Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on January 22, 2010, 10:01:22 AM

Title: v4.9 Bugs Thread (no longer current)
Post by: Steve Walmsley on January 22, 2010, 10:01:22 AM
Placeholder for first post
Title: Re: Official v4.9 Bugs Thread
Post by: metalax on January 22, 2010, 10:21:11 AM
Comets are not showing up on the all bodies tab of the system map.

Same bug promoting ground force officers I reported over in the 4.8 thread is still happening.
http://aurora.pentarch.org/viewtopic.php?f=11&t=1929&start=120#p19317

The up/down buttons to the right of the list of officers for changing seniority don't seem to be working properly. Occasionally they will move the selected officer but most of the time they will not. It seem to be more noticeable for ground officers but occurs for naval officers too.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 10:32:03 AM
Quote from: "metalax"
Same bug promoting ground force officers I reported over in the 4.8 thread is still happening.
Fixed for v4.91. It is just a display bug so it has no long term effect.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: metalax on January 22, 2010, 10:43:00 AM
On the class design window, from a conventional start with no missile bases, clicking copy design throws up a repeating error:

Error in cmdCopy_Click
Error 3625 was generated by DAO.Fields
Item not found in this collection.

As far as I can tell this is just from there being no designs at all before it trys to copy one.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 10:51:16 AM
Quote from: "metalax"
The up/down buttons to the right of the list of officers for changing seniority don't seem to be working properly. Occasionally they will move the selected officer but most of the time they will not. It seem to be more noticeable for ground officers but occurs for naval officers too.
What is actually happening is that when you try to change the seniority of a ground forces officer, you instead change the seniority of the matching naval officer. Fixed for v4.91

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 22, 2010, 10:53:53 AM
Quote from: "metalax"
On the class design window, from a conventional start with no missile bases, clicking copy design throws up a repeating error:

Error in cmdCopy_Click
Error 3625 was generated by DAO.Fields
Item not found in this collection.

As far as I can tell this is just from there being no designs at all before it trys to copy one.
I have added a check to v4.91 to avoid the above error. As you say, it happens when someone presses Copy and there aren't any classes yet.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: metalax on January 22, 2010, 11:25:12 AM
Class design, the tooltip for the SM Mode button seems to be something from the fleets screen.
Title: Re: Official v4.9 Bugs Thread
Post by: Vargius on January 22, 2010, 03:52:23 PM
I get an overflow bug when trying to access my Cargo task group set on repeat orders after a reload. I suspect it's the same thing happening which I reported in the 4.77 bugs thread (follows bellow).

Code: [Select]
Re: Official v4.7 Bugs Thread

by Vargius » 17 Jan 2010, 00:45
Hi!

I've experienced an overflow bug with orders and I am wondering if anyone else have experienced this type of behavior. If I set a task groups orders on "cycle moves", typically a Freighter Convoy hauling installations to my colonies, and then exit the game I get an overflow bug when trying to view the task group in the Task Group window after I've loaded. I have experienced this in both of the versions of the game I have tried so far, v4.75 and v4.77.
It seems like the game, instead of actually cycling the moves, when saving the game it creates a vast amount of orders. I suspect this because I typically only have a few orders, e.g. "load infrastructure on Earth" and "unload infrastructure on Mars". When I load the game after I've created one such order for one of my task groups, the order list is filled to the brim and I get the overflow bug when trying to view it in the Task Group window.
Title: Re: Official v4.9 Bugs Thread
Post by: Rathos on January 22, 2010, 04:17:39 PM
Drone engines don't have prerequisites. I.E. You can research ion drone engines and nuclear pulse drone engines at the same time.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 02:52:58 AM
Quote from: "Rathos"
Drone engines don't have prerequisites. I.E. You can research ion drone engines and nuclear pulse drone engines at the same time.
It turns out they do have have prerequisites - just the wrong ones :)

I cut and pasted the drone tech from the missile tech and forgot to change some of the prerequisites. It means that each drone tech has a prerequisite of the matching engine type, which is fine, but also a prerequisite of the previous missile engine rather than the previous drone engine. I don't think this will be a significant issue so although I have changed the master database I won't be putting out a new DB patch just to fix this problem. It will get sorted when the next DB patch is eventually released.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 02:54:31 AM
Quote from: "Vargius"
I get an overflow bug when trying to access my Cargo task group set on repeat orders after a reload. I suspect it's the same thing happening which I reported in the 4.77 bugs thread (follows bellow).

Code: [Select]
Re: Official v4.7 Bugs Thread

by Vargius » 17 Jan 2010, 00:45
Hi!

I've experienced an overflow bug with orders and I am wondering if anyone else have experienced this type of behavior. If I set a task groups orders on "cycle moves", typically a Freighter Convoy hauling installations to my colonies, and then exit the game I get an overflow bug when trying to view the task group in the Task Group window after I've loaded. I have experienced this in both of the versions of the game I have tried so far, v4.75 and v4.77.
It seems like the game, instead of actually cycling the moves, when saving the game it creates a vast amount of orders. I suspect this because I typically only have a few orders, e.g. "load infrastructure on Earth" and "unload infrastructure on Mars". When I load the game after I've created one such order for one of my task groups, the order list is filled to the brim and I get the overflow bug when trying to view it in the Task Group window.
Yes, it seems like a few people are experiencing this particular problem. I haven't figured out what is causing it yet unfortunately. Please could you send me your database file so I can take a look?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: boggo2300 on January 23, 2010, 03:25:19 AM
Quote from: "Steve Walmsley"
Yes, it seems like a few people are experiencing this particular problem. I haven't figured out what is causing it yet unfortunately. Please could you send me your database file so I can take a look?

Steve
Sorry Steve, I just got this again in my4.9 game when it hung, and cleared it from the database (otherwise its a show stopper) and this game has started really well.  the TG was 2 freighters 5 holds each with orders set as Load Infrastructure Earth. Drop Infrastructure Mars set to cycle, there was a refuel at 20% conditional order as well.

Ended up with 25000 lines of the 2 orders in there for that tg

I promise I'll copy you the db next time it happens sorry

Matt
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 04:27:38 AM
Quote from: "boggo2300"
Quote from: "Steve Walmsley"
Yes, it seems like a few people are experiencing this particular problem. I haven't figured out what is causing it yet unfortunately. Please could you send me your database file so I can take a look?

Steve
Sorry Steve, I just got this again in my4.9 game when it hung, and cleared it from the database (otherwise its a show stopper) and this game has started really well.  the TG was 2 freighters 5 holds each with orders set as Load Infrastructure Earth. Drop Infrastructure Mars set to cycle, there was a refuel at 20% conditional order as well.

Ended up with 25000 lines of the 2 orders in there for that tg
So does this only appear after a hang? I wonder if the hang is actually an endless loop and the endless loop is what is creating the huge amount of orders. That would make sense but the question becomes why does it only happen occasionally?

EDIT: I notice that everyone mentioning this bug so far has mentioned Earth and Mars. That could be just a coincidence but it is worth taking into account. The next time this happens, check if it is affecting a cycle between Earth and Mars and also check if Earth and Mars are close together in their orbits.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: boggo2300 on January 23, 2010, 05:04:55 AM
Quote from: "Steve Walmsley"
So does this only appear after a hang? I wonder if the hang is actually an endless loop and the endless loop is what is creating the huge amount of orders. That would make sense but the question becomes why does it only happen occasionally?

EDIT: I notice that everyone mentioning this bug so far has mentioned Earth and Mars. That could be just a coincidence but it is worth taking into account. The next time this happens, check if it is affecting a cycle between Earth and Mars and also check if Earth and Mars are close together in their orbits.

Steve
I have only ever had it happen after a hang, and only ever on an Earth Mars run

Matt
Title: Re: Official v4.9 Bugs Thread
Post by: greywolf on January 23, 2010, 05:56:50 AM
The errors 3061, followed by 91 (4 times), sometimes a couple of times in a row, are still there (I had reported them for 4.82). All I did was selecting the default tutorial game, pressing F2 and F3, then the 1-day button on the system map window repeatedly.  3 times was ok (ships were moving), then the 3061 error appeared. I pressed ok, which produced the 91 error, ok again, another 91 error, etc. After 91 had appeared 4 times, 3061 returned once, followed by 4 91's again, then 3061 for the third time, followed by another 4 91 messages. Then the messages disappeared, the ships moved, nothing unusual. Progressed time again (in 1 day steps). Like before three times nothing unusual, the the 3061 message popped up ...
I could live with these messages if I knew the underlying errors didn't corrupt the game, but it's definitely not motivating, so I decided to continue playing 4.77.

Am I the only one encountering this problem? If it matters: My PC is AMD, Vista, 4 GB RAM, ATI graphics, plenty of disk space left. Although it looks like a software/database problem to me, as the message clearly says that the program expects parameters which are not provided.
Title: Re: Official v4.9 Bugs Thread
Post by: Vargius on January 23, 2010, 06:27:08 AM
Quote from: "Steve Walmsley"
Yes, it seems like a few people are experiencing this particular problem. I haven't figured out what is causing it yet unfortunately. Please could you send me your database file so I can take a look?

Steve

Hi! I'd love to help. Tell me the names of the files you wish for and where to send them and I'll do it ASAP! :)
Title: Re: Official v4.9 Bugs Thread
Post by: metalax on January 23, 2010, 07:19:59 AM
Class design, removing the last component from a design causes;

Error in Update Design
Error 6 was generated by Aurora
Overflow
Title: Re: Official v4.9 Bugs Thread
Post by: Greiger on January 23, 2010, 11:03:27 AM
In my first combat this game and fired off all kinds of missiles.  Missiles get to their target and it seems the PD code is screwed up someplace.

Missiles hit and I get "Error in PointBlankPDFire: Error 5 was generated by Aurora, Invalid procedure call or argument" 4 or 5 times and the enemy ship doesn't fire it's point defense weapons(if they have them, I don't know) when the missiles hit.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 11:34:24 AM
Quote from: "Steve Walmsley"
Quote from: "Rathos"
Drone engines don't have prerequisites. I.E. You can research ion drone engines and nuclear pulse drone engines at the same time.
It turns out they do have have prerequisites - just the wrong ones :)

I cut and pasted the drone tech from the missile tech and forgot to change some of the prerequisites. It means that each drone tech has a prerequisite of the matching engine type, which is fine, but also a prerequisite of the previous missile engine rather than the previous drone engine. I don't think this will be a significant issue so although I have changed the master database I won't be putting out a new DB patch just to fix this problem. It will get sorted when the next DB patch is eventually released.

Steve

Can you put an "update DB from 4.90" command into 4.91 to fix the entries in the DB, or is it a layout change?  That technique seemed to work well in 4.7....

John
Title: Re: Official v4.9 Bugs Thread
Post by: sluissa on January 23, 2010, 12:03:59 PM
I'm doing some testing of the earth-mars freighter bug.

To start off with I created a fresh game and let the computer design ships for me. I took its freighters, which are pretty standard. 5 cargo holds, 2 cargo handlers and 1331 km/s speed.

I set them up on a Earth to mars Automated mine run with the cycle moves box checked. There seemed to be some problem with clicking the 5 day advance button. Their orders would be cancelled with them ending up at mars. Unsure, but this might have been something to do with 1 day subpulses being set. This occurred when earth and mars were about 30-45 degrees apart in their orbits. A test of the 30 day advance button caused a decent length freeze, about 10 minutes, but enough time allowed things to work itself out and no problems were seen afterwards.
As mars and earth approach at their closest, I'm unable to force any problems to occur short of advancing another 30 days.

At about 10 degree seperation in orbits, the cancelling orders problem occurs again, only with subpulses set to 1 day.
At this point, switched to mines, since automated mines had run out on earth.
At about 20 degree seperation in orbits the deleting orders problem started occuring even at 6 hour subpulses. Seems to occur every two clicks of the 5 day advance button whether set at 1 day subpulses or 6 hour.
Tested it at 1 hour subpulses. Seems to do the same thing.
Every time an event comes up that says unable to load or unload the cargo at the place.

Haven't gotten the 22k+ orders problem yet. Will do further testing later and edit it into this post.

TBC
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on January 23, 2010, 12:46:31 PM
Quote from: "Steve Walmsley"
Quote from: "Vargius"
I get an overflow bug when trying to access my Cargo task group set on repeat orders after a reload. I suspect it's the same thing happening which I reported in the 4.77 bugs thread (follows bellow).

Code: [Select]
Re: Official v4.7 Bugs Thread

by Vargius » 17 Jan 2010, 00:45
Hi!

I've experienced an overflow bug with orders and I am wondering if anyone else have experienced this type of behavior. If I set a task groups orders on "cycle moves", typically a Freighter Convoy hauling installations to my colonies, and then exit the game I get an overflow bug when trying to view the task group in the Task Group window after I've loaded. I have experienced this in both of the versions of the game I have tried so far, v4.75 and v4.77.
It seems like the game, instead of actually cycling the moves, when saving the game it creates a vast amount of orders. I suspect this because I typically only have a few orders, e.g. "load infrastructure on Earth" and "unload infrastructure on Mars". When I load the game after I've created one such order for one of my task groups, the order list is filled to the brim and I get the overflow bug when trying to view it in the Task Group window.
Yes, it seems like a few people are experiencing this particular problem. I haven't figured out what is causing it yet unfortunately. Please could you send me your database file so I can take a look?

Steve
I ran into this today, if you'd like another database for comparison. Mine doesn't actually crash; it just freezes up for a while while the move list fills up with bajillions of copies of the same three orders. (The database is Stevefire.mdb, right?)
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 12:58:03 PM
I think I've figured out the problem with promotions not happening at startup.  I just started a new game with 10 academies, and on Jan 6 2201 (i.e. just after end of 1st year) I got a slew of promotions.  I suspect that the "new officer" flag is being set for officers present at startup, even if their commision dates are old.

The one weird thing is that I did have an econ update 1 minute after midnight on Jan 1.  I would have thought the promotions would have gone through them.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 01:28:35 PM
Quote from: "greywolf"
The errors 3061, followed by 91 (4 times), sometimes a couple of times in a row, are still there (I had reported them for 4.82). All I did was selecting the default tutorial game, pressing F2 and F3, then the 1-day button on the system map window repeatedly.  3 times was ok (ships were moving), then the 3061 error appeared. I pressed ok, which produced the 91 error, ok again, another 91 error, etc. After 91 had appeared 4 times, 3061 returned once, followed by 4 91's again, then 3061 for the third time, followed by another 4 91 messages. Then the messages disappeared, the ships moved, nothing unusual. Progressed time again (in 1 day steps). Like before three times nothing unusual, the the 3061 message popped up ...
I could live with these messages if I knew the underlying errors didn't corrupt the game, but it's definitely not motivating, so I decided to continue playing 4.77.

Am I the only one encountering this problem? If it matters: My PC is AMD, Vista, 4 GB RAM, ATI graphics, plenty of disk space left. Although it looks like a software/database problem to me, as the message clearly says that the program expects parameters which are not provided.
There are usually two reasons for these messages. The first is having PC regional settings set to a country that uses the comma for the decimal separator. If v4.77 is working fine that seems unlikely. The second is a mismatch between database and program caused by an installation problem. Make sure when you upgrade to v4.9 you confirm the overwrites of the two files.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 01:44:08 PM
Problem with the new "SM Mode" button on the Class Design (F5) screen.

I just did an experiment.  I made a design and locked it, and the lock button changed to "Unlock" and greyed out - working as intended.

I think tried to unlock it.  I hit the "SM Mode" button, typed in the SM pw, and Aurora showed as being in SM mode with the button not greyed out, and I unlocked the design.  Again - working as intended.

I then tried to leave SM mode.  I first tried ctrl-o, which (as in previous versions from F5) didn't do anything.  I then followed my recollection of the instructructions, which was to hit the "SM mode" button and type in no pw or the wrong pw.  This did indeed drop me out of SM mode (after a popup I needed to click upon), but it also deactivated (greyed out) the "Lock Design" button - that's the bug.  So now the F5 window is in a state where I've got an unlocked class and the "lock" button is greyed out.

This is not a big deal - it's only in the state of the open window.  Anything that refreshes the window state (like switching to another class and back) puts the lock button into the correct state.

John
Title: Re: Official v4.9 Bugs Thread
Post by: DFNewb on January 23, 2010, 02:31:51 PM
I am also getting error 5, like Greiger. I am not fighting anyone so I am guessing its the Aliens. Whenever I try to go 30 days I get this error several times and the time only advances 5 seconds.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 23, 2010, 02:56:01 PM
I've been experimenting with the systemgeneration settings and there seems to  be a slight display or refresh problem with the system generation screen.
half of the times that a new system is explored, jumppointssurveyed or just systemviewed changed, the screen whites out while processing and seems to minimize itself. clicking on it in the tray twice brings it back up again.
This is still in v4.82 though and obviously in SM and just annoying not a showstopper.

-Arnoud
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 03:24:32 PM
Random Commander Names don't seem to be very (random).

In past games, every now and then I've noticed the same highly unusual first name show up multiple times - as if Aurora was getting stuck on the same name.  I didn't say anything, however, since it could have just been the vagaries of random numbers.  I just had "Tyler Watkins" show up twice as a scientist in my current game, though, which I think is beginning to stretch the odds.

I'm aware of the "Same two birthdays in the same room" effect, that says if you've got N names (or birth dates) from which to chose, then the odds are pretty good that in any group of sqrt(N) choices there will be at least one duplication.  The problem is that I think that first and last names are chosen separately, which puts the odds back to 1 part in sqrt(NFirstNames)*sqrt(NLastNames) which is approximately 1 part in N.  So I suspect, but am not sure, that something else is going on.

John
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 03:41:44 PM
Quote from: "sloanjh"
I think I've figured out the problem with promotions not happening at startup.  I just started a new game with 10 academies, and on Jan 6 2201 (i.e. just after end of 1st year) I got a slew of promotions.  I suspect that the "new officer" flag is being set for officers present at startup, even if their commision dates are old.

The one weird thing is that I did have an econ update 1 minute after midnight on Jan 1.  I would have thought the promotions would have gone through them.

John

Something else weird that might be related:  I just discovered that my GeoSurvey team (that I created right at the start) had all its members unassigned during that Jan 1 econ update.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on January 23, 2010, 04:11:46 PM
Quote from: "sluissa"
I'm doing some testing of the earth-mars freighter bug.

To start off with I created a fresh game and let the computer design ships for me. I took its freighters, which are pretty standard. 5 cargo holds, 2 cargo handlers and 1331 km/s speed.

I set them up on a Earth to mars Automated mine run with the cycle moves box checked. There seemed to be some problem with clicking the 5 day advance button. Their orders would be cancelled with them ending up at mars. Unsure, but this might have been something to do with 1 day subpulses being set. This occurred when earth and mars were about 30-45 degrees apart in their orbits. A test of the 30 day advance button caused a decent length freeze, about 10 minutes, but enough time allowed things to work itself out and no problems were seen afterwards.
As mars and earth approach at their closest, I'm unable to force any problems to occur short of advancing another 30 days.

At about 10 degree seperation in orbits, the cancelling orders problem occurs again, only with subpulses set to 1 day.
At this point, switched to mines, since automated mines had run out on earth.
At about 20 degree seperation in orbits the deleting orders problem started occuring even at 6 hour subpulses. Seems to occur every two clicks of the 5 day advance button whether set at 1 day subpulses or 6 hour.
Tested it at 1 hour subpulses. Seems to do the same thing.
Every time an event comes up that says unable to load or unload the cargo at the place.

Haven't gotten the 22k+ orders problem yet. Will do further testing later and edit it into this post.

TBC
I've been looking at the same issue moving mines from Earth to a comet and back. I suspect what's going on is the freighter is fast enough to make two complete trips, and the program is choking when it tries to pick up a mine, unload it, then pick up another mine and unload that one, all in the same time increment.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 23, 2010, 04:25:23 PM
There's still something fishy going on with officer assignments.  I just got an event "Commander Isaac Walker has been assigned to Beagle 001".  When I click on the event it takes me to the leader screen with Isaac highlighted, claiming that he's the commander of Beagle 001.  But when I select "Military ships - no fighters" from the pulldown, Beagle 001 is dark - it claims to have no commander.  If I click on it, the "Current Commander's Bonuses" panel goes blank (i.e. Beagle 001 thinks it has no commander).  I've tried closing and opening the screen - no joy.

If I explicitly assign the command it's fine.

John
Title: Re: Official v4.9 Bugs Thread
Post by: boggo2300 on January 23, 2010, 05:00:26 PM
Quote from: "Steve Walmsley"
So does this only appear after a hang? I wonder if the hang is actually an endless loop and the endless loop is what is creating the huge amount of orders. That would make sense but the question becomes why does it only happen occasionally?

EDIT: I notice that everyone mentioning this bug so far has mentioned Earth and Mars. That could be just a coincidence but it is worth taking into account. The next time this happens, check if it is affecting a cycle between Earth and Mars and also check if Earth and Mars are close together in their orbits.

Steve


OK Steve after clearing it up, I recreated the cycle orders to pick up and deliver infrastructure, Earth -> Mars  

All was fine until mars got to about 3-4 degrees behind Earth in its orbit, then a turn cycle started taking ages.

I didn't interrupt, just copied the database and looked, and lo & behold lines and lines and lines of the dupe'd orders.

So it LOOKS like it happens when Earth and Mars are very close together.

I'm sending you a copy of my dbase that is currently in fill up the db mode (It's 29.6mb though so attachment may  bounce) hmm OK my ISP has max attachment size so it wont let me send it

Matt
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 06:39:25 PM
Thanks for the information everyone has been gathering on the cycle orders problem. It does appear to be related to the situation where an entire list of cycled orders is being completed in less than one increment. As a workaround while I find and fix this I suggest using day-long increments when Earth and Mars are close together.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 23, 2010, 10:38:04 PM
Quote from: "Steve Walmsley"
Thanks for the information everyone has been gathering on the cycle orders problem. It does appear to be related to the situation where an entire list of cycled orders is being completed in less than one increment. As a workaround while I find and fix this I suggest using day-long increments when Earth and Mars are close together.
Finally fixed I think. The problem was that the order object for the newly cycled order (but not the DB record) was retaining an 'Arrived' flag and a 'Time Required' value that are set when the fleet arrives to unload (or load) cargo. This meant that if the cycled order was carried out during the same increment in which it was created, the newly cycled load or unload never happened (because the program thought the fleet had already arrived) and the time required for unload was therefore never set. Instead, the code went down the route for a fleet that was mid-unload using the last time required value from the previous cycle of the same order. As the time required value diminishes during the unload process that value was often a very small one when it was inadvertently passed into the next cycle (and would potentially get still smaller as the loop continued). Because the order now required only a small amount of time, it could be carried out thousands of times in a long increment, such as 30 days. So the hang wasn't really a hang but was an increment that was taking a really long time to complete. The database records containing the thousands of orders are only tidied up at the end of the increment so if a player Ctrl-Alt-Deletes out during this really long increment those records remain in the DB, causing overflow errors when you try to select the affected fleet in the Fleet window.

Because this data error was only in the order objects and not the DB, the problem would not occur if a new increment was started before the cycled order was reached (because data is refreshed from the DB at the start of the next increment). So in order for this error to happen, it had to be a task involving loading or unloading cargo and it had to be a situation where all the orders in the cycled order list could all be completed within one increment. Which meant a rare scenario such as Earth and Mars in close proximity plus a long increment time.

In effect, this was like the Stargate episode where they get trapped in a time loop by the alien archeologist trying to see his dead wife (the one with the fruit loops!). Your cargo fleet is trapped in its own little time loop, cut off from the rest of the universe and living the same day over and over thousands of times until it finally comes out the other side (or Colonel O'Neill uses Ctrl-Alt-Delete). I guess we could call it the groundhog bug :)

I'll release the v4.91 patch shortly which should prevent this problem in the future. If you have an existing fleet with this problem then you will need to remove the problem orders. You can click through the errors on the F12 window and then use Delete All button to remove all of the orders. You might also be able to use another fleet to Absorb the affected fleet, which should delete the affected fleet but keep the ships.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on January 24, 2010, 01:07:56 AM
Had a pre-designed ship come up with "Insufficient life support".
Title: Re: Official v4.9 Bugs Thread
Post by: greywolf on January 24, 2010, 05:21:17 AM
Quote
There are usually two reasons for these messages. The first is having PC regional settings set to a country that uses the comma for the decimal separator. If v4.77 is working fine that seems unlikely. The second is a mismatch between database and program caused by an installation problem. Make sure when you upgrade to v4.9 you confirm the overwrites of the two files.

Thanks, Steve, for pointing out clearly that it could be only a faulty installation or regional settings – the latter turned out to be the real cause. My default settings are German. When Aurora didn’t work with these settings, I simply swapped point and comma, which did the trick for 4.77 (my first installation), but apparently not for 4.8x and 4.9x. Now that I’m using English settings, Aurora works. Thanks again!
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on January 24, 2010, 06:28:54 AM
After the civilians bought their first cargo ship, every time the system map refreshes I'm now getting:
Code: [Select]
Error in ShowFleetList

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

If it matters, I SM created another civ shipping line as the first one seemed to not want to do much. The very next turn after I created the second one, the first bought its freighter and started causing the issue.
Title: Re: Official v4.9 Bugs Thread
Post by: Knight Otu on January 24, 2010, 06:39:38 AM
I'm getting a few
"Error in NPRPopPlanning
Error 91"
s when advancing time in games that don't use Real Star Systems and have a low difficulty modifier, but seemingly only at the start. In a test, Real Star Systems with pretty much the same options checked (I have different environmental tolerances in both games) does not throw that error. A game without Real Star Systems but with default difficulty also does not appear to cause that error.
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on January 24, 2010, 07:28:21 AM
I had a situation of 4+ hours realtime with nothing but 5-second-increments.
After getting the password for designer mode (thanks Steve) I found a large group of NPR FACs sitting on top of a precursor listening post, doing nothing (they were meson armed).

I simply abandoned the precursor listening post, but that didn´t help, due to the fact that there also were 4 precursor size-24 buoys sitting in orbit over the planet. The FACs didn´t shoot those either and with a hostile contact in range, the increments would be shorted to 5 seconds forever. After ordering some of the FACs to take out the buoy, they were blastet in the next 5-second increment and from there on, everything went back to normal.

Long story short.
NPR ships hanging around hostile contacts, but not engaging them seems to cause 5-second increments forever.
I understand mesons can´t touch planets, but then the FACs should withdraw and the NPR bring in something with missiles.
Not shooting the buoys, I don´t understand. As I have been able to order them to shoot ´em down, it can´t be a detection problem.
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 24, 2010, 10:36:25 AM
I'm running Aurora on Ubuntu 9.10 through Wine.  It was working on 4.8x, but since upgrading to 4.90 (and now 4.91) I get a "Run-time Error '13' - Type Mismatch" and Aurora crashes whenever I attempt to load the (F9) 'System Information' window, or the 'Geological Survey Results' window (whether by the'Geo Status' button on the (F2) Population & Production screen, or the button on the F3 'System Map' window).

Opening the (F3) 'System Map' throws an "Error in Show Minerals:  Run-time Error '13' - Type mismatch" but does not crash Aurora.  Opening the Ctrl-F7 'Technology Report' window generates "Error in PopulateActive:  Run-time Error '13' - Type Mismatch" but does not crash Aurora.  In fact, the windows open and appear to function normally.

I think I've checked all the other windows, and none of them show an error.  I have no idea if the error is a Linux/Wine problem, or if it's causing an otherwise-overlooked error to crash the game.
Title: Re: Official v4.9 Bugs Thread
Post by: Brian Neumann on January 24, 2010, 12:55:17 PM
Not sure if this is really a bug or not.  When you take appart tech from another race and you do not have the theory for that tech, ei Electronic Warfare or Jump theory.  You get a specific tech, ie jump multiplier x3 or ecm-1.  You can then go ahead and research the next level in that field even though you still do not have the theory that normally unlocks the field in the first place.  

I would suggest that the theory be found first, before you get either the specific tech, or at least before you can improve what you have found.

Brian
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on January 24, 2010, 01:52:45 PM
Quote from: "Father Tim"
I'm running Aurora on Ubuntu 9.10 through Wine.  It was working on 4.8x, but since upgrading to 4.90 (and now 4.91) I get a "Run-time Error '13' - Type Mismatch" and Aurora crashes whenever I attempt to load the (F9) 'System Information' window, or the 'Geological Survey Results' window (whether by the'Geo Status' button on the (F2) Population & Production screen, or the button on the F3 'System Map' window).

Opening the (F3) 'System Map' throws an "Error in Show Minerals:  Run-time Error '13' - Type mismatch" but does not crash Aurora.  Opening the Ctrl-F7 'Technology Report' window generates "Error in PopulateActive:  Run-time Error '13' - Type Mismatch" but does not crash Aurora.  In fact, the windows open and appear to function normally.

I think I've checked all the other windows, and none of them show an error.  I have no idea if the error is a Linux/Wine problem, or if it's causing an otherwise-overlooked error to crash the game.

I would apply the 4.90 patch again followed by the 4.91. See if that helps. To me, it almost sounds like the upgrade didn't get applied.
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on January 24, 2010, 02:23:42 PM
After installing 4.91, I still get:

Error in ShowFleetList

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

every time the game attempts to redraw the system map. Is there anything I can attempt to do to fix it?
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 24, 2010, 02:38:32 PM
Quote from: "Erik Luken"
Quote from: "Father Tim"
I'm running Aurora on Ubuntu 9.10 through Wine.  It was working on 4.8x, but since upgrading to 4.90 (and now 4.91) I get a "Run-time Error '13' - Type Mismatch" and Aurora crashes whenever I attempt to load the (F9) 'System Information' window, or the 'Geological Survey Results' window (whether by the'Geo Status' button on the (F2) Population & Production screen, or the button on the F3 'System Map' window).

Opening the (F3) 'System Map' throws an "Error in Show Minerals:  Run-time Error '13' - Type mismatch" but does not crash Aurora.  Opening the Ctrl-F7 'Technology Report' window generates "Error in PopulateActive:  Run-time Error '13' - Type Mismatch" but does not crash Aurora.  In fact, the windows open and appear to function normally.

I think I've checked all the other windows, and none of them show an error.  I have no idea if the error is a Linux/Wine problem, or if it's causing an otherwise-overlooked error to crash the game.

I would apply the 4.90 patch again followed by the 4.91. See if that helps. To me, it almost sounds like the upgrade didn't get applied.


It was working in 4.82, so I doubt that's the problem.  Plus the 'Game Info' screen says 'Version 4.91'.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on January 24, 2010, 04:06:13 PM
Quote from: "Steve Walmsley"
Thanks for the information everyone has been gathering on the cycle orders problem. It does appear to be related to the situation where an entire list of cycled orders is being completed in less than one increment. As a workaround while I find and fix this I suggest using day-long increments when Earth and Mars are close together.

Steve
Say... would it fix the problem if you put two or three copies of the orders in and cycle the whole shebang so that you never run into the same order twice (just two identical ones)?
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 24, 2010, 05:14:03 PM
The default sequence number for new construction is being affected by civie builds again.

I created a cargo ship design "Conestoga".  Before I started a build (I was prefabbing some components), the civies built one.  When I later went to build the first one, the name came up "Conestoga 002".  Since then, I've just finished my second one (the civies have built a total of 3) and the name for my 3rd is proposing "Conestoga 006".

I thought that the numbers were unique to the line/class combination, e.g. Harness Conestoga 001 (for the first Conestoga built by the Harkness line).

John
Title: Re: Official v4.9 Bugs Thread
Post by: Andrew on January 24, 2010, 05:40:01 PM
I am unnable to add a Small (size 3.5) fighter to a ship with a single boat bay and capacity 5, I am told there is unsufficient space
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 06:57:20 PM
Quote from: "Knight Otu"
I'm getting a few
"Error in NPRPopPlanning
Error 91"
s when advancing time in games that don't use Real Star Systems and have a low difficulty modifier, but seemingly only at the start. In a test, Real Star Systems with pretty much the same options checked (I have different environmental tolerances in both games) does not throw that error. A game without Real Star Systems but with default difficulty also does not appear to cause that error.
This has been reported by a few people on an intermittent basis but I haven't tracked it down yet. Please could you zip and send me your Stevefire.mdb file (my email is stevewalmsley at btinternet.com) so I can reproduce it

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 07:07:16 PM
Quote from: "MoonDragon"
After the civilians bought their first cargo ship, every time the system map refreshes I'm now getting:
Code: [Select]
Error in ShowFleetList

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

If it matters, I SM created another civ shipping line as the first one seemed to not want to do much. The very next turn after I created the second one, the first bought its freighter and started causing the issue.
This might not be civilian-related. Do you have two ships or two fleets with the same name?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on January 24, 2010, 07:09:36 PM
Ground force commanders are getting RIF'd when they are active duty.

I just had a Division HQ commander get surplussed out.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 24, 2010, 07:12:14 PM
Quote from: "Father Tim"
I'm running Aurora on Ubuntu 9.10 through Wine.  It was working on 4.8x, but since upgrading to 4.90 (and now 4.91) I get a "Run-time Error '13' - Type Mismatch" and Aurora crashes whenever I attempt to load the (F9) 'System Information' window, or the 'Geological Survey Results' window (whether by the'Geo Status' button on the (F2) Population & Production screen, or the button on the F3 'System Map' window).

Opening the (F3) 'System Map' throws an "Error in Show Minerals:  Run-time Error '13' - Type mismatch" but does not crash Aurora.  Opening the Ctrl-F7 'Technology Report' window generates "Error in PopulateActive:  Run-time Error '13' - Type Mismatch" but does not crash Aurora.  In fact, the windows open and appear to function normally.

I think I've checked all the other windows, and none of them show an error.  I have no idea if the error is a Linux/Wine problem, or if it's causing an otherwise-overlooked error to crash the game.
I definitely haven't modified the Geo Survey window between v4.8 and v4.9 or the ShowMinerals function and I don't think I have modified the F9 or Ctrl-F7 windows either so there is something weird going on. Have there been any updates to your OS recently?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 24, 2010, 07:29:59 PM
Quote from: "Erik Luken"
Ground force commanders are getting RIF'd when they are active duty.

I just had a Division HQ commander get surplussed out.

And there also seem to be "interesting" behaviors associated with auto-assign of ground force HQ officers - as in eligible officers seem to be there, but don't get assigned and the commands sit empty.

I suspect the following:  that auto-assign only looks at a single skill in the commanders when deciding if a commander is suitable or not, and that for ground HQ that trait is Ground Forces Training.  So an officer who has zero training but non-zero Ground Forces Combat rating is not assigned.

I have two suggestions to help here:

1)  Add a "secondary" trait for commands - for combat commands this would be the other of GFT/GFC.  For specialized ships (e.g. survey, factory, terraform, etc.) this would be Crew Training, and so on.  When ranking a commander for a command, officers without the primary but with the secondary train would also be considered.

2)  Add an optional game-info checkbox "Use all available officers to fill commands" (or something like this).  If checked, auto-assign would do a second pass after the first pass was done, assigning officers to eligible commands even if they don't have any skills for that command.  Presumably this would use a rank-ordering, so higher ranking officers would be assigned first.

John
Title: Re: Official v4.9 Bugs Thread
Post by: sluissa on January 24, 2010, 07:41:22 PM
My task groups don't seem to be increasing in their TF training percentage anymore.

I've let them train together for almost 6 months now and no increase at all.

I didn't notice this happening before 4.91. Granted, I didn't give 4.90 a large amount of play time aside from freighter cycle testing.
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on January 24, 2010, 07:50:44 PM
Created a pre-fab PDC to ship out to a colony. Construction project finished. Takes 107 components to move. My cargo fleet can ship 25 at a time. After 2 trips the components have all disappeared, and I cannot build the pre-fab on the colony.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 24, 2010, 08:05:17 PM
It looks like my military has decided to privatize its military bases:  :-)

"Nelson Shipping Alliance has launched a new Vallye Forge II class Planetary Barracks (Division)"

Planetary Barracks (Division) is the new hull type I made for my barracks - I'm not sure why the civies decided to buy one. I just checked, and the only components it has are PDC Barracks, Composite Armor, small crew, and a Bridge (and it's classified as a PDC).  I figured civies would only buy ships with holds, cryo-holds, or luxury quarters.

BTW - there's been a display bug for the last couple of releases on the Component Summary tab of the F5 screen - Crew Quarters - Small always seems to show up near the bottom of the screen.  I've been meaning to mention it for a while now....

John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 25, 2010, 05:29:46 AM
Quote from: "sluissa"
My task groups don't seem to be increasing in their TF training percentage anymore.

I've let them train together for almost 6 months now and no increase at all.

I didn't notice this happening before 4.91. Granted, I didn't give 4.90 a large amount of play time aside from freighter cycle testing.
Do you still have a task force commander as the training is based on his skills? Check the Ctrl-F4 Task Force window.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 25, 2010, 05:55:11 AM
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
I'm running Aurora on Ubuntu 9.10 through Wine.  It was working on 4.8x, but since upgrading to 4.90 (and now 4.91) I get a "Run-time Error '13' - Type Mismatch" and Aurora crashes whenever I attempt to load the (F9) 'System Information' window, or the 'Geological Survey Results' window (whether by the'Geo Status' button on the (F2) Population & Production screen, or the button on the F3 'System Map' window).

Opening the (F3) 'System Map' throws an "Error in Show Minerals:  Run-time Error '13' - Type mismatch" but does not crash Aurora.  Opening the Ctrl-F7 'Technology Report' window generates "Error in PopulateActive:  Run-time Error '13' - Type Mismatch" but does not crash Aurora.  In fact, the windows open and appear to function normally.

I think I've checked all the other windows, and none of them show an error.  I have no idea if the error is a Linux/Wine problem, or if it's causing an otherwise-overlooked error to crash the game.

I definitely haven't modified the Geo Survey window between v4.8 and v4.9 or the ShowMinerals function and I don't think I have modified the F9 or Ctrl-F7 windows either so there is something weird going on. Have there been any updates to your OS recently?

Steve

Further research has revealed something odd.  I started a new game (pre-TN, real stars, Earth) and all of the errors disappeared.  So I started a second game with my usual setting (pre-TN, random stars, SM race for random start system, create nebula for home system) and again, error free.  Then I deleted the SM race, set mine to default, and started setting up my (human) empire.  BOOM - the Type 13 mismatch errors were back.  So I don't think it was working properly under 4.82, but rather that I just didn't change default race and thus didn't encounter the error.

Also, looking at a Nebula system with the F9 'System Information' screen causes twelve "Error in cboSystems:  Error 381 was generated in MSFlexGrid - subscript out of range" messages.  Create nebula, load system, rename system - anytime a nebula system is loaded by the F9 window it generates the twelve error messages.
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on January 25, 2010, 10:13:01 AM
Quote from: "Steve Walmsley"
Quote from: "MoonDragon"
After the civilians bought their first cargo ship, every time the system map refreshes I'm now getting:
Code: [Select]
Error in ShowFleetList

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

If it matters, I SM created another civ shipping line as the first one seemed to not want to do much. The very next turn after I created the second one, the first bought its freighter and started causing the issue.
This might not be civilian-related. Do you have two ships or two fleets with the same name?

Steve

I am pretty sure I do not, as I was not getting the error before the civvies bought their ship. But, I will double check when I get home tonight. Assuming that it is civ shipping lane related, is there something I can do to fix it myself?

Quote from: "Steve Walmsley"
Quote from: "sluissa"
My task groups don't seem to be increasing in their TF training percentage anymore.

I've let them train together for almost 6 months now and no increase at all.

I didn't notice this happening before 4.91. Granted, I didn't give 4.90 a large amount of play time aside from freighter cycle testing.
Do you still have a task force commander as the training is based on his skills? Check the Ctrl-F4 Task Force window.

Steve

I've noticed this happening since 4.8 for me. The very first thing I do in every new game is to fill in the TF Staff positions. Does the TF commander have to have certain skills in order for the TGs to gain from training?
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on January 25, 2010, 10:28:24 AM
Quote from: "Steve Walmsley"
Quote from: "MoonDragon"

This might not be civilian-related. Do you have two ships or two fleets with the same name?

Steve

I am pretty sure I do not, as I was not getting the error before the civvies bought their ship. But, I will double check when I get home tonight. Assuming that it is civ shipping lane related, is there something I can do to fix it myself?

 

Hm, one thing came to my mind. Perhaps the civies named their frighter the same as you, i.e. if it is a Hauler class frighter, the civies will probably name it "Hauler 001", have you named your first Hauler class frighter the same?

Just guessing here.
Title: Re: Official v4.9 Bugs Thread
Post by: mavikfelna on January 25, 2010, 11:59:41 AM
Quote from: "Father Tim"
Further research has revealed something odd.  I started a new game (pre-TN, real stars, Earth) and all of the errors disappeared.  So I started a second game with my usual setting (pre-TN, random stars, SM race for random start system, create nebula for home system) and again, error free.  Then I deleted the SM race, set mine to default, and started setting up my (human) empire.  BOOM - the Type 13 mismatch errors were back.  So I don't think it was working properly under 4.82, but rather that I just didn't change default race and thus didn't encounter the error.

The problem there is that you deleted the SM race, which probably killed several important pointers in the system database. I don't know if Steve has anything in-place to handle that sort of situation currently.

--Mav
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 25, 2010, 01:17:47 PM
Quote from: "MoonDragon"
I've noticed this happening since 4.8 for me. The very first thing I do in every new game is to fill in the TF Staff positions. Does the TF commander have to have certain skills in order for the TGs to gain from training?
Yes - his and his ops officer's (IIRC) Crew training ratings.  If they're both zero, I don't think you'll accrue any points (I had this happen to me once).  You can check the training value in the TF screen - it's one of the calculated windows like total logistics bonus.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 25, 2010, 01:23:15 PM
Quote from: "mavikfelna"
The problem there is that you deleted the SM race, which probably killed several important pointers in the system database. I don't know if Steve has anything in-place to handle that sort of situation currently.

--Mav


It's the same procedure I've followed for the previous 37 versions of Aurora, ever since Steve introduced the 'SM race'  - and a slight variation on what I did before that.  I didn't have this problem with any of a hundred previous game setups.  The only things that have changed are upgrading from 4.77 (to 4.8, 4.82, 4.9, 4.91) and switching from WinXP to Wine on Ubuntu.  Of the two, I suspect Wine is the problem, and I'm hoping it's simply a matter of explicit vs implicit definitions or some assumed default behaviour that wine doesn't replicate just yet..
Title: Re: Official v4.9 Bugs Thread
Post by: Andrew on January 25, 2010, 05:03:21 PM
I just had some Life pods displaying a negative time remaining before their life support ran out. There was a TF with orders to resuce them and as soon as I changed those orders the life support duration expired, I think they where going to hang around forever when they new rescue was on the way
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on January 25, 2010, 07:36:35 PM
Quote from: "Steve Walmsley"
Quote from: "MoonDragon"
Error in ShowFleetList

Error 35602 was generated by Nodes
Key is not unique in collection
This might not be civilian-related. Do you have two ships or two fleets with the same name?

Steve

Naturally, you were correct. I built a defense platform. Had it sitting in its own TG. Then I attached a tractor beam to it from my tug boat. The platform now joined tug's TG, but its own TG remained, empty. Then, when the tug got into place, I detached the platform from the tug's TG. Thereby creating a new TG, with the same name as the original platform's TG. All is well now. Thanks for tolerating ignorance. :)
Title: Re: Official v4.9 Bugs Thread
Post by: sluissa on January 25, 2010, 11:08:13 PM
Quote from: "Steve Walmsley"
Do you still have a task force commander as the training is based on his skills? Check the Ctrl-F4 Task Force window.

Steve

That was the problem. Sorry to bother you.
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on January 25, 2010, 11:42:22 PM
Not a bug as such, but...

In my latest game I was recently engaged in combat, in which (due to not having sensors worth a darn) I adopted the Zapp Brannigan strategy of waiting until my enemy runs out of ammo. Well they did, I still can't see them, they can't actually do anything to me (anymore that is), but time pulses remain at 5 seconds. my game is pretty much going real time! quitting and restarting doesn't help.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 25, 2010, 11:58:59 PM
The "SM Add" button on the industry tab of the F2 screen seems to be disabled, even when F2 is opened with SM mode on.

The reason I need this is that I just did a milk run of 4 round trips from Earth to Mars with a collier fleet to transfer some missiles.  Unfortunately, the only missile transfer command I have is "load ordnance" which (IIRC) exchanges missiles with the colony so that the fleet has its default load.  I don't have an "unload ordnance" command available, so I couldn't do a repeated order.

Not wanting to babysit the fleet, I decided just to have it run back and forth empty, then when it was done I'd transfer the missiles between stockpiles by hand.  Everything was going great, right up I tried to access the "SM Add" button.

I think I've figured out a workaround for this case - I'll use the "Ammo Management" window, and transfer between PDC on Earth and Mars.

John
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 26, 2010, 01:20:17 AM
N/M I was doing it wrong.
Title: Re: Official v4.9 Bugs Thread
Post by: Another on January 26, 2010, 03:24:02 AM
There is still a minor bug in civilians transferring terraforming installations by contracts.

How to reproduce:
1) Get a civilian shipping line with at least one of your standard issue 5-cargohold freighter.
2) Construct 5 terraforming installations on Earth.
3) Create a civilian supply contract on Earth for 1 terraforming installation.
4) Establish a colony anywhere (e.g. Mars) and create a demand contract for 1 terraforming installation.
5) Wait until an error pops about civilians not being able to load their ship.
6) Check that all 5 of terraforming installations have been successfully transfered to Mars (by 0.2 at a time) but both supply and demand contracts haven't changed at all. You can manually cancel the supply contract at this point, then wait for all freighters in progress to finish unloading their share of the contract and manually cancel the demand contract for all things to return to normal.

I guess that some rounding down (to zero) is occuring with terraforming installations when a contract is accepted and it is determined by how much supply and demand numbers should go down. A single cargohold freighter should transfer even smaller amount - 0.04 of a terraforming installation.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 26, 2010, 05:10:42 AM
Quote from: "sluissa"
Quote from: "Steve Walmsley"
Do you still have a task force commander as the training is based on his skills? Check the Ctrl-F4 Task Force window.
That was the problem. Sorry to bother you.
No problem. Always better to check in case it is a bug.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 26, 2010, 05:14:38 AM
Quote from: "sloanjh"
The "SM Add" button on the industry tab of the F2 screen seems to be disabled, even when F2 is opened with SM mode on.

The reason I need this is that I just did a milk run of 4 round trips from Earth to Mars with a collier fleet to transfer some missiles.  Unfortunately, the only missile transfer command I have is "load ordnance" which (IIRC) exchanges missiles with the colony so that the fleet has its default load.  I don't have an "unload ordnance" command available, so I couldn't do a repeated order.

Not wanting to babysit the fleet, I decided just to have it run back and forth empty, then when it was done I'd transfer the missiles between stockpiles by hand.  Everything was going great, right up I tried to access the "SM Add" button
I just tried this and it seems to be working. It should only enable when you click on the actual item type you need to add, I assume a missile in this case, as not everything on the Industry tab can be added with this button.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 26, 2010, 05:15:58 AM
Quote from: "a1s"
Not a bug as such, but...

In my latest game I was recently engaged in combat, in which (due to not having sensors worth a darn) I adopted the Zapp Brannigan strategy of waiting until my enemy runs out of ammo. Well they did, I still can't see them, they can't actually do anything to me (anymore that is), but time pulses remain at 5 seconds. my game is pretty much going real time! quitting and restarting doesn't help.
Please can you send me the DB so I can take a look at the problem

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 26, 2010, 08:39:25 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
The "SM Add" button on the industry tab of the F2 screen seems to be disabled, even when F2 is opened with SM mode on.

The reason I need this is that I just did a milk run of 4 round trips from Earth to Mars with a collier fleet to transfer some missiles.  Unfortunately, the only missile transfer command I have is "load ordnance" which (IIRC) exchanges missiles with the colony so that the fleet has its default load.  I don't have an "unload ordnance" command available, so I couldn't do a repeated order.

Not wanting to babysit the fleet, I decided just to have it run back and forth empty, then when it was done I'd transfer the missiles between stockpiles by hand.  Everything was going great, right up I tried to access the "SM Add" button
I just tried this and it seems to be working. It should only enable when you click on the actual item type you need to add, I assume a missile in this case, as not everything on the Industry tab can be added with this button.

Steve

Aha!!  You need to click on the construction options pulldown.  I was flipping to "stockpile" mode and attempting to highlight the stockpiled item.  Would it make sense to also turn the button on when in stockpile mode and detect what's highlighted in the screen (or would this not work due to the type of screen)?

Also, to remove items I add a negative amount.  Would it make sense to create an "SM Remove" button?

John
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on January 26, 2010, 09:29:09 AM
Quote from: "Father Tim"
Quote from: "mavikfelna"
The problem there is that you deleted the SM race, which probably killed several important pointers in the system database. I don't know if Steve has anything in-place to handle that sort of situation currently.

--Mav
It's the same procedure I've followed for the previous 37 versions of Aurora, ever since Steve introduced the 'SM race'  - and a slight variation on what I did before that.  I didn't have this problem with any of a hundred previous game setups.  The only things that have changed are upgrading from 4.77 (to 4.8, 4.82, 4.9, 4.91) and switching from WinXP to Wine on Ubuntu.  Of the two, I suspect Wine is the problem, and I'm hoping it's simply a matter of explicit vs implicit definitions or some assumed default behaviour that wine doesn't replicate just yet..

Im encountering error 13 with a fresh install (no changes, tutorial game) under ubuntu/wine, too.
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on January 26, 2010, 02:07:26 PM
Quote from: "Steve Walmsley"
Quote from: "a1s"
Not a bug as such, but...

In my latest game I was recently engaged in combat, in which (due to not having sensors worth a darn) I adopted the Zapp Brannigan strategy of waiting until my enemy runs out of ammo. Well they did, I still can't see them, they can't actually do anything to me (anymore that is), but time pulses remain at 5 seconds. my game is pretty much going real time! quitting and restarting doesn't help.
Please can you send me the DB so I can take a look at the problem

Steve
err...  so where do I send it?

edit: ok,  so this txt :[attachment=0:3ctvb2yk]Stevefire.txt[/attachment:3ctvb2yk] it's actually a zip of the database, you have to rename it, and then unzip it.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 26, 2010, 02:30:27 PM
A small cosmetic error :
leaders search by ability: political reliability is not in (%) percentage, but rather a multiplyer (1.2 = +20%).
-
also a typo: neutrotic in officer traits should probably be neurotic.
-
I had a game with less maximum 25 systems and it somehow had only doublestar 30 Ophiuchi systems.
This may have been caused by me disabling the realsystems option while the game was opened.
(can't get to the DB now, but probably in two weeks)
-
I can confirm the reported errors when viewing nebula systems.
-
When real systems option is used, options for system generation are still accessable, suggesting these are in effect while they are not. Well, not the max systems option anyhow, I'm not completely sure on how the localsystemchance and spread are used.
-
Sometimes theme-names run out. Maybe after they have all been cycled through it does not reset to start and check for any unused names of the theme. Most obvious in classnames, but IIRC also seen it in ship/PDCnames.

-That is all for now. ;)
Areyar
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 26, 2010, 06:18:48 PM
When in the design turret window, without having a laser design and research, you click on a turret barrel other then one, it sends it into a none terminating loop of error message.
Title: Re: Official v4.9 Bugs Thread
Post by: Sherban on January 26, 2010, 07:11:18 PM
I started a new game in 4.91 and everything seemed to be OK. After a while, I clicked the Galactic Map. I am getting the following error:

Error in LoadRaceData
Error 76 was generated by Aurora. Path not found: 'Flags\'

The directory is definitely there. The error occurs in my current campaign. If I start a new one, I can't duplicate it. Any ideas how to work around it?
Title: Re: Official v4.9 Bugs Thread
Post by: Sherban on January 26, 2010, 07:33:45 PM
I solved my "Path not found: Flags" bug. My race was auto-generated with no flag. I went to Race details and manually selected one. Hurray!
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 27, 2010, 02:56:45 PM
One of my ships designs was locked and built with less than the req crew.
I noticed this when I tried to design a variant using alien engines.
When I designed the bucket, it had plenty of crewquarters, at least I assume it did, but now it is 56 crew short.

Code: [Select]
Hood class Gravitational Survey Vessel    3600 tons     306 Crew     504.4 BP      TCS 72  TH 180  EM 0
2500 km/s    JR 3-50     Armour 4-20     Shields 0-0     Sensors 90/1/1/0     Damage Control Rating 4     PPV 0
Annual Failure Rate: 25%    IFR: 0.4%    Maintenance Capacity 350 MSP    Max Repair 100 MSP

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (3)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 62.5 billion km   (289 days at full power)

Thermal Sensor TH15-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
I checked and a copy-design can be 'locked' with selfbuilt engines, but not with alien ones (they require equal number of crew), eventhough the crew is cramped.

-Arnoud

---

components recycling and retro-engineering.

Situation:  My freighters (cargospace for 2 mines) having failed to deliver reclaimed salvage module 1000s, which itself was odd as the fleet claimed to be carrying 1 unit, not a fraction.
Anyhow, there was a 0xunits sitting in my stockpile. I tried to take it apart, but this just made it into a negative number of modules.
Next I scrapped them and received the negative 1/3rd worth of the (minus) two modules.

I resent paying for losses made by speculating in alien artifacts. ;)
-Arnoud
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on January 27, 2010, 09:04:46 PM
- An error 3078 pops up when I click on "Jump Points" in the All Bodies tab in System view, followed by several Error 94's. This happens both before and after there are discovered jump points in the system.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Error3078.png)

- If tasks are assigned at the shipyard to produce ships in an active Task Force that is currently at a different planet and said task force is told to leave the planet, it hangs in space going nowhere. Even after the planet it's on has moved on. Canceling the constructed ships fixes it.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 28, 2010, 02:36:33 AM
If you give a large number of repeat order in the task group order menu, the repeat command will always issue the to the number of the last highest repeat command.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 28, 2010, 03:24:42 AM
Possible Bug:

When leaving a diplomacy team on a owned planet, its diplomacy skill increases.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 28, 2010, 05:09:18 AM
Quote from: "Kishmond"
- An error 3078 pops up when I click on "Jump Points" in the All Bodies tab in System view, followed by several Error 94's. This happens both before and after there are discovered jump points in the system.
Well spotted. That must have been there for years :). Fixed for the next version. You will be fine if you click on the individual jump points. The bug only occurs if you click on the actual "Jump Points" node.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 28, 2010, 05:10:31 AM
Quote from: "mrwigggles"
Possible Bug:

When leaving a diplomacy team on a owned planet, its diplomacy skill increases.
That is normal. A Diplomacy team is assigned on the foreign relations window and represents the diplomatic activity directed toward a particular alien race, rather than the presence of that team on an alien world.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 28, 2010, 05:12:16 AM
Quote from: "Kishmond"
- If tasks are assigned at the shipyard to produce ships in an active Task Force that is currently at a different planet and said task force is told to leave the planet, it hangs in space going nowhere. Even after the planet it's on has moved on. Canceling the constructed ships fixes it.
Task groups with assigned shipyard orders can't move, which is working as intended. Being able to assign a shipyard task to a fleet that isn't in orbit of the shipyard is a problem though. I'll fix that for the next version.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on January 28, 2010, 06:11:48 AM
I get a nice number of error messages while playing my 4th game now:


When advancing time:
Error in SelectInstallationRun


Error 3167 was generated by DAO.Field

Datensatz ist gelöscht (trans: Data deleted?)



lots of this, too, when advancing time:

(seems this one also crashed the game once)
Error in NPRPopPlanning

error 3420 was generated by DAO.Recordset

Objekt nicht mehr gültig oder nicht mehr festgelegt (transl: Object no longer available or defined?)



This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Error in SelectInstallationRun

Error 3167 wa generated by DAO.Field

Datensatz ist gelöscht
 (transl: Dataset deleted?)



When Ive opened the system map:
Crash on the system map while time increments when down to 10secs.

Error in CentreOnLocation

Error 6 was generated by Aurora

Overflow


Ive restarted the game 3 times but the error was always comming back. The system map wasnt showing anything and suddenly the error was gone and the map was fine again


Error in DHM

Error 6 was generated by Aurora

Overflow





Class Design window: While trying if I could remove the duranim armor
 (just a noob test, hehe)
Error in cmdRemove_Click

error 381 was generated

Invalid property array index
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 28, 2010, 12:48:08 PM
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:

Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?

John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 28, 2010, 01:48:53 PM
Quote from: "sloanjh"
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?
In v5.0, if a ship is destroyed in combat and the fleet window is open, the list of fleets will be refreshed.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 28, 2010, 03:08:10 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?
In v5.0, if a ship is destroyed in combat and the fleet window is open, the list of fleets will be refreshed.

Steve
related (3.82)
I just had a group disappear into a JP to "", the group became a ghost force.
Selecting it through the pulldown threw an error and did not really select it.
The group in the lower right subscreen was still the previously selected one.
Also deleting the group just deleted the previously selected group.

Not sure whether the JP issue has been addressed in more recent versions yet, but it happens sometimes when a JP links back to a known system (also seen when exploring JPs in SM mode BTW)
doing anything in the galacticmap causes a series of WP related errors, but they can be ignored.
Usually deleting the "" JP and its linked partner temporarily solves the issue (although it seems to happen again and again for certain systems), in a played game exploring in SMmode to find the culprit is not really conductive to immersive gameplay though. ;)
So I played on and another ship explored the "Unknown" system.

If you are interested Steve, I'll look up the error numbers and exact wordings.

-Areyar
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on January 28, 2010, 04:20:29 PM
I've run into what may be some sort of infinite loop. My game started running in five-second intervals last night, presumably because two NPRs were fighting somewhere. I left the game running overnight to wait it out. When I came back, four game hours had passed, and the game had thrown up a "System resource exceeded" error - which is weird, because my pagefile was nowhere near full. When I hit okay, it complained about an object that no longer existed a couple times, then being out of resources again. I had to force-quit. When I brought the game back up, it wasn't giving the error anymore, but it's still in 5-second intervals. Even aside from the error, isn't that a hell of a long battle?

Edit: Looking at the SM log, there doesn't appear to be a battle going on at all. Also, here's the errors I got:
Error in AssignWeapons
Error 3035 was generated by DAO.Database
System resource exceeded.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
4th November 2039 04:09:21,SM Only,System 0,Error in AssignWeapons
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on January 28, 2010, 04:35:18 PM
- I'm getting "Error 3420 was generated by DAO.Recordset. Object invalid or no longer set." When my very slow freighters are moving between 2 close planets such as Earth to Mars or Earth to Venus and the destination planet moves.
Title: Re: Official v4.9 Bugs Thread
Post by: Yonder on January 28, 2010, 05:23:09 PM
I have had the game pass in 38 minute increments for the last couple months, I saved the event log to a .txt but there wasn't any more info in that. I will email the database to you in a rar.

Edit: I realized that I should switch to SM mode and save that log, when I do that I can see that for the last 3 weeks a Precursor  ship has been shooting a load of missiles at an NPR every 38 minutes. I'd love for you to tell me how he hasn't either killed his foe yet, or run out of ammunition.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 28, 2010, 05:29:09 PM
Quote from: "Steve Walmsley"
Quote from: "mrwigggles"
Possible Bug:

When leaving a diplomacy team on a owned planet, its diplomacy skill increases.
That is normal. A Diplomacy team is assigned on the foreign relations window and represents the diplomatic activity directed toward a particular alien race, rather than the presence of that team on an alien world.

Steve

Ah, then let me also include that I don't have the said team assigned to any other races.

(So, I don't need to build a speedy jump ship to land the team then GTFO there?)
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on January 29, 2010, 06:27:58 AM
In my new game (4.91) Ive encountered the following error messages so far:

When Ive tried to pause a research:
Error in cmdPause_Click
Error 381 was generated by MSFlexGrid
Subscript out of range
I cant pause research!
---------------
Intelligence - Just had flag for another empire - guess thats no contact, yet. When I tried to change mil. cooperation level:

Error in optStatus_Click
Error381 -invalid property array index

Error in optStatus_Click
Error 3078 was generated by DAO.Database

and 5x
Error 91 was gen. by Aurora
Object variable or With block variable not set
------------------------
When picking a Task Group on the Task Group Screen:
Error in ReturnTimeCurrency
Error 6 was generated by Aurora
Overflow
No idea to what this was related - it just disapeared after a while.
--------------------
and, when advancing time,again a lot of
Error in NPRPopPlanning
error 3420 was generated by DAO.Recordset
Title: Re: Official v4.9 Bugs Thread
Post by: Charlie Beeler on January 29, 2010, 08:16:49 AM
Steve,

There appears to be an issue it the routine for calc'ing fighter engine power output, specificly when applying efficiency/power tech.  Example: Ion fighter engine base power is 36.  Set E/P to -30%/+15% power becomes 42.  (36*1.15 = 41.4) I'd been assuming the rounding was to next integer.  Set E/P to -40%/+20% expected result was 44, instead it remains 42. (36*1.2 = 43.2).  

I using a modified v4.91 database.  None of the changes are to power systems only turret tracking speed, gauss cannon size, rate, and velocity.

Engines in question also have thermal reduction 35% and fuel efficiency .6 techs applied.  Neither should affect actual power output if my understanding is correct.
Title: Re: Official v4.9 Bugs Thread
Post by: Andrew on January 29, 2010, 09:55:49 AM
There is a problem loading troops into drop modules , I have a fleet with 25 Drop modules, 5 small drop modules, 25 transport bays and 5 small transport bays. At the moment the fleet is only carrying 5 marine companies , I ordered troops loaded into drop modules and it appears that the companies have been loaded into the Full size drop modules which are not the ones I want them in. I think there needs to be a way of dsignating the drop bay or at least the size of drop bay being used
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on January 29, 2010, 12:52:48 PM
I just got the following:
I found a few comercial jump engines on Mars.
So I send a few freighters to pick them up and bring them to Earth, where all the shipyards are.
After flying back and forth, the jumpengines are still on Mars, while Earth shows 0 commercial jumpengines (obviously, they are too large to fit into the holds of one of my frighters)
Now to the bug: I can deconstruct the 0 jumpengine, which shows then -1 JE, again deconstructing -2 and so on, apparently infinitely. Best of all, I got a level on jump engine efficiency the second or third time I did this. Just to look how far it would go, I deconstructed ´til -21, then scraped the thing.

I did pay a price, however: scraping -21 jump engines got me -907 wealth, -181t Duranium and -725t Sorium  :)
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 29, 2010, 01:10:45 PM
Quote from: "Hawkeye"
I just got the following:
I found a few comercial jump engines on Mars.
So I send a few freighters to pick them up and bring them to Earth, where all the shipyards are.
After flying back and forth, the jumpengines are still on Mars, while Earth shows 0 commercial jumpengines (obviously, they are too large to fit into the holds of one of my frighters)
Now to the bug: I can deconstruct the 0 jumpengine, which shows then -1 JE, again deconstructing -2 and so on, apparently infinitely. Best of all, I got a level on jump engine efficiency the second or third time I did this. Just to look how far it would go, I deconstructed ´til -21, then scraped the thing.

I did pay a price, however: scraping -21 jump engines got me -907 wealth, -181t Duranium and -725t Sorium  :)

Reported same above (for 4.82)
As far bas I can tell, it happens when the Fleet cargospace is not big enough for the components. components cannot be transported as fractions, like installations can.
I only had it happen for huge components like terraformers and salvagers. This in a fleet large enough for two mines. It transported engines and scanners just fine.

-Ar
Title: Re: Official v4.9 Bugs Thread
Post by: Baron Of Hell on January 29, 2010, 06:44:17 PM
v4.91

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Got this error after trying to retool a ship with new jump drive.  Pops up every turn now.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on January 29, 2010, 08:28:56 PM
Is it a bug when a task uses data that is out of date?
A ship will use the data available at the time an order is given, not the actual data at the time the task is performed/attempted.

situation:
send a ship towards a planet to drop off two teams, once there the first order will get canceled because the target is not a pop.
Now make it a pop, advance time, the second drop team task will also cancel due to the target not being a pop.
reissuing the orders once the body has been designated a pop will allow the team to be dropped as it was supposed to.

-Ar (now updated to 3.92!)
Title: Re: Official v4.9 Bugs Thread
Post by: Baron Of Hell on January 30, 2010, 12:36:36 AM
Quote from: "Baron Of Hell"
v4.91

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Got this error after trying to retool a ship with new jump drive.  Pops up every turn now.

Thus error has gone away. I have no idea why.
Title: Re: Official v4.9 Bugs Thread
Post by: Andrew on January 30, 2010, 04:43:28 AM
There may be a problem with boarding combat, or at least if you do something stupid. I had marine boarding the big alien contact , and for some reason I thought all the companies had been destroyed so I blew it up with a missile salvo . It appears that several marine companies where still alive at that point , and they still show up on my list of all ground units but with no entry in the location column.
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 30, 2010, 05:36:00 AM
Turning off 'Realistic Officer Promotions' does not turn off the 'up-or-out' function, resulting in Aurora firing 90% of my officer corps when I wished to retain them.
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 30, 2010, 08:39:55 AM
The mineral shortage message for a shipyard expansion or ground unit training task includes the mineral name in the message:
"Mineral shortage (Neutronium) in Ground Unit Training for Alzarius"
The mineral shortage message for Production does not:
"Mineral shortage in Production of Convert Conventional Ind to Industrial Capacity at Alzarius"

On the (F2) 'Population & Production' window, the Production ("Amount Remaining") and Research ("RP Required") tabs count down your progress on each task, whereas the Shipbuilding ("Progress") and Ground Unit Training ("TP Accumulated") count up
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 30, 2010, 09:58:13 AM
I have found and fixed the error 91 in NPRPopPlanning. If you see it in the meantime, don't worry as it doesn't affect anything.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on January 30, 2010, 09:59:48 AM
Quote from: "Yonder"
I have had the game pass in 38 minute increments for the last couple months, I saved the event log to a .txt but there wasn't any more info in that. I will email the database to you in a rar.

Edit: I realized that I should switch to SM mode and save that log, when I do that I can see that for the last 3 weeks a Precursor  ship has been shooting a load of missiles at an NPR every 38 minutes. I'd love for you to tell me how he hasn't either killed his foe yet, or run out of ammunition.
Fixed for v5.0. Caused by Precursor FACs who wouldn't fire because they thought they needed to reload and wouldn't reload because their magazines were already full.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: mikew on January 30, 2010, 11:28:13 AM
During a turn, I received an error 5, invalid procedure call or argument.  Seems to be repeating endlessly.  Killing the process and starting again, this happens whenever I try to advance the timeline.

Edit - This is with 4.91, about 17 game years elapsed since first start.
Edit again - OK, the problem is not repeating endlessly (not quite anyway).  It seems to be repeaating 4 times for every 5 second update (checked with 5 and 30 second updates, 4 errors for the five second update and 24 for the 30 second update).  I don't think I'll try a day or 30 day update because I don't plan to make that many mouseclicks.  

Found the problem.  An exploration fleet had a conditional order to join its parent fleet if fuel dropped below 30%, but there never was a parent fleet for it.  I have this assigned to the ships of the exploration fleet.  I probably accidentally assigned it to the fleet some time ago, but didn't have an error until it attempted to carry out those orders.

Mike
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 30, 2010, 11:53:02 AM
Quote from: "Steve Walmsley"
Fixed for v5.0. Caused by Precursor FACs who wouldn't fire because they thought they needed to reload and wouldn't reload because their magazines were already full.

LOL - Sounds like a Star Trek plot line....

John
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 30, 2010, 11:54:40 AM
On the (F2) 'Population & Production' window, 'GU Training' tab, the 'Estimated Completion' date does not take into account any GU Construction Speed bonus the Governor/Sector Governor may have, causing it to update every construction cycle.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 30, 2010, 12:15:23 PM
Adding the "hyper-capable" attribute to a fighter engine makes the holding ship not-a-fighter.  Not sure if this is intended or not....

John

PS - if/when you fix this, could you add a reply to the "Fighter questions" FAQ pointing out that the definition of "qualifying engines" has changed?  Ditto if you take up the suggestion that allows any kind of engine in a fighter.  Thanks.
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on January 30, 2010, 05:03:11 PM
While you can not assign scientists to research technologies you don't have perquisites for, you can however queue such technologies  (with the "all projects" radio-button), no matter how far down the line they are (without queuing previous ones).
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on January 30, 2010, 07:08:31 PM
Quote from: "sloanjh"
Quote from: "Balibar"
How do you cancel an overhaul?  I gave an order for Battle TG to return to Earth, refuel, resupply and overhaul.  So far, so good.  The fleet has a cruiser and a destroyer.  The cruiser was too large for the maintenance facility and I got a message that it could not be overhauled.  The destroyer had an indication for overhaul.  So far, so good.  

I put the fleet on Task Force Training thinking that would cancel overhaul.  The fleet went out on maneuvers, but the destroyer is still listed as on overhaul.  Now the fleet is out of orbit and if I give a move to Earth command I get an error saying that ships on overhaul cannot accept orders.  

Is there any way to cancel the overhaul?

There is an "Abandon Overhaul" order available, just like "Move To" - try clicking on Earth and you'll see it.  Note that it takes time to abandon an overhaul, since it's kind of hard for the ship to sail when its engines are lying in pieces on the deck.

The behavior you described about maneuvers sounds like a bug (the TG should refuse all orders when in overhaul) - you should probably post it to the Bugs thread....

John
The ship being overhauled does not have an 'Abandon Overhaul' order available.  I am guessing that is because it is not in port.  I will post in the Bugs Forum.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 30, 2010, 10:23:01 PM
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on January 30, 2010, 10:25:58 PM
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.

What was the fuel situation on it out of the yards? 100% or 10%?
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 30, 2010, 10:55:23 PM
Quote from: "mikew"
During a turn, I received an error 5, invalid procedure call or argument.  Seems to be repeating endlessly.  Killing the process and starting again, this happens whenever I try to advance the timeline.


Mike

I got the same error, and it repeated for a half dozen times.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on January 30, 2010, 11:34:45 PM
I don't know if this has been reported before, but if you set a ship to move between two objectives in the same place - a planet and a fleet in its orbit, for instance - and put it on repeat, the game hangs.

Also, I've got some civilian colony ships full of colonists sitting in Earth orbit after they tried and failed to load more. I know this was reported before, but is there a workaround or a fix, short of blowing the things up? It's not breaking the game, I just kinda want them free to move people around again.
Edit: Oh, wait, there's a clear orders button. Solves that problem.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 31, 2010, 12:34:33 AM
Another aspect of officer assignment being broken:

I recently had precursors blow up survey ship A, commanded by Ethan OConnor.  The commander made it to a life pod.  This was on July 20.  On August 4, he was rescued by ship B commanded by Patrick Matthews, which arrived back at Earth (to a hero's welcome) on August 18 (now).

If I look at ship B's task group in the Officers/Misc tab of the F12 screen, it says that both OConnor and Matthews are on board, with Matthews being unoccupied.  So far so good.  The fun came when I went to try to get OConnor off the ship - according to the Leader (F4) screen, OConnor is already in command of another ship!  His log says that he was assigned command of ship C on July 21 (while he was sitting in a life pod) and assigned to ship D on August 1.  I strongly suspect that the July 21 assignment was an auto-assign - Aurora saw he wasn't doing anything better :-)

3)  I shouldn't be able to assign a commander in a lifepod to another ship, even if "all locations" is turned on :-)

John
Title: Re: Official v4.9 Bugs Thread
Post by: backstab on January 31, 2010, 01:48:06 AM
Trying to start a campaign with 21 player nations on earth.  When I start the game up, I get this error ...

[attachment=0:66pg9kyl]Error.jpg[/attachment:66pg9kyl]

I think it might have to do with the number of player nations because if I delete one of the nations and re start, I do not get this error.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 31, 2010, 02:42:22 AM
Quote from: "Erik Luken"
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.

What was the fuel situation on it out of the yards? 100% or 10%?


They were full of fuel. I sent them back to earth to unload 90 percent, and I got Error in Unloadingfuel DOA error.
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on January 31, 2010, 04:18:15 AM
Now I'm getting a plethora of loading errors for both civvie and player owned freighters and colony ships.
Title: Re: Official v4.9 Bugs Thread
Post by: Trueknight on January 31, 2010, 01:47:18 PM
I had to ditch my previous game, 4.77, because of an annoying bug recurring on every 5-day update, that i think it wasn't resolved yet.
Now i think i found out something more about it.

While trying to mymic the setup of the latest Steve's fiction, Exodus, i put a conventional empire on Earth, and set it as an NPR (i later found out that the AI can't work as an NPR on my same planet, but i don't know if it's related).

In the first attempt, i was myself a conventional empire: when i first click ok, I get

"Error in CreateShip

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Fleet" is necessary a related record"


(Roughly translated from italian).

followed by

"Error in AddShipHistory

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Ship" is necessary a related record"


and

"Error in FillShipMagazine

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Ship" is necessary a related record"


Those 3 repeat thmeselves about 30 times. After that, the game resume normally.

But when i first give a 5 days time increment, I get

"Error in NPRPopPlanning

Error 3021 was generated by DAO.Field
No record present


Exactly the SAME error i got every turn in my previous game!!
The only difference is that i've to click "ok" 13 times instead of one. After that the game resume normally until i move the time forward, then history repeats itself.

I managed to duplicate that every time i tried; if i start the game with a Trans-newtonian empire and add a conventional NPR to my planet, i don't get the first sequence of errors (the one about Ships and Fleet) but i still have the problem after the 5days.

If i add a Trans-newtonian NPR, or a conventional empire player (non NPR) on Earth, i don't get any problem at all.

To me looks like the problem it's related to a conventional NPR, maybe getting in the same planet with another one. It's possible?

I can send my DB, but actually it's pretty easy to duplicate this one. Just start a normal game and add a conventional empire as NPR on Earth using F9 display, then move on the time.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 31, 2010, 02:03:01 PM
Quote from: "Trueknight"
While trying to mymic the setup of the latest Steve's fiction, Exodus, i put a conventional empire on Earth, and set it as an NPR (i later found out that the AI can't work as an NPR on my same planet, but i don't know if it's related).

One thing to remember about conventional starts is that you don't have any shipbuilding tech yet.  The sorts of errors you're seeing seem to be related to shipbuilding, i.e. Aurora is trying to set up ships for the empire.

Here's the crucial question: does the computer, or do you, have control of the NPR.  The way to tell is to try to select a default race (ctrl-R, or look in the Game pulldown on the main menu bar).  If the NPR doesn't show up, then the computer is controlling it.

My understanding is that Aurora does NOT allow conventional, computer-controlled NPR - the AI involved in navigating the transition is too much for Steve to code up at this time.  My guess is that this is what's going on.

If you actually see the NPR race when you try to select the default race, then you should be able to simply go to that race (which you have to do anyway to control it) and delete the ships that are causing the problems.  I doubt that this is what's going on, however, since I think that NPRPopPlanning is only run by computer-controlled NPR.

John

PS - While you're a new user, could you please post issues like this to The Academy, rather than to the bugs thread?  Aurora generally works, so if you hit a catastrophic failure like this then it's probably user error rather than a bug.  Thanks!
Title: Re: Official v4.9 Bugs Thread
Post by: Trueknight on January 31, 2010, 02:32:17 PM
Quote from: "sloanjh"

My understanding is that Aurora does NOT allow conventional, computer-controlled NPR - the AI involved in navigating the transition is too much for Steve to code up at this time.  My guess is that this is what's going on.

PS - While you're a new user, could you please post issues like this to The Academy, rather than to the bugs thread?  Aurora generally works, so if you hit a catastrophic failure like this then it's probably user error rather than a bug.  Thanks!

Oh...that could explain the part about ships and fleets...i suspected but i failed to see anywhere a warning about computer controlled NPR, so i needed confirmation.

But, as you said, i think that the NPRPopulation part it's related to something else. Moreover, in my previous game it appeared in the middle of a game, after I played about 10 years, and nothing i did could affect it, since, in that case, I hadn't created any NPR.
If it was a cpu-controlled conventional NPR that caused it, it was Aurora that put it there, so I think it classify as a bug.

Anyway, if i find out something else i'll post it first in the Academy section, just to be sure.
Title: Re: Official v4.9 Bugs Thread
Post by: Uberman7788 on January 31, 2010, 03:16:56 PM
The game will not run properly.

When I go to create a new game, no new window with new options pop up.

Also, a frequent error message pops up that will not allow me to play the game:

Error 3265 was generated by DAO.fields
Item not found in this collection
Please report to stevewalmsley@btinternet.com
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 31, 2010, 04:34:59 PM
Quote from: "Uberman7788"
The game will not run properly.

When I go to create a new game, no new window with new options pop up.

Also, a frequent error message pops up that will not allow me to play the game:

Error 3265 was generated by DAO.fields
Item not found in this collection
Please report to stevewalmsley@btinternet.com
Please read the "Getting the game to run FAQ" in the FAQ section.  What is almost certainly going on is that something has gone wrong during your installation process (you need to follow the directions very carefully).  If you still can't get it to work, please post your issue in the "Installation Problems" thread of The Academy.  Please also read the "Where to post FAQ".

John
Title: Re: Official v4.9 Bugs Thread
Post by: Paul on January 31, 2010, 04:53:58 PM
Haha, this is a good one. I copied an existing ship, striped it down and made it into a PDC as a precursor to making my new missile PDC. I then designed some components and began researching the PDC based missile launcher and beam fire control and I was going to finish the design as soon as I had the parts ready.

10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

Wait, what? The civilians launched a PDC? I go and look, sure enough they've launched a 50 ton "PDC" that contains nothing but a small crew quarters.

I guess now the civilians will be defending earth with a PDC crewed by 1 person as soon as I finish the design :D
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on January 31, 2010, 05:46:13 PM
Quote from: "Paul"
10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

This is not really a bug.  You created a "classified as civilian" design and a shipping line built it, as they had the money.  This is all 'working as intended'.  You can prevent further construction by marking the Guardian class as 'obsoloete' until you put some military systems on it.
Title: Re: Official v4.9 Bugs Thread
Post by: Paul on January 31, 2010, 08:01:32 PM
I thought they only built ships that were actually useful for something? Like cargo ships, colony ships, and luxury liners (or rather, ships with cargo bays, cryo storage, and room for passengers). They've never built my terraformers, troop transports, or gate construction ships.

In any case, this design was classed as a PDC - why should a civilian ever build a PDC, whether or not it has military components? What on earth would a civ do with an immobile defense base?
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on January 31, 2010, 08:43:42 PM
Quote from: "Father Tim"
Quote from: "Paul"
10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

This is not really a bug.  You created a "classified as civilian" design and a shipping line built it, as they had the money.  This is all 'working as intended'.  You can prevent further construction by marking the Guardian class as 'obsoloete' until you put some military systems on it.

I've already reported this one upthread as a bug.  IMHO, civies should only build passenger, colony, or cargo ships.  Unless Steve puts in "jail" PDCs - civies are known to run those too :-)

The good news is that they don't seem to do any harm.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Paul on January 31, 2010, 08:50:49 PM
Ah, I glanced over the thread and didn't see it reported, I must have missed it. I thought they only did build passenger, cargo, and colony ships - this was the first case I've seen them build something weird. Do I need to mark my terraformer and troop transport ships as obsolete to prevent the civs buying them?

I was afraid an immobile civ PDC would cause errors, and I couldn't figure out a way to use SM mode to delete it, so I went back to last year's savegame (I back up my games every 2-3 years just in case I run into a game breaking problem or something).
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 01, 2010, 07:25:15 AM
Civilians also build Geo survey ships, and some folks are lobbying to get them to build fuel harvesters (or gas giant versions of CMCs), tankers, and even colliers (though for the moment Magazines are military systems).
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on February 01, 2010, 09:17:48 AM
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 01, 2010, 10:27:45 AM
Quote from: "VariousArtist"
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?

Aye, bug.  Although life pod carry transponders and should be seen from anywhere in the same system (they're essentially screaming "Help me!  Help me!  Help me!" non-stop until they die).
Title: Re: Official v4.9 Bugs Thread
Post by: nichaey on February 01, 2010, 11:05:26 PM
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.
this, only I tested it a bit further  

I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
but after succesfully harvesting at neptune the ships moved to earth, but didn't unload fuel or any of the subsequent steps.

hope this helps
Title: Re: Official v4.9 Bugs Thread
Post by: mrwigggles on February 02, 2010, 02:36:47 AM
Quote from: "nichaey"
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.
this, only I tested it a bit further  

I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
but after succesfully harvesting at neptune the ships moved to earth, but didn't unload fuel or any of the subsequent steps.

hope this helps

So is happen because their initially full tanks are causing the bug? I will try this out. I'm not hurting for fuel have over a hundred million liters, but all the sodium I know of has been mine, so it'll be needed.
Title: Re: Official v4.9 Bugs Thread
Post by: nichaey on February 02, 2010, 08:18:34 AM
Quote from: "mrwigggles"
Quote from: "nichaey"
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.
this, only I tested it a bit further  

I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
but after succesfully harvesting at neptune the ships moved to earth, but didn't unload fuel or any of the subsequent steps.

hope this helps

So is happen because their initially full tanks are causing the bug? I will try this out. I'm not hurting for fuel have over a hundred million liters, but all the sodium I know of has been mine, so it'll be needed.

 well the problem is a mistype for the get_nearest_colony function in the sequence I'm pretty sure. All I managed to do was prove that the first part of the order still works


Also, hello from bay12
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:29:51 AM
Quote from: "sloanjh"
Adding the "hyper-capable" attribute to a fighter engine makes the holding ship not-a-fighter.  Not sure if this is intended or not....

John

PS - if/when you fix this, could you add a reply to the "Fighter questions" FAQ pointing out that the definition of "qualifying engines" has changed?  Ditto if you take up the suggestion that allows any kind of engine in a fighter.  Thanks.
The problem was that the class design function treated a fighter as a ship with a 1 HS engine. Adding hyper capability made the engine larger than 1 HS. Now it accepts any engines smaller than 5 HS as a fighter engine.

I have added the following text to the FAQ

"EDIT from Steve: A qualifying engine in v4.91 or earlier is an engine of exactly 1 HS. A qualifying engine in v5.0 will be an engine less than 5 HS. Note that adding hyper-capability to an engine will increase its size, which means that hyper-capable 'fighter engines' in v4.91 will disqualify a ship from being a fighter. They will be fine in v5.0"

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:36:25 AM
Quote from: "Trueknight"
Quote from: "sloanjh"

My understanding is that Aurora does NOT allow conventional, computer-controlled NPR - the AI involved in navigating the transition is too much for Steve to code up at this time.  My guess is that this is what's going on.

PS - While you're a new user, could you please post issues like this to The Academy, rather than to the bugs thread?  Aurora generally works, so if you hit a catastrophic failure like this then it's probably user error rather than a bug.  Thanks!

Oh...that could explain the part about ships and fleets...i suspected but i failed to see anywhere a warning about computer controlled NPR, so i needed confirmation.

But, as you said, i think that the NPRPopulation part it's related to something else. Moreover, in my previous game it appeared in the middle of a game, after I played about 10 years, and nothing i did could affect it, since, in that case, I hadn't created any NPR.
If it was a cpu-controlled conventional NPR that caused it, it was Aurora that put it there, so I think it classify as a bug.

Anyway, if i find out something else i'll post it first in the Academy section, just to be sure.
You can't have AI-controlled conventional Empires, although I agree this isn't mentioned anywhere. For v5.0, I have changed the Create Empire window so that selecting a conventional race disables the option to create as an NPR. I have also changed the NPR checkbox to read:

"Create as Computer-Controlled Empire (NPR) - not applicable for conventional Empires"

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Trueknight on February 02, 2010, 08:50:59 AM
Thanks Steve...i suppose that means i've to abbandon the idea of a game with more Human Empires...i tried, but i just drive crazy to control all of them....not to mention that there's no more "fog of war". As much as i try to roleplay, i just can't play against myself.

Still, i encountered again the "Error in NPRPopPlanning" i reported before in another test game; just 2 years in the game this time, and again i've created no NPR, just the ones the game usually make at start.

Do you think that could be related with the fact i usually start as a conventional empire?

BTW every time I start a game as conventional, what kind of NPR is created? TN, i suppose...
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:51:56 AM
Quote from: "Paul"
Haha, this is a good one. I copied an existing ship, striped it down and made it into a PDC as a precursor to making my new missile PDC. I then designed some components and began researching the PDC based missile launcher and beam fire control and I was going to finish the design as soon as I had the parts ready.

10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

Wait, what? The civilians launched a PDC? I go and look, sure enough they've launched a 50 ton "PDC" that contains nothing but a small crew quarters.

I guess now the civilians will be defending earth with a PDC crewed by 1 person as soon as I finish the design :)

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:55:20 AM
Quote from: "Paul"
I thought they only built ships that were actually useful for something? Like cargo ships, colony ships, and luxury liners (or rather, ships with cargo bays, cryo storage, and room for passengers). They've never built my terraformers, troop transports, or gate construction ships.

In any case, this design was classed as a PDC - why should a civilian ever build a PDC, whether or not it has military components? What on earth would a civ do with an immobile defense base?
Civilians build ships based on their type. such as freighter, colony ship, etc. There must have been something about this design that caused the class design code to classify it as a cargo ship or colony ship. The extra check about not buliding PDcs should avoid anything similar in future. I have also added a check to prevent civilians building ships slower than 100 km/s in case they try and build a half-completed design.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:56:58 AM
Quote from: "VariousArtist"
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?
Life pods and explosions can be seen by any ship in a system, regardless of sensor capability. The ability to see explosions without a ship in the system sounds like a bug. Did you have any colonies in the system, even a listening post?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 08:57:48 AM
Quote from: "nichaey"
I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
Only a few gas giants have Sorium

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 09:06:59 AM
Fixed the size of the Hide Events list on the Events window. Also fixed the problem with the list jumping back to the top after you hide an event.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 09:10:34 AM
Quote from: "a1s"
While you can not assign scientists to research technologies you don't have perquisites for, you can however queue such technologies  (with the "all projects" radio-button), no matter how far down the line they are (without queuing previous ones).
Fixed for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on February 02, 2010, 09:12:12 AM
Quote from: "Steve Walmsley"
Quote from: "VariousArtist"
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?
Life pods and explosions can be seen by any ship in a system, regardless of sensor capability. The ability to see explosions without a ship in the system sounds like a bug. Did you have any colonies in the system, even a listening post?

Steve
No Steve, there was only that one ship in the system that I had withdrawn - no other assets.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 09:31:52 AM
Quote from: "backstab"
Trying to start a campaign with 21 player nations on earth.  When I start the game up, I get this error ...

[attachment=0:3lpzro1v]Error.jpg[/attachment:3lpzro1v]

I think it might have to do with the number of player nations because if I delete one of the nations and re start, I do not get this error.
I created an array to hold the IDs for player races for the new checks on interrupts (so I didn't have to check the database). It only has 20 slots :). I have changed it to 50 for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 09:43:23 AM
Quote from: "sloanjh"
Another aspect of officer assignment being broken:

I recently had precursors blow up survey ship A, commanded by Ethan OConnor.  The commander made it to a life pod.  This was on July 20.  On August 4, he was rescued by ship B commanded by Patrick Matthews, which arrived back at Earth (to a hero's welcome) on August 18 (now).

If I look at ship B's task group in the Officers/Misc tab of the F12 screen, it says that both OConnor and Matthews are on board, with Matthews being unoccupied.  So far so good.  The fun came when I went to try to get OConnor off the ship - according to the Leader (F4) screen, OConnor is already in command of another ship!  His log says that he was assigned command of ship C on July 21 (while he was sitting in a life pod) and assigned to ship D on August 1.  I strongly suspect that the July 21 assignment was an auto-assign - Aurora saw he wasn't doing anything better :-)

3)  I shouldn't be able to assign a commander in a lifepod to another ship, even if "all locations" is turned on :-)
I have encountered something similar myself. The problem was that commanders are auto-assigned if they are not already assigned or in a team. Lifepods were not being checked so I have corrected that for v5.0. I have also greyed out the Assign button on the Commanders window if a commander is in a lifepod

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:04:30 AM
Quote from: "Charlie Beeler"
Steve,

There appears to be an issue it the routine for calc'ing fighter engine power output, specificly when applying efficiency/power tech.  Example: Ion fighter engine base power is 36.  Set E/P to -30%/+15% power becomes 42.  (36*1.15 = 41.4) I'd been assuming the rounding was to next integer.  Set E/P to -40%/+20% expected result was 44, instead it remains 42. (36*1.2 = 43.2).  

I using a modified v4.91 database.  None of the changes are to power systems only turret tracking speed, gauss cannon size, rate, and velocity.

Engines in question also have thermal reduction 35% and fuel efficiency .6 techs applied.  Neither should affect actual power output if my understanding is correct.
There was some sort of weird rounding effect going on. I have changed engine power to be a currency variable instead of an integer and everything is working fine. It also allows engines to have fractional power in v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:05:42 AM
Quote from: "Baron Of Hell"
v4.91

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Got this error after trying to retool a ship with new jump drive.  Pops up every turn now.
Does the ship name or the class name contain an apostrophe?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:09:48 AM
Quote from: "Father Tim"
Turning off 'Realistic Officer Promotions' does not turn off the 'up-or-out' function, resulting in Aurora firing 90% of my officer corps when I wished to retain them.
The Up or Out is controlled by the auto-assignment option, not realistic promotions

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 02, 2010, 10:16:25 AM
Quote from: "Steve Walmsley"
Quote from: "Paul"
I thought they only built ships that were actually useful for something? Like cargo ships, colony ships, and luxury liners (or rather, ships with cargo bays, cryo storage, and room for passengers). They've never built my terraformers, troop transports, or gate construction ships.

In any case, this design was classed as a PDC - why should a civilian ever build a PDC, whether or not it has military components? What on earth would a civ do with an immobile defense base?
Civilians build ships based on their type. such as freighter, colony ship, etc. There must have been something about this design that caused the class design code to classify it as a cargo ship or colony ship. The extra check about not buliding PDcs should avoid anything similar in future. I have also added a check to prevent civilians building ships slower than 100 km/s in case they try and build a half-completed design.

Steve

You might also want to avoid unlocked designs....
John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:17:58 AM
Quote from: "Commodore_Areyar"
Is it a bug when a task uses data that is out of date?
A ship will use the data available at the time an order is given, not the actual data at the time the task is performed/attempted.

situation:
send a ship towards a planet to drop off two teams, once there the first order will get canceled because the target is not a pop.
Now make it a pop, advance time, the second drop team task will also cancel due to the target not being a pop.
reissuing the orders once the body has been designated a pop will allow the team to be dropped as it was supposed to.-Ar (now updated to 3.92!)
The destination Population ID is set at the time the order is issued. In some cases, setting an unload order will create the colony but over time the implementation of this has become patchy. I have corrected it so the following orders will now automatically create a colony at the destination.

Unload Fuel Refinery
Unload Construction Factory
Unload Mine
Unload Infrastructure
Unload Automated Mine
Unload Tracking Station
Unload <Mineral Name>
Unload All Minerals
Unload Ground Unit from Transport Bay
Unload All Ground Units from Transport Bay
Unload All Installations
Drop Off Team
Unload Research Lab Components
Unload Maintenance Facility
Unload Mass Driver
Unload PDC Component
Unload Terraforming Installation Components
Combat Drop Ground Unit
Unload Ordnance Factory
Unload Fighter Factory

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 02, 2010, 10:20:48 AM
Quote from: "Steve Walmsley"
Quote from: "a1s"
While you can not assign scientists to research technologies you don't have perquisites for, you can however queue such technologies  (with the "all projects" radio-button), no matter how far down the line they are (without queuing previous ones).
Fixed for v5.0

Steve

This was actually a useful feature (which I never used :-) ).  An annoyance with queuing right now is that I can't queue the next tech in a tech sequence until the existing one is researched.  So if I want to bump mining by 3 levels, I'd like to set "Joe Scientist" to research the first level and queue the next level.  As it is, I need to queue a different project (so as not to loose the spare change when the first level finishes), then cancel and adjust when the first level finishes.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:25:48 AM
Quote from: "sloanjh"
You might also want to avoid unlocked designs....
I like the principle but I am concerned about the law of unintended consequences. Sometimes I might design something for the civilians, like a luxury liner, that won't get automatically locked because I will never build it myself. I guess I could lock it manually but I would probably forget :). I also unlock things sometimes so I can check it out before copying it and don't always remember to re-lock it.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:32:52 AM
Quote from: "Father Tim"
The mineral shortage message for a shipyard expansion or ground unit training task includes the mineral name in the message:
"Mineral shortage (Neutronium) in Ground Unit Training for Alzarius"
The mineral shortage message for Production does not:
"Mineral shortage in Production of Convert Conventional Ind to Industrial Capacity at Alzarius"
Fixed for v5.0

Stee
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:39:11 AM
Quote from: "Father Tim"
On the (F2) 'Population & Production' window, the Production ("Amount Remaining") and Research ("RP Required") tabs count down your progress on each task, whereas the Shipbuilding ("Progress") and Ground Unit Training ("TP Accumulated") count up
Industry and Research both use actual amounts whereas Shipbuilding uses a percentage. Ground Units do use an amount so I have changed those to TP Remaining rather than TP Accumulated.

I could change any or all of them from actual amounts to percentages though. Perhaps those tasks that involve a single item, such as shipbuilding, ground forces and research should use a percentage while tasks involving multiple items, such as industry, should use the actual amount remaining.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 02, 2010, 10:45:21 AM
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
Turning off 'Realistic Officer Promotions' does not turn off the 'up-or-out' function, resulting in Aurora firing 90% of my officer corps when I wished to retain them.
The Up or Out is controlled by the auto-assignment option, not realistic promotions

Steve

I don't think so, since I never use auto-assignments.  Not only was the option turned off every time I encountered the problem, it had never even been turned on in this game.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:47:25 AM
Quote from: "mrwigggles"
When in the design turret window, without having a laser design and research, you click on a turret barrel other then one, it sends it into a none terminating loop of error message.
I have added a check that disables the Create button and option buttons in the turret window if you haven't designed any beams. You also get a popup message asking that you design beams before designing turrets.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:53:48 AM
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
Turning off 'Realistic Officer Promotions' does not turn off the 'up-or-out' function, resulting in Aurora firing 90% of my officer corps when I wished to retain them.
The Up or Out is controlled by the auto-assignment option, not realistic promotions
I don't think so, since I never use auto-assignments.  Not only was the option turned off every time I encountered the problem, it had never even been turned on in this game.
There is something weird going on then. The code that checks for retirements is contained within a loop created by this SQL

sSQL = "select * from Race where chkAutoAssign = 1 and GameID = " & GameID
Set rsRaceList = dbStarfire.OpenRecordset(sSQL, dbOpenDynaset)

Do While rsRaceList.EOF = False

It then goes into a loop for each qualifying race and within that loop is the retirement check code. Unless the auto-assign flag is set for a particular race, the retirement code is never called.

Has the program made any automatic assignments in this particular game?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 10:56:39 AM
Quote from: "Vanigo"
I've run into what may be some sort of infinite loop. My game started running in five-second intervals last night, presumably because two NPRs were fighting somewhere. I left the game running overnight to wait it out. When I came back, four game hours had passed, and the game had thrown up a "System resource exceeded" error - which is weird, because my pagefile was nowhere near full. When I hit okay, it complained about an object that no longer existed a couple times, then being out of resources again. I had to force-quit. When I brought the game back up, it wasn't giving the error anymore, but it's still in 5-second intervals. Even aside from the error, isn't that a hell of a long battle?

Edit: Looking at the SM log, there doesn't appear to be a battle going on at all. Also, here's the errors I got:
Error in AssignWeapons
Error 3035 was generated by DAO.Database
System resource exceeded.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
4th November 2039 04:09:21,SM Only,System 0,Error in AssignWeapons
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
If you still have this problem, please could you send me the zipped-up database. My email is stevewalmsley at btinternet.com and the database is the Stevefire.mdb file

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 02, 2010, 10:58:47 AM
Quote from: "Steve Walmsley"
Has the program made any automatic assignments in this particular game?

Steve

None that I'm aware of.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 11:19:21 AM
Quote from: "Commodore_Areyar"
also a typo: neutrotic in officer traits should probably be neurotic.
Corrected for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: solops on February 02, 2010, 03:04:32 PM
I keep getting ans Error 91 when I generate a turn (usually 1+ days). Sometimes the error pops up multiple times. Sometimes not.

"Error in NPRPop Planning
Error 91 was generated by Aurora
Object variable or With block variable not set"

The error is not fatal and I keep playing, but what is happeneing on the alien worlds I can only guess.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 02, 2010, 03:28:18 PM
Quote from: "solops"
I keep getting ans Error 91 when I generate a turn (usually 1+ days). Sometimes the error pops up multiple times. Sometimes not.

"Error in NPRPop Planning
Error 91 was generated by Aurora
Object variable or With block variable not set"

The error is not fatal and I keep playing, but what is happeneing on the alien worlds I can only guess.
Its already fixed for v5.0. It is annoying but it doesn't cause any problems. The code is trying to close the same database object twice and the second time throws the error because the object no longer exists.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on February 02, 2010, 06:07:52 PM
Quote from: "mikew"
During a turn, I received an error 5, invalid procedure call or argument.  Seems to be repeating endlessly.  Killing the process and starting again, this happens whenever I try to advance the timeline.

Edit - This is with 4.91, about 17 game years elapsed since first start.
Edit again - OK, the problem is not repeating endlessly (not quite anyway).  It seems to be repeaating 4 times for every 5 second update (checked with 5 and 30 second updates, 4 errors for the five second update and 24 for the 30 second update).  I don't think I'll try a day or 30 day update because I don't plan to make that many mouseclicks.  

Found the problem.  An exploration fleet had a conditional order to join its parent fleet if fuel dropped below 30%, but there never was a parent fleet for it.  I have this assigned to the ships of the exploration fleet.  I probably accidentally assigned it to the fleet some time ago, but didn't have an error until it attempted to carry out those orders.

Mike
I have this one, too, but it seems to repeat endlessly (4.91). Not 100% sure what its related too, but reading your edit gives me an idea that it might be cos a grav ship has a conditional order to refuel at the next tanker. The tanker is/was in a fleet with 2 scouts and when Ive detached the scouts they kept the TFs name while the tankers name was changed when the grav ship was already heading for it.
1. Ive assembled the fleet again - error stays
2. Ive deleted the orders of both fleet - cond. order gave the grav ship a new order to refuel at the right fleet - error stays
3. Ive cleared the cond. orders and let both TFs do nothing - error stays
Well, last try to save my game by checking the lots of other ships and maybe delete the orders, but if I cant I will be a really sad panda.
(Ive backuped and RARed the database in case Steve wants to have a look what was going wrong)
Title: Re: Official v4.9 Bugs Thread
Post by: Toloran on February 02, 2010, 06:17:56 PM
(V4.91) I'm currently doing a "Babylon 5" style game with Jump Gates on all Jump Points. For some reason, my ships are having a hard time doing conditional orders that send them to different systems. For Example:
- In my normal game where I constructed all my jump gates, my colony ships (without jump engines) could easily be set up to do automatic load/unload colonist commands but now it doesn't work.
- In my normal game, my Jump Engine survey ships could easily path back to Earth to refuel when their conditional order told them to. However in my B5 game, my survey ships without jump engines will give me a "There isn't a colony or tanker available" error.

In both instances, I can manually set their orders and they work fine. I'm not sure what is wrong but I'm thinking the automatic subroutine that checks to see if location within 4 jumps can be reached, it's not registering the jump gates. However, I've noticed a few places where it still DOES work but only for a single jump. This applies to civilian vessels as well who don't know how to go to other systems anymore.
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on February 02, 2010, 06:24:28 PM
4.91, clicking Queue top throws an error. I was attempting to move a project to the top of the queue that was already queued.

Error in populateresearchqueue
Error 3077
Syntax error (missing operator) in expression.

I'm guessing this is because I had the project queued already.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 02, 2010, 06:45:34 PM
4.91
I had accidentally deleted the fueltank from a shipdesign, I cheated and updated the design (via newarmour etc), the completed ships stayed the old version though (which is a good thing IMHO.), so I decided to refit them. The design was theoretically identical though because I did not go through the copy-edit-refit method.

So, you can refit a ship to it's redesigned classdesign, this is indicated to take 0 minerals and 0 time, but actually progress is blank.
It also causes several errors that appear when an economy screen is opened.

error 6 overflow in getMineralUsage
error 6 overflow in populateShipyardTasks
x2
each error report repeated for each faulty task.

advancing time also triggers these errors. (when the economy screen is opened always, otherwise only if construction is progressed)
Progress does advance, at least the refit is completes at the next construction turn (6-10 days).

(maybe associated bug: refuel orders are completed and are not removed from orders list of other fleet, causing time to increment in 30min steps, because of orders completed interrupt. deleting the refuel order solves this.)

Now this is buggy,  but it is also caused by using an exploit. karma. ;)

-Arnoud
Title: Re: Official v4.9 Bugs Thread
Post by: umiman on February 03, 2010, 04:11:06 AM
Two alien races I've never met are duking it out in someplace I've never been and they're spamming me with this error:

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

It's really not letting me proceed with the game at all since the error doesn't stop appearing.

Any fixes?
Title: Re: Official v4.9 Bugs Thread
Post by: Mini on February 03, 2010, 08:16:58 AM
When you try to build a ship from a shipyard that has not yet been refitted to build anything it gives an error:
Error in cmdTask
Error 381
Invalid property array index.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 03, 2010, 09:56:32 AM
4.91

in UseFuel:
error 91 Object variable or With block variable not set
error 92 for loop not initialized
error 424 Object required
(these repeat a bunch of times in varying frequency, but the joining fleets were quite large so I lost count)

circumstances:
when joining fleets to core fleet on exercises via [recall escorts] command.
also erroneous event messages : "fleet X has run out of fuel" for joined (and no longer seperated Taskforce) fleets

-cheers
Areyar
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on February 03, 2010, 10:32:06 AM
Quote from: "Commodore_Areyar"
4.92

4.92?
Did I miss an update ´cause I´m pretty sure I am still at 4.91???
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on February 03, 2010, 12:18:01 PM
Quote from: "Hawkeye"
Quote from: "Commodore_Areyar"
4.92

4.92?
Did I miss an update ´cause I´m pretty sure I am still at 4.91???

4.91 is the last here. :)
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 03, 2010, 12:34:30 PM
Quote from: "Hawkeye"
Quote from: "Commodore_Areyar"
4.92

4.92?
Did I miss an update ´cause I´m pretty sure I am still at 4.91???

Heh!

No you are right, I lost count at 4.90.
I'll edit my posts.


Little harm done, next version will likely be v5.00. :)
-Areyar
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 03, 2010, 09:35:48 PM
My civilian shipping lines (except passenger liners) all froze up in a game while I had a contract up to move infrastructure to an outsystem colony. When I deleted the contract and cleared the freighters' orders, they started working again. I made a thread about the issue here (http://aurora.pentarch.org/viewtopic.php?f=11&t=2152). I'm not sure, but I've got a gut feeling that the problem was that there were two routes to the colony system, and I had built jump gates along the longer one (since the shorter had precursors).
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 03, 2010, 09:41:57 PM
I seem to be having troubles transferring Marines between ships in deep space (at a waypoint).

1)  (Primary):  I managed to tell my TG with a battalion-sized assault shuttle to load a battalion from my TG with a battalion size troop bay (huzzah! :-) ) then gave it a 5-second update to see what happened.  It claimed to have completed the order (which I thought was weird, since it should take a long time), but when I looked at the TG, it still had a "Combat load Marines 07th from Fleet 1st Invasion 01" order in plotted moves, which it thought had 9 hours and 36 minutes to go.  I hit the 1-day advance button, and got another "orders completed" message 30 minutes later (at the end of the 1st sub-pulse).  I did it again, and the same thing happened.  I also noticed that the 9:36 time remaining isn't going down, so this is technically a hang.  I fixed it by simply deleting the order, but it's still a problem.

The rest are more suggestions, than bugs, but since I'm here....

2)  It took me a while to figure out how to transfer the troops - there seems to be only one configuration that works (assault shuttle and transport in different TG, assault shuttle's TG selected with a load-from order targeting the transport).  A few things that should probably work but don't:

A)  In addition to the "load-from" there's a "load-within", but it doesn't appear when I select the troop transport's TG and target the assault shuttle's.  I didn't try unchecking the order filtering box, but this should probably show up for any TG with TT bays and/or battalions loaded.  Also, the wording for these two orders is somewhat confusing - it's not clear which fleet is being talked about.

B)  I originally tried putting both assault shuttle and transport in the same TG, but when I tried to view TG as targets for that TG, it looks like it was being filtered out.  So I don't think there's a way to load drop bays from troop bays within the same TG.

C)  Ditto for loading within the same ship - I was thinking of putting drop bays into my transport, but couldn't figure out how they could be loaded.

D)  I don't think there's any way to choose which drop bay is loaded if there are multiple ships with drop bays available in the TG.

Given all the above (especially the last), it doesn't feel like the the troop transfer interface really belongs on the orders screen.  How about this for an idea - do it through the F6 screen on a ship-by-ship basis (which is where it used to be, IIRC), except set a "transferring troops" state on any ships participating in a transfer.  This state would be similar to the overhaul state - it would immobilize the ships' TG, and include an "expiration date" in the DB for when the loading was complete.  So the F12 display would show ships which were transferring troops as e.g. "Napoleon (loading troops, 6:32 remaining)" in the same way ships show an overhaul state on that screen.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Andrew on February 04, 2010, 06:48:32 AM
Quote from: "sloanjh"
I seem to be having troubles transferring Marines between ships in deep space (at a waypoint).

1)  (Primary):  I managed to tell my TG with a battalion-sized assault shuttle to load a battalion from my TG with a battalion size troop bay (huzzah! :-) ) then gave it a 5-second update to see what happened.  It claimed to have completed the order (which I thought was weird, since it should take a long time), but when I looked at the TG, it still had a "Combat load Marines 07th from Fleet 1st Invasion 01" order in plotted moves, which it thought had 9 hours and 36 minutes to go.  I hit the 1-day advance button, and got another "orders completed" message 30 minutes later (at the end of the 1st sub-pulse).  I did it again, and the same thing happened.  I also noticed that the 9:36 time remaining isn't going down, so this is technically a hang.  I fixed it by simply deleting the order, but it's still a problem.

The rest are more suggestions, than bugs, but since I'm here....

2)  It took me a while to figure out how to transfer the troops - there seems to be only one configuration that works (assault shuttle and transport in different TG, assault shuttle's TG selected with a load-from order targeting the transport).  A few things that should probably work but don't:

A)  In addition to the "load-from" there's a "load-within", but it doesn't appear when I select the troop transport's TG and target the assault shuttle's.  I didn't try unchecking the order filtering box, but this should probably show up for any TG with TT bays and/or battalions loaded.  Also, the wording for these two orders is somewhat confusing - it's not clear which fleet is being talked about.

B)  I originally tried putting both assault shuttle and transport in the same TG, but when I tried to view TG as targets for that TG, it looks like it was being filtered out.  So I don't think there's a way to load drop bays from troop bays within the same TG.

C)  Ditto for loading within the same ship - I was thinking of putting drop bays into my transport, but couldn't figure out how they could be loaded.

D)  I don't think there's any way to choose which drop bay is loaded if there are multiple ships with drop bays available in the TG.

Given all the above (especially the last), it doesn't feel like the the troop transfer interface really belongs on the orders screen.  How about this for an idea - do it through the F6 screen on a ship-by-ship basis (which is where it used to be, IIRC), except set a "transferring troops" state on any ships participating in a transfer.  This state would be similar to the overhaul state - it would immobilize the ships' TG, and include an "expiration date" in the DB for when the loading was complete.  So the F12 display would show ships which were transferring troops as e.g. "Napoleon (loading troops, 6:32 remaining)" in the same way ships show an overhaul state on that screen.

John
It is certainly possible to move troops from tranpsort bays to drop bays in the same TF, It is however impossible to choose which drop bay they load into which is a problem .
I have had some problems with loading troop orders , it seems that as soon as the task of loading  a ground unit into a transport bay or drop bay is started they are moved across after the first time increment, you can then cancel the order and save yourslef a lot of time.
I have also aquired a Ghost Marine company which is sitting in a cmbat drop module losing efficiency with regular reports in the events screen, however the shuttle carrying the company was destroyed by enemy fire before it could drop them.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 04, 2010, 08:09:23 AM
I canceled civvie orders, because a 10000 cap colonyship was just sitting in outerspace moving at 1km/s. *
This not only cancels the orders but also makes it dump its cargo!

This seems rather unethical to me. :p

* edit: turns out this was normal, I had an unlocked design without engines that the corp decided to build.  :oops:  
(I gather this has already been fixed for 5.0)
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 04, 2010, 09:23:02 AM
I managed to Design a missle fire control with zero range -- twice.  I believe that what happened was that prior to hitting create, the last thing I did was click the Antenna size parameter.  It was highlighted as 4, but the design got created with a range of zero.  When I clicked some other drop box and then clicked Create the design came out as intended but had the same name.  One cannot tell there is zero range until the racial tech is researched then the design shows up in the Item List as a zero range fire control.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 04, 2010, 09:30:38 AM
Quote from: "Balibar"
I managed to Design a missle fire control with zero range -- twice.  I believe that what happened was that prior to hitting create, the last thing I did was click the Antenna size parameter.  It was highlighted as 4, but the design got created with a range of zero.  When I clicked some other drop box and then clicked Create the design came out as intended but had the same name.  One cannot tell there is zero range until the racial tech is researched then the design shows up in the Item List as a zero range fire control.

I have seen this for beam FCs, but I think this was intended as they were developed for gauss.
Are you sure your antennasize did not accidentally get reduced to 0.33?


-
a cosmetic bug in racial techs:
My lasers have one or several [TAB] in front of their names/entries in the build ship component tab of Industry.
AFAIK this effect is limited to this screen.

--
a typo or misnamed event:
circumstances: when using terraformer to remove a gas (methane), I forgot to set the safe atmosphere to zero.
the event reads:
Gas Added : Subtraction of Methane to atmosphere of Colony#1 has been halted as specified atm has been reached.
Clearly it should be:
Gas Removed : Subtraction of Methane from atmosphere of Colony #1 has been halted as specified atm has been reached.
even better would be:
Environmental Report: Subtraction of Methane from atmosphere of Colony #1 has been halted as specified conditions have been met.
:)

--

related to troops/teams existing on after destruction of transport. (probably already reported multiple times)
Teams that are left on a pop that is abandoned still exist, but have no location.
The officers still live, but need to be deassigned from the team manually through the leaders interface, they will then be reassigned to Homeworld.
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 04, 2010, 09:55:51 AM
Quote from: "Commodore_Areyar"
I have seen this for beam FCs, but I think this was intended as they were developed for gauss.
Are you sure your antennasize did not accidentally get reduced to 0.33?  
I am not sure the first time, but I am absolutely certain the second time that the number was a highlighted 4.  Even if I had reduced the size to 0.33, the range should not have been zero.  A small number, but not zero.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 04, 2010, 02:45:11 PM
I have found a yoyo problem (thanks to Vanigo for the DB), which is causing endless 5 seconds increments. The problem is that some star swarm have encountered some sensor buoys. They are treating them as missiles and setting their weapons to point defence mode. Because they are right on top of the buoys, the game is moving in 5 second increments. However, the buoys are no threat and the star swarm are not taking them out (as they are in defensive mode), which means the situation will never be resolved. I will sort this out for v5.0.

In the meantime, the workaround is to go into the DB and delete any missile salvos belonging to precursors that have the salvo name of Captor Mine. If you don't know how to do this, you could send me the DB and I will fix it and send it back as soon as I get the chance.

EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 04, 2010, 04:35:57 PM
v4.91
lockup error

in FilterCommanders
several errors (which I forgot to write down)
followedby an endless series of
91 Object variable or With block not set

While switching from army officers to naval officers, had just checked the army filter with s (accidentally trying to filter on survey bonus).
I can see that the Ability A selector is blank.

resetting. ooh that threw a runtime 265 error.

kay. SM event error on:
 
error 381
Invalid Property Array index (in FilterCommanders)
error 3078
generated by DAO database. the Microsoft JET database cannot find the input table or querry ''. make sure that its name is spelled correctly.
error91 x3
error 381
error 3078
the Microsoft JET database cannot find the input table or querry ' and CommanderType=0 and r.Priority <= 7'.  Make sure it exists and that its name is spelled correctly.
error91 x498
<interrupt>

-Cheers
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on February 04, 2010, 05:48:03 PM
Still getting the
"Error 3420 was generated by DAO.Recordset
Object invalid or no longer set."
After every construction cycle, only now it's freezing up for a long time or crashing completely.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 04, 2010, 06:06:20 PM
Hmm. I just got 11 errors in CreateDesign. Not sure what it's about, although I guess it must have something to do with an NPR designing ships - I certainly wasn't doing any of that.

Error in CreateDesign
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to viewforum.php?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)
Title: Re: Official v4.9 Bugs Thread
Post by: Kurt on February 04, 2010, 09:56:48 PM
Steve -

This is actually a 4.77 bug, and I first reported it in the 4.61 bug forum here:
viewtopic.php?f=11&t=1770&hilit=Engineer (http://aurora.pentarch.org/viewtopic.php?f=11&t=1770&hilit=Engineer)

Your response was here: viewtopic.php?f=11&t=1770&p=16919&hilit=+Engineer#p16919 (http://aurora.pentarch.org/viewtopic.php?f=11&t=1770&p=16919&hilit=+Engineer#p16919)

my response to your response <G> was lower down on the same page.  

I am having the same problem as before, only now in 4.77.  I have engineers on one of Saturn's moons trying to assemble a pre-fabbed PDC, and it occurred to me that they had been there for quite a while and I hadn't seen a completion notice, so I checked.  It has been almost exactly two years since they started a job that was slated to take one year to complete, and they are still working at that job, with nothing completed, and an estimated completion date still one year in the future.  You noted in the old bug forum that you were unable to recreate this, can I send you my database?

Kurt
Title: image-name convention/mechanism? (+ custom pics)
Post by: MoonDragon on February 04, 2010, 11:06:28 PM
Quote from: "Steve Walmsley"
Gas giant or Superjovian: "gg" + random number from 1-10

Steve

There is a bug with that (should probably post in the bug thread). If you custom select one of the ggX.jpg images from the F9 screen, it will toss an error eventually. You need to rename the file on disk with a single g (e.g. gX.jpg) to make it work. To test, try changing Jupiter's image to what Jupiter should really look like. Should give you an error next time you try to bring up the system display.


*edit* Since I'm so good, this has been moved and merged into the bug thread ;)
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 04, 2010, 11:27:24 PM
Quote from: "Balibar"
I managed to Design a missle fire control with zero range -- twice.  I believe that what happened was that prior to hitting create, the last thing I did was click the Antenna size parameter.  It was highlighted as 4, but the design got created with a range of zero.  When I clicked some other drop box and then clicked Create the design came out as intended but had the same name.  One cannot tell there is zero range until the racial tech is researched then the design shows up in the Item List as a zero range fire control.

I think this happened to me in a previous game - never figured out when it had happened, though.

John
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on February 05, 2010, 06:18:27 AM
this is probably more of a suggestion than a bug, but if you capture an enemy ship you get to know all it's internal workings, however the intelligence menu isn't updated to reflect this information (indeed some years down the line your spies might actually bring you plans for this already well studied ship  :) )

edit:
also I keep forgetting to report the following bug (it's been in since 4.7): when you look at a magazine contents from Individual Sip Details-parasites/missiles, "Mg capacity" shows how much space the missiles already inside take up, rather than how much space is left (or how much there is total).

a unit left in a ship's drop module (or, say forgotten there after boarding) before abandoning will continue to lose morale, even though it properly doesn't exit...
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on February 05, 2010, 02:24:55 PM
I'm not sure how much of a bug this really is, but I had some prefabricated engines. I queued up some ships in my shipyard, then realized that I wanted to pre-fabricate some more components. Cancelled the construction before advancing time at all, and found that the engines that were used for ship construction are now gone.

p.s. Thanks to the mod (Erik?) for moving my post here. Sorry to have caused the controversy in the other thread.  :oops:
Title: Re: Official v4.9 Bugs Thread
Post by: Charlie Beeler on February 05, 2010, 02:43:34 PM
Quote from: "Steve Walmsley"
EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.
Steve

Oh @#%$#$^%  Now I have to worry about Precursors laying mine fields!!!   :shock:  

Actually glad to see this.  I presume that NPR's are also potentially using mines.
Title: Re: Official v4.9 Bugs Thread
Post by: saenz on February 05, 2010, 03:10:59 PM
I've searched the forums, but oddly enough, I couldn't find this mentioned yet...

Here's the best exploit ever: Clicking the "New Armor" button on the ship design screen ungrey's the "Unlock" button.

The crazy thing is that this includes ships already in service, and any changes you make get instantly applied to every ship using that design.  I've been using this "feature" to rapidly upgrade and repurpose my ships.  This includes building 1k ships and then redesigning them as 40k whales.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 05, 2010, 03:36:56 PM
Quote from: "saenz"
I've searched the forums, but oddly enough, I couldn't find this mentioned yet...

Here's the best exploit ever: Clicking the "New Armor" button on the ship design screen ungrey's the "Unlock" button.

The crazy thing is that this includes ships already in service, and any changes you make get instantly applied to every ship using that design.  I've been using this "feature" to rapidly upgrade and repurpose my ships.  This includes building 1k ships and then redesigning them as 40k whales.
You can also unlock a design in SM mode and do the same thing. This ability is in the game to allow you to correct honest mistakes, such as forgetting to put cargo handling facilities on a freighter design or reactors on a beam warship, that otherwise would involve a huge amount of messing about. If you wish you can use this ability to instantly make your small ships into dreadnoughts outside of the normal sequence of play. The question is really why would you want to? In Aurora, there are a lot of ways to give yourself advantages. You can switch on SM mode and add 100 research labs or add a thousand battleships using the Create OB function. However, as this is primarily a solitaire game, there would seem little benefit in doing so.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 05, 2010, 03:38:06 PM
Quote from: "Charlie Beeler"
Quote from: "Steve Walmsley"
EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.
Steve

Oh @#%$#$^%  Now I have to worry about Precursors laying mine fields!!!   :shock:  

Actually glad to see this.  I presume that NPR's are also potentially using mines.
Just Precursors at the moment. I wanted to test out on a small sample size first. Once it is working OK, I will add to NPRs as well

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 05, 2010, 03:41:00 PM
Quote from: "MoonDragon"
I'm not sure how much of a bug this really is, but I had some prefabricated engines. I queued up some ships in my shipyard, then realized that I wanted to pre-fabricate some more components. Cancelled the construction before advancing time at all, and found that the engines that were used for ship construction are now gone.

p.s. Thanks to the mod (Erik?) for moving my post here. Sorry to have caused the controversy in the other thread.  :)

Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 05, 2010, 03:47:12 PM
Quote from: "Commodore_Areyar"
v4.91
lockup error

in FilterCommanders
several errors (which I forgot to write down)
followedby an endless series of
91 Object variable or With block not set

While switching from army officers to naval officers, had just checked the army filter with s (accidentally trying to filter on survey bonus).
I can see that the Ability A selector is blank.

resetting. ooh that threw a runtime 265 error.

kay. SM event error on:
 
error 381
Invalid Property Array index (in FilterCommanders)
error 3078
generated by DAO database. the Microsoft JET database cannot find the input table or querry ''. make sure that its name is spelled correctly.
error91 x3
error 381
error 3078
the Microsoft JET database cannot find the input table or querry ' and CommanderType=0 and r.Priority <= 7'.  Make sure it exists and that its name is spelled correctly.
error91 x498
<interrupt>

-Cheers
I have reproduced it. Thanks for the detailed description - that helped a lot. Typing in the s caused the dropdown to change to no entry. The code for the filtering was assuming that a null value wasn't possible, which is what caused the errors. I have fixed it for v5.0. In the meantime, if you type something in the dropdown and a bonus isn't selected, make sure you change to one of the bonuses before doing anything else on that window.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 05, 2010, 04:06:44 PM
Quote from: "Steve Walmsley"
Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.

I might have already logged this one, but I'll mention it again here - SM add doesn't seem to go active for PDC components.  Ship components seem to be ok, though.

John
Title: Re: Official v4.9 Bugs Thread
Post by: VariousArtist on February 05, 2010, 04:15:16 PM
Quote from: "Vanigo"
My civilian shipping lines (except passenger liners) all froze up in a game while I had a contract up to move infrastructure to an outsystem colony. When I deleted the contract and cleared the freighters' orders, they started working again. I made a thread about the issue here (http://aurora.pentarch.org/viewtopic.php?f=11&t=2152). I'm not sure, but I've got a gut feeling that the problem was that there were two routes to the colony system, and I had built jump gates along the longer one (since the shorter had precursors).
Same here, but theres only 1 gate route to the colonies and Im sure theyve transported a massdriver. The luxus liners from my 2nd line seem to work fine. Will try to delete the contracts to see if they move again.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 05, 2010, 04:38:36 PM
Quote from: "MoonDragon"
I'm not sure how much of a bug this really is, but I had some prefabricated engines. I queued up some ships in my shipyard, then realized that I wanted to pre-fabricate some more components. Cancelled the construction before advancing time at all, and found that the engines that were used for ship construction are now gone.
Same thing happens with prefab PDCs, and in this case there's no keeping track of components to worry about.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 05, 2010, 05:01:42 PM
Quote from: "VariousArtist"
Quote from: "Vanigo"
My civilian shipping lines (except passenger liners) all froze up in a game while I had a contract up to move infrastructure to an outsystem colony. When I deleted the contract and cleared the freighters' orders, they started working again. I made a thread about the issue here (http://aurora.pentarch.org/viewtopic.php?f=11&t=2152). I'm not sure, but I've got a gut feeling that the problem was that there were two routes to the colony system, and I had built jump gates along the longer one (since the shorter had precursors).
Same here, but theres only 1 gate route to the colonies and Im sure theyve transported a massdriver. The luxus liners from my 2nd line seem to work fine. Will try to delete the contracts to see if they move again.
I had similar problems in my current campaign where civilians wouldn't do anything. Once I removed the contracts, everything returned to normal. I have found the problem and fixed so everything is working correctly again in v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on February 05, 2010, 07:42:03 PM
In the mining tab for the colony display, if you have an outbound mass driver, the -ore number for the mass driver column will be updated properly. If you have an inbound mass driver, you'll never get +ore to show up under the mass driver column.
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on February 05, 2010, 11:08:38 PM
I'm now getting

Error in FireAllWeapons
Error 94 was generated by Aurora
Invalid use of Null

It's my first time in combat and I think it's been happening since I clicked 'Open Fire' with no target designated. It happens every single turn. And the first missile is due to hit in 9 hours. In five second increments. This is going to be fun...
Title: Re: Official v4.9 Bugs Thread
Post by: Yonder on February 06, 2010, 08:17:17 AM
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
Title: Re: Official v4.9 Bugs Thread
Post by: Brian Neumann on February 06, 2010, 09:37:38 AM
Small craft ECCM 2 does not exist currently.  It goes from 1 straight to 3.  Small craft ECM 2 does exist.

Brian
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 06, 2010, 10:05:54 AM
Quote from: "Yonder"
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
Can you restore to a recent save?  That's probably your best bet.  There's an FAQ on saving games that might be helpful if you haven't already read it.

EDIT: If you don't have a saved game, you might try to get rid of the errors:

1)  Save a copy of your DB so you can recover if things get worse.
2)  Go to all the civie ships and hit the cancel orders button - that might solve the popups.
3)  Delete the entire TG in question, then make a new one (with new ships) using SM mode and Instant OOB.  Don't forget to assign any officers on the ships (including their commanders) to "unassigned" and off the ship (you can use the "reset" button on the F4 screen for that) before deleting the ships.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 06, 2010, 11:28:25 AM
Quote from: "umiman"
Two alien races I've never met are duking it out in someplace I've never been and they're spamming me with this error:

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

It's really not letting me proceed with the game at all since the error doesn't stop appearing.

Any fixes?
I have found and fixed this problem for v5.0. Thanks to Thorgarth for the DB. It is caused by point blank defence fire when a population, shipyard or ground unit is being defended. Unfortunately, it is a problem in the code so it is not possible to fix it within v4.91. This is a serious bug and it means I will have to make early release of v5.0 a priority :(

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 06, 2010, 11:33:54 AM
Quote from: "Brian"
Small craft ECCM 2 does not exist currently.  It goes from 1 straight to 3.  Small craft ECM 2 does exist.
It is in the DB and doesn't appear to be any different than the other ECCM techs. Do you have Compact Electronic Counter-countermeasures - 4 researched, as that is the pre-requisite?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 06, 2010, 11:34:51 AM
Quote from: "Kishmond"
I'm now getting

Error in FireAllWeapons
Error 94 was generated by Aurora
Invalid use of Null

It's my first time in combat and I think it's been happening since I clicked 'Open Fire' with no target designated. It happens every single turn. And the first missile is due to hit in 9 hours. In five second increments. This is going to be fun...
No idea on this one. Could you send me the DB? Please zip up Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Yonder on February 06, 2010, 11:56:07 AM
Quote from: "sloanjh"
Quote from: "Yonder"
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
Can you restore to a recent save?  That's probably your best bet.  There's an FAQ on saving games that might be helpful if you haven't already read it.

EDIT: If you don't have a saved game, you might try to get rid of the errors:

1)  Save a copy of your DB so you can recover if things get worse.
2)  Go to all the civie ships and hit the cancel orders button - that might solve the popups.
3)  Delete the entire TG in question, then make a new one (with new ships) using SM mode and Instant OOB.  Don't forget to assign any officers on the ships (including their commanders) to "unassigned" and off the ship (you can use the "reset" button on the F4 screen for that) before deleting the ships.

John

Thanks for the response, I went through and cleared out the civilian orders (murdering tens of thousands of dwarves in cryosleep) and that did give me a respite from the "AddToShippingLineWealth" errors, although not the other ones. It was just for the turn though, once they started going on missions and making money again the same thing happened.

If I destroy and remake the task force in question is there a way I can increase the crew's skill in SM mode? They have been flying around for a decade now and I don't want to lose that. On a related note, can I transfer skilled crew from one ship to another?
Title: Re: Official v4.9 Bugs Thread
Post by: Caesar on February 06, 2010, 02:12:55 PM
Every time I press F9 to go to the system information screen as described in the tutorial in the wiki, or whenever I click system view in the System map, I get the following error;


[spoiler:2thnvec9]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?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)[/spoiler:2thnvec9]

I don't recall making any mistakes with installing Aurora.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 06, 2010, 03:36:51 PM
Quote from: "Caesar"
Every time I press F9 to go to the system information screen as described in the tutorial in the wiki, or whenever I click system view in the System map, I get the following error;


[spoiler:3kwikrsl]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?f=11 (http://aurora.pentarch.org/viewforum.php?f=11)[/spoiler:3kwikrsl]

I don't recall making any mistakes with installing Aurora.
If you check the FAQ post on "Getting the game to run questions", this is the first question addressed.

viewtopic.php?f=100&t=2031 (http://aurora.pentarch.org/viewtopic.php?f=100&t=2031)

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on February 06, 2010, 04:05:09 PM
Once you click through "Auto Rename" for ships enough times it eventually refuses to give you a new name. This is kind of silly.
Title: Re: Official v4.9 Bugs Thread
Post by: Shinanygnz on February 06, 2010, 04:51:14 PM
Well, there are a limited number of names in each theme.  It'd be "sillier" if it just started picking random names from another theme (IMO natch).  You just have to change your theme or don't set one and enter them all yourself.
However, whilst I think "silly" is not the right word, I see where you're coming from having had it happen too.  "Mildly irksome" might be better.  Steve, perhaps you could add a check so that when you run out of names, it prompts you to select a new theme?  A bit of work for you, then less for us  :D

Stephen
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 06, 2010, 06:46:42 PM
There's a thread from micro102, where his civies became inexplicable hostile.  He says that he didn't do anything overt to upset them (like mass-packet bombing Terra :-) ).  One thing that came up in that thread is that civie designs might have active sensors, as long as they're <= 1 HS.

Two issues:

1)  Is it possible that the civies are buying e.g. freighters with active sensors, turning them on, seeing player ships, and getting hostility points because the player ships aren't classified as "friendly"?

2)  Shouldn't the rating between civies and their home race be "really really friendly" - ISTR having them show up as neutral contacts when I first saw them (although that might have been because I only had them on thermals, not active).

John
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 06, 2010, 07:09:07 PM
non-parasite Ships in TG which are given "land on mothership" orders are disintegrated.

I had an Apache scout with my strike group of FAC.  When I told the group to land, the Apache disappeared - I looked on F6 and didn't see it.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on February 06, 2010, 09:22:21 PM
Quote from: "Shinanygnz"
Well, there are a limited number of names in each theme.  It'd be "sillier" if it just started picking random names from another theme (IMO natch).  You just have to change your theme or don't set one and enter them all yourself.
However, whilst I think "silly" is not the right word, I see where you're coming from having had it happen too.  "Mildly irksome" might be better.  Steve, perhaps you could add a check so that when you run out of names, it prompts you to select a new theme?  A bit of work for you, then less for us  :D

Stephen

I mean what it should do is go back to the beginning of the list. It's not that I have a ship for every name in my theme, I was just looking at every name.
Title: Re: Official v4.9 Bugs Thread
Post by: Osmosis Jones on February 07, 2010, 03:11:50 AM
Getting an overflow error (error 6) due to the number of planetary deep space tracking installations on Earth, which occurs everytime I attempt to advance a time increment. Advancing five seconds yields the same error, but small enough that the error windows can be clicked through. Attempting to advance a longer time period, e.g. 30 days, yields so many repeats of this error that even highlighting the button and holding down enter for a full minute fails to get rid of them.

Working under the assumption that this was due to the number of sensors giving me a riduculously large tracking strength, I used SM mode to systematically reduce the number of sensors from 71 down to 66, at which point the game ceased giving the overflow. Increasing the number back to 67 returned the error messages.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 07, 2010, 10:55:43 AM
Quote from: "Shinanygnz"
Well, there are a limited number of names in each theme.  It'd be "sillier" if it just started picking random names from another theme (IMO natch).  You just have to change your theme or don't set one and enter them all yourself.
However, whilst I think "silly" is not the right word, I see where you're coming from having had it happen too.  "Mildly irksome" might be better.  Steve, perhaps you could add a check so that when you run out of names, it prompts you to select a new theme?  A bit of work for you, then less for us  :D
One of the problems with auto-rename is that once a theme name is used, it is discarded. The other option is to only avoid currently used names but the problem then became that every new class has a name you already rejected, which would be even more annoying.

There is already a popup in auto-rename for "No New Name Found" I have extended this to "No New Name Found - Please select a new racial theme if you want additional themed class names"

I have also added a new Random Name button to the Class window button that selects a name from a list of all class names for all themes.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 07, 2010, 11:04:57 AM
Quote from: "sloanjh"
There's a thread from micro102, where his civies became inexplicable hostile.  He says that he didn't do anything overt to upset them (like mass-packet bombing Terra :-) ).  One thing that came up in that thread is that civie designs might have active sensors, as long as they're <= 1 HS.

Two issues:

1)  Is it possible that the civies are buying e.g. freighters with active sensors, turning them on, seeing player ships, and getting hostility points because the player ships aren't classified as "friendly"?

2)  Shouldn't the rating between civies and their home race be "really really friendly" - ISTR having them show up as neutral contacts when I first saw them (although that might have been because I only had them on thermals, not active).
The political modifier for civilians starts at 10,000. You would have to do something overtly hostile to upset them, like destroying a civilian ship. I can't see a reason for civs to turn on active sensors as the only NPR code for that involves warships. In any event, Civilians won't have a separate "Alien Race" modifier because the civilian race ID and the player race ID are the same. As the primary key for the AlienRace table is AlienRaceID and ViewRaceID, it is physically impossible for the civilians to have a different attitude to the player than the player has to the civilians.

The only thing I can see that might cause it is planetary bombardment or if the player attacks one of his civilian ships. To avoid this problem in v5.0, I have added a check to the code that updates political modifiers due to damage. If the alien race and the viewing race are the same, the function will exit without changing anything.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 07, 2010, 11:22:33 AM
Quote from: "Osmosis Jones"
Getting an overflow error (error 6) due to the number of planetary deep space tracking installations on Earth, which occurs everytime I attempt to advance a time increment. Advancing five seconds yields the same error, but small enough that the error windows can be clicked through. Attempting to advance a longer time period, e.g. 30 days, yields so many repeats of this error that even highlighting the button and holding down enter for a full minute fails to get rid of them.

Working under the assumption that this was due to the number of sensors giving me a riduculously large tracking strength, I used SM mode to systematically reduce the number of sensors from 71 down to 66, at which point the game ceased giving the overflow. Increasing the number back to 67 returned the error messages.
In the past, this same error occurred when NRRs built a large number of sensors and I fixed it. I hadn't considered the situation where a player would do the same. I'll take a look and see if the best option is to allow greater sensor strength or restrict the max sensor strength. By the way, you really don't need that many sensors. On the other hand, if someone strikes a match on Pluto, you will know about it :)

EDIT: I have added a upper limit to planetary sensor strength of two billion. Any sensors beyond that will have no effect. This is still enough for Earth-based sensors to detect a single tracking station on Pluto.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Osmosis Jones on February 07, 2010, 11:13:42 AM
Oh, I know it's overkill, but DSTSs are so cheap, it seemed rude not to overengineer them. At my current capacity, it took maybe a year to get them into the realm of the ridiculousness. Just out of curiosity, if I research improved DSTSs, will the tracking increase mean I will have to again cull stations?
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 07, 2010, 12:10:01 PM
Quote from: "Osmosis Jones"
Oh, I know it's overkill, but DSTSs are so cheap, it seemed rude not to overengineer them. At my current capacity, it took maybe a year to get them into the realm of the ridiculousness. Just out of curiosity, if I research improved DSTSs, will the tracking increase mean I will have to again cull stations?
Yes, you wil have to cull again. Its the total sensor strength that is the problem, rather than the physical number of sensors

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on February 07, 2010, 04:45:08 PM
Had a bug today (4.91) that confused me, more than hurt the gameplay.

Design a new PDC. Reopen the class design window, and click new. The type will say that you're designing a ship, but the part list will be filtered for a PDC.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 07, 2010, 06:24:55 PM
Quote from: "MoonDragon"
Had a bug today (4.91) that confused me, more than hurt the gameplay.

Design a new PDC. Reopen the class design window, and click new. The type will say that you're designing a ship, but the part list will be filtered for a PDC.

True. I had this happen too I remember.
Title: Re: Official v4.9 Bugs Thread
Post by: Ordans on February 07, 2010, 08:36:22 PM
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 08, 2010, 11:50:36 AM
Destroyed Star Swarm shouldn't release life pods. Fixed for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 08, 2010, 11:51:15 AM
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
I haven't seen this one before. Have you had any other problems before this one?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Ordans on February 08, 2010, 12:49:18 PM
Quote from: "Steve Walmsley"
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
I haven't seen this one before. Have you had any other problems before this one?

Steve
No. Every other scren works fine, I can' load the the F9 menu
But I installed Aurora in other computer and it worked fine
Title: Re: Official v4.9 Bugs Thread
Post by: tanq_tonic on February 08, 2010, 02:40:43 PM
Two items:

First:
building a PDC, and sometimes the building completes w/ the PDC falling into a "data void".....

not listed on the TG menu anywhere, nor is it listed in the Units menu, nor is it listed in the "units" portion of the class design menu, nor is it able to be commanded through the Leaders menu.

Keep getting messages that it is "out of fuel", so when I go to a TG in orbit around the build point, select a unit from that TG, and go the Miscellaneous tab, that tab allows me to fuel the PDC unit.....

Somehow in the build, the info that this is *my* PDC is lost.  Thought that just the reference to this being *my* PDC was lost, but looking at the full list of that type of PDC units, there is no other (not even a "neutral", like the civvie freighters listed in the tab)


Second:

put a contract to move research labs from one planet to another.  The contract "counter" doesn't seem to be able to handle counting decimal portions of an infrastructure, as my 25k freighters can handle .05 research labs.  This ends up with *every* civvie freighter in existence being routed to the source.

The demand counter also does not seem operable.

This also has the end result of *all* the research labs being moved, as an everlasting supply and demand is maintained.

Second, part deux:

moving 3000 infra from one planet to another via civvie.  Make another contract to move another large number, and the decrement on both the supply and demand for the second contract seems to fail out from time to time.

----------------

Nothing bad, just pointing out some glitches.....  Still remain awesomely pleased with this gem of a game......
Title: Re: Official v4.9 Bugs Thread
Post by: Kishmond on February 08, 2010, 08:17:21 PM
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91

How much RAM does that computer have?
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 08, 2010, 09:20:05 PM
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
I got the same error this evening.  I had opened the F9 window dozens of times earlier without a problem.  I exited the game, restarted and I had no problem with the F9 window in the same system.  

It happened immediately after I explored a new Jump Portal and tried to use F9 to see what I had.
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 08, 2010, 09:27:31 PM
Quote from: "Balibar"
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
I got the same error this evening.  I had opened the F9 window dozens of times earlier without a problem.  I exited the game, restarted and I had no problem with the F9 window in the same system.  

It happened immediately after I explored a new Jump Portal and tried to use F9 to see what I had.
I spoke too soon.  I usually play with the Economy, Fleet Orders and Event Log Windows open.  When I restarted the game, I was able to use F9 without any Windows open.  But I was unable to open Economy and Fleet Orders at the same time.  

I am running XP with 2 Gig RAM.  

I am going to shut down and see if that clears it up.
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 08, 2010, 09:38:19 PM
Quote from: "Balibar"
Quote from: "Balibar"
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91
I got the same error this evening.  I had opened the F9 window dozens of times earlier without a problem.  I exited the game, restarted and I had no problem with the F9 window in the same system.  

It happened immediately after I explored a new Jump Portal and tried to use F9 to see what I had.
I spoke too soon.  I usually play with the Economy, Fleet Orders and Event Log Windows open.  When I restarted the game, I was able to use F9 without any Windows open.  But I was unable to open Economy and Fleet Orders at the same time.  

I am running XP with 2 Gig RAM.  

I am going to shut down and see if that clears it up.
A complete power down and restart solved the problem.  Perhaps a memory leak?
Title: Re: Official v4.9 Bugs Thread
Post by: Ordans on February 08, 2010, 10:10:30 PM
Quote from: "Kishmond"
How much RAM does that computer have?
2 gigs of ram
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 08, 2010, 11:37:17 PM
Quote from: "tanq_tonic"
put a contract to move research labs from one planet to another.  The contract "counter" doesn't seem to be able to handle counting decimal portions of an infrastructure, as my 25k freighters can handle .05 research labs.  This ends up with *every* civvie freighter in existence being routed to the source.

The demand counter also does not seem operable.

This also has the end result of *all* the research labs being moved, as an everlasting supply and demand is maintained.

Second, part deux:

moving 3000 infra from one planet to another via civvie.  Make another contract to move another large number, and the decrement on both the supply and demand for the second contract seems to fail out from time to time.
I have encountered all of this myself. It is all fixed for v5.0 and civ contracts are working well. I am using them a lot to move things around.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: nichaey on February 09, 2010, 06:01:31 AM
Sorry if this is a repeat, but a quick scan revealed nothing.

When I build a PDC it constantly spams the message that it has run out of fuel.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:35:52 AM
Quote from: "Kishmond"
I'm now getting

Error in FireAllWeapons
Error 94 was generated by Aurora
Invalid use of Null

It's my first time in combat and I think it's been happening since I clicked 'Open Fire' with no target designated. It happens every single turn. And the first missile is due to hit in 9 hours. In five second increments. This is going to be fun...
Thanks for the DB. The problem was caused by a fire control somehow getting a null target ID. I haven't figured out how it happened yet but the solution is to clear the second fire control on Tirpitz 01.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:45:19 AM
Fixed the problem with precursor missile ships trying to fire in a nebula. I thought I had already fixed this but it turns out I hadn't

Before a ship opens fire, a function is called that returns the System Type. 1 for Nebula and 0 for normal. If the ship is a missile ship it will only fire if the system type is not equal to 1. Unfortunately, the function was returning a boolean value, not a long, which meant it returned -1 instead of 1, which the firing check code accepted as normal because it wasn't equal to 1 - aargh!

It shouldn't be a major deal in v4.91 because precursor missile ships aren't created in Nebulas. This problem will only occur if a precursor decides to enter a nebula from its original system. If you do get this problem, let me know and I will explain how to fix it.
 
Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:45:50 AM
Quote from: "nichaey"
Sorry if this is a repeat, but a quick scan revealed nothing.

When I build a PDC it constantly spams the message that it has run out of fuel.
Do you have shields on the PDC?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on February 09, 2010, 04:26:32 PM
v4.91

I sent my whole TG to overhaul. When the main ship was finished and told me so in the events, I erroneously assumed that the whole group was finished, so I went to the TG page, found the group in question and got them to start their fleet training.

They've been zipping all over the inner Sol system for a while, when I finally decided to give them some orders. I was told I cannot order ships undergoing overhaul. It turns out that the escort ships were not finished with their overhaul yet. But, since they started zooming around with the main ship, they were accruing time on their clock. So, I had several ships, stuck in the middle of space, unable to be given orders because they are stuck in "overhaul" mode, but still accruing clock time. I sort of fixed it as best as I could with SM mode (SM moved to Earth and then told to cancel overhaul).

But this brings up a bigger problem. Sending a TG to fleet training seems to not follow the regular checks that any other order would follow. So your TG can end up doing things it should not be doing, automatically.

Oh, and I think that ships undergoing fleet training are also ignoring conditional orders. So they will run themselves out of fuel, even if they have conditional orders to refuel when low.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 09, 2010, 08:17:07 PM
Hmm. I found a system that has asteroids literally inside one of its suns. The orbital radius is lower than the radius of the star.
Title: Re: Official v4.9 Bugs Thread
Post by: Sainthe on February 09, 2010, 08:38:39 PM
This would exceed the capacity of the class. Amount adjusted for available space.


I get this when I try to add one size 6.63 fighter with 13.37 available hanger space on my class. It doesn't add any fighters, besides the first one, and refuses to add any more while claiming I don't have enough space, even though their is.


Edit note: I remade the class and it worked properly.
Title: Re: Official v4.9 Bugs Thread
Post by: Lin on February 09, 2010, 09:08:12 PM
I've encountered an odd problem that I really can't seem to work around, and I couldn't find a mention of it elsewhere on the forum, so I imagine I should post it up here. I'm running on Vista, and while my screen can't go to the proper resolution I'm using SDesk to look at the bottoms of the windows.

The problem is, even scrolling down to see the bottoms, there are no buttons down there! Ship Class Design and Commanders have what looks like the top of a panel, but then the window ends. System Information and Battle Control have their buttons cut off right below the words on them, and Task Groups' are cut off just _above_ the words.

I attempted to use ResizeEnable to fix the problem. However, while I could see the buttons when I stretched the windows down, the moment I let go of the mouse everything rearranged itself to cut the buttons off again.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 10:09:12 PM
Quote from: "MoonDragon"
v4.91

I sent my whole TG to overhaul. When the main ship was finished and told me so in the events, I erroneously assumed that the whole group was finished, so I went to the TG page, found the group in question and got them to start their fleet training.

They've been zipping all over the inner Sol system for a while, when I finally decided to give them some orders. I was told I cannot order ships undergoing overhaul. It turns out that the escort ships were not finished with their overhaul yet. But, since they started zooming around with the main ship, they were accruing time on their clock. So, I had several ships, stuck in the middle of space, unable to be given orders because they are stuck in "overhaul" mode, but still accruing clock time. I sort of fixed it as best as I could with SM mode (SM moved to Earth and then told to cancel overhaul).

But this brings up a bigger problem. Sending a TG to fleet training seems to not follow the regular checks that any other order would follow. So your TG can end up doing things it should not be doing, automatically.

Oh, and I think that ships undergoing fleet training are also ignoring conditional orders. So they will run themselves out of fuel, even if they have conditional orders to refuel when low.
I have disabled the Add Moves button and the Fleet Training button if a fleet has ships in overhaul. Fleets in TF Training are specifically excluded from being affected by conditional orders. However, I have no idea why I added that restriction so I have removed it. Acting on a conditional order will end the training mode though.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 10:12:25 PM
Quote from: "Sainthe"
This would exceed the capacity of the class. Amount adjusted for available space.

I get this when I try to add one size 6.63 fighter with 13.37 available hanger space on my class. It doesn't add any fighters, besides the first one, and refuses to add any more while claiming I don't have enough space, even though their is.
The section of code that checks available hangar space was rounding the space already used. Corrected for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:06:36 PM
Quote from: "sloanjh"
non-parasite Ships in TG which are given "land on mothership" orders are disintegrated.

I had an Apache scout with my strike group of FAC.  When I told the group to land, the Apache disappeared - I looked on F6 and didn't see it.
Its not been destroyed - just moved into an alternate dimension :). The ship may still be in the database with its fleet set to zero. If it is, then setting the FleetID to a real fleet should restore it.

I have fixed the problem for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:16:35 PM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.
I might have already logged this one, but I'll mention it again here - SM add doesn't seem to go active for PDC components.  Ship components seem to be ok, though.
Not sure what is happening here. Whether SM Add goes active depends on the selection of the dropdown in the top left rather than the contents within each category.

I've tested it and PDC components are appearing in the list and can be added with SM Add. I don't think you can use components in PDCs anyway. As the construction factories build the PDCs and construction factories build components, I didn't bother adding the code for PDCs to use components because it wouldn't save any time building them separately.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:29:15 PM
Quote from: "Commodore_Areyar"
a cosmetic bug in racial techs:
My lasers have one or several [TAB] in front of their names/entries in the build ship component tab of Industry.
AFAIK this effect is limited to this screen.
I am seeing this in my own game and I took me a while to figure out why. I hadn't set an alignment for that column in the grid so it was defaulting to left aligned for text but right aligned for any component that started with a number, such as "12cm laser". I have explicitly set the alignment and it is working in v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:33:42 PM
Quote from: "Commodore_Areyar"
a typo or misnamed event:
circumstances: when using terraformer to remove a gas (methane), I forgot to set the safe atmosphere to zero.
the event reads:
Gas Added : Subtraction of Methane to atmosphere of Colony#1 has been halted as specified atm has been reached.
Clearly it should be:
Gas Removed : Subtraction of Methane from atmosphere of Colony #1 has been halted as specified atm has been reached.
even better would be:
Environmental Report: Subtraction of Methane from atmosphere of Colony #1 has been halted as specified conditions have been met.
:)
I used Terraforming Report instead of Environmental Report but otherwise corrected as suggested.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:48:42 PM
When a ship is destroyed in v5.0, any ground units on board are destroyed. Any teams on board are disbanded and the team members each have a fifty percent chance to make it to the lifepods.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:55:16 PM
Quote from: "Commodore_Areyar"
related to troops/teams existing on after destruction of transport. (probably already reported multiple times)
Teams that are left on a pop that is abandoned still exist, but have no location.
The officers still live, but need to be deassigned from the team manually through the leaders interface, they will then be reassigned to Homeworld.
In v5.0, if a pop is abandoned then any ground units are destroyed. Any teams are relocated to a different population, preferably the capital if one exists.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 09, 2010, 11:58:23 PM
Quote from: "Kurt"
Steve -

This is actually a 4.77 bug, and I first reported it in the 4.61 bug forum here:
viewtopic.php?f=11&t=1770&hilit=Engineer (http://aurora.pentarch.org/viewtopic.php?f=11&t=1770&hilit=Engineer)

Your response was here: viewtopic.php?f=11&t=1770&p=16919&hilit=+Engineer#p16919 (http://aurora.pentarch.org/viewtopic.php?f=11&t=1770&p=16919&hilit=+Engineer#p16919)

my response to your response <G> was lower down on the same page.  

I am having the same problem as before, only now in 4.77.  I have engineers on one of Saturn's moons trying to assemble a pre-fabbed PDC, and it occurred to me that they had been there for quite a while and I hadn't seen a completion notice, so I checked.  It has been almost exactly two years since they started a job that was slated to take one year to complete, and they are still working at that job, with nothing completed, and an estimated completion date still one year in the future.  You noted in the old bug forum that you were unable to recreate this, can I send you my database?
Unfortunately I can't run a v4.77 executable any more so I can't check it directly. It would still be worth sending it though as I can try and figure out the problem directly from the data. Do engineers never work or is it only in certain situations?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 10, 2010, 12:20:16 AM
Quote from: "Erik Luken"
4.91, clicking Queue top throws an error. I was attempting to move a project to the top of the queue that was already queued.

Error in populateresearchqueue
Error 3077
Syntax error (missing operator) in expression.

I'm guessing this is because I had the project queued already.
No, it was a general problem with that button. Fixed for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 10, 2010, 12:22:04 AM
Quote from: "umiman"
Two alien races I've never met are duking it out in someplace I've never been and they're spamming me with this error:

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

It's really not letting me proceed with the game at all since the error doesn't stop appearing.

Any fixes?
Fixed for v5.0 but not fixable for v4.91 without modifying the races involved. If this is still a current game you could send me the DB and I could fix it.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 10, 2010, 12:24:19 AM
Quote from: "Commodore_Areyar"
I canceled civvie orders, because a 10000 cap colonyship was just sitting in outerspace moving at 1km/s. *
This not only cancels the orders but also makes it dump its cargo!

This seems rather unethical to me. :p

* edit: turns out this was normal, I had an unlocked design without engines that the corp decided to build.  :oops:  
(I gather this has already been fixed for 5.0)
Yes, the civs won't build zero speed designs in v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 10, 2010, 07:06:59 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.
I might have already logged this one, but I'll mention it again here - SM add doesn't seem to go active for PDC components.  Ship components seem to be ok, though.
Not sure what is happening here. Whether SM Add goes active depends on the selection of the dropdown in the top left rather than the contents within each category.

I've tested it and PDC components are appearing in the list and can be added with SM Add. I don't think you can use components in PDCs anyway. As the construction factories build the PDCs and construction factories build components, I didn't bother adding the code for PDCs to use components because it wouldn't save any time building them separately.

Steve

Sorry - didn't make myself clear.  What I meant was prefab-PDC-components (a different selection in the pulldown), not ship-components-which-will-be-used-in-a-PDC.  Not sure if this was intentional or an oversight, but I've go a prefabbed PDC on Mars (2 components) that I accidentally built that I can't get rid of (other than by building it out and then deleting it).

John
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 10, 2010, 07:10:21 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
non-parasite Ships in TG which are given "land on mothership" orders are disintegrated.

I had an Apache scout with my strike group of FAC.  When I told the group to land, the Apache disappeared - I looked on F6 and didn't see it.
Its not been destroyed - just moved into an alternate dimension :-)

John
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 10, 2010, 07:13:05 AM
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
related to troops/teams existing on after destruction of transport. (probably already reported multiple times)
Teams that are left on a pop that is abandoned still exist, but have no location.
The officers still live, but need to be deassigned from the team manually through the leaders interface, they will then be reassigned to Homeworld.
In v5.0, if a pop is abandoned then any ground units are destroyed. Any teams are relocated to a different population, preferably the capital if one exists.

Steve

While you're at it, could you set it up so that a captain who's relieved of command (either through unassign or being replaced) is moved either to the homeworld, or the local population, or something?  As it stands now (I think) you end up with ex-captains riding around on a smattering of ships.

John
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 10, 2010, 07:51:39 AM
I think the ex-captains hitchhiking along is a good thing, logical.

(You can still reassign them to the homeworld doing paperwork to get them there instantaneously.)

Also I'd rather have a warning about there being a team still on the ground, preventing abandonment of the colony (like the warning about losing ships and installations) , then having the team relocated to the safety of Home.

2 ct,
Areyar ;)
Title: Re: Official v4.9 Bugs Thread
Post by: Sotak246 on February 10, 2010, 10:39:21 AM
Had a ship take minor damage in a battle, little armor and 1magazine damaged.  Sent it to the yards for repairs and voila, a fixed ship, a message told me repairs were done and overhaul clock set back by 0 years.  Didn't notice anything wrong till I tried to send the task group containing the ship out of the system.  At that point I got a message that the ship was still undergoing an overhaul.  Had to issue the abandon overhaul order to get the ship back.
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 10, 2010, 04:47:17 PM
Quote from: "Steve Walmsley"
Yes, the civs won't build zero speed designs in v5.0

Steve

I gather by 'zero speed' you mean PDCs as well as speed 1km/s (ie engineless) ships?
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 10, 2010, 06:09:01 PM
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 10, 2010, 07:52:10 PM
Quote from: "Commodore_Areyar"
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
That error usually means one or more races doesn't have a flag. Check your own to make sure its there :). If it is then it sounds like an NPR has a problem. Let me know and I will explain how to check.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 10, 2010, 07:52:48 PM
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Yes, the civs won't build zero speed designs in v5.0

Steve

I gather by 'zero speed' you mean PDCs as well as speed 1km/s (ie engineless) ships?
There is now a separate check for PDCs as well so they won't be built.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 10, 2010, 09:17:50 PM
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
That error usually means one or more races doesn't have a flag. Check your own to make sure its there :)
Title: Re: Official v4.9 Bugs Thread
Post by: nichaey on February 11, 2010, 04:04:13 AM
Quote from: "Steve Walmsley"
Quote from: "nichaey"
Sorry if this is a repeat, but a quick scan revealed nothing.

When I build a PDC it constantly spams the message that it has run out of fuel.
Do you have shields on the PDC?

Steve

nope

if no one else gets this error it's probably just some vista error or something.
I've gotten a few weird errors like this that I've attributed to vista being vista (like compress database function crashing aurora)
Title: Re: Official v4.9 Bugs Thread
Post by: SteveAlt on February 11, 2010, 04:09:25 AM
Enemy shield strength was not being correctly reported by EM sensors. Fixed for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: SteveAlt on February 11, 2010, 04:10:02 AM
Star Swarm launched by carriers were not behaving correctly. Fixed for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: JimiD on February 11, 2010, 04:53:38 AM
I have a number that have cropped up, and only now are, sort of, game breaking:

I have the flag missing error on the galactic screen, refered to by Commodore_Areyar above.

My initial install, although working, didnt have working galatic maps or system views.  I reinstalled the full 4.90 and patched to 4.91, and the screens now worked, but the error 76 above started.  Obviously I can play the game, it just needs a few click throughs on the errors (3 error boxes).  I assigned a flag to my empire, the civilians appeat to have one, and the one NPR I have found also has one, both the last without any effort on my part.

The game continued, and I am now encountering another error:

Titled ExectOrders
error 5, invalid procedure call or argument

This pops up in groups of 4, a number of times, perhaps 100 or more.  Quite easy to click through, but slows things down.  I checked all my taskgroups for conditional orders that might have got messed up, like a ship ordered to join its parent, with no parent assigned, and corrected them all, without solving the problem.

I then went into SM mode to see if there was a dodgy order for an NPR I could see.  I have only found one, plus the swarm.  I worked out how to see the NPRs planet and screens, and was surprised to find they only had 6 research labs, nothing assigned, the shipyards untooled, and no ships being built.  Not so much of a challenge then.

At the outset, to try and avoid the problems of the last game, I set the number of NPRs to 1, with no precursors and no chance of spawning more NPRs, on the basis that any turn interuption would involve me.  Later, once I found this a bit dull, I went into SM mode, and activated precursors and NPR chances in new systems again.

The error 5 comes and goes, but a non active NPR is a bit of a game breaker.  I will keep the database, but I think I will start a new standard game from 4.91, as I would like a little AI challenge.

Edit: now I have an error 91 NPRpopplanning!
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 11, 2010, 06:05:14 AM
If my flag problem is not isolated to me, it might not be user error.

I DID change my racial flag, this did not give problems in previous versions.
Maybe the problem is related to when gasplanet image is replaced, systemscreen looks for a nonexisting filename.
edit: I checked this out in a new campaign, changing PR images does not create the error. Also when using the same imagery as in affected game.

ps When is racial tune supposed to play?
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on February 11, 2010, 07:16:02 AM
Salvaging allows you to get technology not present on the wreck (possibly not possessed by the civilization, though I don't know that part yet) here's what I gleamed for scanning enemy geo-ships:
(http://i17.photobucket.com/albums/b84/a1s/Soryu.png)

and here's that same ship class, added to my class list after I boarded and captured it (note that despite having like 3 working enemy ships, one of those perfectly intact, save for bullet holes in the corridors, the intelligence window is not updated to reflect this knowledge):
(http://i17.photobucket.com/albums/b84/a1s/captSoryu.jpg)
Title: Re: Official v4.9 Bugs Thread
Post by: IanD on February 11, 2010, 10:54:39 AM
Quote from: "Commodore_Areyar"
If my flag problem is not isolated to me, it might not be user error.

I have seen this Flag error in my latest game, but it went away and I thought no more of it.

Regards
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on February 11, 2010, 11:54:48 AM
I'm using a 1440x900 sized screen (on a laptop running WinVista), however here's something that regularly happens:
(http://i17.photobucket.com/albums/b84/a1s/cutoff-1.png)
(the whole right half of the screen in the "system map" is missing any kind of information. the image has been reduced so as to fit into the forum.)
It does not affect any other screen. Closing and restarting "system map" doesn't help, restarting Aurora as a whole does (so it's not a game killer). It will usually happen after an hour or two of play, though it can be as little as 5 minutes, or it might not happen at all for a whole session. I think it happens after you advance time, but other than that I haven't been able to see any pattern to it.
Title: Re: Official v4.9 Bugs Thread
Post by: boggo2300 on February 11, 2010, 01:31:29 PM
Quote from: "a1s"
I'm using a 1440x900 sized screen (on a laptop running WinVista), however here's something that regularly happens:
(http://i17.photobucket.com/albums/b84/a1s/cutoff-1.png)
(the whole right half of the screen in the "system map" is missing any kind of information. the image has been reduced so as to fit into the forum.)
It does not affect any other screen. Closing and restarting "system map" doesn't help, restarting Aurora as a whole does (so it's not a game killer). It will usually happen after an hour or two of play, though it can be as little as 5 minutes, or it might not happen at all for a whole session. I think it happens after you advance time, but other than that I haven't been able to see any pattern to it.



I was getting that a few versions ago, on a not resized screen, so I don't think thats your issue, It seemed to me to trigger when I popped another window over the top of the system map (a non Aurora one)

Matt
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 11, 2010, 02:00:08 PM
Seen this too, regularly, but ignored it as a screen refreshing issue.
I usually play with A firefox browser open and occasionally an excel sheet etc. Will pay more attention to it in future.
Actually I see it now. :P
The system view is not drawn at the right about 1/5th of the screen, not including the buttons and event text.
Title: Re: Official v4.9 Bugs Thread
Post by: whisper28 on February 11, 2010, 03:39:51 PM
I'm new to Aurora -- just played a quick experimental game, everything seemed to be going well.  After creating another game I began getting the errors in GetPopulationSignature and UpdateWealth.  Searching yielded the post below.  After some experimentation, I've noticed that if I create a new game with the difficulty set to 130, I get the errors below within ~ 2 years, this is just creating one colony on Titan (not sure if this is related), not building anything and advancing time.  If I create a game with the standard 100 difficulty these errors do not appear, at least through 2032.

I'm hoping that they don't show up later (ie, the increased difficulty caused whatever threshold to be hit earlier) as my earlier game became unplayable.  

viewtopic.php?f=11&t=1929&p=19447&hilit=getpopulationsignature#p19447 (http://aurora.pentarch.org/viewtopic.php?f=11&t=1929&p=19447&hilit=getpopulationsignature#p19447)

Quote
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 v4.9 Bugs Thread
Post by: Venec on February 11, 2010, 04:12:20 PM
Quote from: "Steve Walmsley"
When a ship is destroyed in v5.0, any ground units on board are destroyed. Any teams on board are disbanded and the team members each have a fifty percent chance to make it to the lifepods.

Steve

Does that also include scrapped ships? I captured one of the Star Swarm's soldier and sent for scrapping with marines on board. They didn't get transfered on planet (ANY planet) or ships, they have just been transported to another dimension because I was still getting reports on their morale with "n/a" as system location.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 11, 2010, 04:27:00 PM
Quote from: "JimiD"
I worked out how to see the NPRs planet and screens
How do you do that?
Title: Re: Official v4.9 Bugs Thread
Post by: welchbloke on February 12, 2010, 05:18:17 AM
Quote from: "Vanigo"
Quote from: "JimiD"
I worked out how to see the NPRs planet and screens
How do you do that?
Search for an earlier thread that discusses 'Designer Mode'. Note: Steve recommends that you don't use this mode unless you are really careful as it is very easy to completely wreck your game database but creating/deleting things.
Title: Re: Official v4.9 Bugs Thread
Post by: JimiD on February 12, 2010, 09:17:00 AM
Quote from: "welchbloke"
Quote from: "Vanigo"
Quote from: "JimiD"
I worked out how to see the NPRs planet and screens
How do you do that?
Search for an earlier thread that discusses 'Designer Mode'. Note: Steve recommends that you don't use this mode unless you are really careful as it is very easy to completely wreck your game database but creating/deleting things.

Well I was not using Design Mode, as I dont have the password.

I cant be sure, but I might have added an NPR after starting the game.  This made me wonder if the NPR I found was this later created one, and was supposed to be run by me, rather than the AI.  This would explain how I could see it, and why it wasnt doing anything!
Title: Re: Official v4.9 Bugs Thread
Post by: Father Tim on February 12, 2010, 11:08:52 AM
Yes, if you could see it and it wasn't doing anything it's because you created it as a 'player-run' NPR and therefore Aurora left it up to you to tell it what to do.
Title: Re: Official v4.9 Bugs Thread
Post by: SamuraiProgrammer on February 13, 2010, 07:16:58 AM
I am a new player.  I love what I see.  

I realize that your focus may not be on insignificant bugs like these, but you can always ignore the post...

I am not trying to be critical, but rather helpful.  I realize you probably know about these issues.  As a developer myself, however, I sometimes get surprised.

Thanks & Have a great day!


I am using Vista 32.

At the beginning of a new game, I was trying different menu entries to see what would happen.  I realize that I may be using things wrong.  It might

When I chose Spacemaster | Compare Tech, nothing happened.  I did not even get a dialog asking for a password.

When I chose Miscellaneous | Win95 calculator, nothing happened.

When I chose Miscellaneous | Compact database, the program crashed.

Miscellaneous | Refresh all seems to have no effect, even if other windows are open.

Choosing Miscellaneous | StarType produces the error : Run time error 3024 : Could not find file HYG.mdb and then the program crashes.

Choosing Calculation | Loadout Caclulation crashes the program.
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 13, 2010, 10:58:34 AM
I explored a JP and found a new system.  Aurora gave a system name of 'GJ 1156'.  I changed the system name to either Betelgeuse or Barnard and I got an Error:

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to ...

The name did get changed.  

Yet when I changed another system name, there was no error.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 13, 2010, 01:01:04 PM
I just got my second game where civilian ships refuse to use jump gates. I know this is fixed in 5.0, but is there any sort of fix or workaround for this?
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 13, 2010, 03:48:39 PM
Quote from: "Balibar"
I explored a JP and found a new system.  Aurora gave a system name of 'GJ 1156'.  I changed the system name to either Betelgeuse or Barnard and I got an Error:

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to ...

The name did get changed.  

Yet when I changed another system name, there was no error.
Probably Betelgeuse is already in the realsystems name list,
If the Betalgeuse system was already was discovered by an NPR... duplicate entries cause problems.
By the way, what name did you use the second time?
Title: Re: Official v4.9 Bugs Thread
Post by: Balibar on February 13, 2010, 10:28:21 PM
Quote from: "Commodore_Areyar"
Quote from: "Balibar"
I explored a JP and found a new system.  Aurora gave a system name of 'GJ 1156'.  I changed the system name to either Betelgeuse or Barnard and I got an Error:

Error 5 was generated by Aurora
Invalid procedure call or argument
Please report to ...

The name did get changed.  

Yet when I changed another system name, there was no error.
Probably Betelgeuse is already in the realsystems name list,
If the Betalgeuse system was already was discovered by an NPR... duplicate entries cause problems.
By the way, what name did you use the second time?
I don't think that is it, because the error did not come up with Rigel, Vega, Canopus and a few others in other systems.  My second name, which also caused the error, was Barnard.  However, I used Betelgeuse on another system without an error.  I think the error happens when there are multiple stars in the system, but I am not certain.
Title: Re: Official v4.9 Bugs Thread
Post by: gogis79 on February 14, 2010, 02:56:42 PM
Two consecutive companies was killed with CycleOrders error (something with changing data type in description).
Actually you can't even resolve it with kill->reload, it's starts right upon you advancing in time and cycles forever.
It's even corrupted mdb once, but i've managed to repair it.
It's really annoying, because it's seems to be game over and getting it twice in a row is heartbreaking  :?

Edit.

Seems like I figured it out. It's was gazillion of records in FleetOrders table. My cargo ship was trying to infinitely populate conditional order "to refuel at 20% at nearest Colony or Tanker". I deleted all records and game now seems work fine.
But my cargo ship was a tanker itself, so probably it's caused infinite loop. Seems like my previous game suffered to the same isssue.
Title: Re: Official v4.9 Bugs Thread
Post by: IanD on February 14, 2010, 03:55:00 PM
Salvaged a wreck and got two components, but of unspecified nature!

[attachment=1:17uol4ja]Componenets 1.jpg[/attachment:17uol4ja]

They are also shoiwn as loaded on salvage ship, but how do I unload them? Is there an unload all components button?

[attachment=0:17uol4ja]Componenets 2.jpg[/attachment:17uol4ja]

Regards
Title: Re: Official v4.9 Bugs Thread
Post by: a1s on February 14, 2010, 06:52:34 PM
Sort of, yes. Do you see the line that says "unload all installations"? well "installations" has no place in that sentence. (I'm saying it will unload everything from minerals to PDC components. Is that a bug BTW? Because if it is, we do very much need an "unload all" order.)

edit: forgot why i came here. you can scrap the same ship many times (in different ship yards/slipways) not sure what that does (if you would get the resources multiple times for example), but the event window only says the ship was scrapped once.
Title: Re: Official v4.9 Bugs Thread
Post by: djp on February 14, 2010, 08:18:41 PM
Expand civillian economy by 20%. At the start did an instant develop to both the 5000 and 10000 point versions of this tech, but there's only one entry in the completed filter. Slightly odd that they both (all) have the same name.

Edit: This is not a "new user" question. To research 2 techs and get one seems very buggy, whether this is really happening or is just a display issue. Intuitively one would expect a 1.44 increase in the economy from researching this tech twice. That's certainly not what's displayed.
Title: Re: Official v4.9 Bugs Thread
Post by: sloanjh on February 14, 2010, 11:56:16 PM
Quote from: "djp"
Expand civillian economy by 20%. At the start did an instant develop to both the 5000 and 10000 point versions of this tech, but there's only one entry in the completed filter. Slightly odd that they both (all) have the same name.

That's because it's the same tech, over and over - the cost just goes up.  This was a trick Steve used to model the difference between undeveloped countries with large populations and developed countries with small populations.

John

PS - Please post new user questions/issues in The Academy.  You might also want to take a look at the "Where to Post" FAQ.
Title: Re: Official v4.9 Bugs Thread
Post by: SteveAlt on February 15, 2010, 12:25:10 AM
Quote from: "a1s"
I'm using a 1440x900 sized screen (on a laptop running WinVista), however here's something that regularly happens:
(http://i17.photobucket.com/albums/b84/a1s/cutoff-1.png)
(the whole right half of the screen in the "system map" is missing any kind of information. the image has been reduced so as to fit into the forum.)
It does not affect any other screen. Closing and restarting "system map" doesn't help, restarting Aurora as a whole does (so it's not a game killer). It will usually happen after an hour or two of play, though it can be as little as 5 minutes, or it might not happen at all for a whole session. I think it happens after you advance time, but other than that I haven't been able to see any pattern to it.
This usually happens if your screen resolution changes when Aurora is running. For example, I get this problem if I run Civ and then try to run Aurora again.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 15, 2010, 02:08:30 AM
Hi there Aurora people.

I have played and other than a few popup errors that go away after i click through them I have one that i think may end my current game.


When i enter the System Map screen the game pops this error up, no system is displayed on the map for some reason, its all blue sadly. I have a feeling im looking outside the system and the game doesnt like that....

Error 6 was generated by Aurora
Overflow
contact forum.

Any solution to this currently would be great, if not , im gonna lose my last 40 years of gameplay and have to restart. I searched but it didnt seem like anyone found any error 6 overflow on the system map screen that was reproduceable.
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 15, 2010, 02:45:48 AM
After crashing the game a few times more, i got a tip that i should hit the Min Zoom button in the upper left corner. This brought the system map screen back into boundaries.

I was clicking on civilian fleet shipping lines before this error started occurring, so I assume one of their ships was out of bounds or something from that made the system map screen go all wonky.

Hopefully that helps you make this not occur in later versions.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 02:47:00 AM
Quote from: "Vanigo"
I just got my second game where civilian ships refuse to use jump gates. I know this is fixed in 5.0, but is there any sort of fix or workaround for this?
If you have any civilian contracts, try cancelling them. This problem is fixed for v5.0 but in v4.91 the civilian contracts sometimes stop the civs doing anything else

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 02:50:30 AM
Quote from: "Journier"
After crashing the game a few times more, i got a tip that i should hit the Min Zoom button in the upper left corner. This brought the system map screen back into boundaries.

I was clicking on civilian fleet shipping lines before this error started occurring, so I assume one of their ships was out of bounds or something from that made the system map screen go all wonky.

Hopefully that helps you make this not occur in later versions.
Was the title of the error box Error in DisplayFleetContacts?

If you zoom in really, really close, you might get an overflow error. Be aware that double-clicking will zoom the map in

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 02:54:36 AM
Quote from: "Steve Walmsley"
Quote from: "Journier"
After crashing the game a few times more, i got a tip that i should hit the Min Zoom button in the upper left corner. This brought the system map screen back into boundaries.

I was clicking on civilian fleet shipping lines before this error started occurring, so I assume one of their ships was out of bounds or something from that made the system map screen go all wonky.

Hopefully that helps you make this not occur in later versions.
Was the title of the error box Error in DisplayFleetContacts?

If you zoom in really, really close, you might get an overflow error. Be aware that double-clicking will zoom the map in

Steve
I have added a check for v5.0 so you cannot zoom the scale in further than 2000 kilometers, at which point the Earth fills the screen.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 15, 2010, 03:28:55 AM
Quote from: "Steve Walmsley"
Quote from: "Journier"
After crashing the game a few times more, i got a tip that i should hit the Min Zoom button in the upper left corner. This brought the system map screen back into boundaries.

I was clicking on civilian fleet shipping lines before this error started occurring, so I assume one of their ships was out of bounds or something from that made the system map screen go all wonky.

Hopefully that helps you make this not occur in later versions.
Was the title of the error box Error in DisplayFleetContacts?

If you zoom in really, really close, you might get an overflow error. Be aware that double-clicking will zoom the map in

Steve

I believe the only thing it it said was

Error 6 was generated by Aurora
Overflow
contact forum.

I dont believe anything else was listed on the actual box. I guess i shoulda checked exactly how zoomed in the game was when i got the overflow.
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 03:32:29 AM
Quote from: "Journier"
I believe the only thing it it said was

Error 6 was generated by Aurora
Overflow
contact forum.

I dont believe anything else was listed on the actual box. I guess i shoulda checked exactly how zoomed in the game was when i got the overflow.
The error boxes have a title bar, just like the one on a window, which contains the name of the function where the error occurred. That is obviously very useful when it comes to tracking down the problem :). I am fairly sure that what you described is related to the zoom though. if you want to check it, try zooming in one step at a time and watch the scale in the top left. 2.1k should be OK but when you hit the zoom again you should get the error, which might repeat a few times. Just hit zoom out or min zoom to come back out

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 15, 2010, 03:56:28 AM
Currently i can zoom in a maximum of 1906 km's  in Sol system, and 1609 in the Alpha Centauri system with no issue. Im only 3 days into playing your game here, so surely I am entirely missing an option or selection process to allow me to zoom in further...
Title: Re: Official v4.9 Bugs Thread
Post by: alanwebber on February 15, 2010, 04:09:45 AM
Quote from: "Steve Walmsley"
Quote from: "Vanigo"
I just got my second game where civilian ships refuse to use jump gates. I know this is fixed in 5.0, but is there any sort of fix or workaround for this?
If you have any civilian contracts, try cancelling them. This problem is fixed for v5.0 but in v4.91 the civilian contracts sometimes stop the civs doing anything else

Steve

Steve

I think it's a bit more complicated than that. What I've found is that civilians will ignore any colony set up before the jump gate network connects them. This is both for population and contract movement. I've tried deleting all orders and sending new colonists / infrastructure via my freighters. If you set up a new colony within the JGN, the civilians will move things as normal. it may be that your solution to the other problem will solve this one (or maybe not).

Alan
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 04:37:58 AM
Quote from: "Journier"
Currently i can zoom in a maximum of 1906 km's  in Sol system, and 1609 in the Alpha Centauri system with no issue. Im only 3 days into playing your game here, so surely I am entirely missing an option or selection process to allow me to zoom in further...
There was already a block on zooming in too far but it appeared that for certain systems, that block wasn't set early enough. I have decreased the amount you can zoom in for v5.0. If you aren't having any more problems then forget about it and enjoy the game :)

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 15, 2010, 04:41:46 AM
Quote from: "alanwebber"
Quote from: "Steve Walmsley"
Quote from: "Vanigo"
I just got my second game where civilian ships refuse to use jump gates. I know this is fixed in 5.0, but is there any sort of fix or workaround for this?
If you have any civilian contracts, try cancelling them. This problem is fixed for v5.0 but in v4.91 the civilian contracts sometimes stop the civs doing anything else
I think it's a bit more complicated than that. What I've found is that civilians will ignore any colony set up before the jump gate network connects them. This is both for population and contract movement. I've tried deleting all orders and sending new colonists / infrastructure via my freighters. If you set up a new colony within the JGN, the civilians will move things as normal. it may be that your solution to the other problem will solve this one (or maybe not)
Interesting. I don't know why that is happening as the civilians, like the NPRs, create a new "state of the galaxy" every time they try to work out a route. I did find I was having problems in my own game related to contracts interfering with normal civilian operations and that deleting the contracts fixed that problem. I then figured out why the contracts were interfering and fixed that too. It sounds like I accidently fixed something else too :). In my current game, the civs are handling a mixture of trade goods and contracts quite happily so I think everything is fine for v5.0

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 16, 2010, 03:12:57 AM
hi steve, i return with more.

I just had my first battle with the precursers in Alpha Centauri and after i killed their first ship i started getting a spam of error 6 overflow and error 11 division by zero every time i tried to go forward in time at all. These errors occur without the system screen open though, happen on any screen.


now this time i actually noticed the box name ^_^ and have it here, it constantly spams with in the system screen.

Error in GetShipPowerPercentage
Error 11 was generated by Aurora
Division by zero

Error in GetShipPowerPercentage
Error 6 was generated by Aurora
Overflow

they both began occuring after i killed a single precurser ship attacking my fleet. they occur in the order of 2 Error 11's , 1 Error 6, then 2 Error 11's again, during a 5 second turn.

any thoughts on this one? And this isnt related to my last error 6 i had overflow atliest im pretty sure :)
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 16, 2010, 04:27:57 PM
Quote from: "Journier"
hi steve, i return with more.

I just had my first battle with the precursers in Alpha Centauri and after i killed their first ship i started getting a spam of error 6 overflow and error 11 division by zero every time i tried to go forward in time at all. These errors occur without the system screen open though, happen on any screen.


now this time i actually noticed the box name ^_^ and have it here, it constantly spams with in the system screen.

Error in GetShipPowerPercentage
Error 11 was generated by Aurora
Division by zero

Error in GetShipPowerPercentage
Error 6 was generated by Aurora
Overflow

they both began occuring after i killed a single precurser ship attacking my fleet. they occur in the order of 2 Error 11's , 1 Error 6, then 2 Error 11's again, during a 5 second turn.

any thoughts on this one? And this isnt related to my last error 6 i had overflow atliest im pretty sure :)
Looking at the code, it looks like a problem where a ship has no beam weapons as they have been destroyed but it does have weapon recharge records. However that shouldn't happen because those recharge records should be deleted when the weapon they apply to is destroyed. If you have Access on your PC, I can explain how to remove the records causing the problem. Although there is a slight possibility they may go away by itself after a minute or two of game time.

EDIT: I have added some extra checks to v5.0 so that even if this does somehow happen again, the program should be able to handle it.

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Nabobalis on February 16, 2010, 04:35:17 PM
Sometimes when I run a 30 day time increment and its finished. The screen will just be the background colour. Zooming or scrolling won't be able to find the planets or anything in the system. But then I run it for another amount of time and it comes back.
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 17, 2010, 05:26:35 AM
Hi Steve,

A similar bug to the one where match speed lets ships without engines move above 1km/s:

I have a geosurvey ship moving in a nebula, its engine gave out, but it is still moving at 500mk/s.
It is operating under the special orders for surveyships.

Maybe your fix for the first mentioned bug already fixes this one as well, at any rate a check of all max speed checks seems in order.
(maybe the check for maxspeed in nebula overrides the max speed for engines.)
It is not a refresh issue; the speed is still 500 after several time increments.

---
related to above:
Current speed is not reduced to Max speed if engine is lost due to lack of maintenance.
This does work when a ship loses speed due to battle damage, so this is not related to nebulas at all.

---
Another cosmetic bug:
When you order a ship to transit a JP:unex, further orders are impossible.
Not so for the Transit&devide and combat transit orders. Orders can still be given after adding the T&D or CT order, but from the explored location which also seems a bug.
(unless these commands are blocked for unex systems, in which case they should not be selectable I think.)


regards,
Arnoud
Title: Re: Official v4.9 Bugs Thread
Post by: Journier on February 17, 2010, 05:49:04 AM
Quote from: "Steve Walmsley"
Quote from: "Journier"
hi steve, i return with more.

 If you have Access on your PC, I can explain how to remove the records causing the problem. Although there is a slight possibility they may go away by itself after a minute or two of game time.


Steve

yes I have access, and i have tried to play my empire out for quite a few turn pushes/ a few days and still nothing.

Help = appreciated unless 5.0 is coming out soon then screw it heh.
Title: Re: Official v4.9 Bugs Thread
Post by: Nabobalis on February 19, 2010, 04:10:24 PM
When you start with designs all ready done for you, it seems the missile designs are blank?
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on February 19, 2010, 04:48:34 PM
Quote from: "Nabobalis"
When you start with designs all ready done for you, it seems the missile designs are blank?

This is correct.
Title: Re: Official v4.9 Bugs Thread
Post by: Nabobalis on February 19, 2010, 04:53:31 PM
Quote from: "Erik Luken"
Quote from: "Nabobalis"
When you start with designs all ready done for you, it seems the missile designs are blank?

This is correct.

Oh ok, any reason why?
Title: Re: Official v4.9 Bugs Thread
Post by: Erik L on February 19, 2010, 05:03:03 PM
Quote from: "Nabobalis"
Quote from: "Erik Luken"
Quote from: "Nabobalis"
When you start with designs all ready done for you, it seems the missile designs are blank?

This is correct.

Oh ok, any reason why?

There is a post on this subject earlier in the thread and Steve's reply. If I recall, he said the missiles are not generated the same way in the routines for the pre-game designs.
Title: Re: Official v4.9 Bugs Thread
Post by: Nabobalis on February 19, 2010, 05:20:59 PM
Quote from: "Erik Luken"


There is a post on this subject earlier in the thread and Steve's reply. If I recall, he said the missiles are not generated the same way in the routines for the pre-game designs.

Ah ok, thanks. I'll see if I can find it.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 19, 2010, 09:08:26 PM
Just got an error immediately after posting a civilian contract:

Error in SelectInstallationRun
Error 3167 was generated by DAO.Field
Record is deleted.

The contract seems to be working anyway, though.

Edit: By immediately, I mean as soon as I ran the next turn, not when I put the supply and demand in.
Title: Re: Official v4.9 Bugs Thread
Post by: MoonDragon on February 19, 2010, 10:06:47 PM
Vanigo, it's probably due to some contracts you have set up. Try canceling the contracts and then recreate them. Should clear out any new problems.
Title: Re: Official v4.9 Bugs Thread
Post by: WCG on February 20, 2010, 01:21:14 PM
Note: I originally posted this in the wrong thread, since a search for error 30009 brought up the 4.8 bugs thread. Sorry about that. I am playing version 4.91.


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, and this is the first time I've run into it. Again, I'm playing version 4.91

Bill
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on February 20, 2010, 02:09:06 PM
A workaround, if you realy want that officer assigned, is to use the officers list on the left. At least I found that the error does not occur when you select the officer there.
Title: Re: Official v4.9 Bugs Thread
Post by: Greiger on February 20, 2010, 09:19:32 PM
Probably more of a minor detail than a bug I suppose since you wouldn't really know about this without designer mode, but if you manage to get an active sensor contact with an NPR, without them seeing you, and then establish communications (They told me the real name of their empire. I assume that means I successfully communicated)  They still don't know you exist.  Despite the fact that they talked to you and you could very well have a diplomatic team working with them.

I ended up having one of my scout ships hang around on my side of the JP into their system with it's transponder on to get them to notice me.
Title: Re: Official v4.9 Bugs Thread
Post by: Nabobalis on February 21, 2010, 03:24:07 AM
I am getting Error 6 OVerflow with the title Error in ReturnTimeCurrency when I try to transit a JP with a gate.
Title: Re: Official v4.9 Bugs Thread
Post by: Hawkeye on February 21, 2010, 08:29:39 AM
Quote from: "Greiger"
Probably more of a minor detail than a bug I suppose since you wouldn't really know about this without designer mode, but if you manage to get an active sensor contact with an NPR, without them seeing you, and then establish communications (They told me the real name of their empire. I assume that means I successfully communicated)  They still don't know you exist.  Despite the fact that they talked to you and you could very well have a diplomatic team working with them.

I ended up having one of my scout ships hang around on my side of the JP into their system with it's transponder on to get them to notice me.

Well, in similar cases, I assumed I was listening to their broadcasts (radio, tv, whatever) and translated their language/race name and stuff that way.
Title: Re: Official v4.9 Bugs Thread
Post by: Thtb on February 22, 2010, 01:36:44 PM
(http://i222.photobucket.com/albums/dd246/Thtb/mymap-2.png?t=1266867108)

(http://i222.photobucket.com/albums/dd246/Thtb/mymap-1.png?t=1266867151)

Download this after a recommdation from bay12, love it, but impossible to go more then 15 days without so much errors it becomes unplayable (click away a error spawns another error)

Anyway, the error above (first the bigger one, then the other one - continual (can't be removed by click okay, is replaced by a new one every single time)) was caused after hitting the "5 day" button, its ummm 12 days in the game, nothing going on besides building mines/inf, doing research and building ships.
Nothing was about to be done or got done in that intervall.
Title: Re: Official v4.9 Bugs Thread
Post by: Beersatron on February 22, 2010, 02:26:16 PM
Quote from: "Thtb"
(http://i222.photobucket.com/albums/dd246/Thtb/mymap-2.png?t=1266867108)

(http://i222.photobucket.com/albums/dd246/Thtb/mymap-1.png?t=1266867151)

Download this after a recommdation from bay12, love it, but impossible to go more then 15 days without so much errors it becomes unplayable (click away a error spawns another error)

Anyway, the error above (first the bigger one, then the other one - continual (can't be removed by click okay, is replaced by a new one every single time)) was caused after hitting the "5 day" button, its ummm 12 days in the game, nothing going on besides building mines/inf, doing research and building ships.
Nothing was about to be done or got done in that intervall.

I think it may be the fullstop/comma error.

Can you change your Windows regional settings to use the fullstop instead of comma? (if it is currently the comma that is)

*edit for more information*
when I say fullstop/comma I mean for the decimal point

for example, UK/US does the decimal figure as: 123.45 but some european countries use: 123,45 which access can not handle.
Title: Re: Official v4.9 Bugs Thread
Post by: WCG on February 22, 2010, 02:47:04 PM
Quote from: "MoonDragon"
v4.91

Oh, and I think that ships undergoing fleet training are also ignoring conditional orders. So they will run themselves out of fuel, even if they have conditional orders to refuel when low.

Yes, this happens to me, too (might be just on civilian ships, I'm not sure).

Also, I have freighters delivering mines to my mining colonies in Sol system, and they don't pay any attention to their conditional refueling orders then, either. Every ship is set to refuel when down to 20% or 30% of fuel, but they never do. I do get a low fuel alarm, when they get really low, luckily.

Hmm,... as far as I can tell, there's no way to add an order in the middle of other ship orders, is there? And no way to delete one? (Whenever I try to delete a certain ship order, the last one is always the one deleted.) And "Repeat" repeats everything in the list. You can't just repeat part of it.

I was trying to add a refuel order in the middle of the other orders, but that doesn't work. (And I can't have a freighter pick up and deliver one mass driver, and then continue on with automatic mines. I have to wait until the mass driver orders are completed, and then give orders for delivering mines, because I can't repeat just the mine orders.)

But I suppose I should just add a refuel order to every mine delivery. Does it waste time to refuel on every trip?

Bill
Title: Re: Official v4.9 Bugs Thread
Post by: Ordans on February 22, 2010, 04:40:02 PM
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91

Why does that error happens?
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 23, 2010, 10:38:09 AM
Quote from: "Ordans"
Quote from: "Ordans"
I keep getting an error when trying to open the F9 menu
Error 7
Out of memory.
What does that means?
The version is 4.91

Why does that error happens?
What is the title of the Error box, as that will tell me where the error is happening?

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Steve Walmsley on February 23, 2010, 10:41:22 AM
Quote from: "Thtb"
Download this after a recommdation from bay12, love it, but impossible to go more then 15 days without so much errors it becomes unplayable (click away a error spawns another error)

Anyway, the error above (first the bigger one, then the other one - continual (can't be removed by click okay, is replaced by a new one every single time)) was caused after hitting the "5 day" button, its ummm 12 days in the game, nothing going on besides building mines/inf, doing research and building ships.
Nothing was about to be done or got done in that intervall.
As explained in the installation instructions where you downloaded the game, you need to change your decimal separator to a period (.) instead of a comma (,). If you don't do this, the game is unplayable.

As a refresher, here are the installation instructions: viewtopic.php?f=10&t=1830 (http://aurora.pentarch.org/viewtopic.php?f=10&t=1830)

Steve
Title: Re: Official v4.9 Bugs Thread
Post by: Commodore_Areyar on February 24, 2010, 07:10:30 PM
4.91

create researc project:
active sensor, size5, 150 resolution.
runtime eror 381, invalid property array index. closes Aurora.

Have had this happen twice now, earlier it happened when I switched to AGS from MFC with 150 resolution. That time I had to close Aurora myself as it stopped responding apparently.

Probably user error, just don't know. :)
Title: Re: Official v4.9 Bugs Thread
Post by: Malamis on February 27, 2010, 03:08:57 PM
Quote from: "SamuraiProgrammer"
When I chose Miscellaneous | Compact database, the program crashed.

snap
Error 429
"activeX component cannot create object"

Windows XP
Title: Re: Official v4.9 Bugs Thread
Post by: Another on February 28, 2010, 12:17:25 AM
Quote from: "Malamis"
Quote from: "SamuraiProgrammer"
When I chose Miscellaneous | Compact database, the program crashed.

snap
Error 429
"activeX component cannot create object"

Windows XP

I am sure that you should install Microsoft Office Access to get rid of this error. If it was indeed the issue - please, tell us.
Title: Re: Official v4.9 Bugs Thread
Post by: Vanigo on February 28, 2010, 07:57:46 AM
Got an irritating little issue crop up today. I'm using the lunar names for my freighters, and a couple of the names are screwy - two names, with a line break between them. Some text boxes display them properly, which makes only half the name appear. Others don't, putting a couple of those 'bad character' boxes between the names.
Title: Re: Official v4.9 Bugs Thread
Post by: Malamis on February 28, 2010, 11:37:51 AM
Quote from: "Another"
Quote from: "Malamis"
Quote from: "SamuraiProgrammer"
When I chose Miscellaneous | Compact database, the program crashed.

snap
Error 429
"activeX component cannot create object"

Windows XP

I am sure that you should install Microsoft Office Access to get rid of this error. If it was indeed the issue - please, tell us.

I've no access to access; going to try some individual active X runtimes