the race record for that system in the RaceSysSurvey table. That table is set up not to accept a blank name for the system so it generates the error that RaceSysSurvey.Name cannot be a zero-length string and refuses to create the record. Everything else in the system is still setup and the system does exist. You just can't see it. Any ship that goes through that jump point will still exist as well but you won't be able to see that either.
The one item of good news is that in v4.71 I added the following line of code after the above section.
If SystemName = "" Then SystemName = "System " & rsExistingSystem!SystemNumber
This was because I suspected the problem was in this area somewhere. I just couldn't pin it down. This means the only effect of the bug in v4.71 or later is that the System will end up with a name like System ### where ### is the System Number. However, that still means that if this error appeared before v4.71, then your database will have one or more missing RaceSysSurvey records. If this is the case then you can either add the missing RaceSysSurvey record (I'll post how on here if anyone wants to try that), or send me the DB and I will add them and send it back. This make take a little longer depending on how many I get 
For v4.76 onwards I changed the code to use a global variable that is set true/false for whether 'real stars' are being used. This is used in other parts of the program already but for some unfathomable reason I didn't use it here
Andrew - do you want me to fix this DB or do you have a more recent one?
Steve
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Quite frequently I get this error when I add RL to exsisting projects or initiate a new one. Dosen't seem to cause any problem, click OK and it goes away.
Regards
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Andrew - do you want me to fix this DB or do you have a more recent one?
Steve
The one you have is my most recent so I would appreciate it if you could fix it. Thanks.
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Error in ReloadMgFromPopulation
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression
Seems to happen when I give a fleet containing docked parasite ships (gunboats in my case) a load ordnance from colony order
v4.75 I should add
Stephen
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Gah, managed to go and select a zip file from a location completely other than the one i was trying to send.
Correct file sent.
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However, that still means that if this error appeared before v4.71, then your database will have one or more missing RaceSysSurvey records. If this is the case then you can either add the missing RaceSysSurvey record (I'll post how on here if anyone wants to try that), or send me the DB and I will add them and send it back. This make take a little longer depending on how many I get 
I have figured out a way for the program to fix itself without manual intervention. I have changed the existing data fix for NPR missiles in v4.76 into a more general data fix. The item on the Misc menu is now "v4.76 data corrections". It will look for systems for each race that have warp point survey records but not system survey records and then add new RaceSysSurvey records for those systems. That should fix the problem without needing to open the DB.
Steve
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However, that still means that if this error appeared before v4.71, then your database will have one or more missing RaceSysSurvey records. If this is the case then you can either add the missing RaceSysSurvey record (I'll post how on here if anyone wants to try that), or send me the DB and I will add them and send it back. This make take a little longer depending on how many I get :). This has caused some errors that are preventing the galactic map being loaded. This is due I think to a bug in the jump point deletion code that has been fixed since v4.70. I'll try and sort them before sending back the DB. I'll also add some more code to the data correction to resolve the same problem in case anyone else deleted the jump points.
Steve
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Error in ReloadMgFromPopulation
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression
Seems to happen when I give a fleet containing docked parasite ships (gunboats in my case) a load ordnance from colony order
v4.75 I should add
I can't find anything in the code that specifically relates to parasites so I am guessing it might be something relating to the parasites themselves. What happens if you try to reload the parasites when they are not in the hangar. What happens if you try to reload the mothership without the parasites?
Steve
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I have released v4.76. You can find it here: viewtopic.php?f=10&t=1833 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1833)
Anyone with the RaceSysSurvey.Name problem should run the data fix as described in the patch notes. Andrew, it's probably quicker for you to do that than for me to send you back an updated DB
Steve
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I have found another yoyo, albeit a pretty rare one. It involved a situation where a small NPR geosurvey ship was being chased by some FACs. Because the 2000 ton survey ship was quite a lot smaller than the resolution of the FACs sensors, the detection range was only about five million kilometers. Due to the potential for interception the increments were shortened to 15 minutes by the existing code that looks out for this type of situation. That is usually granular enough for this situation without resorting to tiny increments. However, in this case because of the high speed of the FACs and the short distances involved and the order in which the ships were moving, the FACs were moving close to a thermal contact and identifiying it then moving away to open the range. Because of the short max range for their missiles against such a small target, that was enough to move them back out of active sensor range but not out of thermal sensor range, so they yoyoed. I have added a new check so that if a ship is within weapon range and has missiles and is intending to attack, the max increment length will be 60 seconds. This worked fine and the poor survey ship got blown away. I'll include this in v4.77 but I am not treating it as an emergency as it is a pretty rare situation.
Btw, one of the NPRs in my current campaign has discovered another very close by and they are really going at it. A lot of casualties on both sides. One has lost some shipyards though before it drove the other away from its homeworld so I think its days are numbered.
Steve
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Btw, one of the NPRs in my current campaign has discovered another very close by and they are really going at it. A lot of casualties on both sides. One has lost some shipyards though before it drove the other away from its homeworld so I think its days are numbered.
Bugs thread is not really the place to discuss this but I started so I'll finish :)
Steve
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Btw, one of the NPRs in my current campaign has discovered another very close by and they are really going at it. A lot of casualties on both sides. One has lost some shipyards though before it drove the other away from its homeworld so I think its days are numbered.
Bugs thread is not really the place to discuss this but I started so I'll finish :)
Steve
Sounds sweet! Is this in the Second Chance Campaign and are you going to include it in the write up? Can you intervene? Either go in and help the weak NPR or wait in the shadows and then pounce and claim it and the stronger one when they have finished fighting? Any sign of troop transports?
How are you viewing this if you don't me asking?
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Sounds sweet! Is this in the Second Chance Campaign and are you going to include it in the write up? Can you intervene? Either go in and help the weak NPR or wait in the shadows and then pounce and claim it and the stronger one when they have finished fighting? Any sign of troop transports?
How are you viewing this if you don't me asking?
It is the Second Chance campaign. Unfortunately I cann't include it in the write-up, partly because I was just watching rather than writing about it but mainly because I have no contact with either NPR. I don't even know where they are in relation to me. After writing the above, it did occur to me that someone might ask how I was watching this so I suppose its time to make a confession. There is a way to view NPRs in Aurora called Designer Mode. It disables many of the pieces of code that prevent NPRs appearing in SM Mode. With designer mode active, you can log in as an NPR and view it as you would a player race. You can see maps, contacts, populations, designs, etc. You can't give orders to NPR ships or tell them what to shoot at because NPRs orders and combat decisions are recalculated in every increment.
There are two main reasons I haven't revealed this before and even now I am not sure it is a good idea :)
Steve
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The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens 
More bad guy NPR ships just arrived in the system to avenge their comrades. Six 13,500 ton missile cruisers and fifteen DDGs. It's Kobyashi Maru I think.
Steve
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The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens :)
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The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens :)
I really, really enjoyed that film except for two things. Promoting someone from Cadet to First Officer (and then Captain!) and the fact that Engineering looked like a 20th Century factory. There were obviously a lot more plot holes but I could handle those for the sake of entertainment. Cadet to Captain was just too much though
. Still one of the best Trek films, behind Wrath of Khan and Undiscovered Country.
Steve
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More bad guy NPR ships just arrived in the system to avenge their comrades. Six 13,500 ton missile cruisers and fifteen DDGs. It's Kobyashi Maru I think.
How are your holosuite hacking skills and have you got an apple handy for when the gloating begins? :). Still one of the best Trek films, behind Wrath of Khan and Undiscovered Country.
Steve
They should rename it to: Star Trek - "Oil Rigs in Space"
I hated the way they produced the ships on the ground, the whole cadet thing was a bit weird but Starfleet did just get their arses handed to them! Seeing Pike in the wheelchair was a nice little nod to the hard core fans.
I saw it on the second night at last showing, the cinema was full of middle aged men, and we all laughed our butts off at the in jokes - was good!
Can't beat the even-odd rule .. Wrath, Voyage Home, Undiscovered Country 
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I have released v4.76. You can find it here: viewtopic.php?f=10&t=1833 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1833)
Anyone with the RaceSysSurvey.Name problem should run the data fix as described in the patch notes. Andrew, it's probably quicker for you to do that than for me to send you back an updated DB
Steve
No problem, thats what I will do
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The DDG (with eight escorts remaining) is now targeting four other bad guy NPR ships at 43m kilometers. Oh! I just noticed that plucky NPR still has a dozen FACs in the outer system that are rushing home. No Shipyards but not dead yet. More as it happens :)
John
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Error in ReloadMgFromPopulation
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression
Seems to happen when I give a fleet containing docked parasite ships (gunboats in my case) a load ordnance from colony order
v4.75 I should add
I can't find anything in the code that specifically relates to parasites so I am guessing it might be something relating to the parasites themselves. What happens if you try to reload the parasites when they are not in the hangar. What happens if you try to reload the mothership without the parasites?
Steve
I've narrowed this down now. It's one of the carriers causing the problem. It always throws this error out, even if it's off by itself and no matter if its magazines are full or not. Very odd, because the other three don't do it. Default loadout looks OK, I can empty the mags and refill them manually or via the "load ordnance" command, which does it even though the error appears.
Edit: now stopped it happening. Removed all missiles from ship, cleared the class default loadout, issued load ordnance and got error (and no missiles on ship as expected), reset class loadout, issued load ordnance and missiles loaded with no error. Still got a copy of the dB if you want to take a look. Back to Precursor squashing, apart from the ones with anti-missiles that are wiping my Sun Burns from space 
Stephen
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One little bug... When assigning officers new billets the officer who just got relieved does not have his time in tour reset to zero, instead it still goes off the date he was first assigned to his previous command. This might have negative influence on an officer who may have kept a billet for several years, gets relieved, then waits a couple of years for a new command only to be mustered out for meeting the time in tour of six years and no assigned billet. He may have some extremely good qualities that you are waiting for the right tech to be developed and ship to be built to take advantage of and then *poof* he's out on the streets in the soup line waiting to get his dole from Caesar.
Adam.
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I've narrowed this down now. It's one of the carriers causing the problem. It always throws this error out, even if it's off by itself and no matter if its magazines are full or not. Very odd, because the other three don't do it. Default loadout looks OK, I can empty the mags and refill them manually or via the "load ordnance" command, which does it even though the error appears.
Edit: now stopped it happening. Removed all missiles from ship, cleared the class default loadout, issued load ordnance and got error (and no missiles on ship as expected), reset class loadout, issued load ordnance and missiles loaded with no error. Still got a copy of the dB if you want to take a look. Back to Precursor squashing, apart from the ones with anti-missiles that are wiping my Sun Burns from space :)
I wouldn't mind seeing the DB if you have a copy from when the error was still occuring.
Steve
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More on Bad Guy NPR (BGN) vs Plucky NPR (PN)
A group of four BGN escorts was fairly near the PN homeworld but they started pulling back to rendezvous with a 13,500 ton CA damaged in earlier fighting. The major BGN reinforcements were still far away in the outer system. The last PN DDG, accompanied by several escorts kept moving to the PN homeworld, reloading and attacking these escorts. One escort, separated from the others by about 500,000 km, was destroyed before the other three rendezvoused with the CA. Once the CA joined up the group moved toward the PN homeworld and faced a constant barrage of 7-missile salvos from the DDG, which reloaded from the planet a dozen times. Eventually the CA was destroyed just 12m kilometers from the planet and the escorts decided to break away and head into the outer system to meet the reinforcements. The DDG pursued and, after a lucky hit took out a BGN fire control system and reduced defensive fire, it slowly wore down the escorts and destroyed them all.
There are over forty wrecks in the system now and the battle continues. A group of a dozen PN FACs in the opposite side of the outer system from the BGN reinforcement fleet of 6 CA and 15 DDG is racing back to the homeworld to reload before the main BGN force arrives to wipe out the population.
Steve
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One little bug... When assigning officers new billets the officer who just got relieved does not have his time in tour reset to zero, instead it still goes off the date he was first assigned to his previous command. This might have negative influence on an officer who may have kept a billet for several years, gets relieved, then waits a couple of years for a new command only to be mustered out for meeting the time in tour of six years and no assigned billet. He may have some extremely good qualities that you are waiting for the right tech to be developed and ship to be built to take advantage of and then *poof* he's out on the streets in the soup line waiting to get his dole from Caesar.
Well spotted. Fixed for v4.78
Steve
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More on Bad Guy NPR (BGN) vs Plucky NPR (PN)
A group of four BGN escorts was fairly near the PN homeworld but they started pulling back to rendezvous with a 13,500 ton CA damaged in earlier fighting. The major BGN reinforcements were still far away in the outer system. The last PN DDG, accompanied by several escorts kept moving to the PN homeworld, reloading and attacking these escorts. One escort, separated from the others by about 500,000 km, was destroyed before the other three rendezvoused with the CA. Once the CA joined up the group moved toward the PN homeworld and faced a constant barrage of 7-missile salvos from the DDG, which reloaded from the planet a dozen times. Eventually the CA was destroyed just 12m kilometers from the planet and the escorts decided to break away and head into the outer system to meet the reinforcements. The DDG pursued and, after a lucky hit took out a BGN fire control system and reduced defensive fire, it slowly wore down the escorts and destroyed them all.
There are over forty wrecks in the system now and the battle continues. A group of a dozen PN FACs in the opposite side of the outer system from the BGN reinforcement fleet of 6 CA and 15 DDG is racing back to the homeworld to reload before the main BGN force arrives to wipe out the population.
Steve
Can you see if the PN is trying to rebuild its Shipyards or does it have any PDCs?
Do you have the NPRs setup to invade with troops or is it just bombardment at the moment?
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A problem: using the Copy Orders to Subordinate Formations button and copying Conditional orders results in the Orders being passed down to the subfleets being messed up
Conditional A and Conditional B both have the order for Condition A placed in them.
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A problem: using the Copy Orders to Subordinate Formations button and copying Conditional orders results in the Orders being passed down to the subfleets being messed up
Conditional A and Conditional B both have the order for Condition A placed in them.
Fixed for next version, which is probably going to be v4.8 now.
Steve
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Can you see if the PN is trying to rebuild its Shipyards or does it have any PDCs?
Do you have the NPRs setup to invade with troops or is it just bombardment at the moment?
It is too soon at the moment as the next 5-day hasn't been reached yet. However the race only had about 700 tons of Duranium in its stockpile at the moment (200kt deposits though) so it probably won't build anything until that increases a little.
NPRs just kill everyone and destroy everything at the moment. I do intend to add invasions at some point though.
Steve
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Steve, I am not sure if this is a bug, or a suggestion.
Playing a new random start game with a conventional industry start. After about 10 years of gametime I wondered why I was not seeing any civilian shipping. I took a look at the civilian shiping info and there were no company's available. Because there were no companies there were no ships. This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game. There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.
Could we have a button to create a new civilian line in case this happens in the future.
Brian
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Ive been pass 20 years before some civ Shippingline come into a game:)
And am in a TransNewtonian
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Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.
ARE absolutely BORING situations.
AND are second time happens same.
Sure arent a bug in some Code-targetting line?
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Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.
ARE absolutely BORING situations.
AND are second time happens same.
Sure arent a bug in some Code-targetting line?
Could it be that the interrupts are the Precursors detecting you and firing missiles at you but you just haven't seen the missiles yet?
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Steve, I am not sure if this is a bug, or a suggestion.
Playing a new random start game with a conventional industry start. After about 10 years of gametime I wondered why I was not seeing any civilian shipping. I took a look at the civilian shiping info and there were no company's available. Because there were no companies there were no ships. This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game. There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.
Could we have a button to create a new civilian line in case this happens in the future.
Brian
I am not sure if this is a requirement, but do you have any Commercial Spaceports? I am pretty sure that previously (before shipping lines) you needed these before the civs started building anything.
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Steve
am in Combat situation
3 Precursors are right out my max weapons range..my FC have enough weapons range capability.
My missile same
All r going as well..BUT...are more than 1 hours am click 2 minutes..or 5 or 1 hours advance time (Automatic r ON) and..5seconds ONLY every click passed.
ARE absolutely BORING situations.
AND are second time happens same.
Sure arent a bug in some Code-targetting line?
Could it be that the interrupts are the Precursors detecting you and firing missiles at you but you just haven't seen the missiles yet?
Lol..
Ive right 3 Battle Squadroon inside this Solar System..
more than 30 Warships.
Active,passive,EM TH closer and Far range..no missile on range..from 60-turns-5sec each...zzzzzz
EDIT:ok...it's a some of "new" targetting delay Steve's system..now my missile on depart to enemy..but 5sec-turns r still active (Automatic r ON)..Amen.Am waitn for more speed time advance..
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I've done a fair bit of Precursor fighting. Normally 45 secs for missile launch from them (in my game, depends on the tech they have of course), but I recently encountered a new class of ships and when my missiles were detected by them, they launched anti-missiles on a 5 sec reload time, so if you've fired a load of missiles at them that might be it.
Stephen
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Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating. Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control. It may just be a statistical fluke, but you might want to double check the code for when it is going to happen. I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
Brian
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v4.76
Task Force Training does not seem to be increasing anything like in previous versions.
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I'm doing a quick conventional start campaign, just to see how things have changed.
On the industry tab, I started out building an academy at 100%, until I had researched TN technology. At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines. The screen is refusing to activate these tasks, even after 3 5-day updates. For the first, I only had the academy task paused. For the second, I had modified its percent to zero. For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".
[LATER] Ok - I deleted the queued tasks and re-added them. That worked, but it would leave things messed up if they had been partially completed.
John
PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while? I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
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Error in MoveEscorts
Error 11
Division by zero
I have a mixed fleet of cruisers and a salvager with orders to salvage wrecks. I have a fleet of destroyers set to protect the first fleet at no offset and 30k km from direction of threat. This pops up every time the first fleet moves to the next wreck
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Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating. Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control. It may just be a statistical fluke, but you might want to double check the code for when it is going to happen. I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
Brian
I can defeinetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
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Clicking on an "Officer Health" event doesn't change the active leader on the Leaders page like it used to if the Leaders page is open. If the Leaders page is closed, it will open it with the correct officer.
John
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I'm trying to queue a research project with a new lead scientist, but it keeps showing up as having the current scientist (working on an active project) as the lead of the queued project too. Note that I've got all my labs devoted to a single project, both active and queued.
John
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There's something odd going on with promotions. My academy produced a colonel several 5-days ago; that brought me to 9 colonels and 2 brigadier generals. I would expect a colonel to be promoted, but that hasn't happened yet. I thought it might be the automated turns causing the problem (they rock, btw
), but I just did a manual 5-day advance and still no promotion.
The same thing happened with my naval officers. I first noticed it when I had 7 O2 and 25 O1. It wasn't until I hit 27 O1 that a double-promotion happened. This may have something to do with start-up - I'm stil pretty near the start of the game.
John
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I'm doing a quick conventional start campaign, just to see how things have changed.
On the industry tab, I started out building an academy at 100%, until I had researched TN technology. At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines. The screen is refusing to activate these tasks, even after 3 5-day updates. For the first, I only had the academy task paused. For the second, I had modified its percent to zero. For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".
[LATER] Ok - I deleted the queued tasks and re-added them. That worked, but it would leave things messed up if they had been partially completed.
John
PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while? I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
When you pause the task they do not go to an inactive state as far as determining if anything else can be used. In other words they are still using the industry, just not producing anything.
Brian
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I'm doing a quick conventional start campaign, just to see how things have changed.
On the industry tab, I started out building an academy at 100%, until I had researched TN technology. At that point I paused the academy tasked and queued two conversion tasks at 50% each - one for industry and one for mines. The screen is refusing to activate these tasks, even after 3 5-day updates. For the first, I only had the academy task paused. For the second, I had modified its percent to zero. For the third (and possibly the second) I had toggled the paused button twice on the queued tasks, which put it into a "no" state - the update pushed it back to "queued".
[LATER] Ok - I deleted the queued tasks and re-added them. That worked, but it would leave things messed up if they had been partially completed.
John
PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while? I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
When you pause the task they do not go to an inactive state as far as determining if anything else can be used. In other words they are still using the industry, just not producing anything.
Brian
Thanks, but I'm pretty sure that there's still a bug here. I had knocked them down to using 0%, and the other tasks still didn't un-queue.
John
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I've got an NPR fighting it out with Precursors in a nebula, and it's dropped down to 5sec increments due to "imminent action". Looking at the event log, I see a bunch of "can't fire missiles in Nebula" messages for the Precursors. I suspect, but am not sure, that the Precursor "imminent action" check is looking at missiles and thinking that the NPR is within firing range. Note that the NPR is within beam range, but not fire control range, of the Precursors (meaning the Precursors have the range to fire at them, but not the fire control), so this might also be contributing to the mix.
John
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Steve,
I am currently trying to transfer four engineering regiments to Mars, but am having a problem getting them onto my transports. The transports each have the capacity to carry one battalion, and have transferred units all around the system. The is the first time I've tried to move my engineers since starting my 4.7 campaign. I've tried to move them in ships with as much capacity as five battalions. Is there something special about transferring engineers in the latest version?
Adam.
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Adding multiple queued projects on the industry screen places them in inverted order; the last one added is the highest on the queue.
Can we have the queue ordering arrows back for the industry screen? That would make this less troublesome....
John
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I've got an NPR fighting it out with Precursors in a nebula, and it's dropped down to 5sec increments due to "imminent action". Looking at the event log, I see a bunch of "can't fire missiles in Nebula" messages for the Precursors. I suspect, but am not sure, that the Precursor "imminent action" check is looking at missiles and thinking that the NPR is within firing range. Note that the NPR is within beam range, but not fire control range, of the Precursors (meaning the Precursors have the range to fire at them, but not the fire control), so this might also be contributing to the mix.
John
I think I have the same thing going on , there has been a prolonged engagement between 2 NPR's and checking the messages carefully I seem to have the Republic of Beaver eceiving error messages about launchign missiles in a Nebula
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Suspect the no-Missile in a nebula's Rule are still active?
Srry prob my answer r useless:)
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On the industrial tab/queue, we seem to have lost ability to start a new project immediately when the previous one has completed - instead it seems to be idling the factories at the end of a 5-day in which something was completed.
John
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Have a problem with auto colonization, colony ships will auto goto colonies in system, but will not go out of system to other colonies. Have to manually send colony fleets.
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Suspect the no-Missile in a nebula's Rule are still active?
Srry prob my answer r useless:)
I know missiles don't work in a nebula the problem is that the NPR does not seem to know that and so a near perpetual battle is ongoing between the NPR's
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Have a problem with auto colonization, colony ships will auto goto colonies in system, but will not go out of system to other colonies. Have to manually send colony fleets.
Do you have jump gates at the jump points. Shipping lines won't use jump ships.
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Steve
There are a few fighter squadron names with apostrophes in them e.g. Satan's Kittens. This throws an error when you try to use them.
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Just had a fairly major NPR blowup ~8yrs in. The program hung (~10 minutes just churning away), I'm pretty sure during an econ update. I ctrl-c'd out, and checked the NPR. The only things suspicious I saw was that he was out of Sorium on his homeworld, with only 245 left in the stockpile (falling at a rate of -10), and that he'd just finished a research project. There was plenty of Duranium.
After I restarted, I saw a new econ update message for me (which is why I assume the hang was during econ). When I hit the "go" button, it tried to do econ update again (which is what usually happens when ctrl-c in middle of econ update) and gave me a ton (~10 each) of errors which I've now managed to forget - something about an error in making a class obsolete, and then another (sorry about that - I had them in my head when I started typing....) - I think it might have had something to do with resources. I'm 99% these came from the NPR.
[PAUSE]
ok - I just ran through two new update cycles, and it seems to be okay. I'll let you know if it gets stuck again.
John
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I'm not 100% sure about this, but it's a fairly strong conjecture....
I think that any scientist who starts without a research bonus will be automatically classified as Missiles & Kinetic (MK). I had 3 of these guys to start with, and I've put them all on 1-lab projects (trying to get them to level-up). In all 3 cases, they were classified as MK0%. This made me suspicious, but I wanted to wait until one actually got a bonus to see if the MK stuck, or if the field of specialization was randomly assigned when the bonus became non-zero.
I just had one whose bonus increased to 20%, and sure enough he's still got an MK speciality. While this isn't total confirmation, it's pretty strong evidence that all researchers who start out as zeros will end up specializing in MK. [Bites tongue on comment about various sub-fields of physics research
]
I would suggest that a scientist always has his speciality rolled for, even if he's got a zero% bonus.
John
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Perchance, were those 1-lab projects all in the M&K field?
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Perchance, were those 1-lab projects all in the M&K field?
Nope, they were such interesting things terraforming module or small crew quarters.
John
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Steve Wrote Just to clarify. The sequence of events was as follows:
You gave orders to 2 to join 3
You gave orders to 3 to join 1
3 joined 1 (with no problems?)
2 joined 3
At which point a ship disappeared.
Do you know which fleet the ship that disappeared was originally in? Also, did this all happen during one increment or was it spread over several? I ask because the program loads and unloads data at the start/end of each increment.
I think it was fleet 2 that lost its ship. it was a while ago. I do recall having the F12 window open and wondering if that was responsible? Alternatively the potential problem may have been that 2 joined 3 at the same time increment that 3 joined 1, they were certainly close enough for that to happen.
Regards
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Still getting error message *2 whenever I have a fleet in training. If I have n fleets in training I get n*2 messages
---------------------------
Error in FleetTraining
---------------------------
Error 6 was generated by Aurora
Overflow
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
The strange behavior of stationary training fleets is not happening this time. However in this campaign the homeworld is on a planet of a distant binary companion and the training ships FREQUENTLY run out of fuel despite having conditional orders to refuel at 30%. I suspect that what is happening is that the 1st waypoint location for the TF is somewhere close in relative to the primary star, and the TFs dont check the condition and/or dont use LPs to get to the inner system (where all the jump points are). I have just observed that units given an auto refuel order do not use the LPs, but try to cover the distance in normal space (which will take around 3 years for my 4000kps surveyors if they had enough fuel to make the journey)
I'm going to can this campaign as the distant binary is proving too difficult and frustrating to run, but I suspect that this might cause problems with NPCs on distant binaries too
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I've got an NPR fighting it out with Precursors in a nebula, and it's dropped down to 5sec increments due to "imminent action". Looking at the event log, I see a bunch of "can't fire missiles in Nebula" messages for the Precursors. I suspect, but am not sure, that the Precursor "imminent action" check is looking at missiles and thinking that the NPR is within firing range. Note that the NPR is within beam range, but not fire control range, of the Precursors (meaning the Precursors have the range to fire at them, but not the fire control), so this might also be contributing to the mix.
John
I think I have the same thing going on , there has been a prolonged engagement between 2 NPR's and checking the messages carefully I seem to have the Republic of Beaver eceiving error messages about launchign missiles in a Nebula
It defeinetly gets stuck doing this 16 hours real time and slightly longer game time at 5 second progression due to this
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Not sure if this is a bug or not.
But I find that lasers have a hard low mass limit of 100 tons. Downsizing/longer recharge will not lower the weight below 100 tons.
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Steve, I am not sure if this is a bug, or a suggestion.
Playing a new random start game with a conventional industry start. After about 10 years of gametime I wondered why I was not seeing any civilian shipping. I took a look at the civilian shiping info and there were no company's available. Because there were no companies there were no ships. This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game. There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.
Could we have a button to create a new civilian line in case this happens in the future.
Added to v4.8 as an SM option
Steve
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Not sure if this is a bug or not.
But I find that lasers have a hard low mass limit of 100 tons. Downsizing/longer recharge will not lower the weight below 100 tons.
That is working as intended. I didn't want to allow tiny anti-missile weapons.
Steve
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v4.76
Task Force Training does not seem to be increasing anything like in previous versions.
The rate of which fleets gain TF training points is dependent on the Crew Training Rating of the Task Force Commander and half the Crew Training Rating of the Operations Officer. Are those lower than in previous campaigns?
Steve
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PS - Are you planning to put out 4.8 within the next couple of days, or is it going to be a while? I don't want to go too far down a 4.7x campaign if 4.8 is about to come out....
Not in the next couple days, unless some game-breaking bug pops up in v4.77. Probably close to or after Xmas. I am playing my own campaign at the moment to test the recent changes and I have some other distractions. I still don't have my new digital piano though because I told my broker to sell a bond to pay for it and I am still waiting for the money to transfer - grrr! I am however downloading World of Warcraft at the moment as my son and I haven't played it in two years and we just decided to revisit it for a while 
Steve
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There's something odd going on with promotions. My academy produced a colonel several 5-days ago; that brought me to 9 colonels and 2 brigadier generals. I would expect a colonel to be promoted, but that hasn't happened yet. I thought it might be the automated turns causing the problem (they rock, btw
), but I just did a manual 5-day advance and still no promotion.
The same thing happened with my naval officers. I first noticed it when I had 7 O2 and 25 O1. It wasn't until I hit 27 O1 that a double-promotion happened. This may have something to do with start-up - I'm stil pretty near the start of the game.
I just encountered something similar in my game and found a bug. It is fixed for v4.8. By the way, promotions for army officers are on a 5-1 basis and all naval officers are at a 3-1 basis (no longer 2-1 for higher ranks).
Steve
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Steve,
I am currently trying to transfer four engineering regiments to Mars, but am having a problem getting them onto my transports. The transports each have the capacity to carry one battalion, and have transferred units all around the system. The is the first time I've tried to move my engineers since starting my 4.7 campaign. I've tried to move them in ships with as much capacity as five battalions. Is there something special about transferring engineers in the latest version?
Engineer Regiments require the same space as four battalions.
Steve
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Have a problem with auto colonization, colony ships will auto goto colonies in system, but will not go out of system to other colonies. Have to manually send colony fleets.
Civilian shipping will only visit systems with jump gates. Do you have jump gate connections to the systems with the affected colonies?
Steve
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I'm not 100% sure about this, but it's a fairly strong conjecture....
I think that any scientist who starts without a research bonus will be automatically classified as Missiles & Kinetic (MK). I had 3 of these guys to start with, and I've put them all on 1-lab projects (trying to get them to level-up). In all 3 cases, they were classified as MK0%. This made me suspicious, but I wanted to wait until one actually got a bonus to see if the MK stuck, or if the field of specialization was randomly assigned when the bonus became non-zero.
I just had one whose bonus increased to 20%, and sure enough he's still got an MK speciality. While this isn't total confirmation, it's pretty strong evidence that all researchers who start out as zeros will end up specializing in MK. [Bites tongue on comment about various sub-fields of physics research :). All officers have a science specialization even if they don't have a research bonus. It has always worked that way. The code is simply CmdrResSpecID = RandomNumber(7). I can't see any other reference to this in the Create Officer code so I think its just a coincidence. Let me know though if this continues and I will start looking for another cause.
Steve
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Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating. Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control. It may just be a statistical fluke, but you might want to double check the code for when it is going to happen. I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
I can defeinetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
I have increased the chance of scientist improvements by 3x recently but I can't remember if that made it into v4.77 or it is only in v4.8. The reason is that Scientists only improve (like other officers) if they are doing something. However, there is usually only a small sub-set of the total number of scientists engaged in research, which put them at a disadvantage compared to other officer types.
Steve
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Steve,
I am currently trying to transfer four engineering regiments to Mars, but am having a problem getting them onto my transports. The transports each have the capacity to carry one battalion, and have transferred units all around the system. The is the first time I've tried to move my engineers since starting my 4.7 campaign. I've tried to move them in ships with as much capacity as five battalions. Is there something special about transferring engineers in the latest version?
Engineer Regiments require the same space as four battalions.
Steve
I assume this means you need 4 troop bays. Do they all have to be on one ship? I've tried loading an engineer rehiment onto 3 ships with a total capacity of 6.6 battalians but get an error message each time.
Alan
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I am currently trying to transfer four engineering regiments to Mars, but am having a problem getting them onto my transports. The transports each have the capacity to carry one battalion, and have transferred units all around the system. The is the first time I've tried to move my engineers since starting my 4.7 campaign. I've tried to move them in ships with as much capacity as five battalions. Is there something special about transferring engineers in the latest version?
Engineer Regiments require the same space as four battalions.
I assume this means you need 4 troop bays. Do they all have to be on one ship? I've tried loading an engineer rehiment onto 3 ships with a total capacity of 6.6 battalians but get an error message each time.
Yes, you need a ship with at least four bays. Engineers are now Regiments whereas the combat units are only Battalions. I envisage the combat units to be approximately 500 men while the engineer regiment are a much larger formation used for construction and recovery tasks. The details are in this thread: viewtopic.php?f=1&t=1680 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1680)
Steve
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Steve, I have been playing a conventional start game, gone about 15 years and have yet to see the first upgrade to a leaders admin rating. Some of my scientists have there reasearch rating go up, but there has been no changes in the number of labs they can control. It may just be a statistical fluke, but you might want to double check the code for when it is going to happen. I deliberately set this up as a test for this and gave the race 1000 reasearch labs and put as many scientists to work as possible with multiple items qued for each and have still seen no difference.
I can definetly confirm that scientists do get an improvement sometimes , I just had one. It does seem rare though
Same here. The Eridani have a scientist who increased in both admin rating and research in recent weeks. He is now 40% and AR7.
Steve
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In the officers tab, on the Ground forces there is no option to search for officers with xeno, or factory skills. They have them, you just can not do a sort by them.
For naval officers there is no choice for sorting by mining skill, would that not be appropriate for a asteroid miner to use. I did not see any officers with a mining bonus.
Brian
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In my 4.77 game, have run into 3 issues.
1) On the Ind Status/civs page, the industry shutdown buttons are not working.
2) Under the leaders page, the reorder button is not working. found this one due to a error stating problem with getpromotionscore. Tried to reorder the officers to see if this would fix the problem, but no reordering of their standing happenend.
3) Colony ships will not leave the home system on the default order to do so.
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Version 4.77
Refitting of PDC's does not work. The industrial job runs OK, but when finished the PDC does not change.
I was trying to upgrade my earliest PDCs to the new version. In my case Skyflash -> Skyflash II.
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I've started getting an error 3420 generated by DAO.Recordset. Object Invalid or no longer set.
It's coming from NPRPopPlanning.
It's not stopping the game, it's just irksome at the moment.
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Just built a 21-battalion PDC to hold a division. Transferred my 1st division into it (division was compressed on the display). I was only in "population view", and it looked like the division had been removed from the OOB, leaving its subordinate brigades.
I then started trying to transfer subordinate units in (1st Brigade and children). My ground units tab is now fairly hosed - in the "planet + PDC" view I seem to have a multiple copies of subordinate units, that change location simultaneously when I move them in or out. I suspect that theres some sort of duplication going on in the DB - I closed F2 and re-opened and they're still there. It isn't a deep copy, though, since the copies of a unit change locations at the same time. Oh yes, the copies seem to be taking up space too - the PDC filled up after only getting about 1/2 the division into it.
John
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Just built a 21-battalion PDC to hold a division. Transferred my 1st division into it (division was compressed on the display). I was only in "population view", and it looked like the division had been removed from the OOB, leaving its subordinate brigades.
I then started trying to transfer subordinate units in (1st Brigade and children). My ground units tab is now fairly hosed - in the "planet + PDC" view I seem to have a multiple copies of subordinate units, that change location simultaneously when I move them in or out. I suspect that theres some sort of duplication going on in the DB - I closed F2 and re-opened and they're still there. It isn't a deep copy, though, since the copies of a unit change locations at the same time. Oh yes, the copies seem to be taking up space too - the PDC filled up after only getting about 1/2 the division into it.
John
Ok, just did some more experimenting. I think it's just a display issue, and just for "planet+PDC" and "planet+PDC+Ships in orbit". The "all ground forces" display looks ok.
The space that was being taken up was because my 1st division is still mostly low tech troops - they're a lot bigger than a battalion so only a few fit.
So it's just a minor display bug....
John
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STeve -
I am getting an error on startup now:
Error in SetMDICaption, error 3021 was generated by DAO.Field, no current record
Kurt
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A minor error, I have a carrier in orbit and thermal sensors on the planet can detect the FACs and Fighters it is carrying even though they have not been launched
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The automated turns checkbox and the "here will be N subpulses in this increment. Are you sure you wish to proceed?" popup don't play nicely with one another :-) Aurora correctly warned me about the insane number of pulses and I clicked "no". Aurora then tried to execute the next automated 1day increment and popped the same popup again. I'm now trapped in an infinite popup loop and will need to ctrl-C out.
Thanks,
John
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Got the following popups while exploring a WP. I'm using random (not real-life) systems and US theme on 4.77.
"Error in GenerateSystem": "Error 91 was generated by Aurora. Object variable or With block variable not set".
"Error in GenerateSystem": "Error 3314 was generated by DAO.Recordset. The field "RaceSysSurvey.Name" cannot contain a Null value because the Required property for this field is set to True. Enter a value in this field."
"Aurora": "The currently selected fleet does not exist."
Hmmm - just realized this sounds like the disappearing system bug that I think you said you'd fixed (probably in 4.8 ). I'll go look up the thread and try to repair the DB.
[EDIT] - ok found the "fix it" button and it seems to have repaired the problem. One weird thing - this happened in 4.77, and from reading the thread it sounded like you thought you'd fixed the problem in 4.76.
John
(Note to self - save012 if Steve wants DB.)
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That is how it works now
. All officers have a science specialization even if they don't have a research bonus. It has always worked that way. The code is simply CmdrResSpecID = RandomNumber(7). I can't see any other reference to this in the Create Officer code so I think its just a coincidence. Let me know though if this continues and I will start looking for another cause.
I recently generated a 0% EW officer, so it must have been a coincidence.
John
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Steve, I am not sure if this is a bug, or a suggestion.
Playing a new random start game with a conventional industry start. After about 10 years of gametime I wondered why I was not seeing any civilian shipping. I took a look at the civilian shiping info and there were no company's available. Because there were no companies there were no ships. This is despite the fact that a cheap colony and freighter design had been around since the 2nd year of the game. There are multiple worlds in the system that are colony cost 2 and just need a smidgeon of terraforming to be a cost 0 planet.
Could we have a button to create a new civilian line in case this happens in the future.
Added to v4.8 as an SM option
Steve
I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6). Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Thanks,
John
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On the "Leaders" (F4) screen, team members are showing up as grey (rather than white for assigned) when they're members of a team in the "Seniority of officers ..." list.
Also, I'm getting an "Error in grdSorted_SelChange" "Invalid Row Value" when I click on my most senior (R5 now) officer in the list on the right after sorting for e.g. Diplomacy. I suspect that the problem is in the maximum allowed rank for assignments - that Aurora is looking for potential assignments for him to put in the middle panel, and not finding any because all my commands are R1.
John
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Cut the ratio for ground commander promotion to 4 (which makes sense, given the 4 battalions/brigade system). I'm having trouble getting enough division commanders....
John
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Some suggestions for the Ground Units tab. These are just ideas - I don't feel strongly about them....
1) My understanding is that, at present, ground units must be in a PDC to take advantage of their parent formation's training bonus.
1A) Change this so that only ground units outside a PDC will get increases from training. This will introduce a strategic trade-off between leaving your troops out in the open where they can be killed from space, but will be training up, v.s. having them safe inside their PDCs....
1B) Introduce a time lag similar to that involving in boarding actions for troops to transfer in/out of a PDC. That way, if an enemy suddenly appears in the sky 3 hours out from the home planet, only a fraction of the troops which are deployed for training will be able to get back inside the PDC.
1C) Allow a unit commanders training bonus to be applied to that unit, even if it's not part of a parent formation. This would give more balance between the training and combat bonuses - a commander might have a lousy combat bonus, but still be a useful battalion commander because he's an excellent trainer.
1D) Split morale up into two pieces, similar to the way fleet quality has been split up. One bonus is intrinsic unit grade, similar to a ship's grade points. This one is only improved by the unit's commander, i.e. suggestion 1C above, and is diluted by replacements for combat losses. The other is "combined arms" training, i.e how well it fits into its brigade. This is the current morale - it's boosted by the rating of the commander of the parent HQ when the unit is deployed to the planet's surface, reduces when a unit switches formation, and is similar to the current Fleet training value (whatever it's called).
2) Have you thought any about "hostile environment" ground combat penalties? Something like the colony cost of the world being fought on, times some multiplier according to unit type (e.g. HVA receives a lower penalty than low tech infantry - this would be another region where marines excel, or it might be a different unit type). This would make it harder to invade a home world with a hostile environment for your race.
3) I'd like to see a stronger coupling between the original unit used for cadre and the final unit:
3A) Keep the unit name the same in the DB when converting to cadre; you can add " cadre" to the name when you display it.
3B) Assign the cadre unit's name to the unit being trained (and don't increment the unit number counter) when you use cadre to train a new unit (or at least allow this as a checkbox option).
3C) Allow units being trained to be renamed - at present I have to remember what I wanted to name them after they come out. Hmmm - same might be true for units being built in SY.
3D) Keep the grade points/and or morale of the original unit when creating a unit from cadre (this might already be the way it works now - don't know).
John
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Steve
I purchased the minerals from a CMC but nothing arrived at Earth until I installed my own mass driver. I thought the CMC came with one already installed.
Alan
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they do, but u need to have enough md on destination planet (earth) and choose target for cmc, after setting buy option for cmc
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I like the gradually appearing jump points, btw. Onfortunately, the renaming when a new one is discovered inside a current one isn't being propagated to ship orders.
I recently discovered JP#2 in Boston. I sent a couple of probe ships towards it. While they were in transit, a new JP was discovered inside the original, which was renamed to JP#3. So far everything is working great - the renumbering is necessary so as not to give away how many jump points there might be.
My ships are still heading towards the original JP#2 - again this is working correctly. The problem is that they claim to be heading to JP#2 - they should claim JP#3.
Note that I think this same issue has been showing up forever when a JP is explored - any ships in transit will still claim to be heading to e.g. JP#5 rather than JP New York.
John
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Steve -
I've found what appears to be a minor problem, at least at this point. I had a combat situation in my new campaign, and one of my ships powered up its shields. No problems with this, but once the combat situation was over, I can't get the shields to deactivate. I gave the order through the Task Group screen for the TG to lower its shields. The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40). I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.
Kurt
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Steve -
I've had this problem appear in several campaigns. Mostly my small test campaigns, but not it has popped up in the new Terran Campaign. On the research screen, the "expand economy by 20%" research option isn't appearing anyplace, meaning I cannot increase the racial wealth production. This is a minor annoyance at this point, although it will become serious at some point.
Kurt
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Not sure if this is a bug, but Larry said to post it so I am. One of my scientists (Sensors) has managed to get his bonus up to 95%. Game is up to mid 2032. Since he can control 40 labs, I keep him VERY busy. Not sure if it was intended to get that high.
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Steve -
I've had this problem appear in several campaigns. Mostly my small test campaigns, but not it has popped up in the new Terran Campaign. On the research screen, the "expand economy by 20%" research option is in appearing anyplace, meaning I cannot increase the racial wealth production. This is a minor annoyance at this point, although it will become serious at some point.
Kurt
I have also noted it comes in several different random costs. As far as I can tell it is not giving you the benifit of already reasearching the lower cost levels. I started a conventional campaign out and as soon as the initial reasearch to allow high tech was done I looked and the cost to increase was 40000 points. The amount that I was making before and after did not change, and was in line with another campaign that I did as a test. Same basic setup, but this one showed the cost as 20000, and had the same wealth generation as the previous game.
Brian
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I have also noted it comes in several different random costs. As far as I can tell it is not giving you the benifit of already reasearching the lower cost levels. I started a conventional campaign out and as soon as the initial reasearch to allow high tech was done I looked and the cost to increase was 40000 points. The amount that I was making before and after did not change, and was in line with another campaign that I did as a test. Same basic setup, but this one showed the cost as 20000, and had the same wealth generation as the previous game.
it doesn't have random costs. Each time you research it, it adds 20% to your civilian economy and the cost doubles for the next time you research it. It will keep doing that forever. You can check the actual racial wealth per million pop by looking at the Racial Per Capita Income on the wealth tab.
Steve
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Not sure if this is a bug, but Larry said to post it so I am. One of my scientists (Sensors) has managed to get his bonus up to 95%. Game is up to mid 2032. Since he can control 40 labs, I keep him VERY busy. Not sure if it was intended to get that high.
Not it isn't a bug but it was a good idea to report it. It looks like I over-corrected on scientists gaining experience. I have a 55% and a 60%. I think perhaps I should cap them at 60% and 60 Labs.
Steve
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I purchased the minerals from a CMC but nothing arrived at Earth until I installed my own mass driver. I thought the CMC came with one already installed.
They should do. Just to check, did you have a destination in the same system with a mass driver to catch the minerals and did you select the destination on the mining tab of the CMC colony?
Steve
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Steve -
I've found what appears to be a minor problem, at least at this point. I had a combat situation in my new campaign, and one of my ships powered up its shields. No problems with this, but once the combat situation was over, I can't get the shields to deactivate. I gave the order through the Task Group screen for the TG to lower its shields. The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40). I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.
There are separate setting for Shield Strength and Shields Active (in case you have active shields that are currently at strength 0). The fleet order is only unsetting the Active flag and isn't modifying the shield strength. I have fixed it for v4.8. As a workaround, you should still be able to turn the shields off manually using the buttons on the Ship and Battle windows.
Steve
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I like the gradually appearing jump points, btw. Onfortunately, the renaming when a new one is discovered inside a current one isn't being propagated to ship orders.
I recently discovered JP#2 in Boston. I sent a couple of probe ships towards it. While they were in transit, a new JP was discovered inside the original, which was renamed to JP#3. So far everything is working great - the renumbering is necessary so as not to give away how many jump points there might be.
My ships are still heading towards the original JP#2 - again this is working correctly. The problem is that they claim to be heading to JP#2 - they should claim JP#3.
Note that I think this same issue has been showing up forever when a JP is explored - any ships in transit will still claim to be heading to e.g. JP#5 rather than JP New York.
I have aded some code to update order descriptions after a new jump point is discovered or a jump point is explored
Steve
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In the officers tab, on the Ground forces there is no option to search for officers with xeno, or factory skills. They have them, you just can not do a sort by them.
For naval officers there is no choice for sorting by mining skill, would that not be appropriate for a asteroid miner to use. I did not see any officers with a mining bonus.
I have already corrected these for v4.8. They require DB changes though so I couldn't fix them in the incremental updates to v4.7
Steve
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1) On the Ind Status/civs page, the industry shutdown buttons are not working.
For some reason the code in this area has disappeared. I realised when I was putting ordnance and fighter factories back in so its fixed for v4.8
2) Under the leaders page, the reorder button is not working. found this one due to a error stating problem with getpromotionscore. Tried to reorder the officers to see if this would fix the problem, but no reordering of their standing happenend.
This is going to sound like a strange question but what makes you think it didn't work? The Reorder button will set the seniority of the commanders to match their current order. This is to correct problems with duplicate or missing seniority numbers. There should be no apparent change to the user as the change happens in the DB.
Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?
Steve
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A minor error, I have a carrier in orbit and thermal sensors on the planet can detect the FACs and Fighters it is carrying even though they have not been launched
Oops! Fixed for v4.8
Steve
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The automated turns checkbox and the "here will be N subpulses in this increment. Are you sure you wish to proceed?" popup don't play nicely with one another :-) Aurora correctly warned me about the insane number of pulses and I clicked "no". Aurora then tried to execute the next automated 1day increment and popped the same popup again. I'm now trapped in an infinite popup loop and will need to ctrl-C out.
Fixed. Answering 'No' will turn off automated turns in v4.8
Steve
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I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6). Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.
Steve
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Cut the ratio for ground commander promotion to 4 (which makes sense, given the 4 battalions/brigade system). I'm having trouble getting enough division commanders....
I put the ratio at five because there will likely be units outside the regular command structure, such as Engineers, Garrison units, marine companies, etc.
Steve
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Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?
Steve
yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.
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Steve -
I've found what appears to be a minor problem, at least at this point. I had a combat situation in my new campaign, and one of my ships powered up its shields. No problems with this, but once the combat situation was over, I can't get the shields to deactivate. I gave the order through the Task Group screen for the TG to lower its shields. The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40). I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.
There are separate setting for Shield Strength and Shields Active (in case you have active shields that are currently at strength 0). The fleet order is only unsetting the Active flag and isn't modifying the shield strength. I have fixed it for v4.8. As a workaround, you should still be able to turn the shields off manually using the buttons on the Ship and Battle windows.
Steve
I could have sworn I tried that button! Okay, when I looked at the Combat section of the ship display, the shields button had next to it (OFF), which seemed to me to indicate that they were off, in spite of the fact that the ship status display showed that they were powered. I guess that since it said they were off I didn't try the button. After reading your message above I tried it, and sure enough that did the trick.
Thanks - Kurt
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I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6). Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.
Steve
Approximately how frequently should one expect lines to appear given the "two populated planets" criterion? I think (but don't remember) Mars has been populated a couple of years now, so even with this criterion it may be slipping into the realms of improbability.
John
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I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6). Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.
Approximately how frequently should one expect lines to appear given the "two populated planets" criterion? I think (but don't remember) Mars has been populated a couple of years now, so even with this criterion it may be slipping into the realms of improbability.
The chance of a new shipping line being formed is 500-1. As this roll happens every 5 day and there are approximately 72 5-days per year, it will happen about once every 7 years.
Steve
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Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?
Steve
yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.
I have now refitted my colony ships with jumpdrives, (lots of work), and will now goto the outer colonies.
So I guess the question now is:
Is there a difference in the code for jumpgates built by the full size builder and for the small jumpgate builder. Cause all of my gates were built using a Small gate builder module to keep the size of the ship down.
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Yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.
I have now refitted my colony ships with jumpdrives, (lots of work), and will now goto the outer colonies.
So I guess the question now is:
Is there a difference in the code for jumpgates built by the full size builder and for the small jumpgate builder. Cause all of my gates were built using a Small gate builder module to keep the size of the ship down.
No, there is no difference between jump gates created by different modules. I'll look into the problem. In the meantime, you could set up cycle orders for colonization. It will give you more control over where the colonists go and any non-jump capable colony ships will use jump gates or jump ships stationed at the jump points.
Steve
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Once again I'm starting to get numerous Overflow errors. The error occurs in LoadPopulation, with Error 6, Overflow. They occure immediately after a time advance, between 9-10 of them. If I hit okay, it'll churn on through but they've been constant now for several in game months. It's getting to be rather annoying. They seem to be increasing over time as well
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ok i have made some tests and get evidence of point defence bug:
4th January 2009 01:58:11,Tokyo,New Thermal Contact! Strength 13
4th January 2009 01:58:21,Tokyo,New Missile Contact (x9) TCS 4 T13 (Existing)
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,2 weapons fired. 8 missiles destroyed
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,2 weapons fired. 3 missiles destroyed
4th January 2009 01:58:26,Tokyo,2 weapons fired. 6 missiles destroyed
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,2 weapons fired. 1 missiles destroyed
4th January 2009 01:58:26,Tokyo,2 weapons fired. 9 missiles destroyed
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS Kongo 006 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10000 km using point blank fire : Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,2 weapons fired. 7 missiles destroyed
4th January 2009 01:58:26,Tokyo,CS Kongo 006 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10000 km using point blank fire : Base Chance to Hit: 96% (Base To Hit: 88% Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%) hit the target and destroyed an enemy missile.
none hit the target, destroyed 34 missiles out of 27 heading my ships, is it a problem i use railguns for pd?
ive just noticed that logfile dont show (x3) in places where there are groups of same messages (there were 3x 9missile salvos)
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Once again I'm starting to get numerous Overflow errors. The error occurs in LoadPopulation, with Error 6, Overflow. They occure immediately after a time advance, between 9-10 of them. If I hit okay, it'll churn on through but they've been constant now for several in game months. It's getting to be rather annoying. They seem to be increasing over time as well
Please can you send me your database file so I can figure out the problem. Just zip up Stevefire.mdb and send it to stevewalmsley at btinternet.com
Steve
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none hit the target, destroyed 34 missiles out of 27 heading my ships, is it a problem i use railguns for pd?
I think it is a display problem as some missiles are being double-killed by multiple hits from the railguns but I will look into it. Was the point defence operating in area mode or point blank defence mode?
ive just noticed that logfile dont show (x3) in places where there are groups of same messages (there were 3x 9missile salvos)
That is more worrying. I'll try to recreate this is my own game
Steve
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that was point defence mode
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that was point defence mode
They are both types of point defence mode
. Was it the point defence mode that shoots at missile targets in range during the firing phase (Area mode) or the point defence that shoots in the movement phase as missiles are about to hit. I am fairly sure it was the latter in this case but I thought I had better check as they use different sections of code.
Steve
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Hi! I'm new here, but i've already had some problems starting the game.
I Installed the game, i think i did right, but as soon as i start a new game and select a Naval Officer from the commanders screen the game crash with this message
Error 3061 generated by DAO.Database
Too few parameters. Expected 1
If i click on OK, a new error comes
Error 3420 generated by DAO.Recordset
Object Invalid or no longer set.
If i click on OK again i get the last message again and again...the only way to close it, it's to use task manager.
This happens both with Win7 and WinXP, and ONLY if i click on a Naval Officer...no problems with Civilian or Ground Officers.
It seems i'm the only one who get this, so probably i'm doing something wrong...any idea?
Thanks for your help. These game looks really good!!!
Sorry for my bad English.
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Hi! I'm new here, but i've already had some problems starting the game.
I Installed the game, i think i did right, but as soon as i start a new game and select a Naval Officer from the commanders screen the game crash with this message
Error 3061 generated by DAO.Database
Too few parameters. Expected 1
If i click on OK, a new error comes
Error 3420 generated by DAO.Recordset
Object Invalid or no longer set.
If i click on OK again i get the last message again and again...the only way to close it, it's to use task manager.
This happens both with Win7 and WinXP, and ONLY if i click on a Naval Officer...no problems with Civilian or Ground Officers.
It seems i'm the only one who get this, so probably i'm doing something wrong...any idea?
Thanks for your help. These game looks really good!!!
Sorry for my bad English.
That error is usually generated when the database and program don't match. It sounds like your database file (stevefire.mdb) and executable (Aurora.exe) may be different versions. Check the version number on the About window or in the corner of the game details window. Also make sure you followed the exact install procedure as one step involves overwriting both of those files. If you only overwrite one of them, you would get the error you mentioned.
You could retry the last step of the v4.75 install and unzip AuroraUpdate475.zip into the install directory and answer yes to overwriting two files. Then patch to v4.77 and overwrite one file
Steve
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Sorry, no joy... :(
I've tried re-downloading both the install file and the patch, and installing in a fresh folder, but nothing new, i get the same errors...i can't really see what i'm doing wrong...it's probably something stupid...
I'm using win7 Ultimate (but the same thing happen on winxp sp3) italian version...
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Sorry, no joy... :(
I've tried re-downloading both the install file and the patch, and installing in a fresh folder, but nothing new, i get the same errors...i can't really see what i'm doing wrong...it's probably something stupid...
I'm using win7 Ultimate (but the same thing happen on winxp sp3) italian version...
When you first start the program, which games are available on the Game Details window and what is the version number on the top right of the Game Details window?
Steve
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Once again I'm starting to get numerous Overflow errors. The error occurs in LoadPopulation, with Error 6, Overflow. They occure immediately after a time advance, between 9-10 of them. If I hit okay, it'll churn on through but they've been constant now for several in game months. It's getting to be rather annoying. They seem to be increasing over time as well
Thanks for the database. I have found the problem! It is caused by the number of deep space tracking stations you have on one population. If you reduce this to sixty or less using the SM Mods window the error should go away. I'll update the code for v4.8 to deal with more tracking station but even sixty will give you massive sensor coverage. I don't think I have used more than a dozen or so in the past.
Steve
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Once again I'm starting to get numerous Overflow errors. The error occurs in LoadPopulation, with Error 6, Overflow. They occure immediately after a time advance, between 9-10 of them. If I hit okay, it'll churn on through but they've been constant now for several in game months. It's getting to be rather annoying. They seem to be increasing over time as well
Thanks for the database. I have found the problem! It is caused by the number of deep space tracking stations you have on one population. If you reduce this to sixty or less using the SM Mods window the error should go away. I'll update the code for v4.8 to deal with more tracking station but even sixty will give you massive sensor coverage. I don't think I have used more than a dozen or so in the past.
It turns out it was an NPR that built so many tracking stations, not the player race. If anyone else encounters this problem let me know and I will explain how to fix it. This game is using very large populations though so it is unlikely to happen in most games.
Steve
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An error popup when I increment time, it happens when automated turns are on or off, happens when im incrementing 1 day, 5 days or 30 days, only happens about 90% of the time, usually pops up 3-4 times in an instance, and occaisionally later on in the same increment if Automated turns are on[attachment=0:23vxqsye]Aurora Error.jpg[/attachment:23vxqsye]
Matt
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An error popup when I increment time, it happens when automated turns are on or off, happens when im incrementing 1 day, 5 days or 30 days, only happens about 90% of the time, usually pops up 3-4 times in an instance, and occaisionally later on in the same increment if Automated turns are on[attachment=0:1mfnbm5q]Aurora Error.jpg[/attachment:1mfnbm5q]
This is the same error that someone else recently had and it was because one of the AI players had a built a huge number of tracking stations. This might sound like a strange question but did you by any chance start with a fairly large population?
Steve
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Hi,
I'm following the great new tutorial by Steve. In his last post as of now has the following text: "the Geological Survey Report window is far more useful for detailed investigation of mineral deposits. I'll talk about this window later in the tutorial but if you want a quick look, it is about six icons from the right along the top of the window. The icon is a grey planet with a chart in front of it.".
If I click this icon I get an error. Picture attached. When I click the "Ok" button the game closes.
Happy New Year.
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Hi,
I'm following the great new tutorial by Steve. In his last post as of now has the following text: "the Geological Survey Report window is far more useful for detailed investigation of mineral deposits. I'll talk about this window later in the tutorial but if you want a quick look, it is about six icons from the right along the top of the window. The icon is a grey planet with a chart in front of it.".
If I click this icon I get an error. Picture attached. When I click the "Ok" button the game closes.
Happy New Year.
Thanks for the screenshot - that always helps a lot. Do you live in a country where the decimal separator is a comma? If so, try changing your regional settings to UK or US (where the decimal separator is a period) and see if that fixes the problem
Steve
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An error popup when I increment time, it happens when automated turns are on or off, happens when im incrementing 1 day, 5 days or 30 days, only happens about 90% of the time, usually pops up 3-4 times in an instance, and occaisionally later on in the same increment if Automated turns are on[attachment=0:3d1vyv2o]Aurora Error.jpg[/attachment:3d1vyv2o]
This is the same error that someone else recently had and it was because one of the AI players had a built a huge number of tracking stations. This might sound like a strange question but did you by any chance start with a fairly large population?
Steve
Yes I did, about 6.5 Billion if i recall correctly, ok, so I need to find an npe with large numbers of tracking stations, and scale it down, cool!
Ok yup they had 74 of them sitting there looking at not much, I've dropped it down to under 30.
Matt
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Hi,
I'm following the great new tutorial by Steve. In his last post as of now has the following text: "the Geological Survey Report window is far more useful for detailed investigation of mineral deposits. I'll talk about this window later in the tutorial but if you want a quick look, it is about six icons from the right along the top of the window. The icon is a grey planet with a chart in front of it.".
If I click this icon I get an error. Picture attached. When I click the "Ok" button the game closes.
Happy New Year.
Thanks for the screenshot - that always helps a lot. Do you live in a country where the decimal separator is a comma? If so, try changing your regional settings to UK or US (where the decimal separator is a period) and see if that fixes the problem
Steve
HappY New Year and yes I live in Denmark. So , is our decimal seperator. Will try it later today. Thanks. Will it always be like this or is there something you can do?
Cheers
Mark
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Thanks for the screenshot - that always helps a lot. Do you live in a country where the decimal separator is a comma? If so, try changing your regional settings to UK or US (where the decimal separator is a period) and see if that fixes the problem
Steve
Steve, as this problem has come up a few times allready, perhaps you could put a line about this at the top of the first tutorial post, so new people can avoid the problem from the get go?
Or make a sticky post/threat with no reply possible Things to do/avoid like the above, screen resolution and methods to get around limitations and similar stuff.
something like this (probably better edited, especially with the stuff I had to translate)
Preparations:
If you are living in a country, which uses the Komma (,) for decimal separator, you have to switch your computer over to one, that uses the point (.) for this.
In XP, go to Systemsteuerung (No clue what this is called in english, but it is where you are setting pretty much everything, Hardware, Internetoptions, Software and so on) "Regions- und Sprachoptionen" (something like "Region- and languageoptions")
There you can choose English(USA) to do this.
Resolution:
min 1280x1024 required.
If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.
1. scrolling desktop. A Program that extends the desktop beyond your screen.
Can be found at http://360desktop.com/
2. In XP, something similar is already build in.
Go to the screen where you set your resolution
select enhanced or extended settings (I have a german windows, so I don´t know the exact wording, but it is the lower right most button )
select Monitor
there is a checkbox which reads "Modi ausblenden, die von diesem Monitor nicht angezeigt werden" Something like: don´t show modes this monitor does not support.
Uncheck this box
You can now set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction.
You could then add stuff, whenever something comes up repeatedly
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Thanks for the screenshot - that always helps a lot. Do you live in a country where the decimal separator is a comma? If so, try changing your regional settings to UK or US (where the decimal separator is a period) and see if that fixes the problem
Steve
Steve, as this problem has come up a few times allready, perhaps you could put a line about this at the top of the first tutorial post, so new people can avoid the problem from the get go?
Or make a sticky post/threat with no reply possible Things to do/avoid like the above, screen resolution and methods to get around limitations and similar stuff.
something like this (probably better edited, especially with the stuff I had to translate)
Preparations:
If you are living in a country, which uses the Komma (,) for decimal separator, you have to switch your computer over to one, that uses the point (.) for this.
In XP, go to Systemsteuerung (No clue what this is called in english, but it is where you are setting pretty much everything, Hardware, Internetoptions, Software and so on) "Regions- und Sprachoptionen" (something like "Region- and languageoptions")
There you can choose English(USA) to do this.
Resolution:
min 1280x1024 required.
If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.
1. scrolling desktop. A Program that extends the desktop beyond your screen.
Can be found at http://360desktop.com/
2. In XP, something similar is already build in.
Go to the screen where you set your resolution
select enhanced or extended settings (I have a german windows, so I don´t know the exact wording, but it is the lower right most button )
select Monitor
there is a checkbox which reads "Modi ausblenden, die von diesem Monitor nicht angezeigt werden" Something like: don´t show modes this monitor does not support.
Uncheck this box
You can now set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction.
You could then add stuff, whenever something comes up repeatedly
Good idea. I will add this immediately.
Steve
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HappY New Year and yes I live in Denmark. So , is our decimal seperator. Will try it later today. Thanks. Will it always be like this or is there something you can do?
Yes, it will be like this for the foreseeable future. I have looked into this issue in the past and it looks like it would be a lot of work to set up the program to handle both decimal separators. If someone knows an easy way to handle this though, I am open to suggestions
Steve
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Sorry if this has already been reported or if this is not the right place for this. Just started a new game using the latest download and patch and I opened the Class Design screen. I clicked on the Type dropdown and selected Ship. It immediately gave me the following error:
Error in cbo Type_Click
Error 381 was generated by Aurora
Invalid property array index
When I hit OK it generated another error:
Error in cbo Type_Click
Error 3708 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query ' and ComponentID IN (Select SDComponentID from ShipDesignComponents where TypeAllowed=2)'. Make sure it exists and its name is spelled correctly.
And when I hit OK it generates yet another error:
Error in cbo Type_Click
Error 91 was generated by Aurora
Object variable or With block variable not set
After clicking OK I get a Continue? popup warning me that selecting this option will remove some systems from my design so I said NO at which point it went back to the 91 error above and the Type was changed to PDC instead of Ship.
Something else that I noticed for the second time is that after running Aurora my Firefox Bookmarks background color changes from white to an offwhite. Odd.
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Sorry if this has already been reported or if this is not the right place for this. Just started a new game using the latest download and patch and I opened the Class Design screen. I clicked on the Type dropdown and selected Ship. It immediately gave me the following error:
Error in cbo Type_Click
Error 381 was generated by Aurora
Invalid property array index
When I hit OK it generated another error:
Error in cbo Type_Click
Error 3708 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query ' and ComponentID IN (Select SDComponentID from ShipDesignComponents where TypeAllowed=2)'. Make sure it exists and its name is spelled correctly.
And when I hit OK it generates yet another error:
Error in cbo Type_Click
Error 91 was generated by Aurora
Object variable or With block variable not set
After clicking OK I get a Continue? popup warning me that selecting this option will remove some systems from my design so I said NO at which point it went back to the 91 error above and the Type was changed to PDC instead of Ship.
I have a vague recollection that there's a "new" button on the class design page that you need to hit in order to get a new design to start editing. I think I ran into similar problems to what you're reporting a few years ago when I forgot to do this. Can't check this since I'm away from home.
Another possibility is that your database and executable are not on the same version - see Steve's response a few pages back in this thread.
Something else that I noticed for the second time is that after running Aurora my Firefox Bookmarks background color changes from white to an offwhite. Odd.
Aurora changes the system color lookup table (or something like this) - my browser gets all sorts of weird colors when I'm playing
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Sorry if this has already been reported or if this is not the right place for this. Just started a new game using the latest download and patch and I opened the Class Design screen. I clicked on the Type dropdown and selected Ship. It immediately gave me the following error:
Error in cbo Type_Click
Error 381 was generated by Aurora
Invalid property array index
When I hit OK it generated another error:
Error in cbo Type_Click
Error 3708 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query ' and ComponentID IN (Select SDComponentID from ShipDesignComponents where TypeAllowed=2)'. Make sure it exists and its name is spelled correctly.
And when I hit OK it generates yet another error:
Error in cbo Type_Click
Error 91 was generated by Aurora
Object variable or With block variable not set
After clicking OK I get a Continue? popup warning me that selecting this option will remove some systems from my design so I said NO at which point it went back to the 91 error above and the Type was changed to PDC instead of Ship.
I have a vague recollection that there's a "new" button on the class design page that you need to hit in order to get a new design to start editing. I think I ran into similar problems to what you're reporting a few years ago when I forgot to do this. Can't check this since I'm away from home.
Another possibility is that your database and executable are not on the same version - see Steve's response a few pages back in this thread.
Something else that I noticed for the second time is that after running Aurora my Firefox Bookmarks background color changes from white to an offwhite. Odd.
Aurora changes the system color lookup table (or something like this) - my browser gets all sorts of weird colors when I'm playing
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Sorry if this has already been reported or if this is not the right place for this. Just started a new game using the latest download and patch and I opened the Class Design screen. I clicked on the Type dropdown and selected Ship. It immediately gave me the following error:
Error in cbo Type_Click
Error 381 was generated by Aurora
Invalid property array index
When I hit OK it generated another error:
Error in cbo Type_Click
Error 3708 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query ' and ComponentID IN (Select SDComponentID from ShipDesignComponents where TypeAllowed=2)'. Make sure it exists and its name is spelled correctly.
And when I hit OK it generates yet another error:
Error in cbo Type_Click
Error 91 was generated by Aurora
Object variable or With block variable not set
After clicking OK I get a Continue? popup warning me that selecting this option will remove some systems from my design so I said NO at which point it went back to the 91 error above and the Type was changed to PDC instead of Ship.
I have a vague recollection that there's a "new" button on the class design page that you need to hit in order to get a new design to start editing. I think I ran into similar problems to what you're reporting a few years ago when I forgot to do this. Can't check this since I'm away from home.
Another possibility is that your database and executable are not on the same version - see Steve's response a few pages back in this thread.
Something else that I noticed for the second time is that after running Aurora my Firefox Bookmarks background color changes from white to an offwhite. Odd.
Aurora changes the system color lookup table (or something like this) - my browser gets all sorts of weird colors when I'm playing. The colors should got back to normal when you exit Aurora.
John
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OK, thanks John. Will look for the possibilities you mentioned.
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Started new campaign, started running into this error, related I think to NPR combat and settings they are trying to use.
6th December 2044 15:15:21,Precursors,Ekman,New Ground Forces Contact! Estimated Combat Strength 30
9th August 2045 15:15:21,SM Only,System 0,Error in SetMinimumDistance
Error 11 was generated by Aurora
Division by zero
Please report to http://aurora.pentarch.org/viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
10th August 2045 03:15:21,SM Only,System 0,Error in SetMinimumDistance
Error 11 was generated by Aurora
Division by zero
Please report to http://aurora.pentarch.org/viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
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Got a 30009 error on the Research screen while trying to start a research project.
(http://i285.photobucket.com/albums/ll55/Andru_Hammerskjold/Error30009.jpg)
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Got a 30009 error on the Research screen while trying to start a research project.
I think I have fixed this one for v4.8. it shouldn't cause any problem beyond the popup. Just re-select the items for the research project.
Steve
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Sorry if this has already been reported or if this is not the right place for this. Just started a new game using the latest download and patch and I opened the Class Design screen. I clicked on the Type dropdown and selected Ship. It immediately gave me the following error:
Error in cbo Type_Click
Error 381 was generated by Aurora
Invalid property array index
When I hit OK it generated another error:
Error in cbo Type_Click
Error 3708 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query ' and ComponentID IN (Select SDComponentID from ShipDesignComponents where TypeAllowed=2)'. Make sure it exists and its name is spelled correctly.
And when I hit OK it generates yet another error:
Error in cbo Type_Click
Error 91 was generated by Aurora
Object variable or With block variable not set
After clicking OK I get a Continue? popup warning me that selecting this option will remove some systems from my design so I said NO at which point it went back to the 91 error above and the Type was changed to PDC instead of Ship.
Something else that I noticed for the second time is that after running Aurora my Firefox Bookmarks background color changes from white to an offwhite. Odd.
I managed to reproduce this. I'll fix it for v4.8. In the meantime, it won't be a problem as long as you have at least one class. Just press the New button (bottom left) to create your first class before trying to select this dropdown.
Steve
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Great, thanks.
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I've started getting an error 3420 generated by DAO.Recordset. Object Invalid or no longer set.
It's coming from NPRPopPlanning.
It's not stopping the game, it's just irksome at the moment.
I'm having his same problem. After 10 years of gameplay i've started to get this error every 5 days turn...for now it's only annoying but, since it's related to NPR, i fear that could end up with a screwed up NPR somewhere in the galaxy. Do i have to send the DB?
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HappY New Year and yes I live in Denmark. So , is our decimal seperator. Will try it later today. Thanks. Will it always be like this or is there something you can do?
Yes, it will be like this for the foreseeable future. I have looked into this issue in the past and it looks like it would be a lot of work to set up the program to handle both decimal separators. If someone knows an easy way to handle this though, I am open to suggestions
Steve
Hi Steve,
I can confirm that this was indeed the problem. Not a real solution for me though, since I forget to do it before and after a game.
Would it be possible for Aurora to change the regional settings to say UK when launched and back to what it were before?
/Mark
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It's always me, but this time i stumbled upon something big...or at least looks like that...
It's quite difficult to describe in english for me...i'll do my best.
Well, i was having GREAT fun, when on a given day (1st November 2035) the game simply stopped showing me the Population and Production screen.
When i click on Economics, or press F2, or select the icons Colony Summary, Industrial Production and Research the game says Loading Economics for a few seconds, as always, but then nothing happens. If i Alt-Tab, i can see a window opened called "Population and Production", but when I select it i see only the desktop. No error message, nothing at all, i simply don't see the screen. Everything else works perfectly...leaders, ship design, Task groups...i can continue the game, but obviously i can't do much without that screen.
Even though it looks like a windows problem, i can replicate it on 3 different machines, one with XP, one with Vista and one with win7. The problem only occurs when i open my current campaign...if i start a new one the pop&prod screen comes back normally.
Since i obviously forgot to backup the DataBase (I'm not even sure that the DB it's the problem, though) i'm pretty much desperate; i was LOVING the game.
Please, if Steve or anyone else could help me rescue my game i'll do all in my powers to grant him sanctity. Just give me a word and i'm sending you the .db
P.S. I'm attaching what i see on win7 if i hoover the mouse over the icon it pops up in the application bar. A white screen...
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It's always me, but this time i stumbled upon something big...or at least looks like that...
It's quite difficult to describe in english for me...i'll do my best.
Well, i was having GREAT fun, when on a given day (1st November 2035) the game simply stopped showing me the Population and Production screen.
When i click on Economics, or press F2, or select the icons Colony Summary, Industrial Production and Research the game says Loading Economics for a few seconds, as always, but then nothing happens. If i Alt-Tab, i can see a window opened called "Population and Production", but when I select it i see only the desktop. No error message, nothing at all, i simply don't see the screen. Everything else works perfectly...leaders, ship design, Task groups...i can continue the game, but obviously i can't do much without that screen.
Even though it looks like a windows problem, i can replicate it on 3 different machines, one with XP, one with Vista and one with win7. The problem only occurs when i open my current campaign...if i start a new one the pop&prod screen comes back normally.
Since i obviously forgot to backup the DataBase (I'm not even sure that the DB it's the problem, though) i'm pretty much desperate; i was LOVING the game.
Please, if Steve or anyone else could help me rescue my game i'll do all in my powers to grant him sanctity. Just give me a word and i'm sending you the .db
P.S. I'm attaching what i see on win7 if i hoover the mouse over the icon it pops up in the application bar. A white screen...
Make sure the Economics window is definitely closed and is not showing in the task bar. Then on the main menu bar find the Miscellaneous menu and select Reset Window Positions. Then trying opening the Economics window again. Please let me know if that fixes it.
Steve
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I've no idea how that could happen, since i didn't moved it, but you've just saved my day for the second time in a week!

It worked like a charm.
Anyway, from now on, i'm starting to back up the db on a regular basis. Let me know if you still need it for that Error 3420.
Thanks!
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I've no idea how that could happen, since i didn't moved it, but you've just saved my day for the second time in a week! 
It worked like a charm.
When you close Aurora, it saves the position of all the windows. If one is minimised then it gets saved in that position and you can't see it. The Reset Window Positions option deletes all the saved window positions so all the windows will revert to a 0,0 position.
Steve
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I've no idea how that could happen, since i didn't moved it, but you've just saved my day for the second time in a week! 
It worked like a charm.
When you close Aurora, it saves the position of all the windows. If one is minimised then it gets saved in that position and you can't see it. The Reset Window Positions option deletes all the saved window positions so all the windows will revert to a 0,0 position.
I have changed the code for v4.8 so that the position of minimised windows isn't saved. This issue has been around so long that I am amazed this solution never occured to me before.
Steve
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It's always me, but this time i stumbled upon something big...or at least looks like that...
It's quite difficult to describe in english for me...i'll do my best.
Well, i was having GREAT fun, when on a given day (1st November 2035) the game simply stopped showing me the Population and Production screen.
When i click on Economics, or press F2, or select the icons Colony Summary, Industrial Production and Research the game says Loading Economics for a few seconds, as always, but then nothing happens. If i Alt-Tab, i can see a window opened called "Population and Production", but when I select it i see only the desktop. No error message, nothing at all, i simply don't see the screen. Everything else works perfectly...leaders, ship design, Task groups...i can continue the game, but obviously i can't do much without that screen.
Even though it looks like a windows problem, i can replicate it on 3 different machines, one with XP, one with Vista and one with win7. The problem only occurs when i open my current campaign...if i start a new one the pop&prod screen comes back normally.
Since i obviously forgot to backup the DataBase (I'm not even sure that the DB it's the problem, though) i'm pretty much desperate; i was LOVING the game.
Please, if Steve or anyone else could help me rescue my game i'll do all in my powers to grant him sanctity. Just give me a word and i'm sending you the .db
P.S. I'm attaching what i see on win7 if i hoover the mouse over the icon it pops up in the application bar. A white screen...
This is the exact problem I have had.
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I think I've a localization problem.
I'm Italian.
As another Italian user (TrueKnihght) I can't star the game.
Trueknight kindly told mo in a private message How He solved problem.
As TrueKnight, Now I've international setting as "English". see attachment posted here:
viewtopic.php?f=95&t=1861#p17961 (http://aurora.pentarch.org/viewtopic.php?f=95&t=1861#p17961)
Error occurred again:
Error 3061 was generated by DAO.DATABASE
insufficient parameter. Espect 2 <<this line comes in italian language>>
If I click on "ok" the game loops with:
ERROR 3265 was generated by DAO.DATABASE
Element not found in this group.<<this line comes in italian language>>
Errors' descriptions come in Italian language So I think is a little database (Access) problem..
THanks.
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This is the exact problem I have had.
Close the window that you can't see by right-clickng on it in the windows task bar at the bottom of the screen (or just close and restart Aurora). Then select Reset Window Positions from the Miscellaneous menu. Try opening the affected window again.
Steve
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I think I've a localization problem.
I'm Italian.
As another Italian user (TrueKnihght) I can't star the game.
Trueknight kindly told mo in a private message How He solved problem.
As TrueKnight, Now I've international setting as "English". see attachment posted here:
viewtopic.php?f=95&t=1861#p17961 (http://aurora.pentarch.org/viewtopic.php?f=95&t=1861#p17961)
Error occurred again:
Error 3061 was generated by DAO.DATABASE
insufficient parameter. Espect 2 <<this line comes in italian language>>
If I click on "ok" the game loops with:
ERROR 3265 was generated by DAO.DATABASE
Element not found in this group.<<this line comes in italian language>>
Errors' descriptions come in Italian language So I think is a little database (Access) problem..
THanks.
Those two errors usually mean the database doesn't match the program, which usually means an installation problem, or as Trueknight pointed out it might be a regional settings problem. Where in the program did the error occur?
Make sure your decimal separator in Regional Settings is . rather than ,
Steve
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I've started getting an error 3420 generated by DAO.Recordset. Object Invalid or no longer set.
It's coming from NPRPopPlanning.
It's not stopping the game, it's just irksome at the moment.
I'm having his same problem. After 10 years of gameplay i've started to get this error every 5 days turn...for now it's only annoying but, since it's related to NPR, i fear that could end up with a screwed up NPR somewhere in the galaxy. Do i have to send the DB?
I'm sorry to be annoying but i didn't get any answer and i fear that the post came unnoticed. I'm still having these error messages, on any given 5-days-update, for the last 2 years in-game, now...
Any idea if this could be solved somehow?
Thanks, sorry for bumping
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I've started getting an error 3420 generated by DAO.Recordset. Object Invalid or no longer set.
It's coming from NPRPopPlanning.
It's not stopping the game, it's just irksome at the moment.
I'm having his same problem. After 10 years of gameplay i've started to get this error every 5 days turn...for now it's only annoying but, since it's related to NPR, i fear that could end up with a screwed up NPR somewhere in the galaxy. Do i have to send the DB?
I'm sorry to be annoying but i didn't get any answer and i fear that the post came unnoticed. I'm still having these error messages, on any given 5-days-update, for the last 2 years in-game, now...
Any idea if this could be solved somehow?
Thanks, sorry for bumping
No problem. Do you want to email me the latest version of your database (which is Stevefire.mdb) and I will try to fix it. My email address is stevewalmsley at btinternet.com
Steve
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email sent...thanks
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Started a new game and wanted to research Jump Point Theory. Assigned some labs and when I tried to assign a scientist with a Power and Propulsion bonus it threw a 30009 error. Invalid Row Value.
(http://i285.photobucket.com/albums/ll55/Andru_Hammerskjold/Auroraresearcherror.jpg)
Edit - If I close out the F2 window and reopen it then I can then create the research project but I have to coax the game to accept my choice of scientist by clicking on another non Power and Propulsion scientist choice first.
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Started a new game and wanted to research Jump Point Theory. Assigned some labs and when I tried to assign a scientist with a Power and Propulsion bonus it threw a 30009 error. Invalid Row Value
Edit - If I close out the F2 window and reopen it then I can then create the research project but I have to coax the game to accept my choice of scientist by clicking on another non Power and Propulsion scientist choice first.
This is a known bug that is fixed in v4.8. You already found the workaround if it happens
. You probably don't even need to close the window, just select something else and then try again.
Steve
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OK, thanks Steve. Sorry for posting a bug already reported and fixed but going through all those previous bug reports just seemed like too much work.
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OK, thanks Steve. Sorry for posting a bug already reported and fixed but going through all those previous bug reports just seemed like too much work.
No problem. Its better to post just in case there is a subtle difference or the bug is appearing somewhere other than in the past.
Steve
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Those two errors usually mean the database doesn't match the program, which usually means an installation problem, or as Trueknight pointed out it might be a regional settings problem. Where in the program did the error occur?
Make sure your decimal separator in Regional Settings is . rather than ,
Steve
the error occurs booting the game.
I never seen the game starting properly.
As TrueKnight, Now I've international setting as "English". see attachment posted here:
viewtopic.php?f=95&t=1861#p17961
numbers' format seems to be ok!!
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There seems to be a problem with the "recent stockpile +/-" column of the minerals tab of the F2 screen not properly taking incoming mass driver packets properly. I think this is similar to the timing issue that you fixed in the wealth change a few months back - i.e. that the times were set up so that income received during the turn is ignored.
My mercassium has been showing "-1" for a while, even though I've got civie mining complexs throwing a lot at my homeworld, my homeworld is barely using any, and the total seems to be going up
I finally sat down and tracked it day-by-day during a 5-day. Here are the total and delta columns:
start:1867/-1
day 3:1872/+4 (caught +5 packet)
day 4: 1877/+9 (caught +5 packet)
day 5: 1876/-1 (consumed 1 from shipbuilding)
So it looks like the delta column is being calculated from just before the update being performed, rather than from just after the previous update. Whatever timestamps you're using to fix the wealth delta calculation should fix this one too.
John
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the error occurs booting the game.
I never seen the game starting properly.
As TrueKnight, Now I've international setting as "English". see attachment posted here:
viewtopic.php?f=95&t=1861#p17961
numbers' format seems to be ok!!
If the game is not even starting then it is probably an installation problem rather than regional settings. It sounds like the database and program don't match. Please double-check you followed all the steps correctly in the installation procedure. If you are sure that is OK, then check the file sizes and last updated times for Aurora.exe and Stevefire.mdb (in the install directory) so I can confirm they are the latest version.
Steve
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I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.
I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul. While in overhaul, I also did a refit to the next generation. I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is). I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul. I'm not 100% sure it's the same ships, but it seems likely.
John.
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I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.
I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul. While in overhaul, I also did a refit to the next generation. I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is). I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul. I'm not 100% sure it's the same ships, but it seems likely.
That is an unforeseen consequence 
When you put a ship into the shipyard for repair, refit, etc., if sufficient maintenance facilities exist the program also assigns them to overhaul so the time in shipyard is most profitably used. When the task is completed, the overhaul is terminated so you don't end up having to wait a month after the shipyard task. I am assuming that the shipyard and the MF coordinate their work so that both finish together. A ship in overhaul that you then decide to refit would suffer the situation described above. Not sure how best to handle this, although with the current situation you can just put the ship back into overhaul when you get the message.
Steve
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Not sure if this is a bug or I'm confused. Most likely the latter.
My Naval Shipyard is building my Geo Survey Ships. I want a Civilian Shipyard to build my Freighters. So I click on the Civilian Shipyard and tell it to retool for the Freighter. It was not previously set to any ship class. When I click on Set Activity to retool the Civilian Shipyard it also retools the Naval Shipyard to the Freighter which I did not want it to do. If I click on the Naval Shipyard it does not give me the choice to retool back to the Geo Survey Class. The Naval Shipyard is not even big enough to build the Freighter so it's not clear how they can retool for it anyway. Is this a bug or am I doing something wrong? Thanks.
Edit - Finished building my two Geo Survey Class ships but now they appear in the Task Group list as Freighters rather than Geo Survey. And I still can't retool to my Geo Survey class ships. In fact that class is gone now and my only class is the Freighter class. So this is looking like some kind of database corruption issue to me. Do you need to do the 4.76 Correction step every time you create a new game or only once after you install 4.75 and patch it to 4.77?
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Not sure if this is a bug or I'm confused. Most likely the latter.
My Naval Shipyard is building my Geo Survey Ships. I want a Civilian Shipyard to build my Freighters. So I click on the Civilian Shipyard and tell it to retool for the Freighter. It was not previously set to any ship class. When I click on Set Activity to retool the Civilian Shipyard it also retools the Naval Shipyard to the Freighter which I did not want it to do. If I click on the Naval Shipyard it does not give me the choice to retool back to the Geo Survey Class. The Naval Shipyard is not even big enough to build the Freighter so it's not clear how they can retool for it anyway. Is this a bug or am I doing something wrong? Thanks.
Edit - Finished building my two Geo Survey Class ships but now they appear in the Task Group list as Freighters rather than Geo Survey. And I still can't retool to my Geo Survey class ships. In fact that class is gone now and my only class is the Freighter class. So this is looking like some kind of database corruption issue to me. Do you need to do the 4.76 Correction step every time you create a new game or only once after you install 4.75 and patch it to 4.77?
I am going to take a guess here so please don't be offended if I am wrong 
It sounds like what you might have done is opened the class window and selected the geo survey design. Then instead of creating a new design, you changed the geo survey design to a freighter. It's easy to do because often I will copy a design and then accidently start modifying the original. This would explain all your issues so is there any chance this could be the cause?
Steve
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I am going to take a guess here so please don't be offended if I am wrong :oops: In all likelihood that is exactly what I did. Luckily I'm not too far into the game so a restart is easy. I'll be more careful this time and report back only if I can replicate what looks like a bug rather than me just doing something stupid.
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I am going to take a guess here so please don't be offended if I am wrong :oops: In all likelihood that is exactly what I did. Luckily I'm not too far into the game so a restart is easy. I'll be more careful this time and report back only if I can replicate what looks like a bug rather than me just doing something stupid.
A little bit of editing with SM mode will also correct the problem and you will not need to start over again.
Get designs for both the geo survey ship and the freighter in the class design screen. You will probably need to change the name of the one you currently have. Then make sure that all windows are closed and go to the main menu to turn on SM mode. Open up the F2 window and go to manage shipyards tab. There should be a button on the far right for SM mode, you will be able to add/delete shipyards, edit them for tonnage and number of slipways, etc. If you do not have any ships being built it will probably be simpler to delete the current shipyard and create two new ones. That way you will be sure the name listed is for the correct ship being built. If you should have already built a couple of ships that are not the right class their is the Fast OB under SM menu on the main menu. This will allow you to create the ships imediately.
All of this will actually be fairly quick to do, and should be faster than starting a new game from scratch.
Brian
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Great, thanks for the help Brian.
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Not a bug, per se, but I set up a conditional order to move to the entry JP as Condition B. Did this on my Grav and Geo survey fleets. They surveyed their homesystem, and then tried to move to "Not Found JP".
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Grav Survey
Conditional A = Survey next 3 system locations.
Conditional B = Move to entry JP.
Order in there to refuel under 30% too.
TG has surveyed a system, and does not hit the Conditional B. Conditional A keeps throwing events "Not enough survey locations, etc"
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I'm getting the following error when trying a 30 day increment
-----------------------------------------------------
Error 3421 was generated by DAO.Field
Data type conversion error
-----------------------------------------------------
The game takes about 15 minutes, which is far out of proportion to a 5 day increment, before giving me this error about 20 times one after another.
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Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
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I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.
I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul. While in overhaul, I also did a refit to the next generation. I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is). I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul. I'm not 100% sure it's the same ships, but it seems likely.
That is an unforeseen consequence :-).
I see the following possibilities:
1) Add a state "4" (or maybe "7") to the maintenance state field which would be the same as "overhaul+repair" (which I believe is "3"), but would indicate that the ship wasn't in overhaul (or maybe it should indicate that it was in overhaul) when it entered refit. Not sure if the risk of bugs here is worth it, though - if maintenance state were a class object with private data and query methods I wouldn't be worried, but I don't know if "3" is hard-wired into a lot of places in the code.
2) Leave things the way they are now, since there's a workaround. OTOH, I've got a feeling that I'm going to be forgetting to put refitted ships back into overhaul fairly frequently. OTGH, I usually look at the ship when I get the "refit done' message anyway (the reason I didn't for these ships is that I "knew" they were in overhaul too and didn't get an "overhaul completed" message), so people might not forget this as often as I fear.
3) Switch things so that if a ship is in overhaul when refit completes, it stays in overhaul. From a "realism" point of view, this is saying that a refit is like SLEP - it brings the ship up to being as like-new as possible. OTOH, I might not want to do a major (i.e. long) overhaul if all I'm doing is swapping out a sensor. The downside of this option is that if you want to sail as soon as the refit is done, then you've got to wait for the "premature overhaul termination" delay.
4) Take away your helpfulness
If a player wants a ship in overhaul, he has to explicitly put it into overhaul. The one fly I see here is the "oops" effect where you go into refit and then realize you want to overhaul too - a TG that's already in refit should accept and process a "go into overhaul" command, rather than refusing it with a "TG in overhaul can't do anything" message.
Hmmmmm, side thought: what happens if you cancel a refit task 1/2 way through. Is the ship instantly available with its old class type? With its new class type? Is there a delay before it's available similar to the one for exiting overhaul early?
John
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Steve -
While on the system display screen, warp points tab, I used the "remove jump gates" button to remove gates from both ends of a warp line. This then resulted in the warp point itself disappeared, and after some checking I realized that the warp point had been deleted. Not the desired result, but fairly easily fixed in SM mode.
Kurt
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I haven't seen any ill effects from the following, but thought I should report it....
I had an anti-missile PDC class "Jason", with a loadout of 372 Sparrow.
I copied "Jason" to make an early-warning PDC class "Watchtower". I ripped all the missile launchers and magazines out of Watchtower as part of the design process. This all happened before Christmas.
I just noticed that Watchtower has a loadout of 372 Sparrow, with -372 space remaining. Oops
I suspect that the magazine capacity isn't being rechecked when magazines are removed.
Probably the best thing to do is make a check of magazine (and hangar?) capacity part of the "design errors" check, so that the design can't be locked if the loadout is wrong.
John
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Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
Yes, this is an issue I have needed to address for a while. I have been playing real stars game without nebulae so it hasn't affected my own campaigns, which is why it hasn't been at the forefront of my attention 
I have just spent a few hours going through the NPR code and in v4.8 they will be aware of nebulae, both from the immediate perspective of not trying to fire missiles in a nebula but also from a longer term view where they won't assign missile-armed ships to combat-related missions in a nebula.
Steve
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Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
Yes, this is an issue I have needed to address for a while. I have been playing real stars game without nebulae so it hasn't affected my own campaigns, which is why it hasn't been at the forefront of my attention 
I have just spent a few hours going through the NPR code and in v4.8 they will be aware of nebulae, both from the immediate perspective of not trying to fire missiles in a nebula but also from a longer term view where they won't assign missile-armed ships to combat-related missions in a nebula.
Steve
One more that I think I've seen mentioned in the past - during NPR race generation, NPR in a nebula shouldn't research missile tech, nor should they design missile-armed combatants. They should also (probably) either remove engines or add armor so that maximum speed and maximum nebula speed are close to one another.
John
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I strongly suspect that civilian mining complexes are not contributing to the thermal signature of a colony. I've got an asteroid with 10 CMC, and the summary tab says that its signature is 5.
John
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I was cycling through some 5 day intervals in my current game when an error popped up:
Error in SetMinimumDistance:
Error 11 was generated by Aurora
Division by 0
I clicked on OK and the game continued.
Edit - It just happened two more times.
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I was cycling through some 5 day intervals in my current game when an error popped up:
Error in SetMinimumDistance:
Error 11 was generated by Aurora
Division by 0
I clicked on OK and the game continued.
Edit - It just happened two more times.
I got this a couple of times too.
IIRC, this happend when I had a TF right on top of an unknown (for example, at a jumppoint) and ordered the TF to follow the contact at a distance.
My guess was, as the actual distance was 0, that was throwing a wrench in the calculations
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The only ships I had operating at the time were a geo survey, grav survey and two freighters. The freighters were flying between Earth and Mars which were very close. So maybe the 5 day increment was causing a problem in that case. No idea really, just trying to provide additional info in case it might help.
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Sorry if this has been brought up but I just downloaded the game and am going through the tutorial.. when prompted to "see the System View window (f9)" I tried to and received the following error:
Error 713
class not registered
need to install MSSTDFMT.DLL
Did I not install properly? I dont see that file in the download
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Running through a Conventional start. Got Trans-Newtonian research, and I am attempting to queue some projects. They all queue with the current scientist. I cannot select a different one for the queue.
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When using "Queue Top" I get:
Error 3077 was generated by DAO.Recordset.
Syntax Error (missing operator) in expression
Please report...
And the project goes to the top, with a scientist I don't have, "Odelle Junke".
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This may be a feature rather than a bug. I have salvaged a few precursor wrecks and twice had the following event report
13th April 2095 01:39:02,Unknown, Evidence of Internal Armour Rating 0 found within wreck of Silent Death (Gliese 832 Aliens #904)
Now while I have not researched internal armour 1, I do know internal armour 0
I also recovered
14th April 2095 21:39:02,Unknown, Evidence of Laminate Composite Armour found within wreck of Silent Death (Gliese 832 Aliens #904)
Which is also known to me I thought, probably mistakenly, that if I did not recover new tech there was no tech report.
Regards
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This may be a feature rather than a bug. I have salvaged a few precursor wrecks and twice had the following event report
13th April 2095 01:39:02,Unknown, Evidence of Internal Armour Rating 0 found within wreck of Silent Death (Gliese 832 Aliens #904)
Now while I have not researched internal armour 1, I do know internal armour 0
I also recovered
14th April 2095 21:39:02,Unknown, Evidence of Laminate Composite Armour found within wreck of Silent Death (Gliese 832 Aliens #904)
Which is also known to me I thought, probably mistakenly, that if I did not recover new tech there was no tech report.
Regards
I think that's tactical intel, rather than research intel.
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In my latest game I have started getting an error popup whenever I advance time, sometimes with increments as small as 5 seconds though generally only if the increment is over an hour. The error is:
Error in SetMinimumDistance
Error 11 was generated by Aurora
Division by zero
It seems the error is happening at a regular interval within the game every 6 hours, rather than as a result of a specific step size I'm using but I really can't see what's causing the error or pick out anything I'm doing now that I wasn't doing all the way through the game that's causing it. Now and again though I can advance over a day at a time but it always pops up regardless how much time has passed, but generally it interrupts every 6 hours.
I can only imagine this is being caused by some NPR activity that I can't see, but it's become quite disruptive to my game now. Initially I just clicked okay and carried on (it never seems to break anything) but the game's progressing at a crawl for me now and nothing much is happening in my game yet so one of the things I was enjoying was watching research and my industry build up, which now barely crawls forward at any noticeable speed.
I can see that there have been some posts regarding this error already but I have not spotted any replies to it (I may have missed them though), if it would help I can supply any game files to try and track it down. Though if it's a known error and there's a fix/workaround I'd would appreciate a nudge in the right direction to find it
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Bug: in my current game, when I started with a conventional empire, instead of missile bases (I did not remove the missiles bases with the tag) I had a lot of a cheap geo survey ship from my previous universe gen, no error message, but I think it's a bug, I should have had missile bases
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when I click on a fleet in the side bar (either military on system map or oob in galactic map) the task groups screen that pops up is placed behind my current screen (system map or galactic map).
I know its minor, but I figured that if you already know what the problem could be it would be a minute fix
.
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Running through a Conventional start. Got Trans-Newtonian research, and I am attempting to queue some projects. They all queue with the current scientist. I cannot select a different one for the queue.
I think (hope) Steve said this has already been reported.
The workaround is to take the scientist that you want to queue the work for, then do a "Remove RL" then "Add RL". This makes the scientist "active" (my word) and any new queue commands will go to him as leader.
One other note - I suspect (but am not sure) that queueing doesn't care about the number-of-labs box. It looks like the model is that the labs are assigned to the researcher, not the project, and that the queue defines which project the researcher will work on next.
John
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when I click on a fleet in the side bar (either military on system map or oob in galactic map) the task groups screen that pops up is placed behind my current screen (system map or galactic map).
I know its minor, but I figured that if you already know what the problem could be it would be a minute fix
.
Try right-clicking on the OOB and see if that makes a difference.
Steve
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Steve, I think there may be a bug with the code that the AI races use when setting up research prjects. I was looking at starting AI race using Designer Mode and I noticed that of 12 research projects currently active only 4 were using scientists that had a bonus in that field. The other eight are using scientists who zero bonus in the field being researched and there are plenty of un-employed scientists who do have the requisite bonuses.
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Steve, I think there may be a bug with the code that the AI races use when setting up research prjects. I was looking at starting AI race using Designer Mode and I noticed that of 12 research projects currently active only 4 were using scientists that had a bonus in that field. The other eight are using scientists who zero bonus in the field being researched and there are plenty of un-employed scientists who do have the requisite bonuses.
Thanks, I will look at the code. Is it possible the projects in question had been going a long time and the unemployed scientists were more recent arrivals?
Steve
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Steve, I think there may be a bug with the code that the AI races use when setting up research prjects. I was looking at starting AI race using Designer Mode and I noticed that of 12 research projects currently active only 4 were using scientists that had a bonus in that field. The other eight are using scientists who zero bonus in the field being researched and there are plenty of un-employed scientists who do have the requisite bonuses.
Thanks, I will look at the code. Is it possible the projects in question had been going a long time and the unemployed scientists were more recent arrivals?
Steve
The thought had occured to me but the game has only been running for 4 months and 24 days of game time and there are multiple scientists available for each field.
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when I click on a fleet in the side bar (either military on system map or oob in galactic map) the task groups screen that pops up is placed behind my current screen (system map or galactic map).
I know its minor, but I figured that if you already know what the problem could be it would be a minute fix
.
Try right-clicking on the OOB and see if that makes a difference.
Steve
Huh... weird... that works, thanks.
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Not sure if this was posted before because the thread is huge.
From the DF forums:
Guys, I don't know, maybe it only happens on my machine but it seems quite weird to me - if you change some existing ship's design e.g. adding more engines or weapons, immediately in Ships window -> Ship Design Display you can see that the actual ships of this class gained these components and moreover they can use them in game like no refit or anything was needed. (playing default Terran Campaign)
I tested this and confirmed this bug on my machine too. i7 920 running win7 64bit. I had a few Argonaut class geo survey vessels, small light ships with no weapons. I was designing a new Athena class warship with missile launchers and the works. So I made the changes to the Argonaut class to test the bug and exited the ship design screen.
Sure enough, when I checked the existing ships screen through the Battle Fleet menu, it showed that my Argonaut class ships magically gained missile launchers, shields, and all sorts of other goodies.
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Not sure if this was posted before because the thread is huge.
From the DF forums:
Guys, I don't know, maybe it only happens on my machine but it seems quite weird to me - if you change some existing ship's design e.g. adding more engines or weapons, immediately in Ships window -> Ship Design Display you can see that the actual ships of this class gained these components and moreover they can use them in game like no refit or anything was needed. (playing default Terran Campaign)
I tested this and confirmed this bug on my machine too. i7 920 running win7 64bit. I had a few Argonaut class geo survey vessels, small light ships with no weapons. I was designing a new Athena class warship with missile launchers and the works. So I made the changes to the Argonaut class to test the bug and exited the ship design screen.
Sure enough, when I checked the existing ships screen through the Battle Fleet menu, it showed that my Argonaut class ships magically gained missile launchers, shields, and all sorts of other goodies.
That's more of a "feature" than a "bug". This behavior has been in place since version 0.x 
And yes, I've been known to use this to provide "free" refits to ships at times.
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Heh. Good to know. We recommended to anyone who didn't want to have that happen create a new class "Argonaut Mk. 2/B" etc.
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Heh. Good to know. We recommended to anyone who didn't want to have that happen create a new class "Argonaut Mk. 2/B" etc.
That is the preferred method when creating a Mk2 version of a ship. Bring up the ship, click Copy (at the bottom), modify it, rename and lock.
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Heh. Good to know. We recommended to anyone who didn't want to have that happen create a new class "Argonaut Mk. 2/B" etc.
That is the preferred method when creating a Mk2 version of a ship. Bring up the ship, click Copy (at the bottom), modify it, rename and lock.
Have not tested yet, but will removing said items remove them from the ships, in case you accidently added them and do not wish to have an unfair advantage? 
Possible bug, google search of the forums (dratted "too common" search terms!) shows nothing, but if you auto-rename a ship repeatedly, it's apparently removing the ship names from the list, even when they aren't used? I get a "no new names found" error when I've only used 2 ship names.
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Heh. Good to know. We recommended to anyone who didn't want to have that happen create a new class "Argonaut Mk. 2/B" etc.
That is the preferred method when creating a Mk2 version of a ship. Bring up the ship, click Copy (at the bottom), modify it, rename and lock.
Have not tested yet, but will removing said items remove them from the ships, in case you accidently added them and do not wish to have an unfair advantage? 
Possible bug, google search of the forums (dratted "too common" search terms!) shows nothing, but if you auto-rename a ship repeatedly, it's apparently removing the ship names from the list, even when they aren't used? I get a "no new names found" error when I've only used 2 ship names.
Any changes to a design, either additions or subtractions, will affect any ships of that design in service.
Yes, auto-rename does consume the names "rejected". Did you use the "create sample ships" on the game options? And some themes have a lot less names than others.
Personally, I'd like the name selection routine to randomly pick a name from the theme list, and mark it used when the ship is locked.
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Not sure if this was posted before because the thread is huge.
From the DF forums:
Guys, I don't know, maybe it only happens on my machine but it seems quite weird to me - if you change some existing ship's design e.g. adding more engines or weapons, immediately in Ships window -> Ship Design Display you can see that the actual ships of this class gained these components and moreover they can use them in game like no refit or anything was needed. (playing default Terran Campaign)
I tested this and confirmed this bug on my machine too. i7 920 running win7 64bit. I had a few Argonaut class geo survey vessels, small light ships with no weapons. I was designing a new Athena class warship with missile launchers and the works. So I made the changes to the Argonaut class to test the bug and exited the ship design screen.
Sure enough, when I checked the existing ships screen through the Battle Fleet menu, it showed that my Argonaut class ships magically gained missile launchers, shields, and all sorts of other goodies.
This happened to me on my first few goes and I screamed in the forums thinking I had found a bug, but alas all I had found was that I should have locked the designs 
What I do now is design the ship and when I have happy with it hit lock and try to never unlock it again for the rest of the game.
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Yes, auto-rename does consume the names "rejected". Did you use the "create sample ships" on the game options? And some themes have a lot less names than others.
Personally, I'd like the name selection routine to randomly pick a name from the theme list, and mark it used when the ship is locked.
No, just auto-renamed many times on the first ship :P
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Heh. Good to know. We recommended to anyone who didn't want to have that happen create a new class "Argonaut Mk. 2/B" etc.
That is the preferred method when creating a Mk2 version of a ship. Bring up the ship, click Copy (at the bottom), modify it, rename and lock.
Yep, after you're done designing the class, you're supposed to lock it. Note that that makes the design tab go away
It also ensures that you don't have any design errors - if the button is greyed out (you can't lock it), then you should look in the panel to the right 'cuz something's probably wrong (e.g. not enough crew quarters). Note that you can push the same button to unlock the design - the locking is intended to protect you from accidentally changing a design that's bound to actual ships.
STEVE - I vote that unlocked classes give an error message if you try to refit a SY to build them, or if you try to build one in a SY. That would both prevent the "Why did my ship design change" error, and its partner "Why doesn't the class I just designed show up as a possibility for retooling" (which would start turning up if you just silently removed unlocked designs from the list).
John
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I get error... 91, I think, whenever I choose ship or PDC in the ship design screen
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edit: all ok.ive misse done info:)
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Are Grav survey instruments supposed to be a military system? Geosurvey are civilian, but Grav are military.
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I'm having a problem in my current game, we're several years in but there are no NPR races (I started without any). Suddenly I'm getting error 6, Error in GetPromotionScore: Error 6 was Generted by Aurora, Overflow.
I don't have many Deep space sensors built, and this only became a problem recently, the error only seems to happen when I advance time and get new staff. It doesn't seem to matter what field they're in though.
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when I click on a fleet in the side bar (either military on system map or oob in galactic map) the task groups screen that pops up is placed behind my current screen (system map or galactic map).
I know its minor, but I figured that if you already know what the problem could be it would be a minute fix :).
Steve
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I get error... 91, I think, whenever I choose ship or PDC in the ship design screen
This is fixed in v4.8. To avoid the problem in v4.77 you need to create a class first before selecting the Type
Steve
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Are Grav survey instruments supposed to be a military system? Geosurvey are civilian, but Grav are military.
Yes, gravsurvey are military
Steve
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From "PROMOTION BUG?"
Steve..err..ive ENCOUNTER same bug in "another" Campaign:but before 4.8 game ..a damned very boring bug.
Am fear r RANDOM and in a "strange" circumstances.
Unknow,trust me,circustamnces.
Only solution: restart from Zero the game.
Now am start 4.8..
Hope this stupid bug not coming in 4.8:D..
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Hi!
I've experienced an overflow bug with orders and I am wondering if anyone else have experienced this type of behavior. If I set a task groups orders on "cycle moves", typically a Freighter Convoy hauling installations to my colonies, and then exit the game I get an overflow bug when trying to view the task group in the Task Group window after I've loaded. I have experienced this in both of the versions of the game I have tried so far, v4.75 and v4.77.
It seems like the game, instead of actually cycling the moves, when saving the game it creates a vast amount of orders. I suspect this because I typically only have a few orders, e.g. "load infrastructure on Earth" and "unload infrastructure on Mars". When I load the game after I've created one such order for one of my task groups, the order list is filled to the brim and I get the overflow bug when trying to view it in the Task Group window.
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Hi!
I've experienced an overflow bug with orders and I am wondering if anyone else have experienced this type of behavior. If I set a task groups orders on "cycle moves", typically a Freighter Convoy hauling installations to my colonies, and then exit the game I get an overflow bug when trying to view the task group in the Task Group window after I've loaded. I have experienced this in both of the versions of the game I have tried so far, v4.75 and v4.77.
It seems like the game, instead of actually cycling the moves, when saving the game it creates a vast amount of orders. I suspect this because I typically only have a few orders, e.g. "load infrastructure on Earth" and "unload infrastructure on Mars". When I load the game after I've created one such order for one of my task groups, the order list is filled to the brim and I get the overflow bug when trying to view it in the Task Group window.
I'm experiencing the same problem.
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In 4.7.7 I have had an NPR race stuck unable to Load Colonists from some planet for the last 9-10 months, triggering an interrupt every 6 hours (mentioned in the "Time..." thread but I thought I should post here too.)
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In 4.7.7 I have had an NPR race stuck unable to Load Colonists from some planet for the last 9-10 months, triggering an interrupt every 6 hours (mentioned in the "Time..." thread but I thought I should post here too.)
I think this one is fixed in either v4.8 or v4.9. In that situation, the program deletes the orders from the problem fleet so the AI can reassess the situation. That deletion didn't exist in v4.7 though
. As I mentioned in the other thread, you could send me the DB and I can try and fix it, although I didn't realise it was an old version so it will be more difficult.
Steve
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In 4.7.7 I have had an NPR race stuck unable to Load Colonists from some planet for the last 9-10 months, triggering an interrupt every 6 hours (mentioned in the "Time..." thread but I thought I should post here too.)
I think this one is fixed in either v4.8 or v4.9. In that situation, the program deletes the orders from the problem fleet so the AI can reassess the situation. That deletion didn't exist in v4.7 though
. As I mentioned in the other thread, you could send me the DB and I can try and fix it, although I didn't realise it was an old version so it will be more difficult.
Steve
I actually started a new game last night with the latest install, so that won't be necessary. I'll still send you the DB tonight in case you would like it for debug purposes, but I don't need it back.
Thanks for your ongoing support!
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Using the Real Stars database in my current campaign I have found two Gliese 505 systems!
[attachment=0:1zqih3w5]Gliese 505.jpg[/attachment:1zqih3w5]
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Using the Real Stars database in my current campaign I have found two Gliese 505 systems!
[attachment=0:3v8sgw6k]Gliese 505.jpg[/attachment:3v8sgw6k]
Do they have the same star type for the primary? Also, are the system ID numbers the same? (this is near the top right of the F9 System View, just left of the tolerances)
Steve
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In a Real Stars game, using SM mode to 'Create Nebula' via the button on the (F9) 'System Information' screen causes every nebula system to be generated with the same name until you create a regular system, which gets an appropriate Real Stars name, and then nebulae get 'stuck' on a different name.
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Do they have the same star type for the primary?
No, one has a single M1-V, the other is a double star system, a K2-V and a M1-V
are the system ID numbers the same?
No, the first is ID245, the second system the ID 81
I also got the following error messages about this time, but looks like some race didn't get created?
[attachment=0:1kh79n20]Error 3075.jpg[/attachment:1kh79n20]
Regards
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Do they have the same star type for the primary?
No, one has a single M1-V, the other is a double star system, a K2-V and a M1-V
are the system ID numbers the same?
No, the first is ID245, the second system the ID 81
I also got the following error messages about this time, but looks like some race didn't get created?
[attachment=0:zyx6pn4e]Error 3075.jpg[/attachment:zyx6pn4e]
Regards
The second set of errors is probably caused by the apostophe in the system name. Try renaming it
Steve
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The second set of errors is probably caused by the apostophe in the system name. Try renaming it
Steve
I can not rename it it appears to be an NPR race name and not a system name, just seen the same error in 4.91
Regards
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The second set of errors is probably caused by the apostophe in the system name. Try renaming it
Steve
I can not rename it it appears to be an NPR race name and not a system name, just seen the same error in 4.91
Regards
If you can open up the database, all the current system names are held in the RaceSysSurvey table. You could check for a blank one or one with an apostrophe and correct it. Or if this was a one-off problem, you could probably ignore it. I'll go through the DB again and check for apostrophes. I could swear I had killed them all off 
Steve
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Steve -
This is a minor but annoying 4.77 bug, but I think it is probebly still a problem in more recent versions. I'm building fighters on Mars, for the newly created 2nd Carrier Strike Group. I created a holding group for the new fighters, "New Fighters, Mars", and on the economic screen, Industry tab, I assigned the newly built fighters to the holding fleet. No problems so far.
The problem started when I began creating fighter squadrons on the Fighter Squadron screen. I created two new fighter squadrons and assigned the fighters in the holding group to the squadrons, then assigned the squadrons to a carrier and hit the "recover" button to land the fighters on their new carrier. So far so good.
That was when I discovered the problem. One of the commands in the chain above deleted the holding fleet when the last fighter was transferred out. The problem was that there were more fighters being built on Mars that were supposed to be assigned to that holding group. I created a new holding group with the same name, butAurora doesn't think it is the same group. Now the newly constructed fighters had no where to go, and disappeared into limbo when the next economic turn was processed.
This could be resolved by changing things so that the holding group wasn't automatically deleted when the last fighter was transferred out.
Kurt
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Steve -
This is a minor but annoying 4.77 bug, but I think it is probebly still a problem in more recent versions. I'm building fighters on Mars, for the newly created 2nd Carrier Strike Group. I created a holding group for the new fighters, "New Fighters, Mars", and on the economic screen, Industry tab, I assigned the newly built fighters to the holding fleet. No problems so far.
The problem started when I began creating fighter squadrons on the Fighter Squadron screen. I created two new fighter squadrons and assigned the fighters in the holding group to the squadrons, then assigned the squadrons to a carrier and hit the "recover" button to land the fighters on their new carrier. So far so good.
That was when I discovered the problem. One of the commands in the chain above deleted the holding fleet when the last fighter was transferred out. The problem was that there were more fighters being built on Mars that were supposed to be assigned to that holding group. I created a new holding group with the same name, butAurora doesn't think it is the same group. Now the newly constructed fighters had no where to go, and disappeared into limbo when the next economic turn was processed.
This could be resolved by changing things so that the holding group wasn't automatically deleted when the last fighter was transferred out.
I have added a check for fighter destination fleets to the Empty Fleet deletion code. In the meantime, you can get around the problem by reassigning the fighter destination fleet on the Industry tab of the F2 window. The missing fighters will still exist but will be assigned to a non-existent fleet. You can get them back by going into the Ship table in the DB and changing their FleetID.
Steve
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I'm having a problem in version 4.77. This may be an actual bug, or it may simply be something I'm missing. The situation is as follows:
Fleet "A" consists of fifteen cruiser sized missile ships and thirty two missile defense escorts. The commander of fleet A had reason to believe that his fleet would soon come under sustained missile attack, and also suspected that the attack would be heavy to overwhelming. Therefore the commander divided up his fleet as follows:
Central Group: This is the main group, with fifteen cruiser and three escorts. This group has orders to maintain the range to the enemy fleet, which has a speed advantage of approximately 600 kps;
Anti-Missile Group #1: Eighteen escorts. This group is stationed in direct line to the enemy fleet, two mkm's astern of the central group;
AM Group #2: Eleven escorts. This group is stationed four mkm's astern of the main fleet;
The escorts are equipped with three twin 12cm laser turrets with a ROF of five seconds and a range of 240,000 kilometers, and ten AM launchers with a cycle time of 10 seconds and a maximum range of 2.5 mkm's. The cruisers have three triple 35cm laser turrets with a ROF of 35 seconds and a range of 320,000 kilometers, and ten AM launchers with a cycle time of 10 seconds and a max range of 1.1 mkm's.
Under this deployment scheme the incoming missile salvoes could be engaged beginning at 6 mkm's, all the way to impact on the main group. The fleet commander also waited to detach his escorts until he was fairly sure that the enemy had already launched, to avoid having the enemy target the detached escorts rather than the cruisers.
This deployment scheme worked well, but wasn't all I had hoped it would be. I had set the two detached escort group's AM firecon's to 1v1 targeting, in the hopes that they would thin out the incoming missile salvoes, which would be thinned out even more by the escort's lasers before being eliminated by the central group’s AM defenses. Unfortunately, I realized that my concept wouldn’t work as given the way Aurora works the outermost escort group would keep launching against the incoming missile salvoes until they were destroyed, and would eventually run out of missiles, even on 1v1 targeting.
What I wanted was for the outermost group to launch against an incoming salvo once, then engage the survivors with lasers, leaving the remainder for the next group of escorts. That was unworkable under the current targeting orders, after dealing with the first two missile salvoes I decided to change things up. I cancelled the outermost group’s AM targeting, leaving their laser targeting orders intact. The inner group of escorts retained its AM targeting orders. With these changes I hoped to have the outermost group engage and thin the incoming missile salvoes with its lasers, after which the inner group would finish off the incoming missiles with their anti-missile missiles.
Here is where the problem arose. After removing the 1v1 AMM targeting orders for the outermost group all firing ceased. The next wave of missiles sailed right by the outmost group without being engaged by its lasers, and is now within the missile engagement range of the inner group, which has not launched against them. I have triple checked the firing orders of all three groups and the two outer groups should be engaging the missiles that are within range.
I don’t know if I have revealed a bug, or if I’m missing something easy. There are two groups of incoming missiles within range of the inner escort group’s AMM’s, and one within range of the outer group’s lasers, and none are being engaged. I suspect there is something within the point defense targeting orders that became “broken” when I cancelled the outer group’s 1v1 AMM engagement orders.
Help!
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I don't think you're missing something - IIRC I had a number of similar problems in a pre 5.02 game (may have been 4.77, may have been earlier). Basically I think there was an error in the way that the defensive fire was allocated if you changed settings mid combat. There was also a few problems with autofire conflicting and making defensive weapons act like offensive weapons and vice versa - I eventually abandoned automatic fire entirely as a result, but still occasionally (at 5.20) have unexpected results using escort groups - like you I'm not yet entirely sure that its a bug and not a case of PEBKAC but I'm edging towards the arachnid side. ;)
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I'm having a problem in version 4.77. This may be an actual bug, or it may simply be something I'm missing. The situation is as follows:
Fleet "A" consists of fifteen cruiser sized missile ships and thirty two missile defense escorts. The commander of fleet A had reason to believe that his fleet would soon come under sustained missile attack, and also suspected that the attack would be heavy to overwhelming. Therefore the commander divided up his fleet as follows:
Central Group: This is the main group, with fifteen cruiser and three escorts. This group has orders to maintain the range to the enemy fleet, which has a speed advantage of approximately 600 kps;
Anti-Missile Group #1: Eighteen escorts. This group is stationed in direct line to the enemy fleet, two mkm's astern of the central group;
AM Group #2: Eleven escorts. This group is stationed four mkm's astern of the main fleet;
The escorts are equipped with three twin 12cm laser turrets with a ROF of five seconds and a range of 240,000 kilometers, and ten AM launchers with a cycle time of 10 seconds and a maximum range of 2.5 mkm's. The cruisers have three triple 35cm laser turrets with a ROF of 35 seconds and a range of 320,000 kilometers, and ten AM launchers with a cycle time of 10 seconds and a max range of 1.1 mkm's.
Under this deployment scheme the incoming missile salvoes could be engaged beginning at 6 mkm's, all the way to impact on the main group. The fleet commander also waited to detach his escorts until he was fairly sure that the enemy had already launched, to avoid having the enemy target the detached escorts rather than the cruisers.
This deployment scheme worked well, but wasn't all I had hoped it would be. I had set the two detached escort group's AM firecon's to 1v1 targeting, in the hopes that they would thin out the incoming missile salvoes, which would be thinned out even more by the escort's lasers before being eliminated by the central group’s AM defenses. Unfortunately, I realized that my concept wouldn’t work as given the way Aurora works the outermost escort group would keep launching against the incoming missile salvoes until they were destroyed, and would eventually run out of missiles, even on 1v1 targeting.
What I wanted was for the outermost group to launch against an incoming salvo once, then engage the survivors with lasers, leaving the remainder for the next group of escorts. That was unworkable under the current targeting orders, after dealing with the first two missile salvoes I decided to change things up. I cancelled the outermost group’s AM targeting, leaving their laser targeting orders intact. The inner group of escorts retained its AM targeting orders. With these changes I hoped to have the outermost group engage and thin the incoming missile salvoes with its lasers, after which the inner group would finish off the incoming missiles with their anti-missile missiles.
Here is where the problem arose. After removing the 1v1 AMM targeting orders for the outermost group all firing ceased. The next wave of missiles sailed right by the outmost group without being engaged by its lasers, and is now within the missile engagement range of the inner group, which has not launched against them. I have triple checked the firing orders of all three groups and the two outer groups should be engaging the missiles that are within range.
I don’t know if I have revealed a bug, or if I’m missing something easy. There are two groups of incoming missiles within range of the inner escort group’s AMM’s, and one within range of the outer group’s lasers, and none are being engaged. I suspect there is something within the point defense targeting orders that became “broken” when I cancelled the outer group’s 1v1 AMM engagement orders.
Help!
I am not sure what is happening here. Unfortunately I don't have a copy of the v4.77 code so I can't look it up. My immediate reaction would be to cancel all orders and start again. Or if you have a DB backup, load from that point. Were the lasers (in area mode I assume) engaging correctly until you cancelled the AM Orders or had the lasers never fired?
Steve
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I am not sure what is happening here. Unfortunately I don't have a copy of the v4.77 code so I can't look it up. My immediate reaction would be to cancel all orders and start again. Or if you have a DB backup, load from that point. Were the lasers (in area mode I assume) engaging correctly until you cancelled the AM Orders or had the lasers never fired?
Steve
Okay, I tried cancelling all firing orders and targeting assignments, advanced the time five seconds, then re-established all firing orders. The ships in the outermost escort group began launching missiles as they had before, because I had mistakenly re-established their original orders, not the altered orders, but none of the other ships have engaged.
And no, the lasers from the outermost group hadn't engaged, which is strange, because I have had situations where leakers got past the AMM's and were stopped by the lasers. I wonder if it is something specific to these designs? I'll check them out.
Kurt