Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on April 15, 2010, 08:19:48 PM

Title: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 15, 2010, 08:19:48 PM
Please post bugs for v5.10 in this thread. Alsom please read the bug posting advice here before before posting.

viewtopic.php?f=11&t=1930 (http://aurora.pentarch.org/viewtopic.php?f=11&t=1930)

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Maximillian on April 16, 2010, 12:37:34 AM
Quote from: "Steve Walmsley"
Please post bugs for v5.10 in this thread.


At game start:


Error in GetPrecursorID

Error 3061 was generated by DAO.Database
Too few parameters.  Expected 1.

3-4 error 91

Error in StarSwarmID

3-4 error 91



and:


?Spoiler?







Error in SpecialNPRID (not the exact name, but I'm sure you can recognize it)


I can click through them and get to create new game and then get this error:

Error in CreateRace

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

Error in AddKnownSpecies

Error 3078 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query 'KnownSpecies'.  Make sure it exists and that its name is spelled correctly.


Error 91 x7

Can click through those and start the game, more of the same, got to load the game, clicked on System Map and it couldn't load the system graphic.
Title: Bad Description for Genome Seq. Res.
Post by: AndonSage on April 16, 2010, 12:46:50 AM
I'm going over Research projects in 5.10, and found the following:

Genome Sequence Research has a bad description. It just says "A background tech that allows research into" and doesn't finish the description.

Fire Control 25% Size 25%r Range has an extra 'r' after the % and before Range.

The following Conventional technologies (i.e. given as part of a Conventional game) are available to research in a Trans-Newtonian game, but I think they should either be given as part of a TN campaign, or not available in a TN game:
Missiles / Kinetic Weapons: Conventional ICBM
Missiles / Kinetic Weapons: ICBM Silo
Sensors and Fire Control: ICBM Launch Control

The Research technology descriptions really need a going over, to fix spelling and incorrect / missing descriptions. Would you like me to go over them and list all the problems, or is it easier for you to just go over all of them?

BTW, thanks for adding the Biology / Genetics category :)
Title: Re: Official v5.10 Bugs Thread
Post by: The Shadow on April 16, 2010, 03:08:10 AM
I created a race adjusted to 40% less gravity, and the numbers are haywire... It's listed as needing -0.10 to 1.3 g's, which naturally makes the System Generation and Display screen light up even very small chunks.  (Though, interestingly, the Potential Colonies screen seems to get things right, even though it lists the wrong set of gravities.)

Even the Environment/GMC tab in Production lists the wrong gravity range (and *calls* it the 'Oxygen Range' again), though the correct values of .18 to 1.02 were listed when I researched it.

Also, the number of GMC's on a colony doesn't seem to be listed anywhere, and they aren't listed as an item that cargo ships can load.

On an unrelated note... Naval Officers now have political titles like President, Prime Minister, and so on - this seems very odd.  I wonder if these titles were intended for Civilian Administrators?  (Also, why on earth is the lowest rank called 'Dictator'?)
Title: Re: Official v5.10 Bugs Thread
Post by: AndonSage on April 16, 2010, 03:41:47 AM
On the F3 System Map, the Diplomacy button (Alien Head, button #15) and the Intelligence on Alien Classes button (last button on bar) both still open the same screen and tab (was this way in 5.02 also): Intelligence and Foreign Relations screen, Political Relations tab. I'm thinking the Intelligence on Alien Classes button should open the same screen, but a different tab... either Tactical Intelligence or Strategic Intelligence.
Title: Re: Official v5.10 Bugs Thread
Post by: AndonSage on April 16, 2010, 04:55:23 AM
On the Leaders screen, the Eligible Only checkbox (below the Potential Assignments box) is not working for Civilian Administrators (Naval and Ground Forces Officers are working ok). Earth requires an A3, but clicking on any A3 or higher Civilian Administrator in the 'Seniority of officers within the selected rank' box still does not show Earth as a potential assignment when the Eligible Only check box is checked.
[attachment=0:18867tl2]Eligible_Only_Error.png[/attachment:18867tl2]
Title: Re: Official v5.10 Bugs Thread
Post by: AndonSage on April 16, 2010, 06:06:30 AM
On the Leaders screen, when the Add New button for Personality Traits is clicked, the Unassigned Officers Only checkbox is not cleared. Also, Personality Traits already selected are still shown in the Select New Trait list (this isn't a big deal, but figured I'd mention it since I was reporting the checkbox). Since trying to choose an already selected trait generates a message, it may just be the way you decided to handle things, because the programming required to not list already chosen traits wasn't worth the hassle.
[attachment=0:2jt52y05]Unassigned_Officers_Error.png[/attachment:2jt52y05]
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 08:26:28 AM
Quote from: "Maximillian"
Quote from: "Steve Walmsley"
Please post bugs for v5.10 in this thread.


At game start:


Error in GetPrecursorID

Error 3061 was generated by DAO.Database
Too few parameters.  Expected 1.

3-4 error 91

Error in StarSwarmID

3-4 error 91



and:


?Spoiler?







Error in SpecialNPRID (not the exact name, but I'm sure you can recognize it)


I can click through them and get to create new game and then get this error:

Error in CreateRace

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

Error in AddKnownSpecies

Error 3078 was generated by DAO.Database
The Microsoft Jet database engine cannot find the input table or query 'KnownSpecies'.  Make sure it exists and that its name is spelled correctly.


Error 91 x7

Can click through those and start the game, more of the same, got to load the game, clicked on System Map and it couldn't load the system graphic.
It sounds like you don't have the correct database file. Did you copy over the Stevefire.mdb file from the new patch? If you did, you should have seen an example game called "A Space Race"

Steve
Title: Re: Bad Description for Genome Seq. Res.
Post by: Steve Walmsley on April 16, 2010, 08:34:26 AM
Quote from: "AndonSage"
I'm going over Research projects in 5.10, and found the following:

Genome Sequence Research has a bad description. It just says "A background tech that allows research into" and doesn't finish the description.

Fire Control 25% Size 25%r Range has an extra 'r' after the % and before Range.

The following Conventional technologies (i.e. given as part of a Conventional game) are available to research in a Trans-Newtonian game, but I think they should either be given as part of a TN campaign, or not available in a TN game:
Missiles / Kinetic Weapons: Conventional ICBM
Missiles / Kinetic Weapons: ICBM Silo
Sensors and Fire Control: ICBM Launch Control
Fixed for the next database release.

Quote
The Research technology descriptions really need a going over, to fix spelling and incorrect / missing descriptions. Would you like me to go over them and list all the problems, or is it easier for you to just go over all of them?
If there is anything you spot, I can correct it. I will try to go through them but my time is limited at the moment.

Quote
BTW, thanks for adding the Biology / Genetics category :)
No problem. I will be interested to see how players make use of it.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 08:37:25 AM
Quote from: "The Shadow"
On an unrelated note... Naval Officers now have political titles like President, Prime Minister, and so on - this seems very odd.  I wonder if these titles were intended for Civilian Administrators?  (Also, why on earth is the lowest rank called 'Dictator'?)
Which theme are you using?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 08:57:22 AM
Quote from: "The Shadow"
I created a race adjusted to 40% less gravity, and the numbers are haywire... It's listed as needing -0.10 to 1.3 g's, which naturally makes the System Generation and Display screen light up even very small chunks.  (Though, interestingly, the Potential Colonies screen seems to get things right, even though it lists the wrong set of gravities.)

Even the Environment/GMC tab in Production lists the wrong gravity range (and *calls* it the 'Oxygen Range' again), though the correct values of .18 to 1.02 were listed when I researched it.
The gravity percentage range was being saved as the absolute range. I've fixed it and will put out a v5.11 later today. "Oxygen Range" on the F2 window is a typo.

Quote
Also, the number of GMC's on a colony doesn't seem to be listed anywhere, and they aren't listed as an item that cargo ships can load.
GMC are listed on the summary tab and appear as a an item to be loaded on the orders window, assuming they exist at the colony. Dumb question time but I have to ask :). Have you built any yet?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 09:00:20 AM
Quote from: "AndonSage"
On the Leaders screen, the Eligible Only checkbox (below the Potential Assignments box) is not working for Civilian Administrators (Naval and Ground Forces Officers are working ok). Earth requires an A3, but clicking on any A3 or higher Civilian Administrator in the 'Seniority of officers within the selected rank' box still does not show Earth as a potential assignment when the Eligible Only check box is checked.
[attachment=0:hm25vp24]Eligible_Only_Error.png[/attachment:hm25vp24]
Not sure what is happening here as this is working perfectly on my version. Could you post a screenshot of the entire window?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 09:05:42 AM
Quote from: "AndonSage"
On the Leaders screen, when the Add New button for Personality Traits is clicked, the Unassigned Officers Only checkbox is not cleared. Also, Personality Traits already selected are still shown in the Select New Trait list (this isn't a big deal, but figured I'd mention it since I was reporting the checkbox). Since trying to choose an already selected trait generates a message, it may just be the way you decided to handle things, because the programming required to not list already chosen traits wasn't worth the hassle.
Fixed the checkbox problem for v5.11. The full trait list is always loaded but hidden from view. It was just easier than reloading it every time a different commander is selected.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on April 16, 2010, 09:52:29 AM
I think there is a problem with technology corrupting either in design or in transfer between allies, I have been transferring technology between races and several races have ended up with technology which was not developed by any of them
Compact ECM 4 and Compact ECCM 4 (I only have ECM 3 and ECCM 3)
Compressed Fuel storage (No ruins have been investigated and no Precursor wrecks salvvaged)
There are also some unnusual problems with gauss cannon which could be user error or corruption  I am saw I designed them as  ROF 4 weapons but they are listed under ship design as ROF 3



Also it looks like Armoured Fuel Bunkers cannot be fitted to PDC's although fuel storage can
Title: Re: Official v5.10 Bugs Thread
Post by: rdgam on April 16, 2010, 12:54:57 PM
In version 5.11 with your SPACE RACE game.

When a Task Group turns on Task Force Training,  the next moves error with Orders not Possible: Destination waypoint not found for "task group".
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 16, 2010, 02:20:29 PM
Quote from: "rdgam"
In version 5.11 with your SPACE RACE game.

When a Task Group turns on Task Force Training,  the next moves error with Orders not Possible: Destination waypoint not found for "task group".
Finally tracked this one down. TGs in training use temporary waypoints that are created just for the duration of the increment. The problem is that when I load the waypoint table to create the new waypoint, there is a check (that shouldn't be there) to see if any waypoints exist. If no waypoints exist, the TG destination is not created and the above error is the result. The fix will be in v5.13 when I release it. In the meantime, there is an easy workaround. Just create a waypoint somewhere and don't delete it. That will allow the check to pass and the correct new WP will be created for TG training.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: The Shadow on April 16, 2010, 03:20:36 PM
Quote from: "Steve Walmsley"
Which theme are you using?

Oy.  I didn't realize themes changed the rank names, sorry.  I also forgot that I switched over to 'Nations of Earth' to give it a try.

All the same, those are rather weird names for naval officers. :)
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on April 16, 2010, 05:02:42 PM
In a standard conventional start if you disband or convert the "11th Low Tech Armour" ground unit you can no longer select the top row in the ground units tab.

I think the fallowing is the new feature that was added.
[spoiler:2bcrbyrw]If you try to move a task group to a stable wormhole they fly to the center of the sun.  Also I had two stable wormholes up and there was only one under system locations in the task groups window.  And lastly the new NPR tries to fire missiles in a nebula.[/spoiler:2bcrbyrw]
Title: Re: Official v5.10 Bugs Thread
Post by: AndonSage on April 17, 2010, 06:12:14 AM
Quote from: "Steve Walmsley"
Not sure what is happening here as this is working perfectly on my version. Could you post a screenshot of the entire window?
The Leaders screen is attached. An A6 Civilian Administrator is selected, the Eligible Only box is checked, and A3 Governor of Earth is not showing. It only shows when Eligible Only box is not checked.

While we're on this screen, I also noticed that the first promotion in Officer History always uses the year 2025, even if I chose a different starting year (e.g. 2050) when setting up the game.
Title: Re: Official v5.10 Bugs Thread
Post by: waresky on April 17, 2010, 11:05:48 AM
ive a Fighter Wings with inside 140 Shuttle,am try to Divide them in single for Assault Marines purpouse.

"ERROR 9 was generated by Aurora
Subscript out of range.."
Title: Re: Official v5.10 Bugs Thread
Post by: Father Tim on April 17, 2010, 11:54:11 AM
Quote from: "The Shadow"
All the same, those are rather weird names for naval officers. :)

Because that theme (and almost all others) predates the Naval / Civilian / Scientist / Ground Forces officer split.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 17, 2010, 12:58:39 PM
Quote from: "dooots"
In a standard conventional start if you disband or convert the "11th Low Tech Armour" ground unit you can no longer select the top row in the ground units tab.

I think the fallowing is the new feature that was added.
[spoiler:2nu4r2n3]If you try to move a task group to a stable wormhole they fly to the center of the sun.  Also I had two stable wormholes up and there was only one under system locations in the task groups window.  And lastly the new NPR tries to fire missiles in a nebula.[/spoiler:2nu4r2n3]
Both should be corrected in v5.13

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 17, 2010, 02:23:58 PM
Quote from: "AndonSage"
Quote from: "Steve Walmsley"
Not sure what is happening here as this is working perfectly on my version. Could you post a screenshot of the entire window?
The Leaders screen is attached. An A6 Civilian Administrator is selected, the Eligible Only box is checked, and A3 Governor of Earth is not showing. It only shows when Eligible Only box is not checked.
Sorry, I didn't read the original post properly and hadn't picked up on the setting of the eligible checkbox. I have reproduced it now and fixed it for v5.13

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Maltay on April 17, 2010, 05:43:57 PM
When I do a conventional start, I begin receiving this error on 1st January, 2030.  On four separate conventional starts, this happened four times.
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 18, 2010, 07:45:15 AM
In 5.12, If I zoom in on the system map while its set to display passive sensor ranges I get a Error 6 overflow in the couple of million km ranges. Nothing major, it seems, but annoying.
Also, it possible to enter 0 into the galaxy map's Gird Size box and get a divide by zero error if Line Up is clicked, which causes the game to crash. Maybe the game should check if Gird Size is zero and ignore it if it is.
I'm not 100% sure, but it seems Geological Survey Report will cause the game to crash if there are no known mineral bodies. Happened to me when I was setting up my custom race in SM, but I wasn't attentive enough to check the error. Sorry.
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 18, 2010, 11:23:54 AM
Whenever I use gg11.jpg as an image for an planet the came will perpetually crash when I enter the F9 System View. Weirdly enough I get an error that it can't find g11.jpg, coping gg11.jpg and changing the name to g11.jpg seems to work.
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on April 18, 2010, 01:56:03 PM
I did a pre-TN start.

I converted a low-tech unit into a cadre.  I then ordered that the cadre be turned into an Engineering unit.  When I saw how long it would take, I deleted the task.  The cadre is now gone.
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on April 18, 2010, 04:58:08 PM
If you create a second empire in Sol System ,say on Triton, the moon is immediately renamed Earth in the new empires economics screen, F9 screen etc.
Regards
Title: Re: Official v5.10 Bugs Thread
Post by: Father Tim on April 18, 2010, 05:09:31 PM
Quote from: "IanD"
If you create a second empire in Sol System ,say on Triton, the moon is immediately renamed Earth in the new empires economics screen, F9 screen etc.
Regards


Did you change the default empire name from "Terran Federation" and the default homeworld name from "Earth" when you created the second empire?
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on April 18, 2010, 08:43:20 PM
There seems to be a memory leak in the system maps screen (F3).  Opening and closing it slowly increase the memory use of Aurora in the Task Manager.  Also using the system maps screen for automated turns for one year on a conventional start raised the memory usage from 55ish MBs to 80ish MBs.  All that happened in that year was the research of TN tech and a few officer events.  After restarting Aurora I ran a few months from the economics screen (F2), and the memory usage stay at about 50 MBs. (I used 5 day increments the entire time)

I wouldn't have noticed but after a long session last night.  I went to turn off the computer and it told me something was still running.  I opened up Task Manager and there was Aurora slowly freeing up over 600 MBs of memory.  And I was still in the sol system when I quit playing.
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on April 19, 2010, 07:49:33 AM
I got a new error associated with ruins.

Error in Add Ruin Tech
Error 3061 generated by DAO.database
To few parameters expected 1...

and then followed by a bunch of error 91's

I also noticed that I had recovered a genetic modification center and the message continued on to say "And technical details of"  but no tech was recovered.  I had yet to reasearch the background tech for genetic engineering.  I am guessing that the program is looking to see what is already reasearched and finding nothing where it wants a value.

Brian

P.S.  I got the same error message and the only thing recovered this time was a genetic mod center.  I had previously (after the first time) given myself the background tech to unlock the field.  I have saved a copy of the db if you want it.
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on April 19, 2010, 07:59:28 AM
I am not positive if this is a bug or not, but I have dissasembled close to 300 items and have yet to receive any tech from them.  Each time the message sais that nothing is recovered, and I did check to see if I was getting some incremental rp instead, but there was no change there either.  Either I have been incredibly unlucky, or this is not working as intended.

Brian
Title: Re: Official v5.10 Bugs Thread
Post by: georgiaboy1966 on April 19, 2010, 10:13:06 AM
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 12:10:13 PM
Quote from: "Brian"
I got a new error associated with ruins.

Error in Add Ruin Tech
Error 3061 generated by DAO.database
To few parameters expected 1...

and then followed by a bunch of error 91's

I also noticed that I had recovered a genetic modification center and the message continued on to say "And technical details of"  but no tech was recovered.  I had yet to reasearch the background tech for genetic engineering.  I am guessing that the program is looking to see what is already reasearched and finding nothing where it wants a value.

Brian

P.S.  I got the same error message and the only thing recovered this time was a genetic mod center.  I had previously (after the first time) given myself the background tech to unlock the field.  I have saved a copy of the db if you want it.
I found it. There is a mistake in the SQL for recovering ruin tech. It should only affect recovery of genetic mod centres though. The fix will be in the next version.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 12:33:56 PM
Quote from: "georgiaboy1966"
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
They are supposed to be transferred to the conquered colony and the temp colony is deleted. The colony is identified as 'temp' if its has no populatons and no installations. I'll look into the problem.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 12:54:00 PM
Quote from: "Steve Walmsley"
Quote from: "georgiaboy1966"
v5.13

Have done 2 invasions now, and the invasion beachhead/temp colony is removed when invasion is completed. But the troops disappear with the temp colony.

Are they supposed to be transferred to the invaded people as garrison.

Or is the temp colony supposed to not have been deleted by the program.
They are supposed to be transferred to the conquered colony and the temp colony is deleted. The colony is identified as 'temp' if its has no populatons and no installations. I'll look into the problem.

Steve
Found it. The code for conquered/vanquished populations performs a few clean ups, including deletion of shipyard tasks, construction tasks, etc.. One of these clean ups is the deletion of any remaining ground units, Unfortunately, the transfer of the conquering ground units takes place before deletion of any ground units at that population - oops!

Fixed for next version. Also fixed are the two "Record Deleted" pop up errors after the conquest

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on April 19, 2010, 02:19:51 PM
Quote from: "Father Tim"
IanD wrote:
If you create a second empire in Sol System ,say on Triton, the moon is immediately renamed Earth in the new empires economics screen, F9 screen etc.
Regards


Did you change the default empire name from "Terran Federation" and the default homeworld name from "Earth" when you created the second empire?

Oops!  :oops: No I didn't, since it was a methane breather and I quite forgot that part as the race was to be deleted after producing one or two precursor-like ships.

Sorry!
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 03:20:12 PM
Quote from: "Brian"
I am not positive if this is a bug or not, but I have dissasembled close to 300 items and have yet to receive any tech from them.  Each time the message sais that nothing is recovered, and I did check to see if I was getting some incremental rp instead, but there was no change there either.  Either I have been incredibly unlucky, or this is not working as intended.
It's a bug. I'll fix it for v5.14

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Treebiter on April 19, 2010, 04:25:28 PM
I think this has been brought up elsewhere but commercial shipping on strike. I have a bunch of freighters having a party around earth. They are definitely not completing a round-trip between increments and I have set up no civilian contracts. I don't know if this is 5.10-specific but this is my first game using it and it's never happened before.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 04:56:33 PM
Quote from: "Treebiter"
I think this has been brought up elsewhere but commercial shipping on strike. I have a bunch of freighters having a party around earth. They are definitely not completing a round-trip between increments and I have set up no civilian contracts. I don't know if this is 5.10-specific but this is my first game using it and it's never happened before.
Do you have other colonies that they can reach? If your other colonies are in other systems, you will need jump gates.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 19, 2010, 04:56:53 PM
v5.14 is out btw

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Treebiter on April 19, 2010, 05:02:14 PM
It's very early into the game and I have a small colony on Mars. I've had a large inter-system network of civilian shipping in my last game so from experience I know it should be moving.
Title: Re: Official v5.10 Bugs Thread
Post by: AndonSage on April 20, 2010, 02:24:56 AM
Version 5.14:
I guess you missed this when I mentioned it earlier. A leaders's first promotion date always has 2025 as the year, no matter what starting date was chosen when the game was created. This is for all four types of leaders. The following image is from a game where I picked 2100 as the starting date:
[attachment=0:3v4o6h73]Leaders_Promotion_Error.png[/attachment:3v4o6h73]
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 20, 2010, 02:32:39 AM
5.14:
Technology Report window has both the Electronic Warfare and Cloaking Devices. Now I don't have any cloaking devices in this game yet, but aren't these categories essentially the same? ECMs and ECCMs show up on both categories.
Also, Technology Report window doesn't have a category for survey modules. Since survey modules aren't displayed anywhere in the Tech Report I can't make older modules obsolete to reduce clutter in the design window. Indeed, a lot of non-player-designed components aren't, which is for the most part fine, except for those components that are upgraded via background tech for which we should be able to mark obsolete the old components which we are unlikely to use.
Title: Re: Official v5.10 Bugs Thread
Post by: The Shadow on April 20, 2010, 03:34:31 AM
Quote from: "Xaoc"
5.14:
Technology Report window has both the Electronic Warfare and Cloaking Devices. Now I don't have any cloaking devices in this game yet, but aren't these categories essentially the same? ECMs and ECCMs show up on both categories.

No, they aren't at all the same.  ECM makes your ship harder to hit;  cloaking makes it harder to see in the first place.

Quote
Also, Technology Report window doesn't have a category for survey modules. Since survey modules aren't displayed anywhere in the Tech Report I can't make older modules obsolete to reduce clutter in the design window. Indeed, a lot of non-player-designed components aren't, which is for the most part fine, except for those components that are upgraded via background tech for which we should be able to mark obsolete the old components which we are unlikely to use.

You can obsolete old-tech geosurvey sensors and the like in the Class Design screen.  Look for the "Obsolete Comp" button and the "Show Obsolete" checkbox.
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on April 20, 2010, 06:59:52 AM
Engineering brigades are still listed as being under a brigade hq instead of a division hq.

Brian
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 20, 2010, 12:22:47 PM
Quote from: "Brian"
Engineering brigades are still listed as being under a brigade hq instead of a division hq.
That's intentional, although I need a better way to handle it. Perhaps a different name than Brigades.

Or something else I was considering is to have attached units at brigade and division level that don't count against the normal 4 unit maximum. Some form of artillery-equivalent, replacement unit, engineering, etc,. maybe even a type of air-defence.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 20, 2010, 01:36:04 PM
Quote from: "The Shadow"
Quote from: "Xaoc"
5.14:
Technology Report window has both the Electronic Warfare and Cloaking Devices. Now I don't have any cloaking devices in this game yet, but aren't these categories essentially the same? ECMs and ECCMs show up on both categories.

No, they aren't at all the same.  ECM makes your ship harder to hit;  cloaking makes it harder to see in the first place.

Ah, but then its even more obviously a bug. ECMs and ECCMs are listed on both categories and I used SM to create some cloak devices and sure enough, they're not listed in the 'cloak device' category in the Tech Report window. I personally don't care whether cloak devices are listed separately or not(they're listed together in the class design window), but the current setup is obviously buggy.

Quote from: "The Shadow"
Quote from: "Xaoc"
5.14:
Quote
Also, Technology Report window doesn't have a category for survey modules. Since survey modules aren't displayed anywhere in the Tech Report I can't make older modules obsolete to reduce clutter in the design window. Indeed, a lot of non-player-designed components aren't, which is for the most part fine, except for those components that are upgraded via background tech for which we should be able to mark obsolete the old components which we are unlikely to use.

You can obsolete old-tech geosurvey sensors and the like in the Class Design screen.  Look for the "Obsolete Comp" button and the "Show Obsolete" checkbox.

Oh, Thanks. I didn't notice that since it was shortened to 'Obso Comp'. He, he...

5.14:

Speaking of cloaking devices. The SMed 99.5% cloaking devices seem to work on all classes, regardless of size. A 24HS cloak seems to work just as well on a 20HS Corvette as a 200HS Freighter, reducing the TCS by 99,5% on both designs. I haven't tested whether it also works in action, but I'm a bit worried now, that the numbers in class design window might not all be correct.
Title: Re: Official v5.10 Bugs Thread
Post by: Elouda on April 21, 2010, 04:34:06 AM
I get an "Error 3070" when trying to open the Ships page and selecting a ship with a tractor beam, or opening the same page from the Task Group window by double clicking a ship with a tractor beam. After bypassing these errors, the Ships page will open, but the only targets available for linking by tractor beam are shipyards. I've included a screenshot in the link below. Maybe this is related to how you fixed tractor beams in the last patch?

Also, something else I thought to mention, I've noticed some scaling issues with text in some places. I'm running this on Windows 7 with a 1920 x 1080 resolution with standard size windows, and the text will display like in the image below. If I run it at "150% window size", this no longer occurs, but of course then it wont fit on my screen anymore. Not sure if this is just caused by the fact that I'm running said resolution on a 17" laptop or what (as it does not occur on my desktop), and its not a major issue, but I just thought I'd bring it up.

http://img219.imageshack.us/img219/1791/tugerror.png
Title: Re: Official v5.14 Bugs Thread
Post by: waresky on April 21, 2010, 04:35:13 AM
Wormholes:"Error in WormholeMoves"

Error 3265 was generated...DAO.fields

"Elemento non trovato in questo insieme" (element not found...)
Title: Re: Official v5.10 Bugs Thread
Post by: Tamunshin on April 22, 2010, 02:27:15 AM
Quote from: "Elouda"
I get an "Error 3070" when trying to open the Ships page and selecting a ship with a tractor beam, or opening the same page from the Task Group window by double clicking a ship with a tractor beam. After bypassing these errors, the Ships page will open, but the only targets available for linking by tractor beam are shipyards. I've included a screenshot in the link below. Maybe this is related to how you fixed tractor beams in the last patch?

I've had this bug as well,

After sending my engineless BDB's out on task force training I realised that they weren't actually capable of catching up with the planet they were stationed on so I built some tugs to pull them in, only whenever I clicked on the tug in the ships list window I would get that error message and nothing would show up in the 'create tractor link' dropdown. I eventually had to resort to SM'ing the bases back to the planet.
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 22, 2010, 10:21:14 AM
When I use my second monitor for some of the windows, like the task groups window, the windows will open up 'off-screen' after I close them on the second monitor. My second monitor is positioned on the upper left corner of the main monitor in the Windows display settings, this is to avoid my mouse 'accidentally getting lost' on the other screen. So, when I move an window, like the task groups window, to the second monitor and close it there and open it again, it will appear 'off-screen' 'below' the second monitor. See the image below for a visual explanation. The only way to get the 'off-screen' window back on-screen is to use the move function on the taskbar and then move the window with arrow keys till Its on-screen enough to be moved with the mouse. While not game-breaking, its still annoying.

[attachment=0:27szheao]Monitors.jpg[/attachment:27szheao]
Title: Re: Official v5.10 Bugs Thread
Post by: Randy on April 22, 2010, 02:38:00 PM
Just curious - but what would happen if you reversed the location of your primary and secondary monitors? IE put primary in top left, secondary in bottom right...
Title: Re: Official v5.10 Bugs Thread
Post by: Xaoc on April 22, 2010, 02:48:07 PM
Quote from: "Randy"
Just curious - but what would happen if you reversed the location of your primary and secondary monitors? IE put primary in top left, secondary in bottom right...

Hmm... I reversed the positions of my monitors and now it works without a hitch. Fancy that. Maybe I'll leave the monitors like this then, though getting used to the new positions will be a hassle.

On an unrelated note:

I know I'm going to get a reputation for being a nitpick with this, but 'landing craft' is listed twice in the hull selection drop-down in the class design window with default settings, 3.14.
Title: Re: Official v5.10 Bugs Thread
Post by: Elouda on April 25, 2010, 11:52:07 PM
Found this, its minor since you can choose not to use it, but still; You can set the production % for factories to above 100 percent for a single item. Just enter a % above 100 when nothing else is being produced and voila. This happened to me as I was intending to enter "40" into percentage and "200" into number, but transposed them and was shocked. I have only tried it for installations, but I assume it world work for components, PDCs and missiles too.
Title: Re: Official v5.14 Bugs Thread
Post by: paperjack on April 27, 2010, 12:47:51 PM
When launching the game, Error 3265 in cboGame was generated by DAO.fields: Elemento non trovato in questo insieme. (Element not found in this group.) appears
Title: Re: Official v5.14 Bugs Thread
Post by: Steve Walmsley on April 28, 2010, 03:43:09 AM
Quote from: "paperjack"
When launching the game, Error 3265 in cboGame was generated by DAO.fields: Elemento non trovato in questo insieme. (Element not found in this group.) appears
Did you run the v5.14 data update after updating to v5.14?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 28, 2010, 03:44:31 AM
Quote from: "Elouda"
Found this, its minor since you can choose not to use it, but still; You can set the production % for factories to above 100 percent for a single item. Just enter a % above 100 when nothing else is being produced and voila. This happened to me as I was intending to enter "40" into percentage and "200" into number, but transposed them and was shocked. I have only tried it for installations, but I assume it world work for components, PDCs and missiles too.
Fixed for next version

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on April 28, 2010, 03:48:00 AM
Quote from: "Xaoc"
I know I'm going to get a reputation for being a nitpick with this, but 'landing craft' is listed twice in the hull selection drop-down in the class design window with default settings, 3.14.
They have two different abbreviations: LCA (Landing Craft Assault) and LCU (Landing Craft Utility). I have expanded the names to match the abbreviations.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on April 28, 2010, 06:24:32 AM
I may have a bug.  I started with a conventional (pre-TN) start, with some ICBM missile bases.  I tried refitting one to a TN design, but after spending all the time and resources on it nothing appeared to have happened.

Also would be nice to have a way to scrap PDCs.
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on April 28, 2010, 01:52:20 PM
Quote from: "James Patten"
I may have a bug.  I started with a conventional (pre-TN) start, with some ICBM missile bases.  I tried refitting one to a TN design, but after spending all the time and resources on it nothing appeared to have happened.

PDC refits (at least for missile bases) have been broke for a while now.  What I do is spend the "money" to refit all the bases, then edit the ICBM missile base class (the "refit from" class) properties and delete the "refit to" class (that doesn't have any bases bound to it).

John
Title: Re: Official v5.14 Bugs Thread
Post by: Elvin on April 29, 2010, 05:08:16 PM
Quote from: "waresky"
Wormholes:"Error in WormholeMoves"

Error 3265 was generated...DAO.fields

"Elemento non trovato in questo insieme" (element not found...)


I am getting this error as well. It seems to pop up every few months ( 4 maybe? I'm not sure)
I haven't seen any stable wormholes open, I don't know if this is normal considering I'm at least 20 years into the game.
DB is available if needed.
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on May 02, 2010, 04:15:31 PM
If a TF is on its way to unload ground troops at a colony being used as the beachead for invasion and the Invasion succeeds casuing the colony to be removed the troops are unlaoded at the vanished colony and go into limbo although they can be trasnferred using the Transferground unit to PDC or population button
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on May 03, 2010, 01:37:13 AM
Had the following problem with "disappearing TG" at the beginning of my game:

1)  Completed building Beagle --> TG "alpha reserve".
2)  Added SY task "build Discovery --> alpha reserve"
3)  From fleet org tab of F12, added "GeoSurvey 001" to org chart
4)  Added Beagle to GeoSurvey 001
5)  Hit the "Branch+Sub" button to create new GeoSurvey 001 TG containing Beagle
6)  Unbeknownst to me, this appears to have deleted TG alpha reserve (which was empty after Beagle transfered out, but still had SY tasks attached).  This orphaned the target of the Discovery build, which I noticed later in several ways (e.g. Discovery task didn't have a target SY)
7)  When Discovery completed, threw a couple of ship-build errors and then went off to limbo.  This computer doesn't have Access, so I can't go in and see what's going on in the DB, but I assume the ship is there with no TG assigned.

What I'd like to have happen is for TG alpha reserve to be bound to my SY, and not be deleted when it goes empty.  I thought this was the behavior that had been going on previously (e.g. 5.0) 'cuz I didn't notice this problem in my previous game even though I used the pattern a lot.

John
Title: Re: Official v5.10 Bugs Thread
Post by: Malamis on May 03, 2010, 01:47:29 PM
4.90 > 5.10 > 5.14

Whensoever I open a tug's Ship menu to establish a tractor beam, I get the error "3070 PopulateOtherships" saying ShipID is not a recognised parameter according to the jet database, and then I can only tug shipyards.
Title: Re: Official v5.10 Bugs Thread
Post by: Malamis on May 03, 2010, 01:53:26 PM
PS. MsJet40.dll databse version is xp sp3's version 4.0.9511.0
Title: Re: Official v5.10 Bugs Thread
Post by: jocan2003 on May 03, 2010, 07:16:19 PM
The civilian Shipping line doesnt get ship name and produce a bunch of null error... its not much of a game killer but hell i cant access all information since most of the ship will have no name, and when i fast forward i get PopulateShip error, PopulateCommander error, Loadship error and so on. I think it happent once i sent a survey team to venus before a colony has been established.

If you want i can send you my database, using 5.14
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 04, 2010, 03:55:36 PM
Boggo2300 reported in this thread; http://aurora.pentarch.org/viewtopic.php?f=11&t=2279&p=22012&hilit=+task+force#p22012 That whenever he assigned a TG to a TF it automatically reverted to the original Fleet Headquarters TF.  I have encountered the same issue.  I can't find any other posts on the subject; anyone know if there is a work around?
Title: Re: Official v5.14 Bugs Thread
Post by: jocan2003 on May 04, 2010, 09:39:48 PM
Relate to my old bug report about the shipping line getting null reference on ship and so on.

Using some method i found your password for the database and i went to take a look. I realised that if the ship name is too long the shipping line will keep the whole name even if the name is too big. And it wont be written in the databse, wich will lead to null reference because name si too long.

Possible fix for it is to add a check if name bigguer than X character truncate the name or reduce the possible name lenght we can give in the design window.

My full ship name was "Freighter - 1kkms - 25k - 35b" if a shipping line would take the ship it was leading to a too long name. Hence no saving in dabase for the name wich lead to null ref

Thats pretty much it.
Title: Re: Official v5.10 Bugs Thread
Post by: jocan2003 on May 04, 2010, 10:55:10 PM
I hate the fact i cant edit but oh well...

Im sure it already has been reported but just in case, im using 5.14 and if i set my planet to supply terraforming station and another one to demand, neither of them will update as the civilian pick them up ( maybe relate to the fact there it doesnt update if it doesnt take a whole number? )
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on May 05, 2010, 02:11:51 AM
Quote from: "welchbloke"
Boggo2300 reported in this thread; http://aurora.pentarch.org/viewtopic.php?f=11&t=2279&p=22012&hilit=+task+force#p22012 That whenever he assigned a TG to a TF it automatically reverted to the original Fleet Headquarters TF.  I have encountered the same issue.  I can't find any other posts on the subject; anyone know if there is a work around?

Use the organization tab to form the TG.  It will come out with the correct TF.

John
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 05, 2010, 03:29:59 PM
Quote from: "sloanjh"
Quote from: "welchbloke"
Boggo2300 reported in this thread; http://aurora.pentarch.org/viewtopic.php?f=11&t=2279&p=22012&hilit=+task+force#p22012 That whenever he assigned a TG to a TF it automatically reverted to the original Fleet Headquarters TF.  I have encountered the same issue.  I can't find any other posts on the subject; anyone know if there is a work around?

Use the organization tab to form the TG.  It will come out with the correct TF.

John
Worked a charm, thanks John.
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on May 06, 2010, 08:00:38 PM
One of my Xeno teams recovered a Small Jump Gate Construction - 150 module from an abandoned colony.  In the design window it lists as 55,000 tons.  I started sending freighters over to bring it back to Earth.  Two or three freighters brought over a small percentage at a time (.234059602959 of it or so), so I figured eventually all of it would be brought over.

Eventually has never come.  I finally got impatient after 20 or so years of doing this and, using my god-like powers, assembled a massive freighter fleet (300,000 cargo spaces) at the colony, and loaded up the module.  It eventually loaded up 1.030405060 modules.  Yet the colony Stockpile window still has 1xSmall Jump Gate Construction listed.  I again used my godlike powers to bring the fleet to Earth and told it to unload.  Earth still has 0xSmall Jump Gate Construction stockpiled after the fleet finished unloading.

I would have disassembled it on the colony a long time ago, except I cannot colonize this colony and I know of no way of moving the knowledge from one planet to another.
Title: Re: Official v5.10 Bugs Thread
Post by: Decimator on May 07, 2010, 08:18:32 AM
Ok, so I made it to 2040 in my game, being a diplomatic guy, and an NPR granted me trade access. Pretty much my entire civilian fleet heads into their system to drop off goods. Then I get a message saying they revoked trade access due to worsening relations. The next increment, they blew up all my civilian ships in their system.  Presumably, they are seeing the civilian ships as military ships and dropping relations.

Original thread here: http://aurora.pentarch.org/viewtopic.php?f=19&t=2571
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 07, 2010, 02:03:41 PM
Version 5.14:
Error in GenerateSystem: Error 3265 generated by DAO.fields.  Item not in this collection.  Has only occured once so far and was caused by a NPR not me.
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 07, 2010, 03:20:10 PM
Version 5.14:
Error in GenerateSystem: Error 3265 generated by DAO.fields.  Item not in this collection.  Has only occured once so far and was caused by a NPR not me.
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on May 07, 2010, 06:04:24 PM
Regarding my Jump Gate module error above, I have more on this.

After transferring the module magically back to earth, it still had 0xJump Gate module.  I clicked Disassemble, and it went to -1xJump Gate...and continued counting down -2 etc.  I finally scrapped it and then it went away.
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on May 07, 2010, 06:22:27 PM
Quote from: "James Patten"
Regarding my Jump Gate module error above, I have more on this.

After transferring the module magically back to earth, it still had 0xJump Gate module.  I clicked Disassemble, and it went to -1xJump Gate...and continued counting down -2 etc.  I finally scrapped it and then it went away.

I think that this is known issue and is to do with the size of the module itself and the fact that the Access database can not handle the small fraction value that is produced when it is broken down into chunks for transport. I think it was rounding the fraction to such an extent as to make it never equal 1 again

Did you happen to copy the DB at any stage? May be an option to send it to Steve so he can have a look, I think he was trying to convert the data types for certain fields so they would handle the large components.
Title: Re: Official v5.10 Bugs Thread
Post by: laz on May 08, 2010, 10:43:29 AM
Oh no for some reason I can't get Aurora to start up I get this error message

Error 3343 was generated by DAO.Workspace

Unrecognised database format e:\documents and settings\All Users\Aurora\Stevefire.mbd

After I click ok I then get this

Error in updateGameLog
Error 91 was generated by Aurora

Object Variable or With Black Variable not set

This keeps coming up over and over won't let me get to the main choose game menu Hope I haven't lost my game It's been going for 125 years
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on May 09, 2010, 04:59:18 AM
Quote from: "laz"
Oh no for some reason I can't get Aurora to start up I get this error message

Error 3343 was generated by DAO.Workspace

Unrecognised database format e:\documents and settings\All Users\Aurora\Stevefire.mbd

After I click ok I then get this

Error in updateGameLog
Error 91 was generated by Aurora

Object Variable or With Black Variable not set

This keeps coming up over and over won't let me get to the main choose game menu Hope I haven't lost my game It's been going for 125 years

You didn't just upgrade to 5.14, did you?  If you did you need to update the data base.

If that's not it, it sounds like your DB is corrupt - maybe it's gone above the size limit (2Gb?).  I would save the bad database in case Steve wants to take a look at it, then go back to a previous saved version.  You have been making backup copies of the DB, right?  (See this thread for details viewtopic.php?f=100&t=2124 (http://aurora.pentarch.org/viewtopic.php?f=100&t=2124))

John

PS - If you respond to this post, please do so in a thread in The Academy - we try to keep the back-and-forth noise out of the bugs thread.
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on May 09, 2010, 05:06:35 AM
This is not quite a bug but may be unintended.
I have found an intact city ruin with about 1300 installations and for the last 15 years my engineers have been working away. The race building the city where TL4 , however by recovering automated mines and construction factories I have maxed out my construction rate and Mining rate which is considerably more than 4 levels of tech.
Title: Re: Official v5.10 Bugs Thread
Post by: Elvin on May 09, 2010, 02:03:51 PM
Quote
Unrecognised database format e:\documents and settings\All Users\Aurora\Stevefire.mbd

This might be a very simple typo on your part, but it should be .mdb, not mbd.
Title: Re: Official v5.10 Bugs Thread
Post by: Nabobalis on May 10, 2010, 11:23:40 AM
The map becomes very slow when I enable Max weapon range(ships) or the option underneath.

5.14 with a conventional start with Missile bases. Nothing else plus haven't done a turn yet.
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 10, 2010, 04:21:11 PM
5.14 - First automated commander assignments (24 months) and all of my research projects lost their scientists.  Also, all of my naval commanders have lost their history prior to the automated assigment.  2 of my commanders have lost the medals that they were awarded.
Edited to add: It looks like the 'Replace All' function has been run.  Don't know how that happened..... I certainly didn't do it  :?
Title: Re: Official v5.10 Bugs Thread
Post by: Samorin on May 11, 2010, 04:47:46 PM
v5.14
I had a stable wormhole appear in Sol. After some time three ships appeared and started ramming my ships. Then one of them reached earth, and rammed and destroyed my PDC. Maybe I am wrong and this is intended to work on PDCs. But I thought from the forum stories that PDCs are bases on the surface of the planet and I can't really imagine how that should work, except maybe by crash landing on the PDC.
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on May 11, 2010, 07:24:06 PM
It does not appear that I can change the Task Group that my fleet belongs to (version 5.14).  For instance I created a Survey Command TG, then moved my Survey Taskforce to it.  I even moved the command for that group to the survey group flagship.  However when I return to the F12 Fleet window, the Survey TF has gone back to Fleet Headquarters TG.
Title: Re: Official v5.10 Bugs Thread
Post by: boggo2300 on May 11, 2010, 10:14:36 PM
Quote from: "James Patten"
It does not appear that I can change the Task Group that my fleet belongs to (version 5.14).  For instance I created a Survey Command TG, then moved my Survey Taskforce to it.  I even moved the command for that group to the survey group flagship.  However when I return to the F12 Fleet window, the Survey TF has gone back to Fleet Headquarters TG.


This problem has been around for awhile, look back at page 5 of this thread and you will find the work around

Matt
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on May 12, 2010, 10:54:47 AM
Quote from: "laz"
Oh no for some reason I can't get Aurora to start up I get this error message

Error 3343 was generated by DAO.Workspace

Unrecognised database format e:\documents and settings\All Users\Aurora\Stevefire.mbd

After I click ok I then get this

Error in updateGameLog
Error 91 was generated by Aurora

Object Variable or With Black Variable not set

This keeps coming up over and over won't let me get to the main choose game menu Hope I haven't lost my game It's been going for 125 years
Not seen this one before. Firstly just check that the error message does indeed read Stevefire.mbd. and not Stevefire.mdb. It does, then you might have inadvertently changed the file extension of the db and you can just change it back. Let me know if that was the problem.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on May 12, 2010, 10:58:36 AM
Quote from: "welchbloke"
5.14 - First automated commander assignments (24 months) and all of my research projects lost their scientists.  Also, all of my naval commanders have lost their history prior to the automated assigment.  2 of my commanders have lost the medals that they were awarded.
Edited to add: It looks like the 'Replace All' function has been run.  Don't know how that happened..... I certainly didn't do it  :?
The only place the ReplaceOfficerCorps function is called is behind that button. Although if you had inadvertently pressed it, you would have seen a popup asking how many years worth of officers you wanted. Has anything else weird happened? Can you tell if the replacement of the officer corps happened at the time of the assignment update or was that just the first tiome you noticed a problem?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on May 12, 2010, 11:00:24 AM
Quote from: "Andrew"
This is not quite a bug but may be unintended.
I have found an intact city ruin with about 1300 installations and for the last 15 years my engineers have been working away. The race building the city where TL4 , however by recovering automated mines and construction factories I have maxed out my construction rate and Mining rate which is considerably more than 4 levels of tech.
As you say, it isn't a bug but not really intended either. This is due to the change I made allowing all installation recoveries to affect tech. I probably need to either cap the tech or reduce the chance.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on May 12, 2010, 11:05:12 AM
Quote from: "Steve Walmsley"
Quote from: "welchbloke"
5.14 - First automated commander assignments (24 months) and all of my research projects lost their scientists.  Also, all of my naval commanders have lost their history prior to the automated assigment.  2 of my commanders have lost the medals that they were awarded.
Edited to add: It looks like the 'Replace All' function has been run.  Don't know how that happened..... I certainly didn't do it  :?
The only place the ReplaceOfficerCorps function is called is behind that button. Although if you had inadvertently pressed it, you would have seen a popup asking how many years worth of officers you wanted. Has anything else weird happened? Can you tell if the replacement of the officer corps happened at the time of the assignment update or was that just the first tiome you noticed a problem?

Steve
I think it may have happened prior to the assignment update; my laptop crashed a little time before and I think it may have occurred at that point (IIRC I had the Officers Screen selected) and I'm starting to wonder if the button somehow got activated when I was trying to recover the laptop.  I ended up doing a power recycle.  The more I think about it the more I think you shouldn't chase this one unless omeone else reports it.  On a related note, a couple of versions ago I used the Replace All button but changed my mind and pressed the cancel button but the officer corps was replaced anyway.  Is it supposed to behave like that?
Title: Re: Official v5.10 Bugs Thread
Post by: jocan2003 on May 13, 2010, 05:10:18 PM
Greetings, i encountered a strange bug... fighter shooting trough the hull of their mothership.

I explain, i had a fighter on manual targetting and firing on a ship at point blank and the mothership was just next to the target too. The ship returned fire on my fighter so i ordered them to dock as i was preparing a jump out. I realised that while DOCKED they were still firing at the ennemy. I wasnt sure so i doubled check and yes if the fighter are firing at something they will keep firing at them as long you dont stop them ( that is in manual control dont know about auto-fire )
Title: Re: Official v5.10 Bugs Thread
Post by: Sotak246 on May 14, 2010, 06:13:26 AM
Looks like there is a minor hic-up in the order things are checked.  I had Turret tracking speed 4000 queued up to be researched.  The same turn it came up and started to be researched I recovered a research instillation and was given the Turret tracking speed 4000.  I had to go in and manually stop the research project.
Title: Re: Official v5.10 Bugs Thread
Post by: sluissa on May 14, 2010, 11:34:28 PM
Strange, annoying, but not game breaking bug with the Naval Organization tab. Applies for both 5.02 and 5.14.

First, some background.

I use a setup with two monitors. My main monitor is a 1400x900 widescreen LCD. My second monitor is a standard ratio 1280x1024. When I play the game I have to move the windows that are too big to deal with on my main monitor over to my secondary monitor. It's actually quite handy since I can look at two windows at once, usually.

Anyway, I've found that with the naval organization tab under task groups, if the window is on my secondary monitor, I can't use most of the buttons. They all pop up with a window saying "Please select a Task Force or Branch". Moving it over to my primary monitor seems to fix this, but in that case I cant use any of the buttons on the bottom row of the window. But, if I decide to move it back to my secondary monitor after "fixing it" it won't let me change my selection on the organization chart. Whatever button I press will affect the last thing I selected when the window was on my main monitor. It even seems to attempt to allow me to add branches to no longer existing task forces or branches. Although I don't get an error and nothing appears on the chart.

I know this is a very rare scenario and I probably shouldn't expect it to be fixed and in fact it might just be a quirk of VB6 which is unfixable. I just figured I would mention it.
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on May 15, 2010, 02:19:56 PM
Quote from: "sluissa"
Strange, annoying, but not game breaking bug with the Naval Organization tab. Applies for both 5.02 and 5.14.

First, some background.

I use a setup with two monitors. My main monitor is a 1400x900 widescreen LCD. My second monitor is a standard ratio 1280x1024. When I play the game I have to move the windows that are too big to deal with on my main monitor over to my secondary monitor. It's actually quite handy since I can look at two windows at once, usually.

Anyway, I've found that with the naval organization tab under task groups, if the window is on my secondary monitor, I can't use most of the buttons. They all pop up with a window saying "Please select a Task Force or Branch". Moving it over to my primary monitor seems to fix this, but in that case I cant use any of the buttons on the bottom row of the window. But, if I decide to move it back to my secondary monitor after "fixing it" it won't let me change my selection on the organization chart. Whatever button I press will affect the last thing I selected when the window was on my main monitor. It even seems to attempt to allow me to add branches to no longer existing task forces or branches. Although I don't get an error and nothing appears on the chart.

I know this is a very rare scenario and I probably shouldn't expect it to be fixed and in fact it might just be a quirk of VB6 which is unfixable. I just figured I would mention it.

I am getting this too when using a monitor connected to my laptop.

I got around the message by selecting a branch and then hitting the up arrow/down arrow on keyboard. This seems to correctly change the focus and Aurora can work from that. So, it seems that whatever sets the focus/target onClick using a secondary monitor doesn't work.
Title: Re: Official v5.10 Bugs Thread
Post by: Hawkeye on May 15, 2010, 02:38:42 PM
Quote from: "Beersatron"
Quote from: "sluissa"
Strange, annoying, but not game breaking bug with the Naval Organization tab. Applies for both 5.02 and 5.14.

First, some background.

I use a setup with two monitors. My main monitor is a 1400x900 widescreen LCD. My second monitor is a standard ratio 1280x1024. When I play the game I have to move the windows that are too big to deal with on my main monitor over to my secondary monitor. It's actually quite handy since I can look at two windows at once, usually.

Anyway, I've found that with the naval organization tab under task groups, if the window is on my secondary monitor, I can't use most of the buttons. They all pop up with a window saying "Please select a Task Force or Branch". Moving it over to my primary monitor seems to fix this, but in that case I cant use any of the buttons on the bottom row of the window. But, if I decide to move it back to my secondary monitor after "fixing it" it won't let me change my selection on the organization chart. Whatever button I press will affect the last thing I selected when the window was on my main monitor. It even seems to attempt to allow me to add branches to no longer existing task forces or branches. Although I don't get an error and nothing appears on the chart.

I know this is a very rare scenario and I probably shouldn't expect it to be fixed and in fact it might just be a quirk of VB6 which is unfixable. I just figured I would mention it.

I am getting this too when using a monitor connected to my laptop.

I got around the message by selecting a branch and then hitting the up arrow/down arrow on keyboard. This seems to correctly change the focus and Aurora can work from that. So, it seems that whatever sets the focus/target onClick using a secondary monitor doesn't work.

Strange, I am using a laptop with a secondary monitor too and have not had any issues.
I´m using XP-Home with the floating desktop XP offers, btw.
Title: Re: Official v5.10 Bugs Thread
Post by: YosemiteMark on May 15, 2010, 04:25:39 PM
I get this bug when:
- I have a scientist researching a tech
- I disassemble a salvaged Precursor tech on that planet
- The tech points granted would be enough to complete the tech research

Results are:
- Error dialog:
      Error in AddRaceTech.  
      Error 3201 was generated by DAO.RecordSet.
      You cannot add or change a record because a related record is required in table 'TechSystem'...
- Another dialog:
      Error 3021 was generated by DAO.RecordSet
      No current record...
- An entry in the Event Update (note: 2 spaces between "into" and "completed"
      Research into  completed on Earth
- On the next turn, the scientist is no longer researching the project.
- The project re-appears in the Create New Project list, with the full original amount of research points required to complete the tech.

If a scientist is *not* currently researching the project, the tech does seem to be granted as expected.
Title: Re: Official v5.10 Bugs Thread
Post by: jocan2003 on May 15, 2010, 05:45:46 PM
Happent to me to, sad when the research is about to be done and it been over a 4 year he worked on.... Believe me i instanted it after eh..
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on May 16, 2010, 07:35:01 PM
Because I did a pre-TN (conventional tech) start, I had ICBM Missile bases set up by the program before hand.  After building some TN missile bases, I started scrapping the ICBM missile bases.  Since you can't technically scrap an ICBM base, I destroyed it and had my salvagers clean up the wrecks.

So imagine my surprise when it said that 1xElectronic Counter-countermeasures - 5 was salvaged from the wreck of the Missile Complex.  This is in orbit around Earth and I do not even have Electronic Warfare researched (although it's on the list).
Title: Re: Official v5.10 Bugs Thread
Post by: Ametsala on May 18, 2010, 01:03:16 PM
There seems to be a bug in the fuel usage calculation when the ship's in a nebula.

A survey ship that found a nebula started running low on fuel and the fuel usage seemed quite big considering that the ship was going at about 8% of it's max speed. Then I went to task groups screen and set the speed of the ship to the max speed in the nebula (just by clicking set as both the max speed and current speed already had the correct speed). This dropped the fuel usage to 8%. (screenie from events window: http://users.tkk.fi/~ametsala/nebula_fuel_bug.PNG (http://users.tkk.fi/~ametsala/nebula_fuel_bug.PNG))

It seems that the code that calculates fuel usage doesn't use the ships actual speed when the ship's in a nebula.
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on May 18, 2010, 05:16:18 PM
I am not completely sure this is a bug but I recovered a fighter squadron and directed it to rearm, no problem, then directed it to launch, but only two fighters launched, thinking I had not given the squadron enough time to rearm I waited a while, and then ordered the squadron to launch, which all did - except the two that had previously launched! :?

[attachment=0:1merpdtq]Ftr Sqn 2.jpg[/attachment:1merpdtq]
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on May 19, 2010, 01:02:19 PM
Quote from: "IanD"
I am not completely sure this is a bug but I recovered a fighter squadron and directed it to rearm, no problem, then directed it to launch, but only two fighters launched, thinking I had not given the squadron enough time to rearm I waited a while, and then ordered the squadron to launch, which all did - except the two that had previously launched!

OK this appears to be a strategy. You can base any number of fighters at a ground base for refuelling and rearming as long as you don't have them all trying to land at once.  :wink:

But I can still lanch 18 of twenty fighters from base 2 when base 1 is selected  in motherships box.

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: Charlie Beeler on May 20, 2010, 09:42:00 AM
This is a new one to me.  

2 classes of fighters.  1 class has 3 size 2 box launchers and the other has 2 size 6 box launchers.  Organized them into seperate task groups for each class.  Set the fire controls on the F8 screen to assign only 1 launcher to each fire control too create a smaller salvo manually set each fighter for sychronized fire.  After first salvos launched I reset the F8 assignments to drop the assigned launcher and assigned to remaining launchers for follow up salvos.  

Launches occured as expected.

First salvos intercepted assigned targets, hits and damage resolved as normal.  

Follow up salvos disappeared after the first salvos from the launching platforms resolved intercepts, hits and damage!!  Targeting assignments did not change between salvos.

[spoiler:o6p5ofk3]Invader Cruiser took 125 strength 11 hits and isn't even streaming air!!  :shock:   Used developer password and found that I at least did some damage to the armor.  750 PA panels and armor depth of 15 on a 32k ton ship!!!!  I'm glad that I over build my Sol system fighter Corp.[/spoiler:o6p5ofk3]
Title: Re: Official v5.10 Bugs Thread
Post by: Charlie Beeler on May 24, 2010, 11:22:24 AM
[spoiler:2zyb3w0e]There appears to be an issue with plasma torp vs missile intercept during the phase that the torp intercepts it's target.  Beam point defense appears to be running correctly (though I haven't a clue what the percentages are for detination the PT's warhead)  but counter missiles aren't resolving.  Or at least are not showing in the game log.[/spoiler:2zyb3w0e]
Title: Re: Official v5.10 Bugs Thread
Post by: Charlie Beeler on May 26, 2010, 03:49:52 PM
[spoiler:eq5g69pq]After destroying an Invader ships absorbtion shield with meson fire I'm getting this error message "Error in ApplyShapedDamage" when resolve fire against that ship.  Suspect there is an issue in either Invader specific damage resolution or absorbtion shield code.

There also appears to be an issue with the AI for fire control and weapons allocation.  The Invader ship has 2 fire controls for the 16 Plasma Torps onboard.  But all fire has quit after one of the fire controls is disabled by my meson's[/spoiler:eq5g69pq]
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on May 31, 2010, 09:50:24 PM
Quote from: "sluissa"
Strange, annoying, but not game breaking bug with the Naval Organization tab. Applies for both 5.02 and 5.14.

First, some background.

I use a setup with two monitors. My main monitor is a 1400x900 widescreen LCD. My second monitor is a standard ratio 1280x1024. When I play the game I have to move the windows that are too big to deal with on my main monitor over to my secondary monitor. It's actually quite handy since I can look at two windows at once, usually.

Anyway, I've found that with the naval organization tab under task groups, if the window is on my secondary monitor, I can't use most of the buttons. They all pop up with a window saying "Please select a Task Force or Branch". Moving it over to my primary monitor seems to fix this, but in that case I cant use any of the buttons on the bottom row of the window. But, if I decide to move it back to my secondary monitor after "fixing it" it won't let me change my selection on the organization chart. Whatever button I press will affect the last thing I selected when the window was on my main monitor. It even seems to attempt to allow me to add branches to no longer existing task forces or branches. Although I don't get an error and nothing appears on the chart.

I know this is a very rare scenario and I probably shouldn't expect it to be fixed and in fact it might just be a quirk of VB6 which is unfixable. I just figured I would mention it.
I think there is a problem with the Microsoft treeview control that it can't handle mouse-clicks with negative xy values. If you monitor is setup to the left of your main monitor, trying changing your desktop settings to change it to be on the right of your main monitor and see if the problem disappears.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on June 01, 2010, 11:02:06 PM
A Geology Team will not do anything unless there is a Governor on the body. That is to say, I loaded a Geology Team onto a ship to transfer to a body that I did not create a Colony on before hand. Aurora creates the Colony automatically (yay!) and the Geology Team is listed ... but over two years I get no reports, and these guys are fairly decent from previous experience.

I place a Governor and within the next 5day they find something :)
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on June 02, 2010, 04:07:52 AM
Quote from: "Beersatron"
A Geology Team will not do anything unless there is a Governor on the body. That is to say, I loaded a Geology Team onto a ship to transfer to a body that I did not create a Colony on before hand. Aurora creates the Colony automatically (yay!) and the Geology Team is listed ... but over two years I get no reports, and these guys are fairly decent from previous experience.

I place a Governor and within the next 5day they find something :)
I think that was just a coincidence, I just checked my latest game and there is a planet I have completed a geological survey of which has not yet had a governor assigned
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on June 02, 2010, 09:26:07 AM
Quote from: "Andrew"
Quote from: "Beersatron"
A Geology Team will not do anything unless there is a Governor on the body. That is to say, I loaded a Geology Team onto a ship to transfer to a body that I did not create a Colony on before hand. Aurora creates the Colony automatically (yay!) and the Geology Team is listed ... but over two years I get no reports, and these guys are fairly decent from previous experience.

I place a Governor and within the next 5day they find something :)
I think that was just a coincidence, I just checked my latest game and there is a planet I have completed a geological survey of which has not yet had a governor assigned

Yeah, moved the team to Civilian Mining Colony and they didn't give me any reports even when I moved a Governor over.

I do feel that there is something wrong, 2 years without any feedback is more than stretching it!
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on June 02, 2010, 09:56:24 AM
Quote from: "Beersatron"

Yeah, moved the team to Civilian Mining Colony and they didn't give me any reports even when I moved a Governor over.

I do feel that there is something wrong, 2 years without any feedback is more than stretching it!
This could be because of the way that the program handles the geo survey team.  The two things that will really slow down the survey are having a low total team score, and if you are surveying something that is not a planet.  Chunks in particular seem to take forever to survey completely, and you will have very long stretches with no results.

Brian
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on June 02, 2010, 11:27:16 PM
I may have already reported this, but I suppose it can't hurt to say it again.

The NPR is constantly building FACs and then assigning them to a TG, but then the ship is disappearing, I think due to the fact they have no maintenance although not 100% sure on that. End result is that they are constantly ordering replacement FACs and wasting their resources and its crimping their style.
Title: Re: Official v5.10 Bugs Thread
Post by: Mini on June 04, 2010, 08:27:38 AM
So I found a moon that orbits through its sun.

http://img405.imageshack.us/img405/605/borkedorbit.png
Title: Re: Official v5.10 Bugs Thread
Post by: symon on June 04, 2010, 08:44:34 AM
A suspicion on the Geo team issue. I don't have any issues with a single Team, but it may be that if you have two, one of them (the first one in place?) goes inactive.
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on June 07, 2010, 06:38:10 AM
Quote from: "Mini"
So I found a moon that orbits through its sun.

http://img405.imageshack.us/img405/605/borkedorbit.png
Two ways to look at that.
1. The moon is massively inclided vs the ecplitic and orbits above/below the star.  Unlikely I know, but at least better than suspending disbelief about the moon tunnelling through the star every orbit.
2. 'That's no moon'  :D
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on June 08, 2010, 02:33:10 PM
[attachment=0:lc0yk82j]tech error.jpg[/attachment:lc0yk82j]

The above looks OK, but I am sure that neither the Earth Defence Authority, World Free States nor China had Compact ECM-1, ECCM-1 or Small Craft ECM-1, ECCM-1. Yes the "Precursors" did but I eliminated all tech and they were certainly not created on the same planet as the others. :?  This occurred after I shared the Particle Beam range tech with the other Earth bound entities.
Title: Re: Official v5.10 Bugs Thread
Post by: Zed 6 on June 08, 2010, 05:53:10 PM
Version 5.14

1. System Map F3- Pick any system- then all bodies tab on left.  If you click on any planet without expanding it's tree, it goes to that planet. If you pick "Asteroids" ( I expect it doesn't know which one to go to or if there are any at all). Error 13 Type Mismatch- click ok, Error 3061 Too few parameters expected. Click ok. error 91 Obect variable or with Block variable not set. ( Error 91 4 times ) Game does not stop.

2. Regarding Sorium Harvesters ( I originally posted this in the academy but no insight or replies one way or the other)

I found a Gas Giant planet outside of Sol with 280,000,000 sorium. I built a fleet of fuel harvesters and sent them there. I put a small automated mining colony on a nearby planet with no pop to be a fuel base for the harvesters to dump their fuel load when full and to do some mining (it has a lot of minerals). I set only a conditional order of Condition: Fuel tanks full Orders: Unload Fuel at Colony and Move to Sorium Gas Giant. The system is a Trinary with Star systems A and B both surveyed. C has not been surveyed as it is just too far out at the moment for my ships ( mean distance 6000 on the system generation screen. Just what does that distance mean? AU's?) There are only 2 gas Giants that have sorium, both in B and I have my harvester fleet at one of them.

The fleet does fill up with fuel. At 100% full -Event: Conditional Order "Fuel Harvester Group has been given conditional orders to unload 90% fuel at Not Found and move to a gas giant with Sorium" It does move to my colony and drop off the fuel. Next Event: Orders Completed: "Fuel harvester Group has completed orders" but it has never moved back to the gas giant. I have to move it back manually. I waited for several turns to see if the fleet would move. Several times.
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on June 09, 2010, 04:33:32 AM
Quote from: "IanD"
[attachment=0:2kgytfj4]tech error.jpg[/attachment:2kgytfj4]

The above looks OK, but I am sure that neither the Earth Defence Authority, World Free States nor China had Compact ECM-1, ECCM-1 or Small Craft ECM-1, ECCM-1. Yes the "Precursors" did but I eliminated all tech and they were certainly not created on the same planet as the others. :?  This occurred after I shared the Particle Beam range tech with the other Earth bound entities.
I have had anomalous cases of Compact and small craft ECM/ECCM developing either while trasnferring technologies or dissasembling ECM/ECCM Units
Title: Re: Official v5.10 Bugs Thread
Post by: Charlie Beeler on June 09, 2010, 06:50:00 AM
Quote from: "Andrew"
Quote from: "IanD"
[attachment=0:14w0rvxf]tech error.jpg[/attachment:14w0rvxf]

The above looks OK, but I am sure that neither the Earth Defence Authority, World Free States nor China had Compact ECM-1, ECCM-1 or Small Craft ECM-1, ECCM-1. Yes the "Precursors" did but I eliminated all tech and they were certainly not created on the same planet as the others. :?  This occurred after I shared the Particle Beam range tech with the other Earth bound entities.
I have had anomalous cases of Compact and small craft ECM/ECCM developing either while trasnferring technologies or dissasembling ECM/ECCM Units

I've had a related anomaly.  When salvaging my own ships recovering components that I've never researched much less used in the design of the class that the wreck comes from.
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on June 09, 2010, 11:02:08 AM
Another similar bug. The EDA defeated the South Americans and recovered conventional ICBM, launch control, and silo. At the same time all other empires on the planet received all missile launch tech and missile designs, not all of which were possessed by the EDA and some missile launcher designs not possessed by any empire in the current game (highlighted). The only mildly unusual thing was I had the transfer tech screen open with the EDA and China selected but nothing selected, SM mode on.

[attachment=0:cmi99jx3]tech error 2.jpg[/attachment:cmi99jx3]


Regards
Title: Re: Official v5.10 Bugs Thread
Post by: Soralin on June 12, 2010, 09:29:55 PM
Just started playing, haven't seen these bugs listed yet in the newer threads, although they might be older ones, but these are all in v5.14:

1.Aurora seems to semi-permanently change the style of menus, everywhere, in all windows programs.  If the last screen I had selected was the small bar that comes up with a game, then the right click menu will be gray everywhere.  If the system or galaxy map is the last one that I had selected, it'll be the yellow text on a black background.  This isn't just for the game, but instead seems to apply to everything in windows.  Right click menus on the desktop, dropdown menus on folders or firefox, etc.  And this change seems to persist after the game exits, and remains until the system is restarted, or until I go to the themes menu for windows, and apply a change over the top of it. (Running under windows XP at least).

Reproducing this is easy enough, just start a game, quit it, and notice that your menu backgrounds are different now.

2. It seems in the class design screen, that the "Build Time (yrs)" display isn't always accurate or consistent, when I'm changing parts around.  If I select the ship from the class list again, it'll update the result to the correct value, that matches what it takes for the shipyards to produce.  However, if I'm adding or removing things, it ends up being different from what it should be, and different based on the order in which I do things.

For example, and to reproduce, starting a new game without any tech, make a new ship in the class design screen (1x crew,fuel,engineering,bridge), and it'll have a build time of 0.24 years.
Add another 10 crew quarters, and it goes up to 1.00 years.
Add another 10, and it goes up to 1.71 years.
Remove those same 10 crew quarters, and it drops down to 0.95 years.
Remove the first 10 again, and it's at 0.23.

If I select the ship again between each step, the correct results seem to be 0.24, 0.97, 1.67

This difference can get quite large with larger items.  For example, starting at 0.24 and adding 10 cargo bays it goes to 1.32, adding another 10 makes it 0.62, removing those 10 makes it 0.22, and removing the last 10, makes it 0.07.,  If I select the ship from the class screen, it'll update those values, and give me the values: 0.24, 0.38, 0.36 for 0, 10, 20 cargo bays.

3. The completion date for a ship being made in a shipyard, isn't accurately displayed for steps smaller than the construction cycle time.  For example, building that nearly empty new ship, I have a completion date of 29th March 2025.  If I step forward by 1 day, the completion date changes to 30th March 2025.  If I do it again it goes to 1st April 2025, then 2nd April 2025, then 3rd April 2025, until it finally gets around to the beginning of a new construction cycle, and advancing it another day brings it back to being completed on 29th March 2025 again.  Although it always does seem to be correctly set after a construction cycle.  For example, if I advance a couple days until it says that it'll be done on 1st April, and then have it go ahead by 5 days, it has the correct date of 29th March there when it's done calculating.

Now that I look closer, the same seems to hold true for Research completion dates, and industry completion dates, and probably other completion dates that are around that are tied to the construction cycle.  And actually, if I create a new project partway into a construction cycle, advancing ahead by a day, can move the apparent completion date forward by several days.

Nevermind, I think this one might be a v5.10 error if I didn't update properly, it went away at least after I did the 5.14 update again, and made a new map.
4.  If, on the system map, I right click on a an asteroid, and under population, choose to make a new colony.  And then right click again, and again under population, select that colony, I get an "Error 11 was generated by Aurora   Division by zero"  Although it seems to continue on from there to the colony summary screen without any problems.  If I go through the colony summary button, and look at the location from there, it doesn't have any problems.  Furthermore, with some more testing, it seems this happens with any uninhabitable colony.  Doing the same thing with a colony on a world not outside the gravity range, doesn't produce the error.

5. Intelligence and foreign relations screen (I think I might have seen this one posted before):
Changing any of the buttons here, on a new game, seems to produce a large number of errors, "Error 381 was generated by Aurora, invalid property array index", followed by "Error 3078 was generated by DAO.Database, The Microsoft Jet database engine cannot find the input table or query ", Make sure it exists and that its name is spelled correctly.", followed by "Error 91 was generated by Aurora, Object variable or With block variable not set" 5 times, followed by "Error 381 was generated by Aurora, Invalid property array index"

6. On the intelligence and foreign relation screen, where you can change the color of the hostile/friendly states, and perhaps elsewhere where you can change color in the same way, but I can't find any right now.  If you click to change a color, and then click the x on the screen that comes up, instead of canceling and leaving the color the same, it sets the color to the last color you set something to (or black if you haven't set any color before)
Title: Re: Official v5.10 Bugs Thread
Post by: ZimRathbone on June 13, 2010, 06:10:13 AM
1.  Yes noted before - it appears to be a side effect on the way that VB6 updates colour schemes.  Chance of Microsoft doing something about it?  Nil.
If steve ever moved his development work to another application it may resolve the issue, but I'm not holding my breath on this. I thought this was in the FAQ.

2. Not seen this before.

3. Artifact of the construction cycle - if you dont trigger a contruction cycle then no work is added to any of the items you mentioned, so of course the work still to do will remain the same, however the calendar will have advanced one day, so of course the "completion date" will also advance by one day.  If it really bothers you set the construction cycle time to a smaller number its usualy set to 400000 which works out as 4.63 days (ish).  You could try 100000 (1.16 days) or 86400 (1day), but be aware that this may cause performance issues. You can find this field on the Game details screen (1st screen you see when starting up, or Ctrl-I)

4. you have resolved yourself

5. Not seen this problem (but I'm still on 5.02)
Title: Re: Official v5.10 Bugs Thread
Post by: Soralin on June 13, 2010, 09:31:56 AM
1. I figured it was something like that.  Although, if it's possible to read or save the current color scheme rather than just overwrite it(which I'm not sure that it is), it could read the current color scheme, and then apply that again as the program is exiting, so that it doesn't last beyond the program's end at least.

3. True, but it doesn't seem like it would be too hard to fix, it would just need to know the current date, and the date of the last construction cycle (or the next construction cycle and the construction cycle length).  Those will give you the time that's passed since the last construction cycle, which could simply be subtracted from the estimated date, and it should produce the correct result.
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on June 13, 2010, 05:54:21 PM
Quote from: "Soralin"
Just started playing, haven't seen these bugs listed yet in the newer threads, although they might be older ones, but these are all in v5.14:

1.Aurora seems to semi-permanently change the style of menus, everywhere, in all windows programs.  If the last screen I had selected was the small bar that comes up with a game, then the right click menu will be gray everywhere.  If the system or galaxy map is the last one that I had selected, it'll be the yellow text on a black background.  This isn't just for the game, but instead seems to apply to everything in windows.  Right click menus on the desktop, dropdown menus on folders or firefox, etc.  And this change seems to persist after the game exits, and remains until the system is restarted, or until I go to the themes menu for windows, and apply a change over the top of it. (Running under windows XP at least).

Reproducing this is easy enough, just start a game, quit it, and notice that your menu backgrounds are different now.
)
I think this is a weird setting on your pc problem. I get the same effect while Aurore is running but once I close it the problem goes away. Could be Firefox as I am not running that. I also do not get your error 5, this suggests to me that there may be a problem with the vb installation on your PC. I seem to remember that MS is not alway good about updating vb6 but its a long time since I had my training on this.
Do you have MS Access installed or are you just running the provided program? as I think that updates of VB come from Access (could easilybe wrong its just thats where I encounter VB when using MS Stuff)
Title: Re: Official v5.10 Bugs Thread
Post by: Soralin on June 13, 2010, 07:34:37 PM
Quote from: "Andrew"
I think this is a weird setting on your pc problem. I get the same effect while Aurore is running but once I close it the problem goes away. Could be Firefox as I am not running that. I also do not get your error 5, this suggests to me that there may be a problem with the vb installation on your PC. I seem to remember that MS is not alway good about updating vb6 but its a long time since I had my training on this.
Do you have MS Access installed or are you just running the provided program? as I think that updates of VB come from Access (could easilybe wrong its just thats where I encounter VB when using MS Stuff)
Nope, no MS Access installed on this computer, just whatever the installer installed, minus the stuff that I didn't let it overwrite with older versions.
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on June 14, 2010, 04:41:54 AM
Quote from: "Andrew"
Quote from: "Soralin"
Just started playing, haven't seen these bugs listed yet in the newer threads, although they might be older ones, but these are all in v5.14:

1.Aurora seems to semi-permanently change the style of menus, everywhere, in all windows programs.  If the last screen I had selected was the small bar that comes up with a game, then the right click menu will be gray everywhere.  If the system or galaxy map is the last one that I had selected, it'll be the yellow text on a black background.  This isn't just for the game, but instead seems to apply to everything in windows.  Right click menus on the desktop, dropdown menus on folders or firefox, etc.  And this change seems to persist after the game exits, and remains until the system is restarted, or until I go to the themes menu for windows, and apply a change over the top of it. (Running under windows XP at least).

Reproducing this is easy enough, just start a game, quit it, and notice that your menu backgrounds are different now.
)
I think this is a weird setting on your pc problem. I get the same effect while Aurore is running but once I close it the problem goes away. Could be Firefox as I am not running that. I also do not get your error 5, this suggests to me that there may be a problem with the vb installation on your PC. I seem to remember that MS is not alway good about updating vb6 but its a long time since I had my training on this.
Do you have MS Access installed or are you just running the provided program? as I think that updates of VB come from Access (could easilybe wrong its just thats where I encounter VB when using MS Stuff)

I only experienced this in WinXP. Under Win7, it doesn't show.
Title: Re: Official v5.10 Bugs Thread
Post by: DatAlien on June 18, 2010, 12:30:34 PM
Im not sure that Im rigth here, but I couldnt find a "v5.14 Bugs Thread".

Every time I double click on a colonie in "Population and Production" or click System View I get alot Errors like

Error in cboControlRace

Erro 76 was generatet by Aurora
Path not found: 'Planetjpeg\ha.jpg'

Other missing Files are b13.jpg

Finaly I get

Runtime Error '76':
Path not found: 'Planetjpeg\ha.jpg'

and Aurora closed.

I also get a lot of 76 and 53 Errors if I open Galactic Map, it want Ships/EnterpriseA.gif and Flags\

and if I open View Race Detail  get:

Cannot find the hull design for the Solar Union and Colonial Territories. The last known name for this file was EnterpriseA.gif. Please try reselecting it.
Cannot find the race picture for the Solar Union and Colonial Territories. The last known name for this file was race1068.bmp. Please try reselecting it.

If I click "Select Hull" I get

Run-time error '76':
Path not found

and Aurora closed
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on June 18, 2010, 01:16:58 PM
Quote from: "DatAlien"
Im not sure that Im rigth here, but I couldnt find a "v5.14 Bugs Thread".

Every time I double click on a colonie in "Population and Production" or click System View I get alot Errors like

Error in cboControlRace

Erro 76 was generatet by Aurora
Path not found: 'Planetjpeg\ha.jpg'

Other missing Files are b13.jpg

This looks like you have not correctly installed.  Please re-read the instructions for installation - there's a big initial install zip file that has directories for flags and planets etc.

Also, please read the FAQs, in particular the "Where should I post?" one - we ask that people post new user questions like this in The Academy to avoid user-error noise in the bugs thread.

Thanks,
John
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on June 19, 2010, 09:10:03 PM
Gauss Cannon Rate of Fire 8 gives Gauss Cannons a rate of fire of 10 shots every 5 seconds.
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on June 20, 2010, 08:43:37 PM
v5.14

couple of these:

Error in SetClassObsolete
Error 3021 was generated by DAO.Recordset
No current record.

followed by couple of these:

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'.

Presuming an NPR.

Also, I get an error when I explore a new system and a Wormhole is generated along with the new system. I think it was in function 'CreateSystem' but can't remember and can't find it in logs.
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on June 20, 2010, 10:50:57 PM
I think that this is a 'bug/feature' that shouldn't be fixed ...

I performed a Geological Survey using a Team on Earth a couple of years into my game when the team was at about 170 points - I had them do about 6 surveys on other smaller bodies to up their points before hand.

Recently, I started to create more Martians on Earth to increase their total percentage in the Empire and stop having them get antsy about being a minority. This creates a new 'Colony' on Earth, and at the same time it resets the 'Geological Team Survey - Completed' flag! So, I took that as an opportunity to resurvey Earth using the old team that is now over 200 points. It is finding some nice stuff :)
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on June 21, 2010, 07:35:04 PM
You don't have to research Minimum Cloak Size 25 to be able to make a cloaking device.
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on June 22, 2010, 02:02:13 AM
Hitting ctrl-F3 on the economics window opens the systems map and the event log instead of just the event log.
Title: Re: Official v5.10 Bugs Thread
Post by: Soralin on June 22, 2010, 04:20:27 PM
It seems that many of the windows don't properly change when activated from another screen, if they're already open.  For example:

On the Galaxy map and system view screens, if I click to open the system map when the system map is closed, it will correctly open it in that system, however if the system map is already open, it won't switch it to viewing the selected system.

Also, if I open up the system view screen by pressing the button on the system view, it correctly opens it up to that system, but if I use the hotkey F9 to open it, it brings up the Sol system instead.  In addition, clicking the buttons for system view or geological survey while those windows are open, won't update them for the current system.

It's not a major bug, but it'd be convenient not to have to track down a system through a drop-down menu, or close and then re-open a screen to get it to go to the right system.
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on June 22, 2010, 04:41:39 PM
Quote from: "Soralin"
It seems that many of the windows don't properly change when activated from another screen, if they're already open.  For example:

On the Galaxy map and system view screens, if I click to open the system map when the system map is closed, it will correctly open it in that system, however if the system map is already open, it won't switch it to viewing the selected system.

Also, if I open up the system view screen by pressing the button on the system view, it correctly opens it up to that system, but if I use the hotkey F9 to open it, it brings up the Sol system instead.  In addition, clicking the buttons for system view or geological survey while those windows are open, won't update them for the current system.

It's not a major bug, but it'd be convenient not to have to track down a system through a drop-down menu, or close and then re-open a screen to get it to go to the right system.
IIRC  the Refresh All button at the bottom of the F2 screen should do what it says on the tin and refresh the active windows.  The F7 window is an exception to this.
Title: Re: Official v5.10 Bugs Thread
Post by: Soralin on June 22, 2010, 07:31:55 PM
Quote from: "welchbloke"
IIRC  the Refresh All button at the bottom of the F2 screen should do what it says on the tin and refresh the active windows.  The F7 window is an exception to this.
It refreshes them, but that doesn't result in the system map changing to the system that was selected on the galactic map when the system map button was pressed.  It seems that only currently happens if the system map was closed when the system map button was pressed on the galactic map.  Nor does it redirect any of the other windows, it just refreshes them on what they're currently pointing to already.
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on June 22, 2010, 07:54:38 PM
Plasma Torpedo Integrity Rating 1 says "The time in seconds in which the warhead will reduce by one point of strength" in the description.

All other ratings say "Plasma torpedo warheads are reduced by 1 every (100,000 km x Integrity Rating)"
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on June 23, 2010, 04:53:04 PM
With "Show size in tons" selected on the tech design screen, cloaking devices do not show size in tons.
Title: Re: Official v5.10 Bugs Thread
Post by: MattyD on June 26, 2010, 04:45:15 AM
In the Navy Org Tab from the Task Groups, I've created an infinite loop of error messages.

(http://www.scousejedi.pwp.blueyonder.co.uk/navy_org_05.png)

I've attempted to copy branch and it just keeps throwing up the error message, I know I'm copying it over itself but I had a plan at the time. Not exactly sure what it was now of course. :)
Title: Re: Official v5.10 Bugs Thread
Post by: Mini on June 30, 2010, 06:14:40 AM
This may already have been posted (I did search) but if you build a ship without retooling a shipyard to that specific design (building it from a shipyard tooled to a similar ship design) it doesn't lock the design.
Title: Re: Official v5.10 Bugs Thread
Post by: Hawkeye on July 01, 2010, 02:44:45 AM
5.14 bug

When I got the error "fleet does not contain a jumpgate construction ship" for several times, I looked through the NPRs and discovered a JCS with a damaged JGC-module. After deleting the JCS, the error went away. Seems the AI doesn´t check, if the JGC-module is actually in working order, when asigning orders.
Title: Re: Official v5.10 Bugs Thread
Post by: James Patten on July 01, 2010, 06:02:44 AM
Since you brought up the subject of jump gates....

One of my NPRs appears to be stuck in an infinite loop trying to build a jump gate and not succeeding.  I haven't looked inside the DB to see if there's one there already or not.  I'm seeing this through the logs.

And also since I'm here, some amount of time ago it appeared that an NPR was getting set up, however the NPR either has no theme or the theme contains no commander names.  The Null error for commander names popped up a bunch of times, and now it only pops up once a month or so.
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on July 05, 2010, 05:51:37 AM
This does not cause an error report; however, it will affect the game play.  Every now and again I use Designer Mode to 'Pop in on the nieghbours' and check up on how they are doing, especially if I think there might be some combat going on  :D .  Anyway, I regularly find NPR fleets that have a jumpship with enough consorts to take it beyond the number of allowable squandron transit slots.  Consequently, they are stuck in a system generating 'Transit failure - too many ships' alerts.  It might be a good idea to alter the AI to ensure that fleets break down into a size no greater than the allowed squadron transit size before attempting a squadron transit.
Title: Re: Official v5.10 Bugs Thread
Post by: lastverb on July 08, 2010, 05:03:50 PM
ive got another game break because of 1 min increments due to "ship is within fire range" for at least 2 days ingame (described in suggestion section). possible invaders and/or nebulas involved
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 08, 2010, 11:51:57 PM
Quote from: "Beersatron"
I may have already reported this, but I suppose it can't hurt to say it again.

The NPR is constantly building FACs and then assigning them to a TG, but then the ship is disappearing, I think due to the fact they have no maintenance although not 100% sure on that. End result is that they are constantly ordering replacement FACs and wasting their resources and its crimping their style.
I am looking at this one at the moment and I haven't tracked it down yet. However, I wonder if you would mind trying something for me in your game if you have access to the DB. Go into the NPRFleetOrders table and delete every row that has an order type of 26. See if that fixes the problem.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 08, 2010, 11:53:07 PM
Quote from: "welchbloke"
This does not cause an error report; however, it will affect the game play.  Every now and again I use Designer Mode to 'Pop in on the nieghbours' and check up on how they are doing, especially if I think there might be some combat going on  :D .  Anyway, I regularly find NPR fleets that have a jumpship with enough consorts to take it beyond the number of allowable squandron transit slots.  Consequently, they are stuck in a system generating 'Transit failure - too many ships' alerts.  It might be a good idea to alter the AI to ensure that fleets break down into a size no greater than the allowed squadron transit size before attempting a squadron transit.
I think this might be caused by something similar to the previous bug. If you have access to the DB, go into the NPRFleetOrders table and delete every row that has an order type of 26. See if that fixes the problem.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on July 09, 2010, 12:41:25 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I may have already reported this, but I suppose it can't hurt to say it again.

The NPR is constantly building FACs and then assigning them to a TG, but then the ship is disappearing, I think due to the fact they have no maintenance although not 100% sure on that. End result is that they are constantly ordering replacement FACs and wasting their resources and its crimping their style.
I am looking at this one at the moment and I haven't tracked it down yet. However, I wonder if you would mind trying something for me in your game if you have access to the DB. Go into the NPRFleetOrders table and delete every row that has an order type of 26. See if that fixes the problem.

Steve

I'll give this a go tonight when I am home.

(sorry for bringing this bug up a number of times in different threads, I had lost track of where I had reported it  :oops:  )
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on July 09, 2010, 01:20:09 PM
Quote from: "Steve Walmsley"
Quote from: "welchbloke"
This does not cause an error report; however, it will affect the game play.  Every now and again I use Designer Mode to 'Pop in on the nieghbours' and check up on how they are doing, especially if I think there might be some combat going on  :D .  Anyway, I regularly find NPR fleets that have a jumpship with enough consorts to take it beyond the number of allowable squandron transit slots.  Consequently, they are stuck in a system generating 'Transit failure - too many ships' alerts.  It might be a good idea to alter the AI to ensure that fleets break down into a size no greater than the allowed squadron transit size before attempting a squadron transit.
I think this might be caused by something similar to the previous bug. If you have access to the DB, go into the NPRFleetOrders table and delete every row that has an order type of 26. See if that fixes the problem.

Steve
Unfortunately, I don't have the DB password.
Title: Re: Official v5.10 Bugs Thread
Post by: Zerris on July 09, 2010, 02:10:55 PM
New to the game however I found a little bug in the 5.14 version already while following the tutorial on the website

If I try to open the F9 System Information window I get spammed with the follwoing several times before the program finally crashes

Error Code 76
Path not found: 'Planetjpeg\ha3.jpg'

It's knd of annoying as I'm trying to learn the colonizing and terraforming part.
Title: Re: Official v5.10 Bugs Thread
Post by: NightFalcon on July 09, 2010, 10:58:21 PM
Quote from: "Zerris"
New to the game however I found a little bug in the 5.14 version already while following the tutorial on the website

If I try to open the F9 System Information window I get spammed with the follwoing several times before the program finally crashes

Error Code 76
Path not found: 'Planetjpeg\ha3.jpg'

It's knd of annoying as I'm trying to learn the colonizing and terraforming part.

I too am having this issue. Also, I cannot access the F3 system map interface. This could be something I'm doing wrong, or it could have already been addressed. But F3 brings up nothing, and the system map choice is grayed out. (First started the game: part 2 of the tutorial)

THanks!
Title: Re: Official v5.10 Bugs Thread
Post by: Caplin on July 10, 2010, 12:40:54 AM
Hi,
I'm new to the game as well, so take whatever I say with a grain or two of salt.
From the error message you're getting it would seem that your installation iis
somehow broken.  I recommend uninstalling and going through the process again,
being careful to patch things in order and follow the instructions.
From personal experience, both the system map and the f9 display work properly.
Hope this helps.
Best,
Zack.
Title: Re: Official v5.10 Bugs Thread
Post by: Hawkeye on July 10, 2010, 02:08:07 AM
zkline is right, you are mising either ha3.jpg inside your Aurora/Planetjpeg folder (and likely a couple of other jpg files), or you are missing the entire folder. As he said, try reinstalling the game.

Oh, and, being a new user, you should realy put those messages in the academy board, as bugs new users find are to 99.9% some kind of user-error. If your supposed bug is confirmed to realy _be_ a bug, you can then make a bug-report here.
Title: Re: Official v5.10 Bugs Thread
Post by: NightFalcon on July 10, 2010, 11:10:27 AM
Ah apologies. I will head on over to the Academy board, and try reinstalling.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 10, 2010, 06:28:02 PM
Quote from: "Beersatron"
I may have already reported this, but I suppose it can't hurt to say it again.

The NPR is constantly building FACs and then assigning them to a TG, but then the ship is disappearing, I think due to the fact they have no maintenance although not 100% sure on that. End result is that they are constantly ordering replacement FACs and wasting their resources and its crimping their style.
Found it! In v5.10 I introduced something I hoped would improve performance. Newly built NPR ships look for other fleets containing ships of the same class so they can merge into one fleet, reducing the overhead of the number of fleets Aurora has to manage. Unfortunately, when this happens two fleets detect one another and both try to merge, resulting in both fleets getting deleted - oops!

It is fixed for v5.20, which just became a much higher priority. Another problem with the fleet merge is that some fleets are created that contain too many ships for a jump ship's rating in the same fleet, which means they try to jump and can't. I'll fix this for v5.20 as well. In the meantime, a workaround is to delete the four rows from the NPRFleetOrders table that contain an OrderType of 26.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on July 10, 2010, 06:53:37 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I may have already reported this, but I suppose it can't hurt to say it again.

The NPR is constantly building FACs and then assigning them to a TG, but then the ship is disappearing, I think due to the fact they have no maintenance although not 100% sure on that. End result is that they are constantly ordering replacement FACs and wasting their resources and its crimping their style.
Found it! In v5.10 I introduced something I hoped would improve performance. Newly built NPR ships look for other fleets containing ships of the same class so they can merge into one fleet, reducing the overhead of the number of fleets Aurora has to manage. Unfortunately, when this happens two fleets detect one another and both try to merge, resulting in both fleets getting deleted - oops!

It is fixed for v5.20, which just became a much higher priority. Another problem with the fleet merge is that some fleets are created that contain too many ships for a jump ship's rating in the same fleet, which means they try to jump and can't. I'll fix this for v5.20 as well. In the meantime, a workaround is to delete the four rows from the NPRFleetOrders table that contain an OrderType of 26.

Steve

I deleted them and so far it looks like they are staying in this reality :)
Title: Re: Official v5.10 Bugs Thread
Post by: Starkiller on July 10, 2010, 07:41:29 PM
So far, in my explorations, I have located [spoiler:iotw0kee]4 stable wormholes, two in one system. Whenever one appeared, or whenever you entered a new system with a stable wormhole present, it generated this error:[/spoiler:iotw0kee]

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

The game is running fine, despite that, yet, I have found [spoiler:iotw0kee]4 wormholes, each generating this error, yet no Invader ships yet, despite doing grav surveys in two of the systems.[/spoiler:iotw0kee]

Could these errors have to do with setting up the [spoiler:iotw0kee]Invader ships[/spoiler:iotw0kee]?

Eric
Title: Re: Official v5.10 Bugs Thread
Post by: ndkid on July 12, 2010, 01:25:22 PM
I apologize if this has been mentioned in the past, but the problem wasn't particularly searchable. I'm dealing with the [REDACTED]. It led to this interesting bit of event logging:

"Vision hit by -88 points of damage from Torp 32"
(Repeat lots)
"Strength -88 Nuclear Detonation x39 detected!"

Of course, Vision, a little 500-ton scout with paper-thin armor and no shields, had no problem slugging off the massive lack of damage. I wonder if these [REDACTED] have become peaceful after blowing the rest of the scout's battle group out of the sky?
Title: Re: Official v5.10 Bugs Thread
Post by: dooots on July 14, 2010, 07:29:34 PM
There seems to be a bug with high damage missiles, and laser warhead missiles may have some bugs also. More info and some screen shots at Some testing (http://aurora.pentarch.org/viewtopic.php?f=19&t=2750).
Title: Re: Official v5.10 Bugs Thread
Post by: mfaggi on July 15, 2010, 11:56:37 AM
Hello everyone, this is my first post, so i hope i am using the right thread, i am using v5.14...

I have been playing 2091, and after defeating a lot of invaders i salvaged their technology.
Suddenly, after salvaging a CIWS (and getting Gauss Cannon Rate of Fire 2 and a Turret tracking Speed level), i did get some errors, which i unfortunately do not remember. After that i notice that all of my active research isnt showing anymore on the research screen in the population and production window, and all research labs are "avaiable" again.
The summary tab did not show anything anymore, but the industry tab still worked, so i restarted the game and now Earth is gone (just as if i had abandoned it).

Sorry that i did not really read the eroors, but i have the stevefire.mdb if you want it...


Otherwise a great game, thanks for your hard work!
Title: Re: Official v5.10 Bugs Thread
Post by: Randy on July 16, 2010, 02:30:13 PM
The change is system colors is an old bug - inherited from SA. It is not a VB bug, but a few (dozens) lines of missing code.

It is fixable - Steve just needs to grab the current system colour information (and save it) and then restore the colours when Aurora is closing. Not too hard. On the other hand, its been around for a _long_ time and really doesn't break anything... I'd rather he keep working on other stuff :)
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on July 17, 2010, 02:17:07 PM
Please make sure that the tractoring bug, where only SY can be linked, is fixed for 5.2.

This is a repeat of an issue I haven't encountered (yet), but haven't seen a "fixed" post for.  Reposting it because I think it's important that the fix make it into 5.2.

John
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on July 18, 2010, 06:48:22 AM
This is a bug I have noticed before.  I reasearched the small craft eccm-2, but it does not have an entry in the F5 screen so I can not build it in of my ships.  I also checked and it is not available for my factories to produce either.

Brian
Title: Re: Official v5.10 Bugs Thread
Post by: Cjsheaf on July 18, 2010, 07:56:47 PM
The "Load (Mineral) When X Available" command doesn't seem to function whatsoever. I haven't seen anyone post it as an official bug report yet as far as my searching reveals. When a ship is given a command to load (any mineral), when (any amount) is available it just sits there doing absolutely nothing, for as long as it has the order. It doesn't matter if the planet has far in excess of the amount ordered to wait for, or goes over the stated amount while this ship is at the destination waiting for it. The ship will still do absolutely nothing.

And yes, I've made sure to wait for the 5-day increment. In fact, I've run everything from 8 hour increments to 30 day increments for a total time of a full in-game year, and still nothing happens whatsoever.

Thread with people who seem to be experiencing the same problem but seem hesitant to label it a bug:
http://aurora.pentarch.org/viewtopic.php?f=19&t=2692&p=26420&hilit=load+when+x+available#p26420

I'm using v5.14

EDIT: The only condition I am unable to test easily is whether the ship loads the minerals if exactly the right amount is available at the end of a 5-day increment. Even still, that shouldn't be the case.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 18, 2010, 11:46:08 PM
Quote from: "sloanjh"
Please make sure that the tractoring bug, where only SY can be linked, is fixed for 5.2.

This is a repeat of an issue I haven't encountered (yet), but haven't seen a "fixed" post for.  Reposting it because I think it's important that the fix make it into 5.2.
It is fixed. I have been using tractors quite a lot.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: mfaggi on July 19, 2010, 05:15:29 AM
Hi everyone!

I am using v5.14 and for the first time tried to use my newly aquired plasma torpedoes, only to find out that they do not seem to work.
I can fire them, but they seem to only run for 5 seconds, then run out of endurance and get destroyed.
They also seem to be unable to hit, even if the firing ship and the target sit on top of each other, and they are doing 80000000km/s instead of 80000km/s, which they should do.

Of course, being new i may have done something wrong here, but i could not say what.

Ship class:

-----------------------------------------------------------------------
Langbogen class Strike Cruiser    15000 tons     1464 Crew     3859.1 BP      TCS 300  TH 4000  EM 1320
13333 km/s     Armour 7-54     Shields 44-300     Sensors 1/1/0/0     Damage Control Rating 18     PPV 128
Annual Failure Rate: 97%    IFR: 1.4%    Maint Capacity 2975 MSP    Max Repair 160 MSP    Est Time: 5.69 Years

Solid Core Anti-matter Drive E3 M (20)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 240.0 billion km   (208 days at full power)
Theta R300/12 Shields (11)   Total Fuel Cost  132 Litres per day

Size 32 Plasma Torpedo Launcher (4)     Warhead 32     Speed 80,000 km/s     Max Range 25.6m km     Rate of Fire 160 seconds
Missile Fire Control FC138mkm-R40 (1)     Range 138.2m km    Resolution 40

Compact ECCM-5 (1)         ECM 60

This design is classed as a military vessel for maintenance purposes

-----------------------------------------------------------------------
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on July 19, 2010, 05:47:13 AM
Quote from: "mfaggi"
Hi everyone!

I am using v5.14 and for the first time tried to use my newly aquired plasma torpedoes, only to find out that they do not seem to work.
I can fire them, but they seem to only run for 5 seconds, then run out of endurance and get destroyed.
They also seem to be unable to hit, even if the firing ship and the target sit on top of each other, and they are doing 80000000km/s instead of 80000km/s, which they should do.

Of course, being new i may have done something wrong here, but i could not say what.

Ship class:

-----------------------------------------------------------------------
Langbogen class Strike Cruiser    15000 tons     1464 Crew     3859.1 BP      TCS 300  TH 4000  EM 1320
13333 km/s     Armour 7-54     Shields 44-300     Sensors 1/1/0/0     Damage Control Rating 18     PPV 128
Annual Failure Rate: 97%    IFR: 1.4%    Maint Capacity 2975 MSP    Max Repair 160 MSP    Est Time: 5.69 Years

Solid Core Anti-matter Drive E3 M (20)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 240.0 billion km   (208 days at full power)
Theta R300/12 Shields (11)   Total Fuel Cost  132 Litres per day

Size 32 Plasma Torpedo Launcher (4)     Warhead 32     Speed 80,000 km/s     Max Range 25.6m km     Rate of Fire 160 seconds
Missile Fire Control FC138mkm-R40 (1)     Range 138.2m km    Resolution 40

Compact ECCM-5 (1)         ECM 60

This design is classed as a military vessel for maintenance purposes

-----------------------------------------------------------------------
I don't know what the root cause is but the lack of endurance could be due to the erroneous speed.  If Aurora is trying to calculate the firing using 80 000 000 km/s as the torpedo speed then it would only take 0.32 of a second for the torpedo to reach its maximum range.  The FTL torpedo speed may well be the cause of the to hit errors as well.
Title: Re: Official v5.10 Bugs Thread
Post by: waresky on July 19, 2010, 01:49:28 PM
My Stealth frigates has found an Alien (probable an Precursors ship) ship around a moon,and at first contact this are the messagge:

Code: [Select]
29th January 2115 22:32:21,Gliese 408,An alien ship in orbit of Gliese 408-A VI - Moon 5 is emitting significant radiation. Planetary Radiation Level is now 37092
Now,every turn the same messagge return in every log event.
With or without a our human ships presence in same Stellar System
Title: Re: Official v5.10 Bugs Thread
Post by: ndkid on July 19, 2010, 02:01:43 PM
Error in CreateGameLog

Error 76 was generated by Aurora
Path not found


I get this every few 30-day turns in my newest conventional start game... The only interesting thing that occurred before was my attempt to delete my previous game has been met with separate errors.
Title: Re: Official v5.10 Bugs Thread
Post by: mfaggi on July 20, 2010, 04:44:25 PM
I found another, very minor, plasma torpedo related bug:
in the industry tab of the pop/prod window for missiles i can "build" torpedoes (called PT32/80000/8 in my case) for zero cost, size 32.
when the production gets calculated, an "error 11" division by zero in industrialprojects appears.
Title: Re: Error 3075 CheckWPDiscovery
Post by: oleg on July 22, 2010, 04:39:23 PM
[attachment=2:1xcpl0hm]Error 3075.jpg[/attachment:1xcpl0hm]

Error 3075 CheckWPDiscovery

Hello,

I  get this error after I send out my first grav survey ship. All jump points were directly found after giving survey orders. Okaying will continue the game but next increment same thing happens.

Thanks,

Oleg

PS Although I'm still in my early campaign years and haven't seen serious action yet, it's just like harpoon and sc4 back in the days :-)
[attachment=0:1xcpl0hm]Error 91.jpg[/attachment:1xcpl0hm]
[attachment=1:1xcpl0hm]Error 3077.jpg[/attachment:1xcpl0hm]
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on July 22, 2010, 05:27:44 PM
Oleg check your regional settings it looks like you are using , as the numerical seprator rather than . this can break VB programs like aurora so it looks like a problem with your pc setup rather than a bug in aurora
Title: Re: Official v5.10 Bugs Thread
Post by: oleg on July 23, 2010, 03:19:59 AM
Yes, it was. I completely forgot about making those changes yesterday, I was testing some different things and had to switch to dutch settings.

Thanks
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on July 25, 2010, 02:18:57 PM
I created two races for use in combat tests in the Sol System. since then all their ships have been destroyed or removed, they have no populations and so far as I can tell not installations of any kind. Yet these two races keep detecting ships moving around the sol system, I have no idea how they are managing it.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 03:54:17 AM
Quote from: "Andrew"
I created two races for use in combat tests in the Sol System. since then all their ships have been destroyed or removed, they have no populations and so far as I can tell not installations of any kind. Yet these two races keep detecting ships moving around the sol system, I have no idea how they are managing it.
That does sound odd. I assume as you created them you can confirm the lack of populations and ships in the F2 and F6 windows? Any buoys or missiles with onboard sensors? Also, how long since the last alien was destroyed?

You should be able to solve the problem by deleting those races in the Race window (Ctrl-F2).

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 03:56:15 AM
Quote from: "waresky"
My Stealth frigates has found an Alien (probable an Precursors ship) ship around a moon,and at first contact this are the messagge:

Code: [Select]
29th January 2115 22:32:21,Gliese 408,An alien ship in orbit of Gliese 408-A VI - Moon 5 is emitting significant radiation. Planetary Radiation Level is now 37092
Now,every turn the same messagge return in every log event.
With or without a our human ships presence in same Stellar System
Is this causing shortened increments or it is just appearing as a message in every increment, regardless of length?

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on July 28, 2010, 04:08:29 AM
Quote from: "Steve Walmsley"
Quote from: "Andrew"
I created two races for use in combat tests in the Sol System. since then all their ships have been destroyed or removed, they have no populations and so far as I can tell not installations of any kind. Yet these two races keep detecting ships moving around the sol system, I have no idea how they are managing it.
That does sound odd. I assume as you created them you can confirm the lack of populations and ships in the F2 and F6 windows? Any buoys or missiles with onboard sensors? Also, how long since the last alien was destroyed?

You should be able to solve the problem by deleting those races in the Race window (Ctrl-F2).

Steve
Defeinetly no ships or populations, The last ship was destroyed several months ago , no missiles or Bouys remaining or life pods. There are some wrecks which used to be ships of one of the races. It seems they are mainly detecting civilian ships so it could be transponders they are tracking. I had forgotten about the Race window and will get rid of them with that
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 04:11:02 AM
Quote from: "mfaggi"
I found another, very minor, plasma torpedo related bug:
in the industry tab of the pop/prod window for missiles i can "build" torpedoes (called PT32/80000/8 in my case) for zero cost, size 32.
when the production gets calculated, an "error 11" division by zero in industrialprojects appears.
Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 04:15:24 AM
Quote from: "Andrew"
Defeinetly no ships or populations, The last ship was destroyed several months ago , no missiles or Bouys remaining or life pods. There are some wrecks which used to be ships of one of the races. It seems they are mainly detecting civilian ships so it could be transponders they are tracking. I had forgotten about the Race window and will get rid of them with that
Good suggestion about the transponders - that sounds like a possibility. As far as I can tell from the code, transponders are detected if the detecting race has at least one sensor in the system. I am not sure why the sensor list would have a phantom sensor though. Also, I guess if that was the problem, any race would be detecting transponder signals from any system they have visited in the past though and that isn't happening. I'll give it some more thought.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 04:22:05 AM
Quote from: "mfaggi"
Hello everyone, this is my first post, so i hope i am using the right thread, i am using v5.14...

I have been playing 2091, and after defeating a lot of invaders i salvaged their technology.
Suddenly, after salvaging a CIWS (and getting Gauss Cannon Rate of Fire 2 and a Turret tracking Speed level), i did get some errors, which i unfortunately do not remember. After that i notice that all of my active research isnt showing anymore on the research screen in the population and production window, and all research labs are "avaiable" again.
The summary tab did not show anything anymore, but the industry tab still worked, so i restarted the game and now Earth is gone (just as if i had abandoned it).

Sorry that i did not really read the eroors, but i have the stevefire.mdb if you want it...


Otherwise a great game, thanks for your hard work!
Any errors you see can be retrieved on the Events window. Click the Show Errors checkbox in the top right of the window and check the date in the event list when the error occurred.

It sounds like the population on Earth was abandoned, as if you had used the Abandon button on the F2 window. If that was the case, it may be that is was gone before the restart. Did you try closing and opening the F2 window before restarting the program or did you go straight to a restart? It may be that the salvaging is a red herring and not related to the disappearance of Earth as I can't see a connection code-wise between the two.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 04:25:32 AM
Quote from: "welchbloke"
Quote from: "mfaggi"
Hi everyone!

I am using v5.14 and for the first time tried to use my newly aquired plasma torpedoes, only to find out that they do not seem to work.
I can fire them, but they seem to only run for 5 seconds, then run out of endurance and get destroyed.
They also seem to be unable to hit, even if the firing ship and the target sit on top of each other, and they are doing 80000000km/s instead of 80000km/s, which they should do.
I don't know what the root cause is but the lack of endurance could be due to the erroneous speed.  If Aurora is trying to calculate the firing using 80 000 000 km/s as the torpedo speed then it would only take 0.32 of a second for the torpedo to reach its maximum range.  The FTL torpedo speed may well be the cause of the to hit errors as well.
Good guess. The design for player-created PTs is being saved with the speed 1000x higher than it should be. Oops! Fixed for v5.20. In the meantime, for those players with access to the database, the fix is to go into the Missiles table and correct the speed for the plasma torpedo.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 04:55:42 AM
Quote from: "Brian"
This is a bug I have noticed before.  I reasearched the small craft eccm-2, but it does not have an entry in the F5 screen so I can not build it in of my ships.  I also checked and it is not available for my factories to produce either
The problem is that while there is a tech research record for Small Craft ECCM-2, it turns out there isn't a matching ship component record. Which means the game doesn't believe it exists :(. I have added the missing record to v5.20. If you want to try correcting this for v5.14, you will have to select and copy the small craft ECCM-1 record in the ShipDesignComponents table and use Paste Append from the Edit menu to create a new record. Then modify the record to change the value of the following fields:

ID: 26365
Cost: 30
ComponentValue: 20
Corbomite: 30

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 05:01:33 AM
Quote from: "dooots"
Plasma Torpedo Integrity Rating 1 says "The time in seconds in which the warhead will reduce by one point of strength" in the description.

All other ratings say "Plasma torpedo warheads are reduced by 1 every (100,000 km x Integrity Rating)"
The latter is the correct description. I have changed the description for rating 1.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 05:10:17 AM
Quote from: "Erik Luken"
With "Show size in tons" selected on the tech design screen, cloaking devices do not show size in tons.
Unfortunately, I can't recreate this one. Cloaking devices are showing up in tons in my current version. I've checked the code that displays tons or HS and it doesn't distinguish between different types of system. Please can you check to see if this is repeatable.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on July 28, 2010, 07:54:58 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
With "Show size in tons" selected on the tech design screen, cloaking devices do not show size in tons.
Unfortunately, I can't recreate this one. Cloaking devices are showing up in tons in my current version. I've checked the code that displays tons or HS and it doesn't distinguish between different types of system. Please can you check to see if this is repeatable.

Steve

Shouldn't the highlighted bit be in tons?[attachment=0:kemev102]cloak.png[/attachment:kemev102]
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:22:14 AM
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
With "Show size in tons" selected on the tech design screen, cloaking devices do not show size in tons.
Unfortunately, I can't recreate this one. Cloaking devices are showing up in tons in my current version. I've checked the code that displays tons or HS and it doesn't distinguish between different types of system. Please can you check to see if this is repeatable.
Shouldn't the highlighted bit be in tons?
Oops! Because I didn't read the original post correctly, I assumed we were talking about the class design window, not the tech design window :). I have fixed the problem for cloaking systems on the Tech Design window for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:25:35 AM
Quote from: "Mini"
This may already have been posted (I did search) but if you build a ship without retooling a shipyard to that specific design (building it from a shipyard tooled to a similar ship design) it doesn't lock the design.
Fixed for v5.20. Building any ship, regardless of whether the shipyard is tooled for that class, will lock the associated class design.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:30:36 AM
Quote from: "Hawkeye"
5.14 bug

When I got the error "fleet does not contain a jumpgate construction ship" for several times, I looked through the NPRs and discovered a JCS with a damaged JGC-module. After deleting the JCS, the error went away. Seems the AI doesn´t check, if the JGC-module is actually in working order, when asigning orders.
Added a check for operable JGC modules to v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:35:16 AM
Quote from: "welchbloke"
This does not cause an error report; however, it will affect the game play.  Every now and again I use Designer Mode to 'Pop in on the nieghbours' and check up on how they are doing, especially if I think there might be some combat going on  :D .  Anyway, I regularly find NPR fleets that have a jumpship with enough consorts to take it beyond the number of allowable squandron transit slots.  Consequently, they are stuck in a system generating 'Transit failure - too many ships' alerts.  It might be a good idea to alter the AI to ensure that fleets break down into a size no greater than the allowed squadron transit size before attempting a squadron transit.
Fixed for v5.20. NPRs now check the maximum jump rating of jump ships before deciding whether to combine task groups.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:37:21 AM
Quote from: "dooots"
Gauss Cannon Rate of Fire 8 gives Gauss Cannons a rate of fire of 10 shots every 5 seconds.
Fixed for v5.20.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:49:28 AM
Quote from: "Beersatron"
I think that this is a 'bug/feature' that shouldn't be fixed ...

I performed a Geological Survey using a Team on Earth a couple of years into my game when the team was at about 170 points - I had them do about 6 surveys on other smaller bodies to up their points before hand.

Recently, I started to create more Martians on Earth to increase their total percentage in the Empire and stop having them get antsy about being a minority. This creates a new 'Colony' on Earth, and at the same time it resets the 'Geological Team Survey - Completed' flag! So, I took that as an opportunity to resurvey Earth using the old team that is now over 200 points. It is finding some nice stuff :)
Can't recreate this one, although its possible I have already fixed it.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:51:40 AM
Quote from: "dooots"
You don't have to research Minimum Cloak Size 25 to be able to make a cloaking device.
Min Cloak Size 25 should be a free tech anyway. I have fixed it for v5.20.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 08:53:43 AM
Quote from: "dooots"
Hitting ctrl-F3 on the economics window opens the systems map and the event log instead of just the event log.
That might have been an inadvertent double-press. Trying holding ctrl and then press F3. It seems to just open the Events window.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on July 28, 2010, 09:10:22 AM
Quote from: "Steve Walmsley"
Quote from: "dooots"
Hitting ctrl-F3 on the economics window opens the systems map and the event log instead of just the event log.
That might have been an inadvertent double-press. Trying holding ctrl and then press F3. It seems to just open the Events window.

Steve

I can verify Dooots error. I get that too. It works fine from the main bar (which is how I normally open it) but off of the Economics window, I get the System Map also.
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on July 28, 2010, 09:13:40 AM
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
Quote from: "dooots"
Hitting ctrl-F3 on the economics window opens the systems map and the event log instead of just the event log.
That might have been an inadvertent double-press. Trying holding ctrl and then press F3. It seems to just open the Events window.

Steve

I can verify Dooots error. I get that too. It works fine from the main bar (which is how I normally open it) but off of the Economics window, I get the System Map also.
Ditto for me.

brian
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on July 28, 2010, 12:09:56 PM
If a TG is joined by another TG using the Join command on the Task Groups screen, the remaining TG takes the speed of the second task group as its set speed, even if it is higher than the max speed of the receiving TG.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 01:52:24 PM
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
Quote from: "dooots"
Hitting ctrl-F3 on the economics window opens the systems map and the event log instead of just the event log.
That might have been an inadvertent double-press. Trying holding ctrl and then press F3. It seems to just open the Events window.
I can verify Dooots error. I get that too. It works fine from the main bar (which is how I normally open it) but off of the Economics window, I get the System Map also.
Found and Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on July 28, 2010, 02:25:45 PM
Quote from: "Soralin"
6. On the intelligence and foreign relation screen, where you can change the color of the hostile/friendly states, and perhaps elsewhere where you can change color in the same way, but I can't find any right now.  If you click to change a color, and then click the x on the screen that comes up, instead of canceling and leaving the color the same, it sets the color to the last color you set something to (or black if you haven't set any color before)
Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on July 28, 2010, 10:33:03 PM
Quote from: "sloanjh"
Quote from: "James Patten"
I may have a bug.  I started with a conventional (pre-TN) start, with some ICBM missile bases.  I tried refitting one to a TN design, but after spending all the time and resources on it nothing appeared to have happened.

PDC refits (at least for missile bases) have been broke for a while now.  What I do is spend the "money" to refit all the bases, then edit the ICBM missile base class (the "refit from" class) properties and delete the "refit to" class (that doesn't have any bases bound to it).

John

I didn't see a reply to this from Steve so I am 'bumping' it. [spoiler:1hihppsz]I personally find that massed PDCs are the most economical solution to the Invaders, so this was a biggy when trying to refit 20 PDCs :D[/spoiler:1hihppsz]

(We don't have a forum policy for 'bumping', should we?)
Title: Re: Official v5.10 Bugs Thread
Post by: Sotak246 on July 29, 2010, 01:26:06 PM
Got an annoying bug involving civilian shipping.  Two of the 3 jump points from my home system formed a loop ( Sol-New York-Washington-Sol).  Neither of the 2 systems had any other JP or decent colony sites, so my long term plan was to turn them into mining sites for my home world.  Did not set up any colonies but had my construction ships build JumpGates at all the JPs.  The bug started when my 2 civilian shipping companies started sending freighters along the route for no reason.  Now I am getting a message fromt 2 different fleets, cannot carry out jump orders as a ship is too big for the jump rateing, every 2 game hours, so I can't advance any sort of decent time.
Title: Re: Official v5.10 Bugs Thread
Post by: mfaggi on July 30, 2010, 03:33:37 AM
Quote
   mfaggi wrote:Hello everyone, this is my first post, so i hope i am using the right thread, i am using v5.14...

    I have been playing 2091, and after defeating a lot of invaders i salvaged their technology.
    Suddenly, after salvaging a CIWS (and getting Gauss Cannon Rate of Fire 2 and a Turret tracking Speed level), i did get some errors, which i unfortunately do not remember. After that i notice that all of my active research isnt showing anymore on the research screen in the population and production window, and all research labs are "avaiable" again.
    The summary tab did not show anything anymore, but the industry tab still worked, so i restarted the game and now Earth is gone (just as if i had abandoned it).

    Sorry that i did not really read the eroors, but i have the stevefire.mdb if you want it...


    Otherwise a great game, thanks for your hard work!


Any errors you see can be retrieved on the Events window. Click the Show Errors checkbox in the top right of the window and check the date in the event list when the error occurred.

It sounds like the population on Earth was abandoned, as if you had used the Abandon button on the F2 window. If that was the case, it may be that is was gone before the restart. Did you try closing and opening the F2 window before restarting the program or did you go straight to a restart? It may be that the salvaging is a red herring and not related to the disappearance of Earth as I can't see a connection code-wise between the two.

Steve


I had copied the whole game before restarting.
I did not abandon the colony (as far as i know, there even is a confirmation dialog, i hopefully did not make that mistake). The events windows does not show any errors for me (yes, i klicked the field).
I did try to reopen the window, but it did not show any difference, earth was still gone.

Quote
   welchbloke wrote:

        mfaggi wrote:Hi everyone!

        I am using v5.14 and for the first time tried to use my newly aquired plasma torpedoes, only to find out that they do not seem to work.
        I can fire them, but they seem to only run for 5 seconds, then run out of endurance and get destroyed.
        They also seem to be unable to hit, even if the firing ship and the target sit on top of each other, and they are doing 80000000km/s instead of 80000km/s, which they should do.


    I don't know what the root cause is but the lack of endurance could be due to the erroneous speed. If Aurora is trying to calculate the firing using 80 000 000 km/s as the torpedo speed then it would only take 0.32 of a second for the torpedo to reach its maximum range. The FTL torpedo speed may well be the cause of the to hit errors as well.


Good guess. The design for player-created PTs is being saved with the speed 1000x higher than it should be. Oops! Fixed for v5.20. In the meantime, for those players with access to the database, the fix is to go into the Missiles table and correct the speed for the plasma torpedo.

Steve

As half my fleet is equipped with those Plasma torpedoes, how do you access the database? I would certainly like to fix this...

Thanks
mfaggi
Title: Re: Official v5.10 Bugs Thread
Post by: backstab on July 30, 2010, 11:45:02 PM
Has anyone ever been bombarded by population before ?????


[attachment=0:3sdiwd3c]Pop.png[/attachment:3sdiwd3c]
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on July 31, 2010, 01:04:03 AM
Quote from: "backstab"
Has anyone ever been bombarded by population before ?????


[attachment=0:1jw1lbmh]Pop.png[/attachment:1jw1lbmh]

Did you send in packet and move the mass driver? Also are there any hostile ships in the system?
Title: Re: Official v5.10 Bugs Thread
Post by: backstab on July 31, 2010, 02:39:20 AM
It was done by an "Invader" ship which bombarded Mars ... instread of killing population, for some reason it added population and infrastructure
Title: Re: Official v5.10 Bugs Thread
Post by: welchbloke on July 31, 2010, 06:01:39 AM
Quote from: "backstab"
It was done by an "Invader" ship which bombarded Mars ... instread of killing population, for some reason it added population and infrastructure
What a great weapon; I wonder how I develop it  :D
Title: Re: Official v5.10 Bugs Thread
Post by: Brian Neumann on July 31, 2010, 10:25:25 AM
An update on a previously reported bug.  When I use Ctl F3 to open the event window from the F12 Task Group window it also opened the F3 system map window.  I had the same problem with all the standard F# windows exept F8 which would not bring up the event window at all.  With the Cntl-F# screens the only one that brought up the event screen was the Cntl-F12, but that also brought up the system map as well.  

I know that Steve has fixed to original bug but I thought I would mention the difference between the different types of screens.  It would be nice if all of the screens had the same keys bringing up the same screens.

Brian
Title: Re: Official v5.10 Bugs Thread
Post by: iamlenb on August 02, 2010, 02:10:54 AM
v5.14
Industry screen

I can specify a percentage of construction when creating a new task over 100% if the Projects queue is empty per each type Industry/Ordinance/Fighter

For Example:
Creating a task of 100 Construction Factories at 100% gives me 1079.4 Production Rate from 30 factories.

Creating a task of 100 Construction Factories at 500% gives me 5397 Production Rate from same 30 factories.

Verified that task creation bug is in effect only when queue is empty.

Modifying a task at over 100% upwards runs into the "over 100% pop up dialog box" while modifying down works even if resulting % of Capacity is over 100%.

Regards,
Len
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on August 02, 2010, 02:59:30 PM
Shouldn't this be a military design?

Code: [Select]
Oliver H Perry class Troop Transport    19400 tons     208 Crew     571 BP      TCS 388  TH 1000  EM 0
2577 km/s     Armour 1-64     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 18 MSP    Max Repair 50 MSP
Troop Capacity: 5 Battalions    

Magneto-plasma Drive E0.7 (5)    Power 200    Fuel Use 7%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 66.3 billion km   (297 days at full power)

"Therma-6" Commercial Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
"Magne-6" Commercial Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a commercial vessel for maintenance purposes

I thought troop bays were a pure military system?
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 02, 2010, 03:31:10 PM
Quote from: "Erik Luken"
Shouldn't this be a military design?

Code: [Select]
Oliver H Perry class Troop Transport    19400 tons     208 Crew     571 BP      TCS 388  TH 1000  EM 0
2577 km/s     Armour 1-64     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 18 MSP    Max Repair 50 MSP
Troop Capacity: 5 Battalions    

Magneto-plasma Drive E0.7 (5)    Power 200    Fuel Use 7%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 66.3 billion km   (297 days at full power)

"Therma-6" Commercial Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
"Magne-6" Commercial Scanner (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a commercial vessel for maintenance purposes
I thought troop bays were a pure military system?
Troop bays are commercial but combat drop modules are military. You can create a commercial troop ship but it takes a long time to unload in comparison to a military ship equipped with drop modules that can drop troops instantly on to their objective.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 02, 2010, 03:34:03 PM
Quote from: "iamlenb"
v5.14
Industry screen

I can specify a percentage of construction when creating a new task over 100% if the Projects queue is empty per each type Industry/Ordinance/Fighter

For Example:
Creating a task of 100 Construction Factories at 100% gives me 1079.4 Production Rate from 30 factories.

Creating a task of 100 Construction Factories at 500% gives me 5397 Production Rate from same 30 factories.

Verified that task creation bug is in effect only when queue is empty.

Modifying a task at over 100% upwards runs into the "over 100% pop up dialog box" while modifying down works even if resulting % of Capacity is over 100%.
I checked and I think I have already fixed this one for v5.20. There is now code to reduce the percentage to 100 if you set it to higher.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 02, 2010, 03:35:02 PM
Quote from: "backstab"
It was done by an "Invader" ship which bombarded Mars ... instread of killing population, for some reason it added population and infrastructure
Someone else reported a bug where an invader ship was doing negative damage. It sounds like this may be a symptom of that same problem. I still haven't reproduced it though.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on August 02, 2010, 05:11:14 PM
I think Kurt or Eric has reported this before. I have seven engineering Brigades on Mars to construct a prefab-PDC, But with six months to go the amount remaining to be built is 100%, the construction rate is 100.5 completion date October 2030. Looks like the ability of Engineering Brigades to construct Prefab-PDCs is still not working. I have managed to built a prefab-PDC on Titan, but there are construction factories contributing there, construction rate 107.8, completion date February 2030 for the second of a pair. Construction at both sites began at approximately same time. version is 5.14.

Regards.
Title: Re: Official v5.10 Bugs Thread
Post by: Kurt on August 02, 2010, 05:57:36 PM
Quote from: "IanD"
I think Kurt or Eric has reported this before. I have seven engineering Brigades on Mars to construct a prefab-PDC, But with six months to go the amount remaining to be built is 100%, the construction rate is 100.5 completion date October 2030. Looks like the ability of Engineering Brigades to construct Prefab-PDCs is still not working. I have managed to built a prefab-PDC on Titan, but there are construction factories contributing there, construction rate 107.8, completion date February 2030 for the second of a pair. Construction at both sites began at approximately same time. version is 5.14.

Regards.

I have reported this with multiple versions, but IIRC, Steve has had problems recreating this one.  

Kurt
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 03, 2010, 11:23:45 AM
Quote from: "IanD"
I think Kurt or Eric has reported this before. I have seven engineering Brigades on Mars to construct a prefab-PDC, But with six months to go the amount remaining to be built is 100%, the construction rate is 100.5 completion date October 2030. Looks like the ability of Engineering Brigades to construct Prefab-PDCs is still not working. I have managed to built a prefab-PDC on Titan, but there are construction factories contributing there, construction rate 107.8, completion date February 2030 for the second of a pair. Construction at both sites began at approximately same time. version is 5.14.
Fixed for v5.20. The problem was that only populations with factories were being checked for industrial projects.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: ndkid on August 03, 2010, 05:13:53 PM
On the galactic map, as far as I can tell, just about every checkbox's value will persist across different openings of that window except the Show Race Control Colour checkbox... that one's state doesn't seem to be getting saved or, if it is, it isn't being reloaded when the window is reopened.
Title: Re: Official v5.10 Bugs Thread
Post by: Zed 6 on August 03, 2010, 06:33:28 PM
I also find on the galactic map that Display/Survey "Show Distance From Selected Distance" is also not persistent.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 04, 2010, 12:31:02 PM
Quote from: "Zed 6"
I also find on the galactic map that Display/Survey "Show Distance From Selected System" is also not persistent.
Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 04, 2010, 12:36:06 PM
Quote from: "ndkid"
On the galactic map, as far as I can tell, just about every checkbox's value will persist across different openings of that window except the Show Race Control Colour checkbox... that one's state doesn't seem to be getting saved or, if it is, it isn't being reloaded when the window is reopened.
Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: darkevilme on August 04, 2010, 04:27:28 PM
cannot create new game in aurora 5.14. Running game on new install of windows 7.
error reported is:
error in updategamelog
error 3201 was generated by dao.recordset
you cannot add or change a record because a related record is required in table 'game'
Title: Re: Official v5.10 Bugs Thread
Post by: Andrew on August 04, 2010, 05:20:07 PM
Quote from: "darkevilme"
cannot create new game in aurora 5.14. Running game on new install of windows 7.
error reported is:
error in updategamelog
error 3201 was generated by dao.recordset
you cannot add or change a record because a related record is required in table 'game'
Have you run the update database to 5,14 option yet?
Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on August 08, 2010, 01:29:50 AM
[spoiler:3txh9ldk]Found this using developer mode.

NPRs are wasting research centers by having more than one scientist research a tech at the same planet (or on multiple planets) with just the 1 research lab. Also, these scientists are then being queued with the same techs.

Is there a way you can check to ensure that they do not duplicate a research project across ALL planets with centers?[/spoiler:3txh9ldk]
Title: Re: Official v5.10 Bugs Thread
Post by: SteveAlt on August 08, 2010, 01:35:08 AM
Quote from: "Charlie Beeler"
Quote from: "Andrew"
Quote from: "IanD"
[attachment=0:1cinyyg8]tech error.jpg[/attachment:1cinyyg8]

The above looks OK, but I am sure that neither the Earth Defence Authority, World Free States nor China had Compact ECM-1, ECCM-1 or Small Craft ECM-1, ECCM-1. Yes the "Precursors" did but I eliminated all tech and they were certainly not created on the same planet as the others. :)

Fixed for v5.20

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: waresky on August 09, 2010, 02:32:27 AM
great work steve.

ps.: ive show ur face on Facebook on PLO LasVegas...eheh are u yes?:DDD
Title: Re: Official v5.10 Bugs Thread
Post by: iamlenb on August 09, 2010, 09:18:48 AM
I'm getting Error 11 Division by Zero.  Dropped an Engineering Brigade and an Infantry Assault Battalion on a Precursor listening post.  Infantry Battalion died, so with no attack strength, I think the battle has come to a bit of an undefined state.

It's not a fatal error at least.  I'm dropping a whole Combined Infantry Division on there to take care of the problem.  Back to the game!
Title: Re: Official v5.10 Bugs Thread
Post by: iamlenb on August 09, 2010, 09:22:37 AM
Got another one.  Loading up the LCU.  FAC with a company sized drop module.  3 days into the 9 day loading process, the Marine Companies started losing morale.  Not sure if this is Working As Designed.  Maybe morale shouldn't be dropping until AFTER they're loaded?  I haven't checked to see if I can reabsorb the LCU task groups into my main TG and leave to get around the loading time/morale loss issue.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on August 09, 2010, 05:34:22 PM
Quote from: "iamlenb"
Got another one.  Loading up the LCU.  FAC with a company sized drop module.  3 days into the 9 day loading process, the Marine Companies started losing morale.  Not sure if this is Working As Designed.  Maybe morale shouldn't be dropping until AFTER they're loaded?  I haven't checked to see if I can reabsorb the LCU task groups into my main TG and leave to get around the loading time/morale loss issue.
That is working as intended. Combat drop module are not designed to hold troops for more than a few days. Even during the loading process, some of the troops are going to be in the module. Don't forget you can equip the ship doing the loading with cargo handling systems to speed up the loading, or load the drop modules from a troop transport that has cargo handling systems.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on August 11, 2010, 03:37:20 PM
I received the following message

"13th May 2032 02:02:16,Sol,144th Engineer Brigade has recovered 29x Compressed Fuel Storage System on Titan, Xanadu City"

very welcome it was too, what it didn't say was I had discovered the tech as well. As bugs go one I can live with but I wouldn't have dissembled 29 perfectly good systems for no gain :?

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on August 16, 2010, 04:18:25 PM
F12 screen. Loading units.

131th
132th

Presumably it holds for 121st and 122nd also.
Title: Re: Official v5.10 Bugs Thread
Post by: Yonder on August 20, 2010, 08:34:32 AM
v5.14

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

Hmm, a wormhole was spawned in one of my systems when this happened. This error has happened several times this game, I guess this is just the first time I was there to witness the accompanying wormhole being spawned.
Title: Re: Official v5.10 Bugs Thread
Post by: Yonder on August 21, 2010, 10:03:38 AM
v5.14

Error in CreateNPRTeam
Error 3421 was generated by DAO.Field
Data type conversion error.
Title: Re: Official v5.10 Bugs Thread
Post by: Yonder on August 21, 2010, 08:12:37 PM
v5.14

Error in cmdTeam_Click
Error 3421 was generated by DAO.Field
Data type conversion error.

This happened right as I was clicking the button to create a Geological survey team. Seems likely that it's related to the bug I just posted. The team seemed to be created correctly after I clicked "ok" on the error message.
Title: Re: Official v5.10 Bugs Thread
Post by: Yonder on August 25, 2010, 07:10:35 PM
When an enemy ship is destroyed:
Error in ApplyInternalDamage
Error3265 was generated by DAO.Fields
Item not found in this collection.

Ordering a task group to picket a waypoint:
Error in ReturnTimeCurrency
Error 6 was generated by Aurora
Overflow

I later had this error when ordering the ship away from the waypoint, I think that perhaps it wasn't automatically resetting it's speed, so it thought it was going to take way longer to accomplish its task than it should have. When I manually reset their speed everything was fine.

During turn processing after ordering Terraforming to produce oxygen:
Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on September 02, 2010, 04:43:19 AM
This is not really a bug as such, but I’m not sure it would fit into Mechanics or Suggestions either.

In a recent battle in Earth orbit I moved the Islamic forces to a 100,000 kilometre orbit and the EDA forces to a 250,000 kilometre orbit. When I ordered ships to open fire I had half expected to get a message saying that the beam weapons were out of range since on the EDA side the meson beams had a range of 60,000 kilometres, the rail guns a range of 20,000 kilometres, the particle beams and plasma carronades a range of 96,000 kilometres. The Islamic block had meson beams with a range of 60,000 kilometres and plasma carronades with a range of 96,000 kilometres. The fleets should have been separated by 150,000 kilometres. So the beam weapons of either side were out of range, right! Wrong, :(

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on September 02, 2010, 03:57:00 PM
[attachment=0:1ychvg1e]Errorinmovemissiles.jpg[/attachment:1ychvg1e]

This error has just occurred. I have just launched 32 TN missiles which have hit their targets, and 300 ICBMs. To defend against this I have 37 bases each with 3 Fire Controls each with 10 size 1 launchers, plus a couple of meson turrets. There are also a half dozen or so other bases also contributing to the missile storm. The error appears to occur as anti-missiles are launched and intercept their targets and varying flights of interceptor missiles appear and disappear from the display. My guesstimate is that I get one of these errors for each interceptor launched. Turns out that it emptied the entire magazine of every AMM PDC, some 1150 missiles per PDC about 42,550+ missiles to intercept 300 ICBMs. :shock:    Very annoying.

The other thing I found was that while I was using 5 second single increments the time continued until the bases ran out of ammo some 5 minutes!

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on September 15, 2010, 04:59:20 AM
I have found that AMMs apparently cannot intercept ICBMs even if they do spend 5 minutes in orbit, the following is a direct transcript from the log:

7th April 2040 07:37:46,Sol,Salvo of 10x AMM-3 Spartan has intercepted its target. Chance To Hit 0%: (Missile Speed 52500 km/s / Target Speed 10 km/s) x Missile Agility 31 x GradeBonus 8%
7th April 2040 07:37:46,Sol,Missile #1 Missed
7th April 2040 07:37:46,Sol,Missile #2 Missed
7th April 2040 07:37:46,Sol,Missile #3 Missed
7th April 2040 07:37:46,Sol,Missile #4 Missed
7th April 2040 07:37:46,Sol,Missile #4 Missed
7th April 2040 07:37:46,Sol,Missile #6 Missed
7th April 2040 07:37:46,Sol,Missile #3 Missed
7th April 2040 07:37:46,Sol,Missile #8 Missed
7th April 2040 07:37:46,Sol,Missile #9 Missed
7th April 2040 07:37:46,Sol,Missile #10 Missed

The bit that got me was the Chance To Hit 0%. Since none of the ICBMs did hit, it may not actually be true, but it could account for the rather profligate use of missiles. I have the database if Steve's interested.
Regards

Title: Re: Official v5.10 Bugs Thread
Post by: Beersatron on September 15, 2010, 03:30:47 PM
Probably some form of Division by Zero error since the Target Speed is so low. If you had AMMs with a speed of 200 then they would have hit!
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on September 22, 2010, 04:33:43 PM
Don't know about v5.20 but tractors are still broken in v5.14. Can anyone confirm they are fixed in v5.20?
In v5.14 get the following error which will disappear if OKed sufficiently, but still cannot tow shipyards
Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on September 22, 2010, 05:18:14 PM
If you do try and tow a shipyard in v5.14 then you get the two errors shown below and it locks up Aurora. When you restart you find you have  lost your shipyards. If you then look in the database you find the shipyards have lost their population designator which is reset to 0. this is simply rectified by returning it to the correct value.
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on October 24, 2010, 04:06:15 PM
There is an error in the transport of large items such as salvage modules and jump gate construction modules. When I try and transport them they appear to be loaded on the freighters, but at the other end I see in the ship components stockpile 0 x Jump gat Construction modules. The fleet has 50,000 cargo spaces and apparently the jump gate construction module takes up 30,000 spaces. The number at the source never decreases either.
Regards
Title: Re: Official v5.10 Bugs Thread
Post by: backstab on October 24, 2010, 04:47:12 PM
Don't know about v5.20 but tractors are still broken in v5.14. Can anyone confirm they are fixed in v5.20?
In v5.14 get the following error which will disappear if OKed sufficiently, but still cannot tow shipyards
Regards


Ive managed to tow an Orbital habitat or two in v5.20
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on November 01, 2010, 08:30:38 AM
Its possible to enter a name in the class design window eg Lockheed Messerschmitt A3 Vengeance Mk II, which when built throw up a series of annoying errors, none fatal that I know of. A warning in the class design screen that you have exceeded the available space for the class name would be helpful and would avoid this.

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on November 11, 2010, 03:50:20 AM
This must be the cheapest jump engine to develop ever! ;)

Code: [Select]
J500(1-500)
Max Ship Size: 10 (500 tons)     Max Squadron Size: 1     Max Jump Radius: 500
Jump Engine Size: 1 HS    Efficiency: 10    Jump Engine HTK: 0
Cost: 0    Crew: 5
Materials Required: 0x Duranium  0x Sorium

Development Cost for Project: 0RP

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on November 30, 2010, 11:51:07 AM
I have a task group of 4 troop transports, three with 5 troop bays and one with 6. If I order the group to load the headquarters unit of an engineering Brigade and click on load entire formation if HQ selected box, the task group will load the Brigade HQ and three Engineering Brigades. However if I select each unit individually leaving the HQ unit till last then I can load the entire formation.  ::)
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on December 03, 2010, 05:19:59 AM
I have a 24K tonne commercial hulled troop transport in the same task group as a 12.5K tonne military hulled assault transport. At a jump point there is a 56K tonne commercial jump freighter and a 12.5K tonne military jump cruiser in separate task groups. The 24K tonne commercial hulled troop transport and the12.5K tonne military hulled assault transport cannot transit the jump point while in the same task group, but can separately. ::)

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: ardem on December 05, 2010, 09:44:05 PM
I didn't think you could transit commercial and military in the same fleet something about different warp signatures or something.
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on January 10, 2011, 03:25:20 PM

Just had an

"Error in update design
Error 3001 was generated by DAO.Recordset
Invalid Argument
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

This error would not clear so ended Aurora using task manager and restarted. Event record appeared normal with a two day advance, tried to advance time once more using automated turns, got the same Error 3001. Used Task manager once more, restarted then looked at event record. This time the date had gone from 20th December to 19th December! :o See attached file.  The third time I restarted I got an

"error in set class obsolete
Error 3021 was generated by DAO.Recordset
No current record
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

On clicking on OK got a couple of

"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 'TechSytem'.
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

A few clicks got rid of this error and time returned to its normal course.

Anyone got any explanations?

Regards

Title: Re: Official v5.10 Bugs Thread
Post by: Erik L on January 10, 2011, 06:56:54 PM
Just had an

"Error in update design
Error 3001 was generated by DAO.Recordset
Invalid Argument
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

This error would not clear so ended Aurora using task manager and restarted. Event record appeared normal with a two day advance, tried to advance time once more using automated turns, got the same Error 3001. Used Task manager once more, restarted then looked at event record. This time the date had gone from 20th December to 19th December! :o See attached file.  The third time I restarted I got an

"error in set class obsolete
Error 3021 was generated by DAO.Recordset
No current record
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

On clicking on OK got a couple of

"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 'TechSytem'.
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

A few clicks got rid of this error and time returned to its normal course.

Anyone got any explanations?

Regards



Looks like something broke in the NPR ship routines.
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on January 10, 2011, 07:17:21 PM
Please report to http://aurora.pentarch.org/viewforum.php?f=11"

Which reminds me of a completely different issue - this should probably be a link to aurora2.

John
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on March 02, 2011, 02:27:15 AM
Fighter Squadron No. 1 had been equipped with the latest Shipkiller Mk8 missiles and expended them to great effect then returned to the carrier. But the carrier only had Shipkiller Mk7 in the magazines. In a fit of pique the Squadron refused to load the older missiles even though they are in the same missile series. The only way to reload them was to go to each individual fighter and manually reload using the Ammo management screen. The fighter screen would not rearm the fighter.
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on March 02, 2011, 02:51:18 PM
Which reminds me of a completely different issue - this should probably be a link to aurora2.

John

Good point. Just did a quick find and replace. There are 2160 separate error handling routines in Aurora. Perhaps I should be consolidating the address for reporting into one location :)

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on March 02, 2011, 02:52:33 PM
Fighter Squadron No. 1 had been equipped with the latest Shipkiller Mk8 missiles and expended them to great effect then returned to the carrier. But the carrier only had Shipkiller Mk7 in the magazines. In a fit of pique the Squadron refused to load the older missiles even though they are in the same missile series. The only way to reload them was to go to each individual fighter and manually reload using the Ammo management screen. The fighter screen would not rearm the fighter.

I'll look into this. Was the 'Reload Para' button on the F12 window for v5.10? It's in the row of buttons at the bottom of the window.

Steve
Title: Re: Official v5.10 Bugs Thread
Post by: sloanjh on March 02, 2011, 08:47:01 PM
Good point. Just did a quick find and replace. There are 2160 separate error handling routines in Aurora. Perhaps I should be consolidating the address for reporting into one location :)

Steve

LOL  :)  Sounds like a good opportunity for "once and only once"? :)

John
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on March 03, 2011, 03:14:21 AM
I'll look into this. Was the 'Reload Para' button on the F12 window for v5.10? It's in the row of buttons at the bottom of the window.

Steve

Not that I could see, but my eyes aren't as good as they used to be :D . I also tried using the individual ship window (F4?) but although the fighters were aboard the carrier I could not see any ordnance in the dropdown menu.

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: IanD on March 03, 2011, 03:16:59 AM
Seeing a lot of "Error in ObserveJumpPoint, Error 6 was generated by Aurora, Overflow. Please report to etc." Does not appear to affect game play.

Regards
Title: Re: Official v5.10 Bugs Thread
Post by: Steve Walmsley on March 03, 2011, 12:33:06 PM
Not that I could see, but my eyes aren't as good as they used to be :D . I also tried using the individual ship window (F4?) but although the fighters were aboard the carrier I could not see any ordnance in the dropdown menu.

Regards

Unfortunately, the earlier versions are not very good at micro-managing fighters. There have been a of ordnance, fighter and carrier-related management improvements in the last couple of versions, mainly because I am using a lot of fighters in my current campaign :)

Steve