Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: SteveAlt on January 14, 2010, 11:05:13 PM

Title: Official v4.8 Bugs Thread
Post by: SteveAlt on January 14, 2010, 11:05:13 PM
Known Issues: Please read to ensure you don't duplicate a bug report.

Problem: Window doesn't appear on the screen, or appears to be off-screen.  Solution: Close all windows (or restart) and then use the Reset Window Positions option on the Miscellaneous menu on the main menu bar

Problem: Increments keep getting cut short.  Solution: This isn't a bug. See this discussion and explanation of how the time increments function behind the scenes: viewtopic.php?f=19&t=1839 (http://aurora.pentarch.org/viewtopic.php?f=19&t=1839)

Problem: Invalid Row Errors on the Research tab of the Economics window. Solution: Fixed in v4.82 (I hope!)

Problem: GetPromotionScore Overflow Error. Solution: Fixed in v4.82

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on January 15, 2010, 02:09:26 AM
Have an NPR that cannot load an installation in its orders. This is causing an interrupt every 6 hours. I peeked in the database to find this out. Deleting the orders for the two fleets that got confused fixed it.

Not sure what they were trying to load. My guess is it was automated mines (homeworld to moon).

*edit*
within a week of game time, the NPR re-issued the orders, throwing interrupts every 6 hours. If you want the db, let me know.
Title: Re: Official v4.8 Bugs Thread
Post by: zmantle on January 15, 2010, 07:37:25 AM
Not 100 percent sure its a bug but when I try to bring up the economics tab it acts like the window is off the screen and i cant figure our how to get it back.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 09:01:59 AM
Quote from: "zmantle"
Not 100 percent sure its a bug but when I try to bring up the economics tab it acts like the window is off the screen and i cant figure our how to get it back.
That could be my fault. I may have forgotten to change the window positions before sending out the DB and I use multiple screens. Close all windows (or restart) and then use the Reset Window Positions option on the Miscellaneous menu on the main menu bar

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 09:03:45 AM
Quote from: "Erik Luken"
Have an NPR that cannot load an installation in its orders. This is causing an interrupt every 6 hours. I peeked in the database to find this out. Deleting the orders for the two fleets that got confused fixed it.

Not sure what they were trying to load. My guess is it was automated mines (homeworld to moon).

*edit*
within a week of game time, the NPR re-issued the orders, throwing interrupts every 6 hours. If you want the db, let me know.
Yes please send the DB. NPRs will be moving installations around a lot more in this version so I obviously missed something. I just ran a game for 20 years with 4 NPRs and no error, which just shows how difficult it is to test everything :)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Another on January 15, 2010, 02:49:09 PM
I have the same issue with interrupts occurring at every sub-pulse tick with nothing to Event log. Experienced this with various auto and manual sub-pulse lengths for extended period of time (manual sub-pulse = 1 day, auto-turn >= 1 day is the best combination so far). I'm ready to also send my stevefire.zip if it is still of any use.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 02:55:22 PM
Quote from: "Another"
I have the same issue with interrupts occurring at every sub-pulse tick with nothing to Event log. Experienced this with various auto and manual sub-pulse lengths for extended period of time (manual sub-pulse = 1 day, auto-turn >= 1 day is the best combination so far). I'm ready to also send my stevefire.zip if it is still of any use.
Check the first post in this thread for the link to an explanation. If it seems to be going on for a long time though and the explanation doesn't seem to cover it then please send the DB and I will investigate.

Also, try closing the event log, go into SM mode and then re-open the Event log as the SM. There may be additional information.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Future on January 15, 2010, 04:30:08 PM
Hi im new to the forum and im loving the game btw but i get this really anoying bug that wont go away "Error in GetPromotionScore, Error 6 was generated by aurora, overflow".
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on January 15, 2010, 04:30:30 PM
Using the "Create ships" thing on new game, looking at the missiles. Selecting previous designs results in no MSP allocations.
Title: Re: Official v4.8 Bugs Thread
Post by: Empty on January 15, 2010, 04:54:10 PM
I keep getting an error 6 overflow popup once in a few.

I looked at the event list as sm and got a few time pulse adjusted due to missle launch (Possibly due to two npr fighting) messages.

Edit:
Oh wait the tile of the error message is error in movemissle.

Edit2:
Seems I only get the error when I force the time pulse to be 1 day.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 05:29:58 PM
Quote from: "Erik Luken"
Have an NPR that cannot load an installation in its orders. This is causing an interrupt every 6 hours. I peeked in the database to find this out. Deleting the orders for the two fleets that got confused fixed it.

Not sure what they were trying to load. My guess is it was automated mines (homeworld to moon).

*edit*
within a week of game time, the NPR re-issued the orders, throwing interrupts every 6 hours. If you want the db, let me know.
I have fixed it. The v4.81 patch should correct the problem in your game without having to modify the DB. Thanks for sending me the DB

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 05:32:50 PM
Quote from: "Future"
Hi im new to the forum and im loving the game btw but i get this really anoying bug that wont go away "Error in GetPromotionScore, Error 6 was generated by aurora, overflow".
Ah - I guess this is still in v4.8 then :(

Any chance you could zip up and email me your Stevefire.mdb file. I haven't been able to recreate this so I need to see a game where it is actually happening. My email is stevewalmlsey at btinternet.com

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 05:35:08 PM
Quote from: "Erik Luken"
Using the "Create ships" thing on new game, looking at the missiles. Selecting previous designs results in no MSP allocations.
it won't be possible to see the allocations as this only works for missiles designed in the missile design window. NPRs don't use that to work out their own missile designs. They use the same algorithm but don't touch the window. I guess this would be something I could add though.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 15, 2010, 05:42:32 PM
On a new game after a 5 day jump, starting wealth is appearing on the expenditure side of the wealth tab, making it appear like I'm running a massive deficit.

On the leaders tab, using the up/down arrows(particularly up) to change the seniority of officers within a rank, throws up the error;

error in ChangeCmdrSeniority
error 30009 was generated by MSFlexGrid
Invalid Row Value
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 15, 2010, 06:22:05 PM
Off to work for a few hours. I'll look at the rest of the bugs when I get back.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 15, 2010, 06:25:27 PM
When you add a new commander rank (I tend to add Lieutenants for my fighter pilots) it creates a new rank for ground, ivilian and scientists as well, and gives error 381 was generated by Aurora, Invalid property array index   and the administrators and scientists become invisible on the commanders screen (I assume because its showing the new rank 1 (0) and not the normal rank. Deleting the new navy rank fixes this

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: gabes on January 15, 2010, 11:44:14 PM
Hey there guys, first post.
Btw I'm Gabeux from the Bay 12 forums.

I've found something rather curious in a new game I've started.
The increments were getting cut short to only 5 seconds interval, I clicked the automatic turn and let for 30 days...almost 20 minutes went through and only 5 secs increments were happening.

After learning how to use SM mode, I've waited and readed the SM MODE event log..it showed that some alien race was aiming at their own planet (Dresden A-II, IIRC), and firing with their ground forces.
I had to delete their system so I could get back to playing.

Have you ever saw anything like that?
Is it normal to show only the planet name or something? No other race appeared to be involved, they were really firing at their own planet with their forces.
Anything I can do to help? I forgot to take screens, though ><

Thanks :]
Title: Re: Official v4.8 Bugs Thread
Post by: gabes on January 15, 2010, 11:50:08 PM
Also I'm getting tons of NPRPopPlanning ERROR 91 messages, between increments..

Sorry for double posting, can't edit the other post I (maybe because it's a new account)
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 12:58:51 AM
I think I finally nailed the Invalid row errors on the Research tab. The fix will be in v4.82

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 01:04:02 AM
Quote from: "gabes"
Hey there guys, first post.
Btw I'm Gabeux from the Bay 12 forums.

I've found something rather curious in a new game I've started.
The increments were getting cut short to only 5 seconds interval, I clicked the automatic turn and let for 30 days...almost 20 minutes went through and only 5 secs increments were happening.

After learning how to use SM mode, I've waited and readed the SM MODE event log..it showed that some alien race was aiming at their own planet (Dresden A-II, IIRC), and firing with their ground forces.
I had to delete their system so I could get back to playing.

Have you ever saw anything like that?
Is it normal to show only the planet name or something? No other race appeared to be involved, they were really firing at their own planet with their forces.
Anything I can do to help? I forgot to take screens, though ><

Thanks :]
I did modify that part of the code for v4.81 to enable NPRs to fire at ground forces so it sounds like I seriously screwed something up :)

Please could you zip up and email your DB (Stevefire.mdb) to me so I can follow the action myself. My email is stevewalmsley at btinternet.com (replace at with @ to avoid spam)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 01:05:53 AM
Quote from: "gabes"
Also I'm getting tons of NPRPopPlanning ERROR 91 messages, between increments..

Sorry for double posting, can't edit the other post I (maybe because it's a new account)
Error 91s usually means the Aurora.exe doesn't match the Stevefire.mdb, although if the rest of the game is running fine then it might be a bug. if everything else if OK, please could you email me the DB so I can take a look (see previous post for my email address).

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 16, 2010, 01:27:35 AM
Quote from: "Steve Walmsley"
Quote from: "gabes"
Also I'm getting tons of NPRPopPlanning ERROR 91 messages, between increments..

Sorry for double posting, can't edit the other post I (maybe because it's a new account)
Error 91s usually means the Aurora.exe doesn't match the Stevefire.mdb, although if the rest of the game is running fine then it might be a bug. if everything else if OK, please could you email me the DB so I can take a look (see previous post for my email address).

Steve

Something you might not have noticed: Gabes said he deleted the NPR system - depending on how he did it could that have caused the error 91s?

GABES - Steve would probably prefer a copy of the DB from before you deleted the NPR system, if you've got a save available :-)

John
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 01:34:58 AM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "gabes"
Also I'm getting tons of NPRPopPlanning ERROR 91 messages, between increments..

Sorry for double posting, can't edit the other post I (maybe because it's a new account)
Error 91s usually means the Aurora.exe doesn't match the Stevefire.mdb, although if the rest of the game is running fine then it might be a bug. if everything else if OK, please could you email me the DB so I can take a look (see previous post for my email address).

Steve

Something you might not have noticed: Gabes said he deleted the NPR system - depending on how he did it could that have caused the error 91s?

GABES - Steve would probably prefer a copy of the DB from before you deleted the NPR system, if you've got a save available :-)
Well spotted - I missed that. Yes, that could cause some serious problems.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on January 16, 2010, 03:21:10 AM
Raising shields in combat with 5 sec increments. Event log shows shields raising by .2/.25, but the total is always zero. Even after approx. 10 minutes of combat. Not that I really need the shields in this case (fecking meson armed GB).
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on January 16, 2010, 03:23:50 AM
Incremented time 5 seconds.

Got a whole gob of Error 91 in PointBlankPDFire.

Near as I figure, my laser turrets just got in range (being used offensively, since these GB have no missiles).
Title: Re: Official v4.8 Bugs Thread
Post by: Future on January 16, 2010, 03:35:37 AM
Btw i sent the Stevefire.mdb to you last night but im not sure if you got it because i got an email sayin somethin about Delivery to the following recipients failed. Maybe its because your site still thinks im spam.
Title: Re: Official v4.8 Bugs Thread
Post by: Another on January 16, 2010, 05:35:22 AM
Quote from: "Steve Walmsley"
Quote from: "Another"
I have the same issue with interrupts occurring at every sub-pulse tick with nothing to Event log. Experienced this with various auto and manual sub-pulse lengths for extended period of time (manual sub-pulse = 1 day, auto-turn >= 1 day is the best combination so far). I'm ready to also send my stevefire.zip if it is still of any use.
Check the first post in this thread for the link to an explanation. If it seems to be going on for a long time though and the explanation doesn't seem to cover it then please send the DB and I will investigate.

Also, try closing the event log, go into SM mode and then re-open the Event log as the SM. There may be additional information.

Steve

Patch 4.81 fixed it completely. Must have been the same thing with NPR installations transportation or something. There was nothing in SM mode Event log.

Next time I'll probably just mail you my zipped database along with description if/when I encounter any reproducible bug not already described in this thread.
Title: Re: Official v4.8 Bugs Thread
Post by: gabes on January 16, 2010, 11:10:05 AM
Quote from: "Another"
I have the same issue with interrupts occurring at every sub-pulse tick with nothing to Event log.
Next time I'll probably just mail you my zipped database along with description if/when I encounter any reproducible bug not already described in this thread.

I agree.

I'll send you the db steve, but I don't know if it's of any use..I played like 20/25 years after it...
Argh. hah

About the NPR 91 errors, they happened before I've deleted the system.
I've also created another system and extra npr (SM MODE) to compensate.
So far, nothing weird happened...some aliens attack their enemies randomly, but no "firing at planet" event has happened.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 16, 2010, 11:56:50 AM
Planetary Barracks PDC are showing up as a commercial design.  There's no need to make the Barracks system commercial, since PDC don't pay maintenance....

John
Title: Re: Official v4.8 Bugs Thread
Post by: Greiger on January 16, 2010, 12:08:10 PM
I think I may have a new one for ya here.  A search brings up a similar error message but for a different area it seems.

It's been happening every 5 days of game time.
"Error in CheckPromotions"
Error 94 was generated by Aurora
Invalid use of Null.

It comes up with the box twice whenever I do an increment 5 days or higher and also happens when 5 days passes using smaller increments.  30 days causes the error to only come up twice (same as 5 day increment) instead of 12 times.  I copied the mdb file and can send it if it would help matters.

I searched and didn't find that error message under CheckPromotions  But my search fu is weak, and I'm not familiar with this forum's search system. (I'm another one of those crazy Bay 12ers :D)  Sorry if I missed it while looking.  This is a pretty cool game.  Finally a 4x with crazy amounts of detail.  Good work!

EDIT: I have an update  I found 2 blank ranks in my Ground forces commander screen.  Though I had added 2 ranks to the Naval commanders I hadn't even touched ground units ranks (I don't even know how to use Ground Units yet). I think it may have automatically added them when I added my naval ranks, but it neglected to assign names to the ranks, causing the errorspam.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 16, 2010, 12:08:33 PM
I'm not getting any completion dates for proposed builds in my SY.  I think I've seen this before for the first build of a class (or maybe first build of a SY), but it seems to have gotten worse.  It's a naval SY, was the only one, and first tooled class (a geo-survey).

Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....

John
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 16, 2010, 12:24:59 PM
Units which belong to a HQ unit (e.g. my 1st Armored battalion, which is part of my 1st Brigade (Armored)) are still showing up twice in the Population+PDCs view of the Ground Units tab of the F2 screen when they and the parent are in a PDC - once as part of the parent unit (in the PDC), and once at the "top level".

John
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 01:08:59 PM
Quote from: "Future"
Hi im new to the forum and im loving the game btw but i get this really anoying bug that wont go away "Error in GetPromotionScore, Error 6 was generated by aurora, overflow".
Found and fixed for v4.82

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Future on January 16, 2010, 01:15:04 PM
You are a legend, thanks steve  :D
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:20:39 PM
Quote from: "metalax"
On a new game after a 5 day jump, starting wealth is appearing on the expenditure side of the wealth tab, making it appear like I'm running a massive deficit.

On the leaders tab, using the up/down arrows(particularly up) to change the seniority of officers within a rank, throws up the error;

error in ChangeCmdrSeniority
error 30009 was generated by MSFlexGrid
Invalid Row Value
Found and fixed for v4.82

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:31:39 PM
I hadn't anticipated some of the problems that would occur in terms of changing rank priorities or deleting ranks now that all four leader types share ranks. Therefore I am going to remove the option of deleting the first four ranks and the option of changing rank priorities. You will still be able to rename ranks and increase or decrease the total number of ranks. This will avoid a lot of trouble and the only real user impact is that you may have to rename the existing ranks if you want to add lower ranks than currently exist.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:33:08 PM
Quote from: "boggo2300"
When you add a new commander rank (I tend to add Lieutenants for my fighter pilots) it creates a new rank for ground, ivilian and scientists as well, and gives error 381 was generated by Aurora, Invalid property array index   and the administrators and scientists become invisible on the commanders screen (I assume because its showing the new rank 1 (0) and not the normal rank. Deleting the new navy rank fixes this
Fixed for v4.82, or rather modified the code to add new ranks at the top rather than the bottom.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:38:04 PM
Quote from: "Erik Luken"
Raising shields in combat with 5 sec increments. Event log shows shields raising by .2/.25, but the total is always zero. Even after approx. 10 minutes of combat. Not that I really need the shields in this case (fecking meson armed GB).
Fixed for v4.82.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:40:50 PM
Quote from: "Greiger"
I think I may have a new one for ya here.  A search brings up a similar error message but for a different area it seems.

It's been happening every 5 days of game time.
"Error in CheckPromotions"
Error 94 was generated by Aurora
Invalid use of Null.

It comes up with the box twice whenever I do an increment 5 days or higher and also happens when 5 days passes using smaller increments.  30 days causes the error to only come up twice (same as 5 day increment) instead of 12 times.  I copied the mdb file and can send it if it would help matters.

I searched and didn't find that error message under CheckPromotions  But my search fu is weak, and I'm not familiar with this forum's search system. (I'm another one of those crazy Bay 12ers :D)  Sorry if I missed it while looking.  This is a pretty cool game.  Finally a 4x with crazy amounts of detail.  Good work!

EDIT: I have an update  I found 2 blank ranks in my Ground forces commander screen.  Though I had added 2 ranks to the Naval commanders I hadn't even touched ground units ranks (I don't even know how to use Ground Units yet). I think it may have automatically added them when I added my naval ranks, but it neglected to assign names to the ranks, causing the errorspam.
That sounds like a good guess. I recently changed the commanders code and didn't set it up correctly to handle new ranks (as four leader types share ranks). That is fixed for v4.82. In the meantime, if you rename the blank army ranks that might fix the problem.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 16, 2010, 03:45:37 PM
v4.82 patch is up

viewtopic.php?f=10&t=1949 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1949)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: AtomikKrab on January 16, 2010, 04:38:20 PM
Minor text bug:
Colonel x has developed a severe medical problem and was forced to retire, assignment prior to retirement C.O. 131st engineering REGIMENT

They have been changed to Brigades in 4.8, no real game effect just the event update text
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on January 16, 2010, 05:08:07 PM
I've noticed this behavior in earlier versions too.

If I zoom in the system map to a great degree (i.e. to watch a battle), when I increment time, the map centers on the sun of the system. I've unchecked "center on selection" in display in hopes that it would alter this behavior. No dice.
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 16, 2010, 05:57:58 PM
On the leaders tab, using the up/down arrows to change the seniority of officers within a rank, will regularly fail to move them in the list. In particular the ground forces officers don't seem to want to be reordered at all. Sometimes selecting a naval officer clicking down/up, selecting for a second time and clicking down/up will cause them to be moved, other time they will not. No errors being thrown up now when doing this with 7.82, just doesn't seem to be working.

The tooltip for allocated research labs on the research tab looks to be incorrect as it currently reads 'How many of the item selected on the left will be produced' should probably read something like 'How many research labs will be assigned to the project selected'.

The 'Geological Team Survey' line still doesn't seem to be showing up in the summaries tab for unpopulated colonies.
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 16, 2010, 09:17:05 PM
Well, just a month into my new game and I'm getting

Code: [Select]
Error in NPRPopPlanning

Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to http://aurora.penatch.org/viewforum.php?f=11

The game continues but it does it every increment.

Edit: This is with v4.82
Title: Re: Official v4.8 Bugs Thread
Post by: AtomikKrab on January 17, 2010, 01:07:06 AM
Note: I found the source of the commander replacement bug


Text bug: Starting Generated Engineer Brigades are still named #th engineer regiment, newly created ones are named properly


another bug: Engineer brigades attach to brigade hqs not divison hqs, and they attach like battalions 4 at a time
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 17, 2010, 01:55:41 AM
v4.82

Whenever you pick to make your own custom start instead of sol, any new ships you build don't show up in the individual ship list.

At least, I'm pretty sure that is what is happening, and it has done it every time I've tried. Or am I just missing something?
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 17, 2010, 02:50:43 AM
I reported this in v4.7 and am not sure if it just me not understanding the logic.

I placed two fleets into Task Force Training and they went about the system doing 'stuff' until they nearly ran out of fuel and I got a warning. So I looked at the TF Training column on the fleet listings and they were all at 0! I remember that in previous versions this would have been at about 10 by now. The ships have commanders and I have a fully staffed sector command. Also, the refuel at 30% command doesn't kick in for a fleet on TF Training.

*edit*
Also, a full day after I jumped into a system with hostiles and some of my ships still haven't got their sensors online, thats got to be a bug, right? Or do I have to shoot some officers? :)
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 17, 2010, 04:13:17 AM
Quote from: "Beersatron"
Also, a full day after I jumped into a system with hostiles and some of my ships still haven't got their sensors online, thats got to be a bug, right? Or do I have to shoot some officers? :)


I suggest every 10th one (sorry my 4.8 game is the New Roman Empire *sigh* mugged by Renegade Legion

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 17, 2010, 05:02:05 AM
cosmetic v481.
The wellknown flexgrid error (#30009 i believe) that was fixed for science and officers also occurs when the num ber of entries in the events screen is changed.
occurs each time at least one event is added and the window left open (it returns to default # entries if closed).
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 17, 2010, 05:39:33 AM
AI bug v481:

Designating a planet as Colony is enough for AIs to bombard the empty planet with radiation.
The 'owning' player will get a report of this as well, even when the containing system has no presence at all.
This probably wastes resources for the aliens and can be abused as early warning...if the player doesn't mind irradiated planets.
Probably related to troops firing on own planets.

edit: these appear to be those precursors, they ignored my tiny jumpscout, but killed my larger science vessel as soon as it set course for the planet in question with active scanners on. [52x 800kt with meson at 10000km/s they look like dustmites and ignore comms]

--
Might be more a gameplay question, but:
Was building similar ships in a shipyard removed in a recent version?
i.e. I designed 2 alt versions with only identically sized sensor swapped (geo/grav), but a navalyard tooled for A does not want to build B.

cheers,
Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Charlie Beeler on January 17, 2010, 09:25:19 AM
Quote from: "Beersatron"
I reported this in v4.7 and am not sure if it just me not understanding the logic.

I placed two fleets into Task Force Training and they went about the system doing 'stuff' until they nearly ran out of fuel and I got a warning. So I looked at the TF Training column on the fleet listings and they were all at 0! I remember that in previous versions this would have been at about 10 by now. The ships have commanders and I have a fully staffed sector command. Also, the refuel at 30% command doesn't kick in for a fleet on TF Training.
<snip>

That one's known.  Not really a bug, Steve has not coded to allow default or conditional orders to override training.  I agree that at least conditionals should at least trigger a log event.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 17, 2010, 01:50:59 PM
Why does the first missile tracking time project (1000 RP, conventional start) say 0%?  It seems like researching this doesn't do anything besides unlocking actual bonuses.

John
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 17, 2010, 02:41:23 PM
I don't remember if this is a "purportedly fixed" known issue or not....

I recently tried to refit 5 of my old conventional-start PDCs to a design with more modern fire control.  After the refit (which appeared to have succeeded), none of them had changed class.  I'll probably fix it in the DB if/when it becomes relevant, but this may mean that all of PDC refitting is (still) bugged.  (And I would second the suggestion of being able to scrap PDC.)

John
Title: Re: Official v4.8 Bugs Thread
Post by: backstab on January 18, 2010, 01:33:16 AM
Any one having problems accessing the Planetary Market ... mine does not seem to be working
Title: Re: Official v4.8 Bugs Thread
Post by: mrwigggles on January 18, 2010, 03:25:00 AM
Hey there, I am playing v4.82

I was following along the tutorial, and setting up my gravitational survey task force with the FO.

I got the error as follows:

Error 3163 was generated by DAO.Field
This field is to small to accept the amount of data you attempted to add. Try inserting or pasting less data.
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 18, 2010, 08:48:13 AM
v482

science:
canceling a base technology under research causes mayhem in associated finished/developed techs.

I canceled half finished geartech of 4000RP in order to develop a needed turret design.
this caused all (to be researched) energy tech to be lost and replaced by turret trackingspeed of 1000RP and 2000RP, all my research into gaussturrets was lost from the queue as well. Logistics tab seems to be affected as well as troop power was is there previoiusly and not anymore.
The opposite seems to have occured in the kinetics tab: all previously researched components are again available for research. This 'Lost research' seems to only affect the research window, in the technology window my developed components still exist.

I'm ctr-alt-del closing the program without closing the window now in the hope it will revert to before I canceled.
-edit:
phew! when I restarted the game, the researcher was still free from the geartech, but all other technologies were back in place thankfully.
No harm, no foul, just a bit scary. ;)

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: narakal on January 18, 2010, 09:13:57 AM
ok... in another long term game, I got an update all sensors overflow...error 6. ....If it helps, the year was from 2012-2629

EDIT. Also, on a second game that I did with this, from 2013-2117~~  or so, this occured again, but after restarting the game it dissappeared. However, I did mess with SM for quite a bit before reloading the game.
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 18, 2010, 09:32:34 AM
Quote from: "Commodore_Areyar"
v482

science:
canceling a base technology under research causes mayhem in associated finished/developed techs.

I canceled half finished geartech of 4000RP in order to develop a needed turret design.
this caused all (to be researched) energy tech to be lost and replaced by turret trackingspeed of 1000RP and 2000RP, all my research into gaussturrets was lost from the queue as well. Logistics tab seems to be affected as well as troop power was is there previoiusly and not anymore.
The opposite seems to have occured in the kinetics tab: all previously researched components are again available for research. This 'Lost research' seems to only affect the research window, in the technology window my developed components still exist.

I'm ctr-alt-del closing the program without closing the window now in the hope it will revert to before I canceled.
-edit:
phew! when I restarted the game, the researcher was still free from the geartech, but all other technologies were back in place thankfully.
No harm, no foul, just a bit scary. ;)

-Arnoud

Sounds like a display issue, I know that Steve was having some issues with the Grids on that tab and there is a lot going on that VB6 probably took a hissy fit and spat it's dummy out!

I would suggest regularly saving the Stevefire database file into a folder outside your installation, that way you can revert back with ease. (there is no auto-save or save button in Aurora)
Title: Re: Official v4.8 Bugs Thread
Post by: greywolf on January 18, 2010, 09:49:12 AM
Aurora 4.82: Keep getting errors 3061 and 91 (reported by DAO.database, missing parameter, variable) in system map window when progressing time. Intermittandly, but when it starts (always with a 3061 error, followed by one or several 91 errors) it may happen a few times in a row when I continue pressing ok on the error box. Eventually, the game returns to normal, but I don't know what damage has been caused inside the database.
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 18, 2010, 11:26:57 AM
Quote from: "backstab"
Any one having problems accessing the Planetary Market ... mine does not seem to be working

Yeah, I'm having the same issue. Clicking the planetary Market button on the system map is doing nothing.
Title: Re: Official v4.8 Bugs Thread
Post by: Yeti on January 18, 2010, 11:35:14 AM
Hi! I'm new and I'm trying a conventional tech start after playing with the tutorials.

However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

edit: v4.82
Title: Re: Official v4.8 Bugs Thread
Post by: Earl Grey on January 18, 2010, 12:46:55 PM
4.82

Error 9 when selecting ship type in ship design screen.
Title: Re: Official v4.8 Bugs Thread
Post by: MoonDragon on January 18, 2010, 02:01:07 PM
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 18, 2010, 03:22:13 PM
Quote from: "MoonDragon"
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.

Your 'drone engine power per msp' is 0 and I think that is also affecting the cost. It is the same in my current game, I think there is a tech we need to research before drones become available but I can not find the correct post from Steve were he states what it is!
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 18, 2010, 03:23:45 PM
System view, for the sol system the images for the planets as well as Jupiter's four main moons look like they are not getting assigned, they all look like blue balls. I'm assuming that the frequent reuse of images by a number of the other moons is just down to not having specific images for them?

Edit: An addition to this. I was using the change image button in system view to give the planets their images when for some reason it decided it was looking for g11.jpg instead of gg11.jpg. This meant it was looking for an image that was not there and so crashed, and would crash every time system view was brought up, without any ability to change what it was looking for or going to a default. Fortunately renaming an image to what it was looking for allowed it to load.
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 18, 2010, 03:30:39 PM
The NPR in my current game is hampered on exploration because it has only 2 naval shipyards one at 3k tons and the other at 1k tons.

It does have a couple of survey ships with jump engines and at least one jump destroyer (all of which are too large to have been built in the SY btw ;) ) but it has not expanded at any noticeable rate in a few years of game time. Because it has no commercial yards it can not build jump gates which is another reason it is lacking in expansion.

Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 18, 2010, 04:32:33 PM
Quote from: "metalax"
Quote from: "backstab"
Any one having problems accessing the Planetary Market ... mine does not seem to be working

Yeah, I'm having the same issue. Clicking the planetary Market button on the system map is doing nothing.

I think planetary market was discontinued a couple of years ago - not sure though....

John
Title: Re: Official v4.8 Bugs Thread
Post by: Drakale on January 18, 2010, 07:40:13 PM
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 18, 2010, 10:01:21 PM
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:) Arnoud

ed: each friggin 6 hour increment have to click the OK, aargh!
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 12:49:00 AM
Quote from: "Beersatron"
Quote from: "MoonDragon"
4.82

In the missile design window, if I set the warhead strength for a drone to zero, I get negative cost and negative RP.

I'm not sure what would happen if I tried to research and or build these things. Didn't want to risk corrupting the database.

Your 'drone engine power per msp' is 0 and I think that is also affecting the cost. It is the same in my current game, I think there is a tech we need to research before drones become available but I can not find the correct post from Steve were he states what it is!
Aargh! You remember when I had a database corruption before Xmas and lost 2 weeks work and I wasn't sure about everything I lost? Well the drone engine tech was obviously one of those things. I can't find it in the DB. I'll fix it for the next DB release.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 12:54:05 AM
Quote from: "Commodore_Areyar"
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:) Arnoud

ed: each friggin 6 hour increment have to click the OK, aargh!
Not seen this one before. Please could you send me the DB so I can reproduce it. Zip up the Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:44:44 AM
Quote from: "metalax"
On a new game after a 5 day jump, starting wealth is appearing on the expenditure side of the wealth tab, making it appear like I'm running a massive deficit.
Fixed for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:56:59 AM
Quote from: "sloanjh"
I'm not getting any completion dates for proposed builds in my SY.  I think I've seen this before for the first build of a class (or maybe first build of a SY), but it seems to have gotten worse.  It's a naval SY, was the only one, and first tooled class (a geo-survey).

Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
I can't reproduce this one at the moment, although I am sure I have seen it in the past. Intermittent bugs are always the hardest to fix. I'll keep an eye out for it and fix it when it appears again. Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 19, 2010, 02:24:13 AM
I get a Error 6 in ReturnDate Overflow every time I open the population and production screen and I have to click ok 6 times before it stops. It also pops up anytime I do anything in population and production. Is there anyway to fix this without starting a new game =(

Year is 2125, which I don't think should be a problem?

v4.82

Edit: I think it had something to do with negative wealth, I made a year pass on the system map and it was magically fixed.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 02:30:16 AM
Quote from: "sloanjh"
Units which belong to a HQ unit (e.g. my 1st Armored battalion, which is part of my 1st Brigade (Armored)) are still showing up twice in the Population+PDCs view of the Ground Units tab of the F2 screen when they and the parent are in a PDC - once as part of the parent unit (in the PDC), and once at the "top level".
Fixed for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Father Tim on January 19, 2010, 03:05:32 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve

They're not taken into account when you assign the task, but as soon as the first 'construction cycle' update passes, (and the available components are installed) the date changes, doesn't it?  Did I imagine that?
Title: Re: Official v4.8 Bugs Thread
Post by: Lafe Sparhawk on January 19, 2010, 03:38:21 AM
Yike's,
I was wanting to create my first colony and going through that tutorial when I attempted to bring up F9, also the star tab "system view". This is what I get:
Error in LaunchSystemWindow
Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine. MSSTDFMT.DLL.
I keep getting the same error regardless of my efforts.

easy fix?
Lafe
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 19, 2010, 05:22:38 AM
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:)

arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 19, 2010, 10:24:44 AM
For some reason I appear to have received free active sensors on the size 12 missile
(http://i165.photobucket.com/albums/u44/metalax/s12missile.jpg)
(http://i165.photobucket.com/albums/u44/metalax/s12missile2.jpg)

Possibly related was the two missile fire controls I'd designed had their detection strength dropped to 0, once the component had been researched. Repeating the exact same options for a fire control worked correctly the second time.
Title: Re: Official v4.8 Bugs Thread
Post by: Osmosis Jones on January 19, 2010, 11:22:57 AM
4.81 - I'm getting an error number 3421, and it's saying it is related to cycled orders. This is on a fleet of four cargo vessels with about 10 orders total (comprising of pick up and drop off terraforming installations and a single refuel order, set to cycle). Advancing in 30 day increments, everything was fine, then I had one exceptionally slow progression (~5mins real time to progress 30 days). Attempting to advance a second increment gives the 3421 error and locks up the game, requiring me to kill the process in Task Manager.

Related to this, I can open the task groups window,and view all tabs for any group except the aforementioned cargo vessels. In their case, attempting to view the 'task group orders' tab results in the error message 'Error 6 - Overflow" which again locks up Aurora. Also, I'm pretty sure whatever this bug is has caused (or was caused by) an increase in the number of pickup/setdown orders assigned to the cargo fleet (to the point that it is necessary to scroll the window to view them all - given aurora is locked up by this stage, I can't see to what degree it's been duplicated).
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:15:31 PM
Quote from: "Lafe Sparhawk"
Yike's,
I was wanting to create my first colony and going through that tutorial when I attempted to bring up F9, also the star tab "system view". This is what I get:
Error in LaunchSystemWindow
Error 713 was generated by Aurora
Class not registered
You need the following file to be installed on your machine. MSSTDFMT.DLL.
I keep getting the same error regardless of my efforts.
If you do a forum search on MSSTDFMT.DLL you should find several threads dealing with this problem. It usually means your operating system doesn't contain this particular DLL and you will have to download and register it.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:16:56 PM
Quote from: "Commodore_Areyar"
v482
an error that came out of nowhere.

Error in getaverage tftp: error 6 overflow.
occurs once or multiple times during time incrementation, no effect other than interrupted autoturn.

:) Arnoud

ed: each friggin 6 hour increment have to click the OK, aargh!
This bug appears when a fleet without ships is set to task force training. I have added a check to v4.9 to make sure the program handles that situation without an error.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:18:24 PM
Quote from: "Osmosis Jones"
4.81 - I'm getting an error number 3421, and it's saying it is related to cycled orders. This is on a fleet of four cargo vessels with about 10 orders total (comprising of pick up and drop off terraforming installations and a single refuel order, set to cycle). Advancing in 30 day increments, everything was fine, then I had one exceptionally slow progression (~5mins real time to progress 30 days). Attempting to advance a second increment gives the 3421 error and locks up the game, requiring me to kill the process in Task Manager.

Related to this, I can open the task groups window,and view all tabs for any group except the aforementioned cargo vessels. In their case, attempting to view the 'task group orders' tab results in the error message 'Error 6 - Overflow" which again locks up Aurora. Also, I'm pretty sure whatever this bug is has caused (or was caused by) an increase in the number of pickup/setdown orders assigned to the cargo fleet (to the point that it is necessary to scroll the window to view them all - given aurora is locked up by this stage, I can't see to what degree it's been duplicated).
I think this is one where you will need to send me the database. Please zip up the stevefire.mdb file and send it to stevewalmsley at btinternet.com. Please include the error in the email

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:19:19 PM
Quote from: "AtomikKrab"
Minor text bug:
Colonel x has developed a severe medical problem and was forced to retire, assignment prior to retirement C.O. 131st engineering REGIMENT

They have been changed to Brigades in 4.8, no real game effect just the event update text
Fixed for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 01:21:38 PM
Quote from: "metalax"
The tooltip for allocated research labs on the research tab looks to be incorrect as it currently reads 'How many of the item selected on the left will be produced' should probably read something like 'How many research labs will be assigned to the project selected'.
Fixed for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 19, 2010, 02:20:36 PM
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  ;)

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 19, 2010, 03:01:12 PM
Quote from: "Commodore_Areyar"
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  :)
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 04:27:36 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I'm not getting any completion dates for proposed builds in my SY.  I think I've seen this before for the first build of a class (or maybe first build of a SY), but it seems to have gotten worse.  It's a naval SY, was the only one, and first tooled class (a geo-survey).

Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
I can't reproduce this one at the moment, although I am sure I have seen it in the past. Intermittent bugs are always the hardest to fix. I'll keep an eye out for it and fix it when it appears again. Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve

On stockpiled components:  I remember in my 4.77 game I had stockpiled some civie engines (along with terraformers) for when my terraformer SY was retooled.  Unfortunately, I started a freighter build just before the terraformers, and the freighters snagged the stockpiled components.  A checkbox to specify whether stockpiles should be used when launching construction would be nice.  On the other hand, I'm sure that if/when you make this change I'll be posting about how I meant to launch a build using stockpiles, but forgot to check the box :-)

John
Title: Re: Official v4.8 Bugs Thread
Post by: Lafe Sparhawk on January 19, 2010, 05:28:28 PM
Hello,
I just want to say that I have successfully downloaded a MSSTDFMT.DLL file that allows me to access the F9 tab. Not having a computer literate background, delving into Aurora has not only challenged me with the game itself but also with navigating around the common computer tasks many take for granted. Keep the challenges coming, I'm up to it.  :)

Regards,
Lafe
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:01:49 PM
Quote from: "Lafe Sparhawk"
Hello,
I just want to say that I have successfully downloaded a MSSTDFMT.DLL file that allows me to access the F9 tab. Not having a computer literate background, delving into Aurora has not only challenged me with the game itself but also with navigating around the common computer tasks many take for granted. Keep the challenges coming, I'm up to it.  :)
Glad to hear you got sorted out!

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: gabes on January 19, 2010, 07:03:53 PM
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :(
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:05:19 PM
Quote from: "Commodore_Areyar"
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  ;)
That sounds like the problem. In the code for this function everything is held in currency variables until I pass the total time value to a function that returns a date. The parameter I pass is a long. I've fixed this for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:09:17 PM
Quote from: "gabes"
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :). The civs turning hostile I hadn't expected but you can see their point of view. To fix it, open up the Diplomacy window in SM Mode, select the civilians, click Change DR, enter 10,000 in the popup box and press Enter. The civs should go back to liking you.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:13:32 PM
Quote from: "sloanjh"
Why does the first missile tracking time project (1000 RP, conventional start) say 0%?  It seems like researching this doesn't do anything besides unlocking actual bonuses.
It's already a starting tech for TN starts. I've added it to conv starts too.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:16:36 PM
Quote from: "greywolf"
Aurora 4.82: Keep getting errors 3061 and 91 (reported by DAO.database, missing parameter, variable) in system map window when progressing time. Intermittandly, but when it starts (always with a 3061 error, followed by one or several 91 errors) it may happen a few times in a row when I continue pressing ok on the error box. Eventually, the game returns to normal, but I don't know what damage has been caused inside the database.
These errors usually indicate either mismatching database and executable, which means an issue with the install or patching, or using the comma as a decimal separator.

If you are using the comma as a decimal separator you will need to change your regional seetings to US or UK when playing Aurora. If that is not the issue, have a look at the install threads and check you followed every step exactly.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:17:21 PM
Quote from: "metalax"
Quote from: "backstab"
Any one having problems accessing the Planetary Market ... mine does not seem to be working

Yeah, I'm having the same issue. Clicking the planetary Market button on the system map is doing nothing.
I removed it for now. It was way out of date so I will put it back in once I have chance to update it.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:18:30 PM
Quote from: "Yeti"
Hi! I'm new and I'm trying a conventional tech start after playing with the tutorials.

However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

edit: v4.82
Check the third question of the FAQ for an explanation: viewtopic.php?f=100&t=1194 (http://aurora.pentarch.org/viewtopic.php?f=100&t=1194)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:22:07 PM
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.
If you don't have any classes created then press New to create a class before before setting a type. Although I did think I had fixed this particular problem - obviously not :). I'll try again for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:23:43 PM
Quote from: "metalax"
System view, for the sol system the images for the planets as well as Jupiter's four main moons look like they are not getting assigned, they all look like blue balls. I'm assuming that the frequent reuse of images by a number of the other moons is just down to not having specific images for them?
Correct about the other moons. The blue balls issue is because I have never got around to assigning images to the Sol planets :)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:25:32 PM
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:26:26 PM
Quote from: "Drakale"
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
If it is going on for a very long time then there could be a yoyo bug. Please could you send me the DB so I can take a look?

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: gabes on January 19, 2010, 07:39:59 PM
Quote from: "Steve Walmsley"
Quote from: "gabes"
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :). The civs turning hostile I hadn't expected but you can see their point of view. To fix it, open up the Diplomacy window in SM Mode, select the civilians, click Change DR, enter 10,000 in the popup box and press Enter. The civs should go back to liking you.

Steve

Yes of course, the only thing that is a bit weird, is the civilians turning hostile.
And thanks for the advice, worked fine :]

BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 07:42:55 PM
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Please send it to stevewalmsley at btinternet.com (replace the at with @)

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 19, 2010, 08:05:57 PM
Quote from: "Steve Walmsley"
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Please send it to stevewalmsley at btinternet.com (replace the at with @)

Steve

Got the same, if I claim a planet that has aliens around it, or possibly on it, I will receive an event message that an alien ship(s) is emitting substantial amounts of radiation unto the planet.
(This even when there are obviously no colonists yet nor any way to communicate this fact to the homeworld. The aliens as well as High command are obviously psychic. Possibly psychotic ;) )

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 19, 2010, 08:12:15 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve

For option 1, I take it you use the same algorithm for ship design for NPRs and Players at game start? Personally, I would have no issue with the restriction but that is because I do not auto-assign tech or ship design and make sure I plan my tonnages out at year zero. I guess it depends on your own preference and maybe some of the folks who use auto-generation would have a couple of cents on the subject too?
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 09:19:53 PM
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Thanks for sending me the DB. The Star Swarm are firing at the planet but the colony belongs to a different alien race so that isn't a bug. However, the reason you are getting non-stop 5 seconds increments is that they are trying to destroy an enemy installation with meson cannon, which is impossible, so they are continuing to fire for ever, which is a bug :(. I have fixed it for v4.9 but I have no way to fix it within the current version. I can remove the Star Swarm aliens from that system and send you back the DB but the problem might arise again. As this is a serious problem I think I am going to release v4.9 sooner rather than later, or other games could run into this problem.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 09:21:42 PM
Quote from: "Commodore_Areyar"
Got the same, if I claim a planet that has aliens around it, or possibly on it, I will receive an event message that an alien ship(s) is emitting substantial amounts of radiation unto the planet.
(This even when there are obviously no colonists yet nor any way to communicate this fact to the homeworld. The aliens as well as High command are obviously psychic. Possibly psychotic ;) )
This one isn't a bug. There is a particular type of alien ship that attacks populations by moving into orbit and emitting large amounts of radiation.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 09:27:29 PM
Quote from: "Steve Walmsley"
Quote from: "Drakale"
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
If it is going on for a very long time then there could be a yoyo bug. Please could you send me the DB so I can take a look?
Thanks for sending the DB. The problem is the same as the other DB I was just sent. An NPR is trying to attack a planet with meson cannon, which can't damage populations, so it is continuing to attack forever :( I have fixed this for v4.9 but I can't modify the code for youe current version. I can remove the aliens causing the problem but there is no guarantee it won't happen again. As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 19, 2010, 10:31:11 PM
21st January 2118 14:30:06,Human,Sol,As there is no longer any cause for unrest on Mars, the unrest level is starting to fall. Unrest decreased by -1.666%
21st January 2118 14:30:06,Human,Sol,Ground forces on Mars have reduced the unrest level by 0.5373%

I get this every production cycle. It doesn't pause things but it is annoying to see it every time.

I hope it doesn't start on all my planets...
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 10:35:17 PM
Quote from: "Hawkeye"
Quote from: "Commodore_Areyar"
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  :)

Agreed.  In fact, I'd rather get a warning when I change orders to give a destination and I'm not at max speed - something like "are you sure you don't want to move at max speed".  I wouldn't want a warning in the events screen, unless it was at 5-days.  Another possibility would be to warn if a ship is currently on a leg that will take more than e.g. 100 days - there's a good chance that's an "oops" on the part of the player.

John
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 10:39:30 PM
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Also, in 4.77, the completion date displayed doesn't take into account stockpiled components.  I assume the same is still true....
Stockpiled components are not taken into account. Not sure whether I should include them or not, or perhaps have a checkbox to include them.

Steve

They're not taken into account when you assign the task, but as soon as the first 'construction cycle' update passes, (and the available components are installed) the date changes, doesn't it?  Did I imagine that?

Actually, I think the completion time is shown correctly in the task window as soon as you create the task.  It's the management window (when you're contemplating the task) that's the problem.  So it's a cosmetic issue, not mechanics - sorry about the confusion.

John
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 10:47:48 PM
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve

For option 1, I take it you use the same algorithm for ship design for NPRs and Players at game start? Personally, I would have no issue with the restriction but that is because I do not auto-assign tech or ship design and make sure I plan my tonnages out at year zero. I guess it depends on your own preference and maybe some of the folks who use auto-generation would have a couple of cents on the subject too?

I think option 1 is a reasonable restriction - where did the ships come from if not from the yards (ignoring a Phoenixesque scenario, of course).  I assume "instant oob" would ignore it, so I don't see any problem for people who want to use SM to get ships bigger than their yards....

John
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 10:50:23 PM
Quote from: "Steve Walmsley"
As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Drat for my current game - and just as I was about to make the jump to lightspee....errr my my first transit outside the solar system. :-)

John

PS - Better to have it curtailed now than 2 weeks down the line when I hit the same bug....
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 19, 2010, 11:04:26 PM
Quote from: "Steve Walmsley"
As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

=(

My game is going so well at the moment.

1.5 million ton civilians are win
Title: Re: Official v4.8 Bugs Thread
Post by: Drakale on January 19, 2010, 11:40:59 PM
Quote from: "Steve Walmsley"
Thanks for sending the DB. The problem is the same as the other DB I was just sent. An NPR is trying to attack a planet with meson cannon, which can't damage populations, so it is continuing to attack forever :( I have fixed this for v4.9 but I can't modify the code for youe current version. I can remove the aliens causing the problem but there is no guarantee it won't happen again. As this is a showstopper if it happens I will release v4.9 in the next 24 hours.

Steve

Its quite alright, I'll just start over when 4.9 is released.
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 19, 2010, 11:40:59 PM
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 19, 2010, 11:45:09 PM
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?

One thing I've realized reading the salvage comments is that I don't understand how big I should make the holds on a salvage ship, or how big salvaged components might be, or if you can load and transport pre-fabbed components from one world to another.  Haven't re-read the salvage or pre-fab threads in mechanics yet, though - the info might be there.

John
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 19, 2010, 11:52:21 PM
Quote from: "sloanjh"
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Can you add something to salvaging were by it gives a warning that 'By salvaging this vessel you may run out of cargo space!' - it throws an 'order can not be completed' error later on when I try to unload a component that was only partially salvaged (i.e. it will list: '0 x ECCM-3').

Also, is it possible to add in an order that will enable 'unload all components'? Or is individual because of the way it is treated in the code/database?

One thing I've realized reading the salvage comments is that I don't understand how big I should make the holds on a salvage ship, or how big salvaged components might be, or if you can load and transport pre-fabbed components from one world to another.  Haven't re-read the salvage or pre-fab threads in mechanics yet, though - the info might be there.
The best idea is to have freighters with the salvage ship as the salvage will go into any cargo hold in the same fleet.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 20, 2010, 12:09:40 AM
I'm getting Increment Adjustment evemts Sub-pulse length adjusted due to potential fleet interception, and have been for more than a month of game time, it's really slowing things down, I set an increment going when I go to work, and it's finally had an interrupt for me to do something when I get home, I start another off when I go to bed, and it gets back to me by the time I get up.  the adjusted sub-pulse increments are varying betweed 900 and
86400 seconds mostly.  but SOB I'm waiting for construction to complete for my first Geo survey boat  *mwaaaaah*

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 20, 2010, 12:36:57 AM
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Seems to be you ;)

My geo survey team on luna has found 4 new deposits so far and still working
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 20, 2010, 12:45:50 AM
Quote from: "Hawkeye"
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Seems to be you ;)

My geo survey team on luna has found 4 new deposits so far and still working

And mine on Earth has found 2 and still going

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 20, 2010, 08:53:22 AM
An exploit issue:

Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.
This seems odd as for example TF with shipyard tasks associated are not allowed to leave the yard.... not without consequences. :)
-Arnoud

edit: actually, using this exploit might have lead to me now enjoying error 5 spam every day increment.
Error in ExecuteOrders - invalid procedure call or argument. :p
edit2: was caused by fleet being busy refueling and getting new orders.
Title: Re: Official v4.8 Bugs Thread
Post by: Another on January 20, 2010, 08:54:21 AM
The instant TF transfer can be exploited even farther. Send a scout to orbit a distant mining colony, build some mining barges without engines, add them to the scout's TF and they immediately begin mining that asteroid. I wonder if colony ships and freighters with cargo could be practically teleported in the same manner...

P.S. Though my mining barges still have 1 engine each I was using this exploit en-masse (inadvertently at first; will not miss if this "feature" gets removed) and haven't been spammed with errors. V. 4.82
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 20, 2010, 09:18:18 AM
Quote from: "Commodore_Areyar"
An exploit issue:

Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.
This seems odd as for example TF with shipyard tasks associated are not allowed to leave the yard.... not without consequences. :)
-Arnoud

edit: actually, using this exploit might have lead to me now enjoying error 5 spam every day increment.
Error in ExecuteOrders - invalid procedure call or argument. :p
edit2: was caused by fleet being busy refueling and getting new orders.

You can sometimes fix the fleet errors by merging fleets together using the join command and then deleting the old TG. Or variations of this until you figure out which TG is producing the error.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 20, 2010, 09:25:52 AM
Quote from: "Commodore_Areyar"
Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.

Not a bug - a feature.  This is another one of those "cheating at solitaire" things - if you don't want your ships to magically teleport, then don't move them to a TG in a different location.

STEVE - Please don't make this SM-only.  I use this one a lot to take care of minor adjustments that aren't worth messing around doing with orders - locking it into SM mode would be a royal pain.

The one improvement I could see would be if you got a pop-up warning/confirmation request when you did this (transferred ships between non-colocated TG).  That way there wouldn't be a risk of doing it unintentionally.

John
Title: Re: Official v4.8 Bugs Thread
Post by: sluissa on January 20, 2010, 10:10:30 AM
4.81 (and tried upgrading to 4.82, still have the problem with the save.)

I know it was mentioned at least once before in the thread, but I don't know if it was taken care of specifically or not.

My cargo fleet was set to load structures from earth and drop them off at mars and the cycle checkbox was checked. When I set the orders I only had one "Load Automated Mine Earth" and one "Unload Automated Mine Mars" order. I let some time go by and I check back later at the task group screen and look at the cargo fleet. I wait... and I wait... the game seems to have frozen. Finally error:

Error in CalculateTotalMoveTime
Error 6 was generated by Aurora
Overflow
Please report to etc.

Once I could actually see the task group screen again(although not interact with it),there were a lot of repeats of those two orders on the list, enough to make a scroll bar appear. Note: I did not use the repeat button in this case, but I've had the same problem before on a previous version(4.77 I believe), although at that point I thought it was a mistake I made when I clicked the repeat button.

This error doesn't appear until I go to the cargo fleet task group screen. So I could potentially keep playing if I just ignored that group. But if I ever look at that group's screen, I can't get out of the error and have to end the Aurora process.

Sorry if this has already been taken care of.
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 20, 2010, 12:27:31 PM
I'm now getting

Error in UpdateAllSensors Overflow

Every increment. It also is limiting my max increment to 21600 and it requires me to hit OK 5 times.

This is a game stopper =/

It happens when you have a giant active radar, but I don't have any this time so I don't know what is causing it. I've turned all the active radars I have off so they can't be the culprit.
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 20, 2010, 12:48:30 PM
Quote from: "metalax"
....

The 'Geological Team Survey' line still doesn't seem to be showing up in the summaries tab for unpopulated colonies.


It might be a feature or a bug, but geological teams only function on populated worlds as well.
Some say that they can geo their bare rocks fine, so I'm not sure.
Maybe this is caused by only one of the routes by how colonies can be designated.

Not being able to survey mining colonies is a major bummer.

v482 - Arnoud

-EDIT: never mind, I was mistaken.
it was just me being mislead by the smaller time increments and thus longer perceived time. I just had an empty colony being surveyed report.
It did seem to take several years as opposed to several months on inhabited worlds...is suitability taken into account for survey-point production as well?
It seems to affect access. on venusian worlds. (they are always 0.1 in my experience)
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 20, 2010, 01:30:15 PM
Quote from: "Commodore_Areyar"
Quote from: "metalax"
....

The 'Geological Team Survey' line still doesn't seem to be showing up in the summaries tab for unpopulated colonies.

It might be a feature or a bug, but geological teams only function on populated worlds as well.
Some say that they can geo their bare rocks fine, so I'm not sure.
Maybe this is caused by only one of the routes by how colonies can be designated.

Not being able to survey mining colonies is a major bummer.

v482 - Arnoud

Well, I have a geo survey team on luna, which isn´t exactely hospitable either  :)  and they have found 4 desposits so far and still not finished. So they definitly work there, it just doesn´t show in the colony screen if the search is finished or not and I get the feeling it takes a lot longer to survey an airless ball of rock than it takes to do the same on mother earth.
Title: Re: Official v4.8 Bugs Thread
Post by: Rathos on January 20, 2010, 02:47:50 PM
Quote from: "Rathos"
I'm now getting

Error in UpdateAllSensors Overflow

Every increment. It also is limiting my max increment to 21600 and it requires me to hit OK 5 times.

This is a game stopper =/

It happens when you have a giant active radar, but I don't have any this time so I don't know what is causing it. I've turned all the active radars I have off so they can't be the culprit.

Desperate to fix the problem I tried opening the .mdb file, alas I didn't have anything that recognized it. A quick search with google and I found that I could open it with microsoft access, so I downloaded the 2007 trial. I opened it up and I was met with another barrier: Please enter this database password.

Quickly examining all the karma in the universe I choose a random dragonlance character's name and added my favorite number. The database accepted and I was magically granted access to the database. (This might be a slight exaggeration)

So I peered at all these tables that I had never seen before but I quickly became accustomed to looking at each one and seeing how things were. Not that I understood much but slowly I figured out. They were helpfully labeled with informative labels though.

The error called me to look at the updateallsensors table...but it didn't exist. So I peered around some more and looked at the gamelog. I saw that there where aliens! ALIENS! I NEVER SEEN ALIENS! I scrolled up and found that indeed the errors started when a alien active sensor was detected with a strength of 10044 R93. So! The problem is related to giant sensors after all!

I quickly went to the AlienClassSensor table and saw the giant big radar arrays they must have. I nerfed them and saved and back to try...Alas it didn't work so I went back and nerfed their sensors to the smallest alien sensor...again no luck.

Not to be dissuaded I.......

Foigured out which systems the aliens where in and deleted them along with my poor survey cruisers.

Damn, didn't work. I proceded to delete Boston, the only system outside of the Tri-system area with a ship in it. Didn't bloody work. Deleted all systems outside of the tri-system area.

With great misgivings I deleted washington and new york. Nothing was left but Sol. Nothing.. So I quit and restored the database to before I started mucking around with it.

Grrr! These aliens that supposedly are causing the sensor error don't even exist for my empire. They show up in the log as a sensor contact but it doesn't show up in my diplomacy or on my system map.

So I decided to try and went to ships and tried to figure out how to delete the rows with the 5 alien ships.

Apparently they have a beam defense base, a missile defense base, a jump missile guardian and two jump beam guardians. It took a while to figure out how to delete the records, but I figured it out.

Sadly this did nothing to fix it. So I did the next logical thing: Deleted all records of all ships.

Code: [Select]
.----------------.  .----------------.  .----------------.  .----------------.  .----------------.  .----------------.  .----------------.
| .--------------. || .--------------. || .--------------. || .--------------. || .--------------. || .--------------. || .--------------. |
| | ____   ____  | || |     _____    | || |     ______   | || |  _________   | || |     ____     | || |  _______     | || |  ____  ____  | |
| ||_  _| |_  _| | || |    |_   _|   | || |   .' ___  |  | || | |  _   _  |  | || |   .'    `.   | || | |_   __ \    | || | |_  _||_  _| | |
| |  \ \   / /   | || |      | |     | || |  / .'   \_|  | || | |_/ | | \_|  | || |  /  .--.  \  | || |   | |__) |   | || |   \ \  / /   | |
| |   \ \ / /    | || |      | |     | || |  | |         | || |     | |      | || |  | |    | |  | || |   |  __ /    | || |    \ \/ /    | |
| |    \ ' /     | || |     _| |_    | || |  \ `.___.'\  | || |    _| |_     | || |  \  `--'  /  | || |  _| |  \ \_  | || |    _|  |_    | |
| |     \_/      | || |    |_____|   | || |   `._____.'  | || |   |_____|    | || |   `.____.'   | || | |____| |___| | || |   |______|   | |
| |              | || |              | || |              | || |              | || |              | || |              | || |              | |
| '--------------' || '--------------' || '--------------' || '--------------' || '--------------' || '--------------' || '--------------' |
 '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  

Error is gone! YES!

However now I realized all the ships in my entire empire have disappeared. Also I discovered that updating the database while the game is running actually worked without breaking it. My ships simply disappeared off the system map.

Absolutely giddy with joy I restored the database and am now systematically deleting every ship in turn to find out which ones is causing the confounded problem.

Edit: Sadly the problem was with ALL my civilian ships. All 31 mega-freighters have been deleted  :|

I've restored and now am going to try to clear all orders for all civilians then delete them!

Also I figured out how to add

Code: [Select]
Maximum Missile Size: 100     Rate of Fire: 500 seconds
Launcher Size: 100 HS    Launcher HTK: 50
Cost Per Launcher: 675    Crew Per Launcher: 1000
Materials Required: 168.75x Duranium  506.25x Tritanium

Development Cost for Project: 6750RP

And

Code: [Select]
Missile Size: 100 MSP  (5 HS)     Warhead: 100    Armour: 0     Manoeuvre Rating: 42
Laser Heads: 10
Speed: 40000 km/s    Endurance: 14 minutes   Range: 33.8m km
Cost Per Missile: 92.4667
Chance to Hit: 1k km/s 1680%   3k km/s 546%   5k km/s 336%   10k km/s 168%
Materials Required:    25x Tritanium   146.4167x Gallicite   Fuel x37500

Development Cost for Project: 9247RP

MUAHAHAHAHAHAHA!

I suddenly see military jumpdrives larger than 1.25 million tons as a possibility!
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 20, 2010, 08:35:09 PM
I have supply on Earth of automated mines, construction factories and deep space radar.
I have demand on Luyten of the above (same values).
Earth has enough of each, there are 3 civie lines and 2 of them have at least one freighter (which has just the one hold, I went for smaller designs this time and have transported stuff fine using my own freighters).

This is my Galaxy Map, Luyten is within 3 jumps, but is also within 5 jumps because of the loop, both directions have full JGs.

[attachment=0:uv9pmaxk]galaxyMap.png[/attachment:uv9pmaxk]

The civies were also ignoring Luyten for infrastructure trade good demand even with unrest/definite need.

I have a nasty feeling that the civies will only do supply/demand with a 5 cargo hold ship, I can design one just for them but I am a neat freak and only design something if I am going to use it! :)
Title: Re: Official v4.8 Bugs Thread
Post by: lastverb on January 21, 2010, 04:25:30 AM
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 21, 2010, 11:31:17 AM
I'm getting an error every time I promote or demote a ground forces officer.

Error in cmdPromote_Click
Error 3265 was generated by DAO.Fields
Item not found in this collection

Also the officer history doesn't get updated with the change in rank. Closing/reopening the officers window shows they have been moved to the new rank but there is no record.
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 21, 2010, 11:36:47 AM
Not a bug as such.

Jumpgate construction.

There are a few things that are weird:

-A constructor can build a gate on top of an existing gate.

-Experience can be gained by unfairly by adding ships to the TF that have nearly completed a build. (not really JG but rather TF issue)
 
-Jumpgate construction is a binary task; interrupting a constructiontask causes it to be cancelled.
-Similarly adding more constructors (or constructormodules AFAIK) does not decrease the build time.
(These last two issues can be technobabbled away by claiming assembly needs to be very precisely alligned or something requiring a single assembler module and is a process that cannot be interrupted.)

Q: Several stories mention gate sections being delivered by freighters... did this get taken out because finding ruins containing gatesections are too small in general?
Allowing native production of them could solve that issue.
Unless the micromanagement was the problem?

Suggestions:
-Bring back the gate sections
-make gates a tangible structure, like shipyards, that can be destroyed.
(Unless the JGC's actually create stable wormholes instead! )
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 21, 2010, 12:44:51 PM
Leaders window. cosmetic.

Officers in teams are shown as being unassigned (blue).
You have to check each officer's career history to be sure they are truly available.
edit: or the line under his/her name. hehe.

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Knight Otu on January 21, 2010, 01:22:10 PM
I'm not whether it's a bug, but it seems inconsistent: On the "All Active Contacts for this Empire" tab of the Tactical Intelligence tab, you can see the real name of a race that you have active contacts with, when everywhere else, you would only see the given name. While I like the possibility to learn that name, it doesn't look that it belongs there.
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 21, 2010, 02:48:04 PM
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I don't think its unintended that missiles can be detected at final approach, and final defensive fire is unlikely to do much to a decent salvo size

I'm struggling to see how CIWS are a waste of space as they give space savings compared to Gauss Cannon+Firecon+reactor and Gauss Cannon are the most efficient PD weapons

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Charlie Beeler on January 21, 2010, 02:55:37 PM
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
Title: Re: Official v4.8 Bugs Thread
Post by: mrwigggles on January 21, 2010, 04:01:31 PM
The civie sector should be able to handle the situation where there aren't enough goods present to fill up a 'supply' contract". I'd say you should post this on the bugs thread.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 21, 2010, 04:06:29 PM
Quote from: "Commodore_Areyar"
Q: Several stories mention gate sections being delivered by freighters... did this get taken out because finding ruins containing gatesections are too small in general?
Allowing native production of them could solve that issue.
Unless the micromanagement was the problem?

Before cargo holds got huge, you used to need to pre-fab jump gates (5 sections needed), at an enormous cost in Sorium.  After jump gates became necessary for Civie shipping, Steve made them cheaper with less micromanagement.

On destruction, there was a thread about this about a year ago.

John
Title: Re: Official v4.8 Bugs Thread
Post by: metalax on January 21, 2010, 05:15:02 PM
Commanders of ground units that are inside PDC's are not showing up in the Officers stationed at this colony list on the teams tab.
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 21, 2010, 05:30:31 PM
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.

I believe there are also default low level sensors (like Starfire Navigation Sensors) that come with the hull, though only passives i would expect

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: lastverb on January 21, 2010, 05:56:49 PM
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".
Title: Re: Official v4.8 Bugs Thread
Post by: Andrew on January 21, 2010, 06:15:02 PM
Quote from: "lastverb"
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them
Title: Re: Official v4.8 Bugs Thread
Post by: sluissa on January 21, 2010, 09:31:16 PM
Quote from: "Andrew"
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them

I could be wrong, but I believe I read somewhere that all ships have a 1 strength thermal and/or EM sensor on board regardless of any others. Could it be that this is allowing the ships to fire?
Title: Re: Official v4.8 Bugs Thread
Post by: Earl Grey on January 21, 2010, 10:07:21 PM
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.

'Fixed' this, turns out I needed to select 'new ship design' before deciding on type....  :oops:
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 21, 2010, 11:27:31 PM
Quote from: "sluissa"
Quote from: "Andrew"
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them

I could be wrong, but I believe I read somewhere that all ships have a 1 strength thermal and/or EM sensor on board regardless of any others. Could it be that this is allowing the ships to fire?


Yes, as I said above, all ships have a default sensor package, I'm not sure but i believe its both passive sensors.

However, beam weapons (and im including kinetics in this) that can make anti-missile attacks without fire control would definately be a bug

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Father Tim on January 22, 2010, 04:42:35 AM
If I'm understanding lastverb correctly, what's happening is a ship with its PD mode set to defend self with final defensive fire is cruising happily along through space when, at the last second, it detects missiles a few hundred km out and fires at them.

So it sounds like there is a bug in one or more of the PD modes that's not properly taking into account whether active sensors are turned on or off.  Especially if it's happening immediately after jump, when sensors (along with everything else electronic) are suposed to be disrupted.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 04:56:14 AM
Quote from: "sloanjh"
Quote from: "Commodore_Areyar"
Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.

Not a bug - a feature.  This is another one of those "cheating at solitaire" things - if you don't want your ships to magically teleport, then don't move them to a TG in a different location.

STEVE - Please don't make this SM-only.  I use this one a lot to take care of minor adjustments that aren't worth messing around doing with orders - locking it into SM mode would be a royal pain.

The one improvement I could see would be if you got a pop-up warning/confirmation request when you did this (transferred ships between non-colocated TG).  That way there wouldn't be a risk of doing it unintentionally.
I have changed this to SM mode only but I have also add an SM mode button to this window and to the Class window. If you press the button and click enter when the password box comes up, the SM-related parts of the window will refresh. So in this case the list of fleets for transferring ships and combining fleet will normally be those in the same location. Switching to SM Mode (by pressing the SM mode button) will repopulate the list with all the fleets in the system. You can use the same button to leave SM mode as well by clicking it and choosing Cancel when the password box comes up.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 04:57:59 AM
Quote from: "Knight Otu"
I'm not whether it's a bug, but it seems inconsistent: On the "All Active Contacts for this Empire" tab of the Tactical Intelligence tab, you can see the real name of a race that you have active contacts with, when everywhere else, you would only see the given name. While I like the possibility to learn that name, it doesn't look that it belongs there.
Fixed for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 04:59:19 AM
Quote from: "Earl Grey"
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.

'Fixed' this, turns out I needed to select 'new ship design' before deciding on type....  :oops:
Still a bug though as the game should handle it better if you select that dropdown too soon. I've added an extra check to prevent the error in v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 05:00:12 AM
Quote from: "mrwigggles"
The civie sector should be able to handle the situation where there aren't enough goods present to fill up a 'supply' contract". I'd say you should post this on the bugs thread.
There are several bugs in the civilian contracts section. I hope I have fixed them all for v4.9

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 05:03:20 AM
Quote from: "lastverb"
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.
Yes, it turns out this is a bug and it must have been around a long time. I am guessing the reason it hasn't been detected before is because most escort designs have included both anti-missile sensors and fire controls so no one realised the sensor wasn't needed. I never noticed :)

It's fixed for v4.9. CIWS still do not require incoming missiles to be detected prior to engagement

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 05:06:51 AM
Quote from: "sluissa"
4.81 (and tried upgrading to 4.82, still have the problem with the save.)

I know it was mentioned at least once before in the thread, but I don't know if it was taken care of specifically or not.

My cargo fleet was set to load structures from earth and drop them off at mars and the cycle checkbox was checked. When I set the orders I only had one "Load Automated Mine Earth" and one "Unload Automated Mine Mars" order. I let some time go by and I check back later at the task group screen and look at the cargo fleet. I wait... and I wait... the game seems to have frozen. Finally error:

Error in CalculateTotalMoveTime
Error 6 was generated by Aurora
Overflow
Please report to etc.

Once I could actually see the task group screen again(although not interact with it),there were a lot of repeats of those two orders on the list, enough to make a scroll bar appear. Note: I did not use the repeat button in this case, but I've had the same problem before on a previous version(4.77 I believe), although at that point I thought it was a mistake I made when I clicked the repeat button.

This error doesn't appear until I go to the cargo fleet task group screen. So I could potentially keep playing if I just ignored that group. But if I ever look at that group's screen, I can't get out of the error and have to end the Aurora process.

Sorry if this has already been taken care of.
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: head on January 22, 2010, 05:42:45 AM
I'm pretty sure this qualifies as a bug.
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 22, 2010, 05:50:48 AM
Quote from: "Steve Walmsley"
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders

Steve

Steve,  I've had this occur a few times and fixed it myself by deleting the excess orders, every time it's occured for me, has been after a program crash, when I've had to kill Aurora.exe after setting up a looping fleet order.

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Charlie Beeler on January 22, 2010, 07:48:14 AM
Quote from: "lastverb"
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".

Your correct, I did not understand what you where trying to describe.  Your initial description made it appear that this was occurring with ships in the formation that CIWS and other ships having the beam turrets set to PD final defense and not self final defense.  I see that Steve has found and fixed the actual issue that your having so all is good.

As far as what CIWS and Gauss Cannon are within the mechanics of the game....  I'll leave it at I'm well versed in both and my opinion differs greatly from yours.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 09:07:23 AM
Quote from: "boggo2300"
Quote from: "Steve Walmsley"
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders
Steve,  I've had this occur a few times and fixed it myself by deleting the excess orders, every time it's occured for me, has been after a program crash, when I've had to kill Aurora.exe after setting up a looping fleet order.
Is there any pattern to the problem, such as always freighters for example, or does it happen to different types of ships?

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 09:09:54 AM
Quote from: "head"
I'm pretty sure this qualifies as a bug.
The 0.55 RP per research lab looks very strange. Are you suffering a lot of unrest or economic problems on that planet? The 0/25 research labs isn't a bug, although I would suggest cancelling the project if you don't intend to add more research labs soon.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 22, 2010, 09:15:54 AM
Quote from: "head"
I'm pretty sure this qualifies as a bug.

Not sure what you mean.

If it is the low research/shipbuilding rate, my guess would be there are not nearly enough workers on that colony. Other factors, such as radiactivity or unrest could play a role too.


Edit: LOL, beaten by Steve again  :lol:
Title: Re: Official v4.8 Bugs Thread
Post by: Brian Neumann on January 22, 2010, 09:37:30 AM
Two different bugs.  both very early on in a standard trans-newtonian game based on earth.  Both are poping up at each time interval, but do not generate an interrupt of their own.  The first started about 4months into the game, the second about 8 months into the game.  I have 2b population but started with 1b pop to keep the npr from being to big.  I gave the PC race a 150% modifier on its initial industry setting, and the npr a 200% setting.

Error in GetPopulationSignature
Error 6 was generated by Aurora
Overflow.

Error in UpdateWealth
Error 3421 generated by DAO.field
Data type conversion error.

My computer is running Vista32 US settings.  I saved a copy of the DB if you need it.

Brian
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 22, 2010, 10:53:39 AM
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 10:57:31 AM
Quote from: "Commodore_Areyar"
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.
N/A means Not Applicable. The conditions won't be fine due to the low gravity of the asteroid. If you are not sure on the text of an error message, switch on Show Errors in the Event window and it will include any error messages.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 22, 2010, 12:11:53 PM
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.
N/A means Not Applicable. The conditions won't be fine due to the low gravity of the asteroid. If you are not sure on the text of an error message, switch on Show Errors in the Event window and it will include any error messages.

Steve
Yeah that is usually so, my people have a high gravity tolerance though (ideal 1G, dev 1G).
They are the Rockrat Molepeople. :)
I don't mind that, the high number of suitables in the galactic map are misleading though.

ah I see. report errors only works in SMmode.
It was a populationGrowth error11: devision by zero.
-
Later had another error when selecting troops to be loaded, but destination was previously deselected by deleting the last task.
IstAction_Click error9: Subscript out of range.
Didn't cause any problems though.

-Arnoud
Title: Re: Official v4.8 Bugs Thread
Post by: Charlie Beeler on January 22, 2010, 02:27:08 PM
Steve,  This is one I haven't seen in awhile.

I had a carrier task group engaged by a swarm of GB's (110 800t) appearently armed with meson cannons.  As the GB's would cut a single ship out and then kill it the secondary TG created by the battle damage seperation would not be deleted.  This caused the minor errror below.

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

The simple fix was to delete the phantom task groups.
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 22, 2010, 03:56:19 PM
Quote from: "Steve Walmsley"
Quote from: "boggo2300"
Quote from: "Steve Walmsley"
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders
Steve,  I've had this occur a few times and fixed it myself by deleting the excess orders, every time it's occured for me, has been after a program crash, when I've had to kill Aurora.exe after setting up a looping fleet order.
Is there any pattern to the problem, such as always freighters for example, or does it happen to different types of ships?

Steve
Ive had it happen for Freighters and Colony ransports, and only those two types, however, those are the two types that i usually use repeated orders for so I can't guarantee that it's only those 2 types

on what may be a related issue, I occasionally get the orders out of sync with the actual location of the ship, ie moving clonists from earth to mars, at some point when its following the repeat orders,the tg gets to mars, but is attempting to load colonists on Earth.  I just kill the order stream, and start it from where I am and it carries on as normal from there.

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: boggo2300 on January 22, 2010, 03:58:26 PM
Quote from: "Hawkeye"
Edit: LOL, beaten by Steve again  :shock:

Matt
Title: Re: Official v4.8 Bugs Thread
Post by: Qloos on January 22, 2010, 05:57:16 PM
Get an error when I try to open my "System Information" (F9) window.

Quote from: Error in LaunchSystemWindow
Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your machine.  MSSTDFMT.DLL.
Please report to viewforum.php?f11 (http://aurora.pentarch.org/viewforum.php?f11)
Title: Re: Official v4.8 Bugs Thread
Post by: Commodore_Areyar on January 22, 2010, 06:58:08 PM
v4.90 is out!

still:
4.82
error 6 in moveMissiles : overflow. x8

I havent fired any. not received any either. next increment nothing happens
there are no errors reported in eventlog.
Title: Re: Official v4.8 Bugs Thread
Post by: Father Tim on January 23, 2010, 02:16:57 AM
Quote from: "Commodore_Areyar"
Yeah that is usually so, my people have a high gravity tolerance though (ideal 1G, dev 1G).
They are the Rockrat Molepeople. :)

-Arnoud

I suspect the lower gravity limit of 0 G is causing the 'divide by zero' error.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 03:18:04 AM
Quote from: "Commodore_Areyar"
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.
N/A means Not Applicable. The conditions won't be fine due to the low gravity of the asteroid. If you are not sure on the text of an error message, switch on Show Errors in the Event window and it will include any error messages.

Steve
Yeah that is usually so, my people have a high gravity tolerance though (ideal 1G, dev 1G).
They are the Rockrat Molepeople. :)
I don't mind that, the high number of suitables in the galactic map are misleading though.

ah I see. report errors only works in SMmode.
It was a populationGrowth error11: devision by zero.
Setting the gravity tolerance to 100% is what is causing the problem. Set it to 90% instead and the problem should go away. I have added a check to v4.91 to prevent this being higher than 80% in future (and the same for oxygen atm).

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 03:19:39 AM
Quote from: "Qloos"
Get an error when I try to open my "System Information" (F9) window.

Quote from: Error in LaunchSystemWindow
Error 713 was generated by Aurora
Class not registered.
You need the following file to be installed on your machine.  MSSTDFMT.DLL.
Please report to viewforum.php?f11 (http://aurora.pentarch.org/viewforum.php?f11)
This is system-related rather than Aurora-related. Do a forum search for MSSTDFMT.DLL and you should find plenty of threads about this subject.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 23, 2010, 11:06:09 AM
Quote from: "Steve Walmsley"
Setting the gravity tolerance to 100% is what is causing the problem. Set it to 90% instead and the problem should go away. I have added a check to v4.91 to prevent this being higher than 80% in future (and the same for oxygen atm).

Please change the gravity limit to 85% or 90% - I like to be able to colonize Luna.

Thanks,
John
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 02:04:45 PM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Setting the gravity tolerance to 100% is what is causing the problem. Set it to 90% instead and the problem should go away. I have added a check to v4.91 to prevent this being higher than 80% in future (and the same for oxygen atm).

Please change the gravity limit to 85% or 90% - I like to be able to colonize Luna.
Changed to 90%

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 23, 2010, 04:01:23 PM
An entire fleet of 22000ton jump scouts (3 of them to be exact) vanished when transiting a jump node. They were still on the taskforce list but they werent on any map, werent able to be given orders and everytime i clicked them in the taskforce manager i got the response "the currently selected fleet does not exist" in the end i tried to make that literal in order to start over by pressing Delete TG. Then it deleted my taskforce of freighters presumeably as it couldnt delete a nonexistent taskforce even if said taskforce existed in the taskforce manager. As i doubt this game accomodates 'the great big red jumpspace monster that eats ships' i'm reporting this here.

Also i get error 3021 generated by dao.field no current record whenever opening up taskforce manager since this issue occured. this happens 3+ times before the task force manager opens.
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 02:57:51 AM
Error 94 generated in getcommandername.
Invalid use of null.

Occurs sometimes when time is moved forwards.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 04:32:59 AM
Quote from: "darkevilme"
Error 94 generated in getcommandername.
Invalid use of null.

Occurs sometimes when time is moved forwards.
Do you have any commanders or ranks with blank names?

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 04:49:15 AM
Quote from: "Steve Walmsley"
Quote from: "darkevilme"
Error 94 generated in getcommandername.
Invalid use of null.

Occurs sometimes when time is moved forwards.
Do you have any commanders or ranks with blank names?

Steve
Nope. I did check that suspecting it was such a thing (as if it was i could just rename whatever wasnt named and thereby get rid of the error popup) and i doublechecked now but all my people have names.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 05:13:06 AM
Quote from: "darkevilme"
Quote from: "Steve Walmsley"
Quote from: "darkevilme"
Error 94 generated in getcommandername.
Invalid use of null.

Occurs sometimes when time is moved forwards.
Do you have any commanders or ranks with blank names?

Steve
Nope. I did check that suspecting it was such a thing (as if it was i could just rename whatever wasnt named and thereby get rid of the error popup) and i doublechecked now but all my people have names.
Have you recently renamed any ranks, or created/deleted/re-ordered any ranks. There were some bugs in v4.8 around this area.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 24, 2010, 05:33:29 AM
Quote from: "darkevilme"
An entire fleet of 22000ton jump scouts (3 of them to be exact) vanished when transiting a jump node. They were still on the taskforce list but they werent on any map, werent able to be given orders and everytime i clicked them in the taskforce manager i got the response "the currently selected fleet does not exist" in the end i tried to make that literal in order to start over by pressing Delete TG. Then it deleted my taskforce of freighters presumeably as it couldnt delete a nonexistent taskforce even if said taskforce existed in the taskforce manager. As i doubt this game accomodates 'the great big red jumpspace monster that eats ships' i'm reporting this here.

Also i get error 3021 generated by dao.field no current record whenever opening up taskforce manager since this issue occured. this happens 3+ times before the task force manager opens.

Hm, this happens to me only, when I use the "Assemble" order for survey groups. The ships are, well, assembled in the "mother-taskforce" but the original taskforces are still listed in the taskforce manager, even if they are no longer realy there. Closing and reopening the TF-manager clears this (refresh all on the F2 could also work, never tried it)

Have you looked for the ships on the individual ships screen (F6)?
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 09:07:31 AM
Quote from: "Hawkeye"
Quote from: "darkevilme"
An entire fleet of 22000ton jump scouts (3 of them to be exact) vanished when transiting a jump node. They were still on the taskforce list but they werent on any map, werent able to be given orders and everytime i clicked them in the taskforce manager i got the response "the currently selected fleet does not exist" in the end i tried to make that literal in order to start over by pressing Delete TG. Then it deleted my taskforce of freighters presumeably as it couldnt delete a nonexistent taskforce even if said taskforce existed in the taskforce manager. As i doubt this game accomodates 'the great big red jumpspace monster that eats ships' i'm reporting this here.

Also i get error 3021 generated by dao.field no current record whenever opening up taskforce manager since this issue occured. this happens 3+ times before the task force manager opens.

Hm, this happens to me only, when I use the "Assemble" order for survey groups. The ships are, well, assembled in the "mother-taskforce" but the original taskforces are still listed in the taskforce manager, even if they are no longer realy there. Closing and reopening the TF-manager clears this (refresh all on the F2 could also work, never tried it)

Have you looked for the ships on the individual ships screen (F6)?
Yep they actually do exist on the individual ships screen now that i've checked. But that's about it, they're trapped in the belly of the jumpspace monster and no longer part of any fleet.
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 10:22:24 AM
Quote from: "Steve Walmsley"
Quote from: "darkevilme"
Nope. I did check that suspecting it was such a thing (as if it was i could just rename whatever wasnt named and thereby get rid of the error popup) and i doublechecked now but all my people have names.
Have you recently renamed any ranks, or created/deleted/re-ordered any ranks. There were some bugs in v4.8 around this area.

Steve

No this occured a short time after i started the game. I'd renamed absolutely nothing.
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 10:25:00 AM
Had a game grind to a halt due to unresolved combats today. Two NPR ships got to fighting, pummeling eachother with meson cannons and stuff...then they stopped fighting... and just sat in range of eachother, forcing the computer to keep the game at one minute intervals indefinitely. In SM mode there was no combat reports of them blasting eachother at all. Number of gamestopping bugs encountered is now at 2.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on January 24, 2010, 10:28:59 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Units which belong to a HQ unit (e.g. my 1st Armored battalion, which is part of my 1st Brigade (Armored)) are still showing up twice in the Population+PDCs view of the Ground Units tab of the F2 screen when they and the parent are in a PDC - once as part of the parent unit (in the PDC), and once at the "top level".
Fixed for v4.9

Steve

Better for v4.9, but not quite fixed.  Now units only show up once, but if I minimize a brigade or division which is inside a PDC, then its subordinate formations show up as if they were unattached to the parent HQ.  So if I've got an armored brigade at the top of the screen, which has four child armored battalions and all of them are inside a PDC, then minimizing the armored brigade causes it to contract with a +, and all four armored battalions show up below an empty line, without being indented - these four are the bug.

John
Title: Re: Official v4.8 Bugs Thread
Post by: Hawkeye on January 24, 2010, 02:26:45 PM
Quote from: "darkevilme"
Quote from: "Hawkeye"
Quote from: "darkevilme"
An entire fleet of 22000ton jump scouts (3 of them to be exact) vanished when transiting a jump node. They were still on the taskforce list but they werent on any map, werent able to be given orders and everytime i clicked them in the taskforce manager i got the response "the currently selected fleet does not exist" in the end i tried to make that literal in order to start over by pressing Delete TG. Then it deleted my taskforce of freighters presumeably as it couldnt delete a nonexistent taskforce even if said taskforce existed in the taskforce manager. As i doubt this game accomodates 'the great big red jumpspace monster that eats ships' i'm reporting this here.

Also i get error 3021 generated by dao.field no current record whenever opening up taskforce manager since this issue occured. this happens 3+ times before the task force manager opens.

Hm, this happens to me only, when I use the "Assemble" order for survey groups. The ships are, well, assembled in the "mother-taskforce" but the original taskforces are still listed in the taskforce manager, even if they are no longer realy there. Closing and reopening the TF-manager clears this (refresh all on the F2 could also work, never tried it)

Have you looked for the ships on the individual ships screen (F6)?
Yep they actually do exist on the individual ships screen now that i've checked. But that's about it, they're trapped in the belly of the jumpspace monster and no longer part of any fleet.

Ok, only tip I can provide is a work-around. In the F6 window, delete the 3 ships, then use the fast OOB (in SM-mode, I belive) to recreate them in a taskforce of your choosin. Maybe this will work.
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 24, 2010, 03:59:50 PM
Quote from: "darkevilme"
An entire fleet of 22000ton jump scouts (3 of them to be exact) vanished when transiting a jump node. They were still on the taskforce list but they werent on any map, werent able to be given orders and everytime i clicked them in the taskforce manager i got the response "the currently selected fleet does not exist" in the end i tried to make that literal in order to start over by pressing Delete TG. Then it deleted my taskforce of freighters presumeably as it couldnt delete a nonexistent taskforce even if said taskforce existed in the taskforce manager. As i doubt this game accomodates 'the great big red jumpspace monster that eats ships' i'm reporting this here.

Also i get error 3021 generated by dao.field no current record whenever opening up taskforce manager since this issue occured. this happens 3+ times before the task force manager opens.

Update on situation:
Populatesystembodylist and populate adjacenet systems produce the dao.field no current record error 3021 whenever i open the taskforce manager or select another task force. deleting the disassociated ships does not delete the broken fleet which causes this issue worst luck. In other news this gamebreaking bug has occured a second time in another game this time with a jumpgate construction ship i was using. Same issue, same symptoms. The ship jumps through to another system then 'vanishes' into error hell taking me with it.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 06:55:42 PM
Quote from: "darkevilme"
Populatesystembodylist and populate adjacenet systems produce the dao.field no current record error 3021 whenever i open the taskforce manager or select another task force. deleting the disassociated ships does not delete the broken fleet which causes this issue worst luck. In other news this gamebreaking bug has occured a second time in another game this time with a jumpgate construction ship i was using. Same issue, same symptoms. The ship jumps through to another system then 'vanishes' into error hell taking me with it.
The fact this bug has appeared twice in two games for you but has not been reported by anyone else suggests there is something odd going on with your particular installation. Just to get the obvious questions out of the way first: In your country, do you use the comma or the period as the decimal separator? What is the version number in the About window (under Help on the main menu bar)?

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: darkevilme on January 25, 2010, 12:55:58 AM
Quote from: "Steve Walmsley"
Quote from: "darkevilme"
Populatesystembodylist and populate adjacenet systems produce the dao.field no current record error 3021 whenever i open the taskforce manager or select another task force. deleting the disassociated ships does not delete the broken fleet which causes this issue worst luck. In other news this gamebreaking bug has occured a second time in another game this time with a jumpgate construction ship i was using. Same issue, same symptoms. The ship jumps through to another system then 'vanishes' into error hell taking me with it.
The fact this bug has appeared twice in two games for you but has not been reported by anyone else suggests there is something odd going on with your particular installation. Just to get the obvious questions out of the way first: In your country, do you use the comma or the period as the decimal separator? What is the version number in the About window (under Help on the main menu bar)?

Steve
Version is 4.7.8 regional settings are UK and the period is in use. The only thing i think i'm doing that's particularly different is i set max systems to 100.
Title: Re: Official v4.8 Bugs Thread
Post by: Steve Walmsley on January 25, 2010, 05:36:44 AM
Quote from: "darkevilme"
Quote from: "Steve Walmsley"
Quote from: "darkevilme"
Populatesystembodylist and populate adjacenet systems produce the dao.field no current record error 3021 whenever i open the taskforce manager or select another task force. deleting the disassociated ships does not delete the broken fleet which causes this issue worst luck. In other news this gamebreaking bug has occured a second time in another game this time with a jumpgate construction ship i was using. Same issue, same symptoms. The ship jumps through to another system then 'vanishes' into error hell taking me with it.
The fact this bug has appeared twice in two games for you but has not been reported by anyone else suggests there is something odd going on with your particular installation. Just to get the obvious questions out of the way first: In your country, do you use the comma or the period as the decimal separator? What is the version number in the About window (under Help on the main menu bar)?

Steve
Version is 4.7.8 regional settings are UK and the period is in use. The only thing i think i'm doing that's particularly different is i set max systems to 100.
You are several versions out of date. The current version is v4.91 so I would reccomend you upgrade. Unfortunately you will lose your existing game but I have no way to test problems in old versions.

Steve
Title: Re: Official v4.8 Bugs Thread
Post by: Beersatron on January 27, 2010, 10:38:41 PM
v4.82 - I am having too much fun on this game and don't want to loose the time spent on setup and playing just yet. You may have already sorted this for v4.9, in fact, I had thought this was 'fixed' way back in v3.

I just entered a system that has 2 components, component B has a 0 colony cost planet but is 94 billion KM away. Out of curiosity I cheated and checked if an NPR had spawned. It did. I have a funny feeling they are not going to be able to expand since they are so far from the survey points and there are no LGs.
Title: Re: Official v4.8 Bugs Thread
Post by: WCG on February 20, 2010, 01:17:40 PM
Quote from: "Commodore_Areyar"
The wellknown flexgrid error (#30009 i believe) that was fixed for science and officers also occurs when the num ber of entries in the events screen is changed.

Maybe this really has already been fixed, but I get this error whenever I click on a certain naval officer.

It says:

Error in Grd_Sorted_SelChange
Error 30009 was generated by MSFlexGrid
Invalid Row Value

All I did was sort naval officers by Fleet Movement Initiative Rating. I get the error whenever I click on the Rear Admiral in the list, but not when I click on any other officer. (If it matters, this is my only Rear Admiral and my highest ranking officer.)

Note that I haven't messed with creating new ranks or anything like that. I tried to do a search here to see if this error was already known, but I couldn't tell. I couldn't find anything exactly like this. From other postings, it appears that this error is well-known, but maybe not in this exact circumstance? And if it's supposed to be fixed,... well, I figured I'd better say something.

It's not causing any problems, as far as I can tell.

Bill

EDIT: FYI, I'm playing version 4.91, so I guess I posted this in the wrong thread (I did a search for this error number and mistakenly assumed that 4.8 was the most recent version). I'll try to copy this to the correct thread.
Title: Re: Official v4.8 Bugs Thread
Post by: Sorby on June 21, 2010, 03:53:54 PM
*Sigh*

Got a new problem for you, and didn't see my exact problem from my searches. In short:
Quote
Error 3061 was generated by DAO.Database
Too few parameters. Expected 2.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)

Fun facts:
-I used this download link. (http://aurora.pentarch.org/viewtopic.php?f=10&t=1830)
-I use Windows 7
-I followed the installation instructions to the letter.

Now, for screen shots of what my computer says when I try and run Aurora (For some reason, it's in reverse order): [Link] (http://s350.photobucket.com/albums/q419/zanerama0571/Aurora%20Problems/)

End result: The "Error 3061" pop-up reappears after clicking both, "Ok," and the exit button. It does this for seemingly an unlimited number of pop-ups, limiting my choices to bringing up task manager and shutting down Aurora in its entirety (It registers as the whole program running).

EDIT: Not entirely sure of what version I downloaded, but I believe it was v4.8
Title: Re: Official v4.8 Bugs Thread
Post by: Erik L on June 21, 2010, 07:10:51 PM
That database error is usually when the database file is a different version from the executable. Did you go through any of the upgrades? You can also check the version of the executable from the game selection screen.

I'm on Win7 with admin rights and I get a UAC prompt also. I click yes and ignore it. I've also installed outside the program files directory, which makes updates a bit easier.
Title: Re: Official v4.8 Bugs Thread
Post by: Sorby on June 21, 2010, 09:00:41 PM
Quote from: "Erik Luken"
That database error is usually when the database file is a different version from the executable. Did you go through any of the upgrades? You can also check the version of the executable from the game selection screen.

I'm on Win7 with admin rights and I get a UAC prompt also. I click yes and ignore it. I've also installed outside the program files directory, which makes updates a bit easier.
Err... Quick question: When you run Setup.exe, is it supposed to bring up Install Wizard?

And I re-installed it, this time under the Downloads directory, making sure to follow the instructions, and installed v5.10, then v5.14, to get it updated. This time, I get a single 3265, and the game selection screen loads.

Now, whether I click "Select," or the exit button, the game is brought up, but with the same problem I had in the past: There's no interface.

(http://i350.photobucket.com/albums/q419/zanerama0571/Aurora%20Problems/GameProblem.png)
Title: Re: Official v4.8 Bugs Thread
Post by: dooots on June 21, 2010, 09:17:30 PM
That is the main menu bar, that is all there is to it.  Go to empires -> system maps.  You can open all the windows you need to be able to play from there.
Title: Re: Official v4.8 Bugs Thread
Post by: Sorby on June 21, 2010, 10:13:10 PM
Quote from: "dooots"
That is the main menu bar, that is all there is to it.  Go to empires -> system maps.  You can open all the windows you need to be able to play from there.
Empires>>System Maps
"Please Select a Default Race."
Game>>Select Default Race
"No races have been created."

I distinctly remember there being a folder named Races.
Title: Re: Official v4.8 Bugs Thread
Post by: dooots on June 21, 2010, 11:52:00 PM
Did you make a new game?

To select a race goto Game->Select Default Race.  Try looking through the menus most stuff is labeled quite well.
Title: Re: Official v4.8 Bugs Thread
Post by: sloanjh on June 22, 2010, 01:28:36 AM
Quote from: "Sorby"
Quote from: "dooots"
That is the main menu bar, that is all there is to it.  Go to empires -> system maps.  You can open all the windows you need to be able to play from there.
Empires>>System Maps
"Please Select a Default Race."
Game>>Select Default Race
"No races have been created."

I distinctly remember there being a folder named Races.

Please work your way through the tutorials in the Tutorials board.  Please also read the FAQ board, especially the one "where should I post?".  We try to keep new user questions like this in The Academy so as not to clutter up the Bugs thread (which Steve uses as a "filing cabinet").

Thanks,
John