Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on February 21, 2010, 05:17:16 AM

Title: v5.0 Bugs Thread (no longer current)
Post by: Steve Walmsley on February 21, 2010, 05:17:16 AM
Please post bugs from version 5.0 and v5.01 in this thread. v5.02 bugs should go in the thread for that version.

Posting separate threads for every bug often duplicates effort and I don't know which version is affected. They are also far less likely to be answered because I usually only answer new posts, or posts in the Bugs and Suggestions threads. Once I log out, I lose track of posts I haven't answered but I always look in on the current Bugs and Suggestion threads.

Please read through (or Search) the bugs thread to make sure the bug has not already been reported and fixed, or reported and explained. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

When you post, please post as much information as possible, including the complete error text, the window affected and what you were doing at the time. Also if the bug is easy to reproduce, intermittent or a one-off. If you can't remember the text of the error, check the Events window and click the Show Errors checkbox.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: mavikfelna on February 21, 2010, 08:59:24 AM
One of my 4 scientist died. He was working on a project at the time but the entry about his death had no current assignment listed.

To make matters worse, I went and tried to delete his now leaderless project and  it generated an error.
Error in cmdCancelProject_Click
Error 3022 was generated by DAO.Recordset
The changes you requested to the table were not successful because they would creae duplicate values in the index, primary key, or relationship. Change the data in the field or fields that contain duplicate data, remove the index or redefine the index to permit duplicate entries and try again.

This is new game using 5.0 and a conventional start. He was working on Expand Civilian Economy 20% and had started the project before we finished Trans-Neutonian Physics. We had finished TN research before his death.

It doesn't seem to have created any actual problems, the entry was removed and the accumulated research points are showing in the list.

Thought you should know. :)

--Mav
Title: Re: Official v5.0 Bugs Thread
Post by: Nabobalis on February 21, 2010, 02:28:29 PM
For some reason, SM Refuel doesn't seem to be working.
Title: Re: Official v5.0 Bugs Thread
Post by: Aldaris on February 21, 2010, 04:29:57 PM
Quote from: "mavikfelna"
One of my 4 scientist died. He was working on a project at the time but the entry about his death had no current assignment listed.

To make matters worse, I went and tried to delete his now leaderless project and  it generated an error.
Error in cmdCancelProject_Click
Error 3022 was generated by DAO.Recordset
The changes you requested to the table were not successful because they would creae duplicate values in the index, primary key, or relationship. Change the data in the field or fields that contain duplicate data, remove the index or redefine the index to permit duplicate entries and try again.

This is new game using 5.0 and a conventional start. He was working on Expand Civilian Economy 20% and had started the project before we finished Trans-Neutonian Physics. We had finished TN research before his death.

It doesn't seem to have created any actual problems, the entry was removed and the accumulated research points are showing in the list.

Thought you should know. :)

--Mav
I can confirm this bug. One of my 4 scientists on a TN sol start died and I had to re-assign his project. Same results as above, I didn't notice any problems from the error.
Title: Re: Official v5.0 Bugs Thread
Post by: Greiger on February 21, 2010, 06:48:03 PM
Another 'me too' on that research project thing. But I had it happen before 5.0 as well. (I just assumed it was already reported.) It doesn't seem to break anything so I didn't worry much about it.

Same thing as reported, scientist dies for some reason or another, and their project gets abandoned.  Delete the project and the game throws an error, but dosn't really seem to care otherwise and deletes the project properly and keeps the RP.

EDIT:
Found another one.

Adding fighters to a ship with a hangar in the ship design screen allows you to go above the maximum capacity (hangar capacity can go negative). Adding another fighter after the the first that exceeds the capacity gives....
-----------------
That would exceed the capacity of the class. Amount adjusted for available space.
-------------
Error in grdFighter_DblClick
Error 11 was generated by aurora.
Division by zero
Please report...
-------------
After the errors it still adds the fighter to the hangar.
Title: Re: Official v5.0 Bugs Thread
Post by: Coryen on February 21, 2010, 11:04:25 PM
I have a possible bug for version 5.0:
In my current 5.0 test game, I not only found I was unable to select an enemies' wreck on the fleet orders menu. It simply never appears on the locations list. (Even with wreckage display enabled; in truth, I tried many combinations I thought might allow for displaying the wreck but to no avail...) But I also encountered [spoiler:1ydrla9v]a random wreck just floating in a system without any combat I know of taking place there. Unfortunately, that wreck too cannot be targeted.[/spoiler:1ydrla9v]
Title: Re: Official v5.0 Bugs Thread
Post by: Lin on February 22, 2010, 12:12:53 AM
While it's better than 4.9, I'm afraid I'm experiencing the same problem that I was before. Several windows - Class Design most notably - cut off the lowest line of buttons. I can see the bottom of the window just fine, but the window ends before the buttons! Resize Enable doesn't particularly help, the elements in the window resize themselves to push the buttons right back off the bottom. I'm running on Vista, and using SDesk to see the bottoms of the windows.
Title: Re: Official v5.0 Bugs Thread
Post by: gamefreak1 on February 22, 2010, 01:54:08 AM
I have untargetable random wrecks as well I can mail you my game if you want.
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 03:41:37 AM
Quote from: "gamefreak1"
I have untargetable random wrecks as well I can mail you my game if you want.
Random wrecks are not a bug as they are ancient wrecks of precursor ships. Not being able to target them is a bug though. I will investigate and get back to you.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 04:16:19 AM
Quote from: "Steve Walmsley"
Quote from: "gamefreak1"
I have untargetable random wrecks as well I can mail you my game if you want.
Random wrecks are not a bug as they are ancient wrecks of precursor ships. Not being able to target them is a bug though. I will investigate and get back to you.
When I changed wrecks from contacts to always visible, I forgot to change the list of possible destinations to use actual wrecks instead of wreck contacts. Fixed for v5.01

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 04:26:20 AM
Quote from: "Lin"
While it's better than 4.9, I'm afraid I'm experiencing the same problem that I was before. Several windows - Class Design most notably - cut off the lowest line of buttons. I can see the bottom of the window just fine, but the window ends before the buttons! Resize Enable doesn't particularly help, the elements in the window resize themselves to push the buttons right back off the bottom. I'm running on Vista, and using SDesk to see the bottoms of the windows.
This isn't a bug as such as it isn't related to the Aurora software . You would be better posting in the various display-related threads so that someone familar with Resize or SDesk can help you.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 04:58:18 AM
Quote from: "mavikfelna"
One of my 4 scientist died. He was working on a project at the time but the entry about his death had no current assignment listed.

To make matters worse, I went and tried to delete his now leaderless project and  it generated an error.
Error in cmdCancelProject_Click
Error 3022 was generated by DAO.Recordset
The changes you requested to the table were not successful because they would creae duplicate values in the index, primary key, or relationship. Change the data in the field or fields that contain duplicate data, remove the index or redefine the index to permit duplicate entries and try again.

This is new game using 5.0 and a conventional start. He was working on Expand Civilian Economy 20% and had started the project before we finished Trans-Neutonian Physics. We had finished TN research before his death.

It doesn't seem to have created any actual problems, the entry was removed and the accumulated research points are showing in the list.

Thought you should know. :)
I had created code to check for research projects for commanders that die or retire and to save any work to date. However, I forgot to actually delete the project. When you deleted it, the program tried to save the work so far and that clashed with the save record I had already created. So, as you say, it didn't cause a problem in terms of gameplay and you didn't lose any data. Fixed for v5.01. I have also added a little extra code so that if a scientist does die or retire you are informed of any project on which he was working.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 05:35:56 AM
Quote from: "Greiger"
Adding fighters to a ship with a hangar in the ship design screen allows you to go above the maximum capacity (hangar capacity can go negative). Adding another fighter after the the first that exceeds the capacity gives....
-----------------
That would exceed the capacity of the class. Amount adjusted for available space.
-------------
Error in grdFighter_DblClick
Error 11 was generated by aurora.
Division by zero
Please report...
-------------
After the errors it still adds the fighter to the hangar.
Fixed for v5.01

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 22, 2010, 06:32:47 AM
v5.01 patch is available with the above fixes.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: anduin on February 22, 2010, 08:22:51 AM
I got an error after passing 30 days.
Here's a copy of the error message from my event log:
21st August 2032 16:30:16,SM Only,System 0,Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null

After that all things research went haywire, with some of my research areas being set back the first 1 rp tech, and various issues with research assignment.

(Incidentally I couldn't find the error in the standard event window even when I checked "show errors", but it did show up in the text file version. I'm really not that familiar with the game but that isn't right is it?)
Title: Re: Official v5.0 Bugs Thread
Post by: Toloran on February 22, 2010, 02:31:38 PM
In 5.01:

I set a task group to train (via the button on the second tab of the task group control screen) and It kept throwing up "Orders Not Possible: Destination Waypoint not found for Battle Task Group" every 6 hours or so in the events log. I created a randomly placed waypoint in the system and it worked fine. When I experimented by removing the waypoint, is tarted throwing up the error again.
Title: Re: Official v5.0 Bugs Thread
Post by: Empty on February 22, 2010, 04:31:07 PM
When I started a new game and I ordered 1 deep space tracking station built at 100%
I also ordered 5000 infrastructure to be build after it.

The weird part is that I only received 4999 pieces of infrastructure once it was finished.
Perhaps there's a problem with the queuing?
Title: Re: Official v5.0 Bugs Thread
Post by: IanD on February 22, 2010, 05:07:56 PM
Explored an unexplored JP out of sol, System Screen, F2, still gives info in all bodies tab for Sol

[attachment=0:1sjgtmuy]Struve 2398.jpg[/attachment:1sjgtmuy]

I saw this in other versions, 4.91 and I think in 4.77.

Regards
Title: Re: Official v5.0 Bugs Thread
Post by: Andrew on February 22, 2010, 06:34:14 PM
Not sure if this is a bug or not.
I just destroyed what I believed to be 2 NPR PDC missile bases , and noticed that there was no collateral damage to the plant, however when I investigated it turned out what I believed to be PDC's where orbital stations. Are NPR Missile defense bases supposed to be be PDC'S
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on February 22, 2010, 10:45:50 PM
In both 5.0 and 5.01: I'm hitting a hang.

'Twas a conventional start.  No ships yet.  I'm about 6 years in.  I was doing 1-day increments; it dropped to a 40-second update, then 5 45-second updates, then it hung, so I assume it's something to do with NPR combat.

I've already sent the DB to your e-mail.

EDIT: Ok, I played through the hang.  It looks like the precursors were fighting an NPR, and somehow the steps coming from 1-day updates were too big.  This was probably to be expected, since the fact that the updates went from 1-day to 45 seconds is an indication that someone got into detection range much too quickly - it should have been something like 1-day to ~1-hour to ~1-minute.  I ran up to the increment that hung without auto-moves on, then instead of giving 1-day updates, I gave it enough 5-second updates to get past the hang.  I then gave it 2-minute updates for a while (until the missiles fired by the precursor had hit and the combat was over) then move up to 20-minutes, and now everything seems fine.

So I take two lessons from this:

1)  Save often - fortunately I had just saved due to moving from 5.0 to 5.01 (just in case :-) ).  This let me easily replay the hang.
2)  If you see the timesteps plummet and hit a hang, restore from a save, then run up to the point where they're about to plummet and play through with smaller timesteps.

John
Title: Re: Official v5.0 Bugs Thread
Post by: Nabobalis on February 23, 2010, 03:02:19 AM
Still getting the Error in ReturnTimeCurrency Error 6 Overflow. When I tell my second ship to jump through a JP I get this error. I set up the first ship to go through a JP and received no error.
Title: Re: Official v5.0 Bugs Thread
Post by: lastverb on February 23, 2010, 03:58:36 AM
NO NPR GENERATION AT ANY %

I've posted it once, but was considered bad luck/nothing has been done. I've played many games on many versions. Problem exist only on one pc, tried two others. No matter what % of npr generation i set, there are no nprs generated ingame, I have to set them manually. Testing included 100% generation rate and surveying ~20 systems with huge hi-tech em/th sensor survey ships. Those systems had many planets in npr-generation range. Tried it on many versions including clear re-installing. Other pcs worked just fine.
Possibly some bug with pseudo-random numbers experienced only on individual hardware/software specs. I don't think it'll help but configuration related to bug is win xp sp3 on athlon 64 3500+.
Title: Re: Official v5.0 Bugs Thread
Post by: georgiaboy1966 on February 23, 2010, 08:33:31 AM
Did my first battle using auto fire.

Found that the AI for auto fire totally disregards that the ships even have weapons that can be used as PD. my size 1 missile launchers and maseon turrents had their settings changed from PD to normal attack, and did not fire on any missiles.

I had to take manual control of PD to stop the missiles.
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 23, 2010, 10:55:26 AM
Quote from: "anduin"
I got an error after passing 30 days.
Here's a copy of the error message from my event log:
21st August 2032 16:30:16,SM Only,System 0,Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null

After that all things research went haywire, with some of my research areas being set back the first 1 rp tech, and various issues with research assignment.

(Incidentally I couldn't find the error in the standard event window even when I checked "show errors", but it did show up in the text file version. I'm really not that familiar with the game but that isn't right is it?)
It looks like the GetOxyAtm function is trying to find the oxygen level for a planet in a system that doesn't exist. Can you remember if you have deleted any systems in this campaign?

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Charlie Beeler on February 23, 2010, 01:10:42 PM
minor db issue.  In shipnames nothing is checked for US Carriers. Most of the names are there, just not checked.
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on February 23, 2010, 02:26:56 PM
Quote from: "Steve Walmsley"
Quote from: "anduin"
I got an error after passing 30 days.
Here's a copy of the error message from my event log:
21st August 2032 16:30:16,SM Only,System 0,Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null

After that all things research went haywire, with some of my research areas being set back the first 1 rp tech, and various issues with research assignment.

(Incidentally I couldn't find the error in the standard event window even when I checked "show errors", but it did show up in the text file version. I'm really not that familiar with the game but that isn't right is it?)
It looks like the GetOxyAtm function is trying to find the oxygen level for a planet in a system that doesn't exist. Can you remember if you have deleted any systems in this campaign?

Steve

Another thought:  are you absolutely, positively certain that you're using 4.9x or 5.0x?  I think I remember a bug like this in 4.7 - is it possible that you didn't patch up to 5.01 correctly.  I think there's an "about" pull-down on the main menu bar that will tell you the version number.

John
Title: Re: Official v5.0 Bugs Thread
Post by: Nabobalis on February 23, 2010, 03:24:06 PM
Quote from: "Nabobalis"
Still getting the Error in ReturnTimeCurrency Error 6 Overflow. When I tell my second ship to jump through a JP I get this error. I set up the first ship to go through a JP and received no error.

It seems to arise when the velocity of the TG is set to 1. If I set it to max the error is gone.
Title: Re: Official v5.0 Bugs Thread
Post by: anduin on February 23, 2010, 03:26:05 PM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "anduin"
I got an error after passing 30 days.
Here's a copy of the error message from my event log:
21st August 2032 16:30:16,SM Only,System 0,Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null

After that all things research went haywire, with some of my research areas being set back the first 1 rp tech, and various issues with research assignment.

(Incidentally I couldn't find the error in the standard event window even when I checked "show errors", but it did show up in the text file version. I'm really not that familiar with the game but that isn't right is it?)
It looks like the GetOxyAtm function is trying to find the oxygen level for a planet in a system that doesn't exist. Can you remember if you have deleted any systems in this campaign?

Steve

Another thought:  are you absolutely, positively certain that you're using 4.9x or 5.0x?  I think I remember a bug like this in 4.7 - is it possible that you didn't patch up to 5.01 correctly.  I think there's an "about" pull-down on the main menu bar that will tell you the version number.

John

Didn't even touch SM mode, pretty sure I've patched correctly and the about does say 5.01
I'm playing a new game right now and so far it's been all good.
Title: Re: Official v5.0 Bugs Thread
Post by: Kurt on February 23, 2010, 05:13:00 PM
Quote from: "Steve Walmsley"
Quote from: "anduin"
I got an error after passing 30 days.
Here's a copy of the error message from my event log:
21st August 2032 16:30:16,SM Only,System 0,Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null

After that all things research went haywire, with some of my research areas being set back the first 1 rp tech, and various issues with research assignment.

(Incidentally I couldn't find the error in the standard event window even when I checked "show errors", but it did show up in the text file version. I'm really not that familiar with the game but that isn't right is it?)
It looks like the GetOxyAtm function is trying to find the oxygen level for a planet in a system that doesn't exist. Can you remember if you have deleted any systems in this campaign?

Steve

Steve -

I've had this error pop up occasionally for a long time.  In every case it was on the first economic "turn" after I started terraforming a planet and began adding oxygen.  I always threw one error, I suspected because of a division by zero someplace, but then went away.  I never had it affect research.

Kurt
Title: Re: Official v5.0 Bugs Thread
Post by: Kurt on February 23, 2010, 05:21:11 PM
Quote from: "lastverb"
NO NPR GENERATION AT ANY %

I've posted it once, but was considered bad luck/nothing has been done. I've played many games on many versions. Problem exist only on one pc, tried two others. No matter what % of npr generation i set, there are no nprs generated ingame, I have to set them manually. Testing included 100% generation rate and surveying ~20 systems with huge hi-tech em/th sensor survey ships. Those systems had many planets in npr-generation range. Tried it on many versions including clear re-installing. Other pcs worked just fine.
Possibly some bug with pseudo-random numbers experienced only on individual hardware/software specs. I don't think it'll help but configuration related to bug is win xp sp3 on athlon 64 3500+.

I thought I was having the same problem, but eventually realized that the conditions for creating NPR's were much more limited than I originally realized.  

First off, NPR's are only potentially created for systems discovered during warp point exploration.  Any other system generation route will not create NPR's.  Secondly, the planets must have fairly limited conditions before an NPR will be checked for, and this was where I went wrong.  I originally thought that if a planet had an oxygen or methane atmosphere then that was enough to assume that the conditions were right for the creation of the NPR.  The truth is that a lot of other environmental conditions have to be satisified before the program will check for NPR generation.  

I eventually did start discovering NPR's in my campaign.  I obviously can't speak for your campaign.  If I were you I'd find out exactly what the environmental conditions are that are necessary for NPR generation, and then compare those to the worlds where you think an NPR should have been generated.  If there are still worlds that meet those conditions and don't have NPR's, and you had the chance set to 100%, then obviously something is wrong.  

Kurt
Title: Re: Official v5.0 Bugs Thread
Post by: Father Tim on February 23, 2010, 11:05:47 PM
Quote from: "Nabobalis"
Quote from: "Nabobalis"
Still getting the Error in ReturnTimeCurrency Error 6 Overflow. When I tell my second ship to jump through a JP I get this error. I set up the first ship to go through a JP and received no error.

It seems to arise when the velocity of the TG is set to 1. If I set it to max the error is gone.


That's a known issue, arising from the fact that the time to complete orders (which is tracked in seconds) at speed 1 km/s is a number larger that can be held in a currency type variable.  The only 'bug fix' is to increase speed or live with it.
Title: Re: Official v5.0 Bugs Thread
Post by: lastverb on February 24, 2010, 04:32:39 AM
Quote from: "Kurt"
I thought I was having the same problem, but eventually realized that the conditions for creating NPR's were much more limited than I originally realized.  

First off, NPR's are only potentially created for systems discovered during warp point exploration.  Any other system generation route will not create NPR's.  Secondly, the planets must have fairly limited conditions before an NPR will be checked for, and this was where I went wrong.  I originally thought that if a planet had an oxygen or methane atmosphere then that was enough to assume that the conditions were right for the creation of the NPR.  The truth is that a lot of other environmental conditions have to be satisified before the program will check for NPR generation.  

I eventually did start discovering NPR's in my campaign.  I obviously can't speak for your campaign.  If I were you I'd find out exactly what the environmental conditions are that are necessary for NPR generation, and then compare those to the worlds where you think an NPR should have been generated.  If there are still worlds that meet those conditions and don't have NPR's, and you had the chance set to 100%, then obviously something is wrong.  

Kurt
I told - i was using sensor survey ships - normal exploaration way. I know conditions confirmed by steve - those wrote in hint ingame (oxy 0.07 - 0.4, temp -40 - 60, grav 0.4 - 2.5, no ruins). on other pc i got expected effect - npr on nearly every planet in those ranges, but not on this pc.
Title: Re: Official v5.0 Bugs Thread
Post by: Greiger on February 24, 2010, 11:01:55 AM
A cosmetic bug here.  When you lose contact with a Thermal or EM hit on an alien population it doesn't say what the contact that was lost was associated with.

Example from a ship passing by a friendly colony
Code: [Select]
6th December 2028 05:30:46,Val Alorn,Population Detected! EM Signature 21675  Race ID: Tarkan Empire
8th December 2028 05:30:46,Val Alorn,Population Detected! Thermal Signature  7115  Race ID: Tarkan Empire
9th December 2028 23:30:46,Val Alorn,A strength-7115 thermal contact associated with  has been lost

Also there appears to be an error with orders for a tanker ship to refuel a target fleet.  Unfortunately it happened while my internet was down and I don't recall the error message, but it didn't stop the refueling.  I'll try to reproduce it and post an edit with the info if it happens again.

Edit: Got it. That didn't take as long as I expected, seems easily reproducible, just order a tanker to 'refuel target fleet'.
Error in RefuelFleet
Error 438 was generated by Aurora
Object doesn't support this property or method
Please report...
Title: Re: Official v5.0 Bugs Thread
Post by: kongxinga on February 24, 2010, 01:15:45 PM
I am trying to increment time, but every pulse or so an error pops up that says "No Jump gate construction capability for fleet." THe program does this every pulse, and I have to clikc it away for it to just pop up again.

Along with the previous error, another error, to the tune of "GetWealth: Division by zero" sometimes pops up too. These 2 errors are making it hell to pass the time in Aurora.
Title: Re: Official v5.0 Bugs Thread
Post by: Nabobalis on February 24, 2010, 02:51:22 PM
Quote from: "Father Tim"
Quote from: "Nabobalis"
Quote from: "Nabobalis"
Still getting the Error in ReturnTimeCurrency Error 6 Overflow. When I tell my second ship to jump through a JP I get this error. I set up the first ship to go through a JP and received no error.

It seems to arise when the velocity of the TG is set to 1. If I set it to max the error is gone.


That's a known issue, arising from the fact that the time to complete orders (which is tracked in seconds) at speed 1 km/s is a number larger that can be held in a currency type variable.  The only 'bug fix' is to increase speed or live with it.

Yeah its fine, but when you don't know what was causing it, it can get annoying :P
Title: Re: Official v5.0 Bugs Thread
Post by: Erik L on February 24, 2010, 03:17:14 PM
Quote from: "kongxinga"
I am trying to increment time, but every pulse or so an error pops up that says "No Jump gate construction capability for fleet." THe program does this every pulse, and I have to clikc it away for it to just pop up again.

Did you send a fleet to a jump point with "Construct Gate" orders?
Title: Re: Official v5.0 Bugs Thread
Post by: IanD on February 24, 2010, 04:49:52 PM
Minor bug. Salvaged some wrecks, recovered some tech, but there was a significant difference in what was downloaded to Earth! The extra tech was most welcome :)

[attachment=0:2hoqk71i]Tech Download.jpg[/attachment:2hoqk71i]

Regards
Title: Re: Official v5.0 Bugs Thread
Post by: Vanigo on February 24, 2010, 08:51:25 PM
Quote from: "IanD"
Minor bug. Salvaged some wrecks, recovered some tech, but there was a significant difference in what was downloaded to Earth! The extra tech was most welcome :)
You sure you didn't just miss picking up the fire control speed data? The other two techs add up correctly.
Title: Re: Official v5.0 Bugs Thread
Post by: boggo2300 on February 25, 2010, 12:40:32 AM
When I assign a Task Group to another Task Force, it resets to the Fleet Headquarters Task Force (Except for PDC's which seem to reassign ok)

Matt
Title: Re: Official v5.0 Bugs Thread
Post by: IanD on February 25, 2010, 03:00:44 AM
Quote from: "Vanigo"
You sure you didn't just miss picking up the fire control speed data? The other two techs add up correctly.

I am sure I didn't miss it I saw all the minerals recovered for all eight wrecks over the two systems, first system had two wrecks in it, no tech recovered, second system had six wrecks and I recovered all the tech off of those wrecks, nothing about fire control speed data.

As an aside, I miss not having to scan for the wrecks, I would have prefered that once detected the wreck location was permanetly mapped, made those 50 space sensors even more useful. :)

Regards
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 25, 2010, 06:20:14 AM
Quote from: "lastverb"
I told - i was using sensor survey ships - normal exploaration way. I know conditions confirmed by steve - those wrote in hint ingame (oxy 0.07 - 0.4, temp -40 - 60, grav 0.4 - 2.5, no ruins). on other pc i got expected effect - npr on nearly every planet in those ranges, but not on this pc.
If it is working on one PC it should work fine on the other. The Aurora code isn't even aware of the specs of the PC on which it is running so a different PC won't affect what happens in the game. Try changing it to 100% again and make sure you press the Save button on the game window.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 25, 2010, 06:33:09 AM
Quote from: "IanD"
Minor bug. Salvaged some wrecks, recovered some tech, but there was a significant difference in what was downloaded to Earth! The extra tech was most welcome :)
I have had a look through the code but I can't see anything obvious. I'll put some breakpoints in to watch for this in my own game though. The difference seems to be the 320 point for fire control tech. Is it possible this was discovered in an earlier wreck but not downloaded because the Salvage ship hadn't visited a system with research facilities?

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 25, 2010, 06:36:24 AM
Quote from: "kongxinga"
I am trying to increment time, but every pulse or so an error pops up that says "No Jump gate construction capability for fleet." THe program does this every pulse, and I have to clikc it away for it to just pop up again.

Along with the previous error, another error, to the tune of "GetWealth: Division by zero" sometimes pops up too. These 2 errors are making it hell to pass the time in Aurora.
The first one sounds like you have assigned a ship to build a jump gate but it can't for some reason. Check all your fleet orders to see if that is the case. The second one is going to be harder to figure out. I don't have a function in Aurora called GetWealth so could you check the title bar of the error box to see if it has the function name. I have a GetWealthData function but that doesn't have any division.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on February 25, 2010, 07:19:08 AM
Quote from: "sloanjh"
In both 5.0 and 5.01: I'm hitting a hang.

'Twas a conventional start.  No ships yet.  I'm about 6 years in.  I was doing 1-day increments; it dropped to a 40-second update, then 5 45-second updates, then it hung, so I assume it's something to do with NPR combat.

I've already sent the DB to your e-mail.

EDIT: Ok, I played through the hang.  It looks like the precursors were fighting an NPR, and somehow the steps coming from 1-day updates were too big.  This was probably to be expected, since the fact that the updates went from 1-day to 45 seconds is an indication that someone got into detection range much too quickly - it should have been something like 1-day to ~1-hour to ~1-minute.  I ran up to the increment that hung without auto-moves on, then instead of giving 1-day updates, I gave it enough 5-second updates to get past the hang.  I then gave it 2-minute updates for a while (until the missiles fired by the precursor had hit and the combat was over) then move up to 20-minutes, and now everything seems fine.

So I take two lessons from this:

1)  Save often - fortunately I had just saved due to moving from 5.0 to 5.01 (just in case :)

EDIT: BTW, none of the above checks take place during 5 second increments, which is why you could step through it.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Erik L on February 25, 2010, 08:15:55 AM
Creating a task force from the naval organization screen. Level is called "1st Geo", creates a TF called "1st". Level called "1st Grav" creates a TF called "1st".
Title: Re: Official v5.0 Bugs Thread
Post by: Thtb on February 25, 2010, 08:22:40 AM
Turning on a

Active Search Sensor S5000-R100 (1)     GPS 500000     Range 5,000.0m km    Resolution 100

for the first time results in unlimited overflow errors, most likly spoted to many nprs to handle (started with 2 ai enemys)
Title: Re: Official v5.0 Bugs Thread
Post by: rdgam on February 25, 2010, 02:20:49 PM
I still cannot rebuild a PDC.  You can schedule the industry work and it says it succeeds, but the PDC does not change class.
This is one 5.01.
Title: Re: Official v5.0 Bugs Thread
Post by: Charlie Beeler on February 25, 2010, 03:00:24 PM
Contacts list (Both F3 and F8 screens) (same list?)  are not updating with changed abreviations from ctrl-F5 Deplomacy screen.  Multiple races on Earth initially detected and assigned Sol for abreviation and changed to reflect empire assignments (ie European Union changed to EU and Contacts list still show Sol even after refresh).
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on February 25, 2010, 06:15:44 PM
Win7 64bit here, version 5.01. I don't think the OS matters, though.

When I press F9 on the System Map, I get lots of error 76s, pointing at a lack of planet images or something. Trying to access the Galactic Map screen yields similar errors as well.
Title: Re: Official v5.0 Bugs Thread
Post by: Erik L on February 25, 2010, 06:36:46 PM
Quote from: "Shadow"
Win7 64bit here, version 5.01. I don't think the OS matters, though.

When I press F9 on the System Map, I get lots of error 76s, pointing at a lack of planet images or something. Trying to access the Galactic Map screen yields similar errors as well.

First thing I'd do is verify you have the Maps subdirectory under your Aurora install. If not, grab it from the last full build and extract it.
Title: Re: Official v5.0 Bugs Thread
Post by: Father Tim on February 25, 2010, 06:45:30 PM
Quote from: "Erik Luken"
Quote from: "Shadow"
Win7 64bit here, version 5.01. I don't think the OS matters, though.

When I press F9 on the System Map, I get lots of error 76s, pointing at a lack of planet images or something. Trying to access the Galactic Map screen yields similar errors as well.

First thing I'd do is verify you have the Maps subdirectory under your Aurora install. If not, grab it from the last full build and extract it.

When I was unpacking Aurora on my new W7/64bit laptop it refused to create the Flag/Medal/Ship/Planet subfolders until I fiddled the UAC (User Agent Controls, I think) and permissions.  Unfortunately, I don't remember exactly what I did to get it to work.
Title: Re: Official v5.0 Bugs Thread
Post by: Father Tim on February 25, 2010, 06:48:03 PM
Quote from: "lastverb"
I told - i was using sensor survey ships - normal exploaration way. I know conditions confirmed by steve - those wrote in hint ingame (oxy 0.07 - 0.4, temp -40 - 60, grav 0.4 - 2.5, no ruins). on other pc i got expected effect - npr on nearly every planet in those ranges, but not on this pc.


With a problem that's specific to a single PC like that, I don't think we can help you.  I'm sorry to say your only options are not to play Aurora on that PC or to manually create all your NPRs.
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on February 25, 2010, 07:03:08 PM
Quote from: "Erik Luken"
Quote from: "Shadow"
Win7 64bit here, version 5.01. I don't think the OS matters, though.

When I press F9 on the System Map, I get lots of error 76s, pointing at a lack of planet images or something. Trying to access the Galactic Map screen yields similar errors as well.

First thing I'd do is verify you have the Maps subdirectory under your Aurora install. If not, grab it from the last full build and extract it.
Hmm. Seems either the original installation forgot to copy the Flags, Medals, Planetjpeg, Races and Ships folder, or I forgot to extract them manually from AuroraUpdate491.zip.

The F9 screen works alright now, but the Galactic Map can't find the Flags folder even though I just extracted it into the Aurora folder. I guess it's in the right spot. Unless it's supposed to be inside another folder besides Aurora's.
Title: Re: Official v5.0 Bugs Thread
Post by: Erik L on February 25, 2010, 08:23:55 PM
Quote from: "Shadow"
Quote from: "Erik Luken"
Quote from: "Shadow"
Win7 64bit here, version 5.01. I don't think the OS matters, though.

When I press F9 on the System Map, I get lots of error 76s, pointing at a lack of planet images or something. Trying to access the Galactic Map screen yields similar errors as well.

First thing I'd do is verify you have the Maps subdirectory under your Aurora install. If not, grab it from the last full build and extract it.
Hmm. Seems either the original installation forgot to copy the Flags, Medals, Planetjpeg, Races and Ships folder, or I forgot to extract them manually from AuroraUpdate491.zip.

The F9 screen works alright now, but the Galactic Map can't find the Flags folder even though I just extracted it into the Aurora folder. I guess it's in the right spot. Unless it's supposed to be inside another folder besides Aurora's.

There was a "supplemental" flag folder with 3 or 4 extra flags. I thought Steve had incorporated those into the main file though.
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on February 25, 2010, 08:39:32 PM
Those are in place, too. :/
Title: Re: Official v5.0 Bugs Thread
Post by: Kurt on February 25, 2010, 09:16:46 PM
Steve -

I have encountered an interesting bug in 4.77, and I suspect it is the same in 5.0+.

I recently had the opportunity to engage several pre-trans-newtonian ICBM's with the latest Imperial AMM's.  The ICBM's were moving at 10 kps, while the AMM's were moving at 40,000 kps.  The AMM's chance to hit something moving at 1,000 kps is 1680%, so for something moving at 10 kps I would expect it to be something like 168000%.  Or, in other words, a sure thing <G>.

Therefore, I was somewhat surprised when I got the following message on the Event Update screen:

Salvo of 5x Shrike II AMM has intercepted its target.  Chance to hit 0%: (Missile Speed 40000 km/s / Target speed 10 km/s) x Missile Agility 36 x Grade Bonus 0%
Missile #1 missed
Missile #2 missed
Missile #3 missed
Missile #4 missed
Missile #5 missed
55x Shrike II AMM intercepted their targets.  Hits: 0

Definitly not what I expected,a nd, I suspect, not something that has ever come up before.  

Kurt
Title: Re: Official v5.0 Bugs Thread
Post by: laz on February 27, 2010, 05:13:25 AM
Just loaded up my 5.1 game today

I had just designed a new colony ship to colonise my first terraformed world outside the solar system.

Got an error when I clicked to advance time

Error in create design
Error 3021 was generated by DAO.Recordsheet
You cannot add or change a record because a related record is required in table "tech Systems"
Title: Re: Official v5.0 Bugs Thread
Post by: Shinanygnz on February 27, 2010, 05:44:08 AM
Having an issue with cycling orders using LPs to get between the A/B component and the C/D one.  Occasionally the orders get out of sequence so the freighters/colony TGs start heading out across deep space instead of to the LP.
Essentially it's:
  Pick up homeworld in A
  Intra-system jump component A to C
  Drop off at colony in C
  Intra-system jump component C to A
  Refuel at homeworld in A

and it changes to
  Drop off at colony in C
  Intra-system jump component C to A
  Refuel at homeworld in A
  Pick up homeworld in A
  Intra-system jump component A to C

They load OK then the intra-system jump command is prematurely dropping to the bottom of the queue.

I had to rescue the one cargo fleet from deep space as SM when I noticed the low fuel warning and saw them stuck in the middle of nowhere and now have to keep an eye on the system map to catch them as they set off in the wrong direction.

Stephen
Title: Re: Official v5.0 Bugs Thread
Post by: ndkid on February 27, 2010, 11:13:22 AM
I started up a new conventional game. Difficulty 200, 2 starting NPR empires, my starting civilization size is 1bil.

Within a year or two, I start getting frequent  error dialogs when moving forward in time. Since I started conventional, these are almost certainly unrelated to my own actions, and are probably the results of the NPRs.

10+ occurrences of:
Error in GetLargestFriendlyPop
Error 6 was generated by Aurora
Overflow

then 60ish occurrences of:
Error in PickUpColonists
Error 6 was generated by Aurora
Overflow

then 2ish occurrences of:
Error in CheckAvailableWorkers
Error 6 was generated by Aurora
Overflow

then 2ish occurrences of:
Error in UpdateWeath
Error 3421 was generated by DAO.Field
Data type conversion error.

I'm fairly sure I don't see these errors as often or as early when I start with a lower difficulty and/or a smaller population. I noticed one or two of these messages was reported in 4.8/4.9 with similar circumstances.
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on February 28, 2010, 08:39:04 AM
This may be a bug, and then again it may not be but just worded... weird.

when you create a new game and it says

Race Generation complete.
Starting industry has been created based on pop size and government type.

If this is a race with trans-newtonian capability, appropriate ships, ordnance and fighters should be added based on production at current levels.

Then it says - Any non player empires will now be created. making to seem like it was definately referring to you the player.

Well either this is a bug or the popup is wrong or i am doing something terribly wrong at new game screen because i never receive 2 years worth of ships in my homesystem when i choose trans-newtonian!

I did a little testing and i tried the "create ship systems and ship designs" option on/off and I still received no ships, just ship designs.

Thanks.
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on February 28, 2010, 08:40:18 AM
This may be a bug, and then again it may not be but just worded... weird.

when you create a new game and it says

Race Generation complete.
Starting industry has been created based on pop size and government type.

If this is a race with trans-newtonian capability, appropriate ships, ordnance and fighters should be added based on production at current levels.

Then it says - Any non player empires will now be created. making to seem like it was definately referring to you the player.

Well either this is a bug or the popup is wrong or i am doing something terribly wrong at new game screen because i never receive 2 years worth of ships in my homesystem when i choose trans-newtonian!

I did a little testing and i tried the "create ship systems and ship designs" option on/off and I still received no ships, just ship designs.

Thanks.
Title: Re: Official v5.0 Bugs Thread
Post by: Shinanygnz on February 28, 2010, 08:55:35 AM
Quote from: "Journier"
This may be a bug, and then again it may not be but just worded... weird.

when you create a new game and it says

Race Generation complete.
Starting industry has been created based on pop size and government type.

If this is a race with trans-newtonian capability, appropriate ships, ordnance and fighters should be added based on production at current levels.

Then it says - Any non player empires will now be created. making to seem like it was definately referring to you the player.

Well either this is a bug or the popup is wrong or i am doing something terribly wrong at new game screen because i never receive 2 years worth of ships in my homesystem when i choose trans-newtonian!

I did a little testing and i tried the "create ship systems and ship designs" option on/off and I still received no ships, just ship designs.

Thanks.

The popup isn't wrong and it isn't a bug.  It says "...appropriate ships, ordnance and fighters should be added...", not will be.  The program obviously doesn't know what you want to do for your initial fleet.
You need to add them yourself in SM mode. Spacemaster menu, Fast OB Creation option.  It'll give you two boxes with Remaining Build Points (for Ships and PDCs).  You can add whatever numbers of whichever classes you like.  The totals in the boxes are 2 years worth, but you can ignore that and add what you want.  If you don't tick the box to create tech and ship designs, you have to do that yourself too (obviously) before adding the ships.
Edit: see the tutorial... viewtopic.php?f=101&t=1958 (http://aurora.pentarch.org/viewtopic.php?f=101&t=1958)

Stephen
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on February 28, 2010, 09:12:01 AM
Quote from: "Shinanygnz"
Quote from: "Journier"
This may be a bug, and then again it may not be but just worded... weird.

when you create a new game and it says

Race Generation complete.
Starting industry has been created based on pop size and government type.

If this is a race with trans-newtonian capability, appropriate ships, ordnance and fighters should be added based on production at current levels.

Then it says - Any non player empires will now be created. making to seem like it was definately referring to you the player.

Well either this is a bug or the popup is wrong or i am doing something terribly wrong at new game screen because i never receive 2 years worth of ships in my homesystem when i choose trans-newtonian!

I did a little testing and i tried the "create ship systems and ship designs" option on/off and I still received no ships, just ship designs.

Thanks.


Stephen

Sigh, The wording in the game wins another round against me I guess. It doesnt say you should now go create the ships and deploy them via OB creations screen. It says 2 years of ships should be added. Right after it mentions it created industry etc on the planet.

 :|
I know all about the OB creation screen etc but i figured that it might mention something like that?
oh well sorry bout that then .
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on February 28, 2010, 10:24:38 AM
Quote from: "Journier"
If this is a race with trans-newtonian capability, appropriate ships, ordnance and fighters should be added based on production at current levels.

"Should ..." here means "you the player must go into SM mode and add these things to your empire based on a budget obtained from two years of production at current levels."

John
Title: Re: Official v5.0 Bugs Thread
Post by: kongxinga on February 28, 2010, 06:31:04 PM
PLaying 5.01.

I cant see any planets anymore. Just a blue screen. Everytime I pass time, 3 errors pop up every increment. they are

1. error in CentreOnLocation. Error 6 Generated by Aurora Overflow.
2. error 1 comes again.
3. Error in DHM Error 6 Generated by Aurora Overflow.

I think this is yet another unsalvageable game.

If a zoom out or in I crash to desktop after the following message

4. Error in SaveLocation. Error 6 Generated by Aurora. Overflow.

I was not doing anything strange, still stuck in Sol. I did not even do grav surveys yet.


*edit*Thanks Steve, worked like a charm. Trying to reproduce the jumpgate constructor bug I mentioned with this game.
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on February 28, 2010, 07:26:47 PM
Quote from: "kongxinga"
PLaying 5.01.

I cant see any planets anymore. Just a blue screen. Everytime I pass time, 3 errors pop up every increment. they are

1. error in CentreOnLocation. Error 6 Generated by Aurora Overflow.
2. error 1 comes again.
3. Error in DHM Error 6 Generated by Aurora Overflow.

I think this is yet another unsalvageable game.

If a zoom out or in I crash to desktop after the following message

4. Error in SaveLocation. Error 6 Generated by Aurora. Overflow.

I was not doing anything strange, still stuck in Sol. I did not even do grav surveys yet.
Is it possible you are zoomed in a long way? Try pressing the Min Zoom button near the top right of the system map.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Hagar on February 28, 2010, 11:14:17 PM
After creating a brigade HQ, I cannot rename the HQ.  The rename widow comes up but the name I type there gets assigned to the last unit I had selected (not the brigade HQ).  If I create a second brigade HQ then I can rename the second one on the list but not the first one.
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 01, 2010, 09:40:28 AM
Getting the following errors:

Error in cmdDelete_Click
Error 3420 was generated by DAO.Recordset

Found an Earth-like planet and changed its name despite it being inhabited by aliens. The error comes up when I try to abandon the colony that's apparently generated by the name change. It repeated seemingly endlessly: I forcibly closed Aurora after 200 or so tries to get the error window to go away.

Error in cmdPause_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

This happens once whenever I try to pause an ongoing research project.
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 01, 2010, 10:17:12 AM
Quote from: "Shadow"
Error in cmdPause_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

This happens once whenever I try to pause an ongoing research project.
Reproduced and fixed for v5.02. This is just a display error and won't affect your game.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 01, 2010, 10:23:54 AM
Quote from: "Shadow"
Getting the following errors:

Error in cmdDelete_Click
Error 3420 was generated by DAO.Recordset

Found an Earth-like planet and changed its name despite it being inhabited by aliens. The error comes up when I try to abandon the colony that's apparently generated by the name change. It repeated seemingly endlessly: I forcibly closed Aurora after 200 or so tries to get the error window to go away.
I can't reproduce this one yet. I have created a colony on a world populated by another Empire, then renamed it and abandoned the colony. I also tried just renaming an alien-population world but no colony was created and there were no errors. Something else is going on here. In particular the creation of a colony seems strange if you didn't create it. Can you remember anything else that happened in the game with regard to this particular planet?

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 01, 2010, 10:27:20 AM
Quote from: "Hagar"
After creating a brigade HQ, I cannot rename the HQ.  The rename widow comes up but the name I type there gets assigned to the last unit I had selected (not the brigade HQ).  If I create a second brigade HQ then I can rename the second one on the list but not the first one.
I can't reproduce this one as I can rename the 1st unit without any problems. Just to clarify, it doesn't matter how many units you have or what order you click them in, the first one on the list cannot be renamed? Or is this specific unit the problem rather than whichever is first on the list?

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 01, 2010, 10:28:59 AM
Quote from: "kongxinga"
PLaying 5.01.

I cant see any planets anymore. Just a blue screen. Everytime I pass time, 3 errors pop up every increment. they are

1. error in CentreOnLocation. Error 6 Generated by Aurora Overflow.
2. error 1 comes again.
3. Error in DHM Error 6 Generated by Aurora Overflow.

I think this is yet another unsalvageable game.

If a zoom out or in I crash to desktop after the following message

4. Error in SaveLocation. Error 6 Generated by Aurora. Overflow.

I was not doing anything strange, still stuck in Sol. I did not even do grav surveys yet.


*edit*Thanks Steve, worked like a charm. Trying to reproduce the jumpgate constructor bug I mentioned with this game.
It's best to reply rather than edit as most of the time I won't notice the edit :)

I keep trying to eliminate the bug you mentioned by restricting the zoom in but it keeps re-appearing. I'll restrict the zoom-in a little more for v5.02

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Erik L on March 01, 2010, 10:44:18 AM
Quote from: "SteveAlt"
Quote from: "Hagar"
After creating a brigade HQ, I cannot rename the HQ.  The rename widow comes up but the name I type there gets assigned to the last unit I had selected (not the brigade HQ).  If I create a second brigade HQ then I can rename the second one on the list but not the first one.
I can't reproduce this one as I can rename the 1st unit without any problems. Just to clarify, it doesn't matter how many units you have or what order you click them in, the first one on the list cannot be renamed? Or is this specific unit the problem rather than whichever is first on the list?

Steve

I've had this issue to, though it is not consistent. Sometimes when I click the first unit, it doesn't "accept" the click and I end up renaming another unit.
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 01, 2010, 10:49:16 AM
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Quote from: "Hagar"
After creating a brigade HQ, I cannot rename the HQ.  The rename widow comes up but the name I type there gets assigned to the last unit I had selected (not the brigade HQ).  If I create a second brigade HQ then I can rename the second one on the list but not the first one.
I can't reproduce this one as I can rename the 1st unit without any problems. Just to clarify, it doesn't matter how many units you have or what order you click them in, the first one on the list cannot be renamed? Or is this specific unit the problem rather than whichever is first on the list?
I've had this issue to, though it is not consistent. Sometimes when I click the first unit, it doesn't "accept" the click and I end up renaming another unit.
v5.02 has the current name highlighted within the rename box so at least you will be able to see which unit you are renaming, until I pin this one down.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 01, 2010, 12:03:03 PM
Quote from: "SteveAlt"
Can you remember anything else that happened in the game with regard to this particular planet?
I may've renamed it before I found out there were aliens living there, but I'm not sure. I don't think anything else happened. They don't seem to have any ships around, and the colony may be tiny, considering the Thermal and EM signature: 55.

EDIT: I think I've come across another bug, this time much more serious. Every now and then, the game would hang when processing long turns (1+ days), often around the time NPRs fought elsewhere in the galaxy. But just now, the game has begun to refuse to process turns longer than 20 minutes. The game just stops responding indefinitely. I'll keep trying to advance time, hoping this problem goes away. :(

EDIT2: The problem's gone now, but it should be looked into, if at all possible. Maybe there's something wrong with the automatic sub-pulse selection, or the NPR-controlled time-skipping.
Title: Re: Official v5.0 Bugs Thread
Post by: Brian Neumann on March 01, 2010, 12:18:29 PM
As a work around for renaming brigade/division HQ units I will first add battalions to the hq then double click on the hq.  This hides all of the subordinate units.  I then click on the unit I want to change the name on again and it will let me do so.  

Brian
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 01, 2010, 12:48:53 PM
Oh, one detail about the problematic colony. To rename it, I went into the System View window and used the Rename Body option.

And I just realized about the Ban Body option, which would've been useful to keep civilian companies from shipping colonists there, but it's too late: they already have. :x
Title: Re: Official v5.0 Bugs Thread
Post by: Hawkeye on March 01, 2010, 01:17:13 PM
Quote from: "SteveAlt"

I can't reproduce this one as I can rename the 1st unit without any problems. Just to clarify, it doesn't matter how many units you have or what order you click them in, the first one on the list cannot be renamed? Or is this specific unit the problem rather than whichever is first on the list?

I had this too occationaly.
I got in the habbit of clicking (selecting) another unit first, then clicking on the first one I realy want to rename. It usually works then.
It seems as if the first unit in the list is selected allready when you open the ground units tab, but not realy selected. Clicking on it right away will not change the "semi-select" to full select. But if I select a different one first, the "semi-select" is removed and I can then "real-select" the first unit on the list.
I hope someone undestands what I mean :)
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on March 01, 2010, 04:05:46 PM
Error In Display System Bodies
Error 6 was generated by Aurora
Overflow

Happens when i turn on passive sensors in f3 system screen (under sensors tab)

with the x100 setting selected

i have 50 tracking stations on earth.

I do remember this bug being spoke of in 4.91 bug list but for a different reason, (i think it was civilian ships???) , and i thought it was fixed, but its not entirely fixed when the sensor range apparently reaches out past max zoom out level.
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 01, 2010, 04:16:56 PM
Might've found something else. Teams seem to be behaving oddly. I dropped an espionage team and a diplomatic one in the aforementioned alien planet (which I've deemed Oasis) a good while ago, but they seem to not exist and exist at the same time now. They don't appear in the Teams / Academy screen of any colony, and their members can't be chosen for new teams.

However, the members themselves exist, according to the Officer Corps screen, and are in fact still assigned to the half-vanished teams. Another odd detail is that at least the team leaders (can't remember the names of their subordinates) are on Earth, despite having been dropped in Oasis. Neither team can't be picked up by any ship, but the diplomatic one can still be assigned via the Diplomacy screen.

Bizarre. Could this be related to the errors caused by my abandon attempt back then? Perhaps the game half-deleted the team before the error stopped it. Or something.
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 01, 2010, 04:28:48 PM
Quote from: "SteveAlt"
I keep trying to eliminate the bug you mentioned by restricting the zoom in but it keeps re-appearing. I'll restrict the zoom-in a little more for v5.02

Something to be aware of, Steve:  a while back (probably late 4.9x) I had a system with a distant binary which hit floating point issues at a different zoom level than is typical.  When I'm setting up my pickets, I normally zoom in so that their detection radius fills most of the screen (so I can set a waypoint that's offset by a detection radius from the WP).  Normally this works ok, but in this system IIRC I had to stop zoom one level before the one I normally go into.  I didn't think of it as a big deal at the time, since the binary was a significant fraction of a light-year out, and I figured that the binary was setting the scale that controls the dynamic range of the system.  If you're trying to stomp out zoom bugs, though, then you should probably be aware of this effect.

John
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 01, 2010, 04:34:53 PM
Quote from: "Hawkeye"
Quote from: "SteveAlt"

I can't reproduce this one as I can rename the 1st unit without any problems. Just to clarify, it doesn't matter how many units you have or what order you click them in, the first one on the list cannot be renamed? Or is this specific unit the problem rather than whichever is first on the list?

I had this too occationaly.
I got in the habbit of clicking (selecting) another unit first, then clicking on the first one I realy want to rename. It usually works then.
It seems as if the first unit in the list is selected allready when you open the ground units tab, but not realy selected. Clicking on it right away will not change the "semi-select" to full select. But if I select a different one first, the "semi-select" is removed and I can then "real-select" the first unit on the list.
I hope someone undestands what I mean :)

Me five (if I've counted correctly).

My experience is more along the lines of Erik's - I just keep clicking until it "sticks".  The reason I'm quoting Hawkeye's mail is the bit about selection troubles with the first items in a list - I might be wrong, but I think I've noticed similar things with the errors selecting officers from the "ranked by skill" list on the right (there seem to be certain officers that pop up an error on that side, and they seem to congregate near the top of the list - I can post the actual error the next time I see it if you're not familiar with it - I think it's been posted before).

John
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 01, 2010, 04:38:04 PM
Quote from: "Shadow"
Might've found something else. Teams seem to be behaving oddly. I dropped an espionage team and a diplomatic one in the aforementioned alien planet (which I've deemed Oasis) a good while ago, but they seem to not exist and exist at the same time now. They don't appear in the Teams / Academy screen of any colony, and their members can't be chosen for new teams.

Note that anything you put onto a body must be contained within one of your colonies.  In other words, you aren't actually dropping those teams onto the body, you're putting them in a colony (that belongs to you, not to the aliens) on the body.  When you deleted the colony, you essentially evacuated or destroyed everything inside the colony, including the teams.  My recollection is that Steve recently put code in place to magically teleport such "orphaned" teams back to your home world - it sounds like he missed a few spots.

John
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 01, 2010, 10:46:12 PM
News Report:  "30th March, 2217 - A purge of the officer corps was instituted today by the Federation Government...."

Ok, this is a bit weird - I just had 4 army colonels get RIF'd.  I'm on a 24 month update, so the usual time for the purges/reassignments is in January of even-numbered years.  Didn't have anyone else get RIF'd, nor did anyone get reassigned.  I had made some brigade-commander reassignments after the previous econ update, but I don't see why that should trigger the RIF code.

John

Note to self: the pre-RIF DB is "save012" if Steve wants a copy of it.
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 01, 2010, 11:16:08 PM
Success! :D

[center:36euf9iv]|--------------------------------------------------------------------------------------------|

(http://img.photobucket.com/albums/v455/ShadowB/Misc/aurora_medoasis.jpg)
Oasis Liberation Ribbon
Promotion value: 100

Awarded to officers who fought for the Terran Federation in the Battle of Oasis.

5th June 2044 -- 21st July 2044

|--------------------------------------------------------------------------------------------|[/center:36euf9iv]

But fear not! This is, in fact, a bug report. My relations with the aliens (The Empire of Kaluga, in case I hadn't mentioned it before) haven't deteriorated at all despite the Battle of Oasis. They still have a neutral stance towards me, and the relations keep getting warmer. And the fact they still exist after such engagement suggests Oasis was merely one of their colonies (a theory that's further reinforced by the fact there were no civilians living on Oasis, and the contracts section had one demanding for deep space tracking stations).

As for the half-vanished teams, I managed to find their members fairly easily (they were among the best diplomats/spies) through the Officer Corps screen. I worked around the problem by simply unassigning them and recreating the teams.
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 02, 2010, 08:48:59 AM
Quote from: "sloanjh"
Quote from: "Hawkeye"
I had this too occationaly.
I got in the habbit of clicking (selecting) another unit first, then clicking on the first one I realy want to rename. It usually works then.
It seems as if the first unit in the list is selected allready when you open the ground units tab, but not realy selected. Clicking on it right away will not change the "semi-select" to full select. But if I select a different one first, the "semi-select" is removed and I can then "real-select" the first unit on the list.
I hope someone undestands what I mean :)
Me five (if I've counted correctly).

My experience is more along the lines of Erik's - I just keep clicking until it "sticks".  The reason I'm quoting Hawkeye's mail is the bit about selection troubles with the first items in a list - I might be wrong, but I think I've noticed similar things with the errors selecting officers from the "ranked by skill" list on the right (there seem to be certain officers that pop up an error on that side, and they seem to congregate near the top of the list - I can post the actual error the next time I see it if you're not familiar with it - I think it's been posted before).
I have reproduced it now. I have fixed it by automatically making the 1st unit in the list the active unit when the F2 window is first loaded. In v5.02, if you open the window and press Rename without selecting a ground unit, you should see the name of the 1st unit appear in the rename box.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 02, 2010, 11:02:00 AM
By the way, I apologize if I'm reporting stuff that's actually working as designed, but I'm too much of a newbie to realize. :oops:

Some guys at the Bay12 forums think the reason my relations with the Kalugans haven't deteriorated after my invasion is that the aliens didn't have any sensor equipment on the planet, so couldn't identify the attacking force before they were wiped out.
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 02, 2010, 11:57:10 AM
NPRs were not suffering fire delays after transiting a jump point. Fixed for v5.02

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: SteveAlt on March 02, 2010, 11:58:26 AM
Quote from: "Shadow"
By the way, I apologize if I'm reporting stuff that's actually working as designed, but I'm too much of a newbie to realize. :oops:

Some guys at the Bay12 forums think the reason my relations with the Kalugans haven't deteriorated after my invasion is that the aliens didn't have any sensor equipment on the planet, so couldn't identify the attacking force before they were wiped out.
If it was ground combat only, that might be the problem. I think I added hostility checks to ship combat and planetary bombardment but I may have missed ground combat.

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: IanD on March 02, 2010, 02:47:52 PM
Still recovering unknown and unknowable components from wrecks! Saw this in 4.91

[attachment=0:8mjsnvz1]Tech Download 2.jpg[/attachment:8mjsnvz1]

Regards
Title: Re: Official v5.0 Bugs Thread
Post by: Laurence on March 02, 2010, 02:50:45 PM
Quote from: "SteveAlt"
NPRs were not suffering fire delays after transiting a jump point. Fixed for v5.02

Steve

Ah, I was wondering why my slobs always took forever to open fire but the enemy didn't.  I figured I was just wasn't trained up enough.  :D
Title: Re: Official v5.0 Bugs Thread
Post by: Shadow on March 02, 2010, 04:02:11 PM
Quote from: "SteveAlt"
Quote from: "Shadow"
By the way, I apologize if I'm reporting stuff that's actually working as designed, but I'm too much of a newbie to realize. :oops:

Some guys at the Bay12 forums think the reason my relations with the Kalugans haven't deteriorated after my invasion is that the aliens didn't have any sensor equipment on the planet, so couldn't identify the attacking force before they were wiped out.
If it was ground combat only, that might be the problem. I think I added hostility checks to ship combat and planetary bombardment but I may have missed ground combat.

Steve
Yeah, it was only ground combat. I unloaded two full brigades on my side of the planet (Oasis) while both of us had a Neutral stance towards each other, and then I changed to Hostile and ordered the attack. The Kalugans were still Neutral for sometime after my victory, but at some point they switched their stance to Hostile. Maybe they found out about the attack, or they were simply reciprocating my own change of stance (given the relations were still around +90).

I think I've found something else, too, maybe related to my ghost diplomatic team. I encountered another species recently, a hostile encounter that led to the destruction of my scout ship, and made the relations plummet to around -185. That's fine, but I assigned a diplomatic team to that race (V1581 Cygni Aliens #989) so that I could at least learn their official name. After several fruitless attempts, I gave up and unassigned the team, whose leader was the same as the ghost one's (which still showed up in the Diplomacy screen, with a rating of 0). Thing is, I keep receiving communication attempt reports every 5 days, even though there's no team assigned to those aliens anymore.
Title: Re: Official v5.0 Bugs Thread
Post by: Hawkeye on March 02, 2010, 11:50:17 PM
You don´t need a diplomatic team to try to learn their language.
This work is done by xenolinguists at your homeworld, analysing the <messages/broadcasts/tv/radio/whatever> your <scouts/listning devices/deep cover moles/you name it> are picking up. And yes, all of this is abstracted and will be running in the background.
Title: Re: Official v5.0 Bugs Thread
Post by: Charlie Beeler on March 03, 2010, 12:07:58 PM
V5.01  Database does have changes to tech table.  Turret tracking speeds and cost, Gauss Cannon sizes, velocities, and rate of fire.  Nothing laser related.

Just had an NPR 'bombard' one of my PDC's with lasers and do damage.
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 03, 2010, 08:17:27 PM
One of my NPRs seems to be hitting a rough spot.  I'm getting "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'"

Background:  I was toodling along using automated 1-day updates, 17 years into my conventional start with 1 NPR (5.01).  On the 5th day of an update cycle, Aurora hung (or at least took more than an hour :-) ).  I ctrl-c'd out, restored the DB from the previous econ update, ran the 4 1-days that worked, saved the DB, then dropped to 20minute increments for the day that hung.  It worked its way through the hang, but then gave the error mentioned above (probably about a dozen times) - this was last night.  Using SM and designer mode, I saw that one of my NPR had run out of minerals and was having mineral shortages, so today I restored to the preceding DB, gave all the NPR lots of all minerals, and ran the 1-day update again.  It didn't hang this time, but still gave the 3201 error above.  I'll zip up the DB and send it to you (Steve) - I'm planning to play on.

[pause for 5-day update]  Ok, I just advanced through another econ update and everything seems to be ok

John
Title: Re: Official v5.0 Bugs Thread
Post by: Charlie Beeler on March 04, 2010, 12:09:06 PM
Same modified database.  V5.01  Real Stars with Sol system.

The game has 6 races on Earth,  Player race plus 5 TN NPR's.  I've intiated hostile activities between the player race (North American Repubic) and 1 NPR (Russian Federation).  

The "war" has been going for about 2 years since I discovered that the NAR lacked enough ground combat strength to force the RF to surrender.  Currently avoiding bombardment of the RF, instead waiting while building up the ground forces to be strong enough to finish the job.  

Issues so far
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on March 04, 2010, 12:58:47 PM
Getting the following errors in a new game ive tried. It maybe linked to difficulty of NPR's?

using difficulty 200% and 190% and i keep getting the following errors. my first game i had 5 npr's at system generation and i got 5 get wealth errors. now i have 1 and get 1 get wealth error.

Error in UpdateWealth
Error3421 was generated by DAO.Field
Data type conversion error.


Error in getpopulationsignature
error 6 was generated by aurora
overflow
Title: Re: Official v5.0 Bugs Thread
Post by: IanD on March 04, 2010, 04:50:30 PM
Steve
Just had Aurora hang for 2.5+ hours, when I terminated the program and restarted it was at a point it should have exited the continuous turn process, but hadn't. I had the program hang yesterday for a similar time, so not an isolated incident. I have sent you the database. Sorry if it’s a wild goose chase.

Edit. May be linked to increments of 40 seconds.

Regards
Title: Re: Official v5.0 Bugs Thread
Post by: kongxinga on March 04, 2010, 09:02:00 PM
I am getting these 2 errors each time I pass the time. This is 5.01, and I was messing with SM mod a bit, so it may have messed up the game.

Error in UpdateWealth.
Error 11 was generated by Aurora.
Division by Zero.

Error in CreateNPRTeam
Error 3421 was generated bu DAO.Field
Data type conversion error.

The exact messing around is adding a few more systems from the game info page, fast OOBing some ships, and mineral cheating to support the insane amount of maintenance needed for my 500 new ships.


The UpdateWealth error is a frequent one that pops up in several versions.
Title: Re: Official v5.0 Bugs Thread
Post by: Blades on March 10, 2010, 11:40:51 AM
I dont see a 5.01 bug thread
(New user installed 5.01 seems to be working fine)
First game (low tech) fine, made neeb mistakes. Used SM to add techs to figure what i really needed. Started over.
2nd game (high tech) studied the tech.
3rd game (low tech) my ICBM PDC missle bases are now called class tribal (not by me) and each give an event that they are out of fuel every month.
After finishing Trans-newtonion and adjusting research, shipyard & industy tasks (and finished a finacial centre & added a slipway) (17 months into the game) i got:
Error in CalculaetRefitCost
Error 3021 by DAO.Field
No current record.
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on March 10, 2010, 12:16:17 PM
Quote from: "Blades"
I dont see a 5.01 bug thread
(New user installed 5.01 seems to be working fine)
First game (low tech) fine, made neeb mistakes. Used SM to add techs to figure what i really needed. Started over.
2nd game (high tech) studied the tech.
3rd game (low tech) my ICBM PDC missle bases are now called class tribal (not by me) and each give an event that they are out of fuel every month.
After finishing Trans-newtonion and adjusting research, shipyard & industy tasks (and finished a finacial centre & added a slipway) (17 months into the game) i got:
Error in CalculaetRefitCost
Error 3021 by DAO.Field
No current record.
Was that a one-off error message or is it popping up regularly? And just to ask the obvious :), were you doing anything with regard to refits when the error popped up?

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Steve Walmsley on March 10, 2010, 12:18:58 PM
Quote from: "IanD"
Still recovering unknown and unknowable components from wrecks! Saw this in 4.91

[attachment=0:1t84n9e1]Tech Download 2.jpg[/attachment:1t84n9e1]

Regards
I am doing some salvaging in my own game at the moment so I should be able to track this problem down if it appears

Steve
Title: Re: Official v5.0 Bugs Thread
Post by: Journier on March 10, 2010, 12:48:29 PM
Quote from: "Steve Walmsley"
Quote from: "Journier"
1x

Error in CheckAvailableWorkers
Error 6 was generated by Aurora
Overflow

ask me about any settings I may have please, nothing i did was really out of the ordinary :/

2x

Error in NPRPopPlanning
Error 6 was generated by Aurora
Overflow
How large a population does your race have at the moment?

Steve

IIRC it had 400 million.
whatever 400 counts for in this game is what i was starting with.

ETA-

Just checked and the errors are occurring with 800+ million pop on earth... but yea. here is the database file

http://dl.dropbox.com/u/5151869/Aurora%20Succession1.rar
Title: Re: Official v5.0 Bugs Thread
Post by: Blades on March 10, 2010, 12:43:57 PM
Was that a one-off error message or is it popping up regularly? And just to ask the obvious , were you doing anything with regard to refits when the error popped up?

once only (so far). Have not refit anything yet, but played with the ship design and might have done so by accident if that is where it is done.

I did delete my first game and made my third game with the same name. So it might be something left in the database.
Title: Re: Official v5.0 Bugs Thread
Post by: sloanjh on March 10, 2010, 01:45:49 PM
Quote from: "Blades"
3rd game (low tech) my ICBM PDC missle bases are now called class tribal (not by me) and each give an event that they are out of fuel every month.
Did you design a class (in F5 screen) that you decided to call tribal?  If so, what probably happened is that you unlocked the PDC design and started editing it (rather than making a new/copied class to edit).

John