Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on January 21, 2011, 09:17:53 AM

Title: Official v5.30 Bugs Thread
Post by: Steve Walmsley on January 21, 2011, 09:17:53 AM
Please post confirmed bugs for v5.30 in this thread. However, please read the guidelines below on reporting bugs before posting.

Here (http://aurora2.pentarch.org/index.php/topic,1930.0.html)

Steve




edit - fixed url
Title: Re: Official v5.30 Bugs Thread
Post by: Libelnon on January 21, 2011, 04:01:24 PM
started a new game as a conventional empire, and noticed 2 small things in the research tables...

1 - I had 2 copies of the 'Expand Civillian infrastructure' projects.

2 - I had access to numerous advanced projects in propulsion, including tomack fusion generators. Odd, as I'm playing as a conventional empire.
Title: Re: Official v5.30 Bugs Thread
Post by: backstab on January 21, 2011, 05:57:27 PM
started a new game as a conventional empire, and noticed 2 small things in the research tables...

1 - I had 2 copies of the 'Expand Civillian infrastructure' projects.

2 - I had access to numerous advanced projects in propulsion, including tomack fusion generators. Odd, as I'm playing as a conventional empire.

I'm having the same problem as above
Title: Re: Official v5.30 Bugs Thread
Post by: DatAlien on January 21, 2011, 08:02:33 PM
Looks like you get the racial tech of the various npcs and because there is no default game you get an error at beginning
Title: Re: Official v5.30 Bugs Thread
Post by: Shinanygnz on January 22, 2011, 07:44:50 AM
Error in Form Load
Error 76 was generated by Aurora
Path not found

This is on loading; seems OK after that.  Never had this before with earlier versions.
Initially thought it might be down to having no game in the dB, but still happens afterwards.

Stephen
Title: Re: Official v5.30 Bugs Thread
Post by: Brian Neumann on January 23, 2011, 02:31:59 PM
I started a conventional start game based in sol.  I had a ruin on Luna with lots of installations.  After quite a few robotic guardians had come out and nothing happened to my colony I was starting to feel better.  Then I dissasembled Stellarator Reactors.  I had 39 and it only took 38 to get the tech researched.  I then went to scrap the last one and got a bunch of errors (sorry didn't write them down)  and my colony went away.  I recreated the colony and when going to give orders to move population there discovered that I had 13 extra colonies on luna.  All with no sign of this in the Population and Production que.  I saved a copy of the stevefire.mdb in case you want it.  I think that the extra colonies are linked to the guardian robot combats that I have been having.

Brian
Title: Re: Official v5.30 Bugs Thread
Post by: Foolcow on January 25, 2011, 04:26:07 PM
Title Bar:  Error in CheckSpecialOrders

Error 3021 was generated by DAO.    Field
No current record.   
Please report to  .     .     .     etc.   

This happened upon pressing the 30-day increment button right after setting the secondary special order for each of my 6 geosurvey ships (each in its own task group) to "Refuel in current system.    "  Before this, the secondary special order was blank, and the primary special order was "Survey Next Five System Bodies" (and still is)

And this error message came up exactly 6 times, the same as my number of task groups which I updated with that order.   

Immediately after this happened, I went back into the task group screen and selected one of my ships in the "Name" menu on the top right.    Upon selecting it, this new error came up:

Title Bar:  Error in PopulateMoves
Error 94 was generated by Aurora
Invalid use of Null
Please report to  .   .   .   etc. 

followed immediately by:

Title Bar:  Error in Populatemoves
Error 381 was generated by Aurora
Invalid property array index
Please report to  .  .  .  etc.
Title: Re: Official v5.30 Bugs Thread
Post by: Libelnon on January 26, 2011, 04:08:18 PM
also, a small nit-pick...

My game still claims it's 5.20 on the game selection window. Don't know if it's restricted just to this install, though.
Title: Re: Official v5.30 Bugs Thread
Post by: Foolcow on January 26, 2011, 08:49:38 PM
Error in Setup NPRClasses:

Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'


This now happens every time I try to create a new game.  It comes up repeatedly whenever I click the CreateGame button on the Create new Game screen followed by the OK button on the "Race generation complete" dialog.

Before this, I had consistently been able to start games successfully on this installation; this problem started showing up after I started a few games to test out the effects of different parameters and then deleted them.
Title: Re: Official v5.30 Bugs Thread
Post by: wilddog5 on January 27, 2011, 09:21:54 AM
There appears to be a memory leak in the orbital movement calculation

i think that this is the case as first i have a 2 sol only games one with orbit movement on and one off (in case one of those had the problem) when the ram useage hits about 1.8GB (i have 8GB so I'm not the one ruining out) an resource allocation error occurs (complaning that there is not sufficient resources) then there are a load of orbital movement errors code 3420 object invalid or no longer set (no place in ram to put planet data) than a smaller bunch of errors about resource extraction (planet cant be found so attempting to extract resources goes  ??? i think)

please note i don't think that this is a problem with the system map as closing it does not free up memory but i could be wrong

lastly other players might have have used larger time increments than i have (i use 3 hours as i find it has the best balance between time and training for commanders) so might not have encountered these errors yet.

wilddog5
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 07, 2011, 05:15:39 PM
Minimum Cloak Size 20 appears as available research before Cloaking Theory has been researched.
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 07, 2011, 05:22:52 PM
Minimum Cloak Size 20 appears as available research before Cloaking Theory has been researched.

Fixed for v5.40

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 07, 2011, 05:25:21 PM
also, a small nit-pick...

My game still claims it's 5.20 on the game selection window. Don't know if it's restricted just to this install, though.

I forgot to update the version number on that window. I've updated it ready for the next version.

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Nikolaj on February 08, 2011, 11:21:35 AM
This happened upon pressing the 30-day increment button right after setting the secondary special order for each of my 6 geosurvey ships (each in its own task group) to "Refuel in current system.    "  Before this, the secondary special order was blank, and the primary special order was "Survey Next Five System Bodies" (and still is)

And this error message came up exactly 6 times, the same as my number of task groups which I updated with that order.  

Immediately after this happened, I went back into the task group screen and selected one of my ships in the "Name" menu on the top right.    Upon selecting it, this new error came up:

Title Bar:  Error in PopulateMoves
Error 94 was generated by Aurora
Invalid use of Null
Please report to  .   .   .   etc.  

followed immediately by:

Title Bar:  Error in Populatemoves
Error 381 was generated by Aurora
Invalid property array index
Please report to  .  .  .  etc.

This exact thing happened to me, too, except I only had 2 geosurvey ships (in two task groups) and that they had the "refuel in current system" secondary order on from the start. The error didn't start occurring untill the first on ran out of system bodies to survey and started using the secondary order. Now, every time I select that task group in the task group screen, I get the same two errors, even though it no longer has any orders. Moving the ship out of the task group and then deleting it (the TG), resolves the issue.

Edit: I also get the 76 error, whenever I start the game. I didn't get that on the first game, but after deleting it and starting a new one, it shows up every time.

The advanced designs in for engines, weapons, etc. that were available for research on my first game, were apparantly deleted along with the game, because they didn't appear in the second game.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 08, 2011, 09:22:42 PM
With pre-generated tech, the missiles appear in the droplist, but they have no values to build on in the missile screen.
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on February 11, 2011, 01:56:53 PM
AutoFire only act for the first Fire Control listed on a ship.
For example, a anti-missile ship with 10 fire controls, 5 launchers per fire control.  With autofire, only the first fire control will target and fire on hostiles.
Another example, a cruiser with a missile fire control, and a beam fire control.  If the beam is first on the list of fire controls, the missiles will never be used by the autofire.
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on February 14, 2011, 06:29:33 AM
A funny bug: While orbiting an enemy planet, I wanted to get rid of his shipyard, so I started to fire on it with my lasers. But, while the log indicated that my lasers did damages, the size of the shipyard didn't lowered. In fact, the shipyard got bigger! In a few salvo, it went from 24.000 tons to 960.000 tons!!
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 19, 2011, 03:53:11 PM
Missiles which lose their target head towards the sun. This is fine if the axis of attack is in that direction, but when it's not, that is a lot of missiles heading the wrong way.

The missiles in question have on-board guidance and ship-board.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 20, 2011, 03:00:25 PM
The Refit PDC industrial command does not seem to work.

I updated my PDCs and issued refit commands to the industry. Later I noticed they were still on the old design (through the F6 screen).
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 20, 2011, 06:13:33 PM
The Refit PDC industrial command does not seem to work.

I updated my PDCs and issued refit commands to the industry. Later I noticed they were still on the old design (through the F6 screen).

As an addendum to this, is there a way (besides the SM repair all button) to fix the armor on a PDC?
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 20, 2011, 07:13:29 PM
Interesting bug.

Defeated a robot defender unit in a ruin. Got a population conquered message, and a civilian colony ship (from one of my lines) was handed over to the government.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 20, 2011, 07:43:51 PM
When designing an engine, you can create an engine that is self-jump only, but then also increase the squadron size (which just makes the engine bigger).
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 21, 2011, 05:56:12 AM
Interesting bug.

Defeated a robot defender unit in a ruin. Got a population conquered message, and a civilian colony ship (from one of my lines) was handed over to the government.

Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Brian Neumann on February 21, 2011, 08:18:13 AM
Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
I have gotten the same thing several times.  I also have had a problem that in the same process my entire colony disapears.  Anything on it that is colony specific is gone.  Ground units are in limbo as are any officers on teams on the colony.

Most of the time, but not quite always this has happened when SM was enabled.

Brian
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 21, 2011, 08:22:10 AM
I have gotten the same thing several times.  I also have had a problem that in the same process my entire colony disapears.  Anything on it that is colony specific is gone.  Ground units are in limbo as are any officers on teams on the colony.

Most of the time, but not quite always this has happened when SM was enabled.

Brian

There must be some other factor at work because I have captured colonies from Precursors and fought off Robotic guardian in ruins without any problems in my current campaign. I always have SM enabled. The hardest bugs to find are those that only happen sometimes :)

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: randal7 on February 21, 2011, 08:58:48 AM
I don't know if this is related, but anyway...

Twice when fighting robot guardians I've ended up with a second, conquered (empty) colony on the same planet. In both cases, I had not ordered my units to cease fire after destroying the last enemy, and the conquered colony appeared after the next interval. This has never happened if I cease fire. I've never tried to deliberately duplicate the problem, however, so I'm not sure about the cause. Using 5.20, not 5.30.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 21, 2011, 09:54:02 AM
Interesting. Ships are handed over if they are in orbit of the population that was conquered and are of the same race. Somehow the program has picked up the defeated robots as being your race. I'll look into it.

Steve
The population I had on there became "Vanquished" and took the production hit. Also gained/lost some reparations.
Title: Re: Official v5.30 Bugs Thread
Post by: Hawkeye on February 21, 2011, 10:04:59 AM
I had this happen two or three time too.
It only happened, when there was a bombardement (I take it this means collateral damage) that destroyed a facility of my colony. When the robot guardians were just defeated, everything worked all right.
It also only happened on the first combat with robot guardians on that planetary body. Once a first "uprising" has been defeated (and Aurora crates a conquered colony) everything seems to work fine in later robot defeats.
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 21, 2011, 10:19:16 AM
Now I think about it, I might never have actually attacked the robotic guardians that emerge from ruins. I usually just put ground forces on the colony and let the robotic guardians destroy themselves attacking my garrison forces.

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 21, 2011, 11:40:22 AM
Now I think about it, I might never have actually attacked the robotic guardians that emerge from ruins. I usually just put ground forces on the colony and let the robotic guardians destroy themselves attacking my garrison forces.

Steve

That's what I had done also. Dropped a brigade of infantry and 4 engineer units along with the Xeno team. Once the Xeno team did their work, the engineers started theirs. There was 170-180 installations I believe. When it got to 70 or so, the robots had managed to destroy 2 installations (in about 6-8 waves), and kill off maybe half a million civs. When that last wave was destroyed, the civ ship in orbit was "captured", the population became vanquished and reparations were paid out.

The ground units (and their commanders) disappeared into the aether. The colony stayed where it was. I opened the db and changed their status back to an imperial pop, wiped out the unrest and points to become an imperial pop and gave the colony ground units again.

Since then, they've cleaned out ~another 20 installations and no robots.
Title: Re: Official v5.30 Bugs Thread
Post by: Brian Neumann on February 21, 2011, 02:52:44 PM
I don't know if this is related, but anyway...

Twice when fighting robot guardians I've ended up with a second, conquered (empty) colony on the same planet. In both cases, I had not ordered my units to cease fire after destroying the last enemy, and the conquered colony appeared after the next interval. This has never happened if I cease fire. I've never tried to deliberately duplicate the problem, however, so I'm not sure about the cause. Using 5.20, not 5.30.
I have had this happen also in 5.2, in 5.3 it is better, but there are still times that it happens, although only when in SM mode that I can remember.  I have a 5.2 database that I saved in case Steve wanted it.  I am not sure if you can look back in for something that old now though.

Brian
Title: Re: Official v5.30 Bugs Thread
Post by: AlStar on February 23, 2011, 02:46:12 PM
Hello,

I have a couple bugs that I've run into with a clean install of version 5.   30 that I thought that I'd report.   

First off, an easy one - clicking on the report that a colony has run out of a mineral will give several "divide by 0" errors.   

Secondly, the one that I found strange enough that I decided to register:

A wormhole ship just hit one of my ships for a volly of size 32 torpedoes that all hit for -73 damage.   

(pasted from the text dump):

25th May 2065 09:43:16,Barnards Star,SV Vulture II 001 - CIWS-80 targeting Torp 32 at 10000 km using point blank fire : Base Chance to Hit: 50% (Base To Hit: 50%  Modified by Crew Grade: 50%)
25th May 2065 09:43:16,Barnards Star,CIWS-80 (Modified by Tracking Speed: 5%)  missed.   
25th May 2065 09:43:16,Barnards Star,1 weapons fired.    0 missiles destroyed
25th May 2065 09:43:16,Barnards Star,Vulture II 001 hit by -73 points of damage from Torp 32
25th May 2065 09:43:16,Barnards Star,The ship has no shields

(another 15 hits)

25th May 2065 09:43:16,Barnards Star,Strength -73 Nuclear Detonation x16 detected!

Going to the ship details screen shows the ship entirely unhurt.   

Note that this wormhole ship has had absolutely no problem taking apart the rest of my combat ships, fighters, and the other two members of this salvage taskforce.   

Third – and I’m not certain if this is a bug or not – there doesn’t seem to be any way to delete empty fighter squadrons after they’ve lost all the fighters assigned to them.    After several large battles, I have 5 empty squadrons sitting in my fighter screen (I was able to remove their taskforce groups from the taskforce screen without issue).   

Forth – trying to assign a second medal to an officer who already has that medal (in my case, trying to award a second purple heart) will throw an error 3022 in DAO.   Recordset.    While I suppose this isn’t unexpected (it doesn’t like duplicates), and by making a purple heart II medal fixed the issue, it’d be neat if instead the program would throw a star on the medal and count it twice.   

Anyway, thanks for your time – this is an amazing (and amazingly complex!) game.   

edit: Oh, and the Wiki's been down for a couple days, but I assume that's not a problem on your end. 

edit (2): just as a followup to #2, the following torpedo volley blew up the ship, as expected.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 25, 2011, 01:58:25 PM
A fleet of 5 of these ships -
Code: [Select]
Essex II class Troop Transport    20,000 tons     492 Crew     2850.2 BP      TCS 400  TH 165  EM 0
3437 km/s     Armour 6-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 0
Annual Failure Rate: 355%    IFR: 4.9%    Maint Capacity 802 MSP    Max Repair 156 MSP    Est Time: 1.22 Years
Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Cargo Handling Multiplier 20   

Magnetic Confinement Fusion Drive E5 (11)    Power 125    Fuel Use 50%    Signature 15    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 36.0 billion km   (121 days at full power)

ECM 20

This design is classed as a Military Vessel for maintenance purposes
Can load a full division (1 DHQ, 4BHQ, 16 Brig of various non-Engineer types), but cannot load them all into drop capsules?
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 25, 2011, 02:02:13 PM
And a related issue.

The troops in the drop modules were unable to drop onto a hostile population. The only option was "Boarding Action" which gets denied due to the population not being a PDC or ship.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 25, 2011, 04:19:21 PM
Cloaking devices do not show up in the Tech Report (Ctrl-F7) after being designed.
Title: Re: Official v5.30 Bugs Thread
Post by: ndkid on February 25, 2011, 04:34:54 PM
That's what I had done also. Dropped a brigade of infantry and 4 engineer units along with the Xeno team. Once the Xeno team did their work, the engineers started theirs. There was 170-180 installations I believe. When it got to 70 or so, the robots had managed to destroy 2 installations (in about 6-8 waves), and kill off maybe half a million civs. When that last wave was destroyed, the civ ship in orbit was "captured", the population became vanquished and reparations were paid out.

The ground units (and their commanders) disappeared into the aether. The colony stayed where it was. I opened the db and changed their status back to an imperial pop, wiped out the unrest and points to become an imperial pop and gave the colony ground units again.

Since then, they've cleaned out ~another 20 installations and no robots.

The variant of this I seem to have gotten started similarly: I opened up ruins, got robot attackers, and attacked them, rather than just defending against them. The turn after I wiped them out, my attackers continued, and I got a "they surrender" message, and a "PDC Captured" message. My ground units appeared to have disappeared.

I turned SM mode on, and, with some investigating, it looks like a second colony had been made on the world, and my units were in that colony. I was able to transfer them back to my original colony. (The only way I could tell a difference was by which one had a governor and installations in the economic view.)

I don't know how the robots in ruins are handled, but if they're being spawned into their own colony, perhaps that's the root cause?
Title: Re: Official v5.30 Bugs Thread
Post by: backstab on February 25, 2011, 11:43:34 PM
I have just started up a Pre TN Game and I get this error

Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 27, 2011, 02:19:44 PM
Put a ship in for a refit, realized that it was the wrong ship, so I deleted the task. However, the ship now seems to be in a permanent overhaul state.
Title: Re: Official v5.30 Bugs Thread
Post by: Waffles on February 27, 2011, 02:40:21 PM
I don't know if this error is 5.30 specific but nonetheless it could be a bug. I copied to files to a usb memory stick due to my vacation. I tried to run the game from the usb on a laptop which did not have Aurora installed.

I get an error along the lines of "System.ocx missing etc." It is reproduceable, happens every time I try to run Aurora.
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 27, 2011, 02:51:52 PM
I don't know if this error is 5.30 specific but nonetheless it could be a bug. I copied to files to a usb memory stick due to my vacation. I tried to run the game from the usb on a laptop which did not have Aurora installed.

I get an error along the lines of "System.ocx missing etc." It is reproduceable, happens every time I try to run Aurora.

You'll need to install Aurora onto the laptop. That should fix the missing ocx issue. You can install it to the USB drive, just make sure your game database (stevefire.mdb) is NOT in the install directory prior to installation.
Title: Re: Official v5.30 Bugs Thread
Post by: Waffles on February 27, 2011, 03:04:14 PM
You'll need to install Aurora onto the laptop. That should fix the missing ocx issue. You can install it to the USB drive, just make sure your game database (stevefire.mdb) is NOT in the install directory prior to installation.
I see. But what if anything, can I do seeing as I just copied the files straight from my hard drive to the usb? Is it just a copypaste and done or will I have to do anything else. Please note that I have no internet on my computer. Posting by phone is slow. :[
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 27, 2011, 03:28:09 PM
I see. But what if anything, can I do seeing as I just copied the files straight from my hard drive to the usb? Is it just a copypaste and done or will I have to do anything else. Please note that I have no internet on my computer. Posting by phone is slow. :[

The OCX files get copied to the Windows/System directory. Your best bet is to download and install it to the laptop. Of course, if you have no net connection on the laptop, you are pretty much screwed :(
Title: Re: Official v5.30 Bugs Thread
Post by: Waffles on February 27, 2011, 03:31:26 PM
The OCX files get copied to the Windows/System directory. Your best bet is to download and install it to the laptop. Of course, if you have no net connection on the laptop, you are pretty much screwed :(
Thanks, man. I'll check tomorrow if copying the files works or if re-downloading is my only option. Toodles for now, sleepan time.
Title: Re: Official v5.30 Bugs Thread
Post by: sloanjh on February 27, 2011, 03:34:50 PM
Put a ship in for a refit, realized that it was the wrong ship, so I deleted the task. However, the ship now seems to be in a permanent overhaul state.

I think I've been there before a loooong time ago.  I vaguely recall repairing something in the DB like this - the problem I recall is that the overhaul and refit "flags" are stored in the same (integer) column in the ship table.  I think 3 meant both refit and overhaul, and.... errr don't remember the details of what I figured out.  I might even be misremembering - I might have been trying to fix something else.

You might try telling the ship to refit to itself, or try to put the TG into overhaul.  If you want to go into the DB, you might try setting the overhaul clock on the ship in question to the current time (so the overhaul will end quickly).  Or, as long as you're in the DB, you could probably just set the flag to "normal" (assuming you can find it).

John
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on February 27, 2011, 03:45:09 PM
I think I've been there before a loooong time ago.  I vaguely recall repairing something in the DB like this - the problem I recall is that the overhaul and refit "flags" are stored in the same (integer) column in the ship table.  I think 3 meant both refit and overhaul, and.... errr don't remember the details of what I figured out.  I might even be misremembering - I might have been trying to fix something else.

You might try telling the ship to refit to itself, or try to put the TG into overhaul.  If you want to go into the DB, you might try setting the overhaul clock on the ship in question to the current time (so the overhaul will end quickly).  Or, as long as you're in the DB, you could probably just set the flag to "normal" (assuming you can find it).

John
I detached the ship from its fleet and sent the fleet out to work. After about 45 days or so, the ship came out of refit and was sent out to play.
Title: Re: Official v5.30 Bugs Thread
Post by: Waffles on February 28, 2011, 12:57:14 AM
Ayupp, doesn't work. Tried copying to the desktop and then program files. SYSINFO.ocx is missing still  :(


Edit: but ya know, kids. If you're gonna put the game on a usb, just put the whole damned installation zip file. It's really not that big anyway. :) Hell, X-Com Apocalypse might be bigger.
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on February 28, 2011, 01:45:44 AM
I detached the ship from its fleet and sent the fleet out to work. After about 45 days or so, the ship came out of refit and was sent out to play.

Refitting a ship include an overhaul for the time being in refit. When you cancel the refit, the overhaul is not canceled, so you just have to wait for the internal clock to come down to 0.
There is an order "abandon overhaul", but it seems to be bugged since the ship will wait the end of the overhaul to execute it...
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on February 28, 2011, 10:19:30 AM
Refitting a ship include an overhaul for the time being in refit. When you cancel the refit, the overhaul is not canceled, so you just have to wait for the internal clock to come down to 0.
There is an order "abandon overhaul", but it seems to be bugged since the ship will wait the end of the overhaul to execute it...

Abandon overhaul requires a month to execute. Essentially this is the time required to put all the parts back in the ship. If there was no delay on abandoning an overhaul, it would make sense to put every ship in overhaul every time it was in orbit of aplanet with maintenance facilities.

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on March 01, 2011, 02:41:24 AM
I just lost all my ground units on a ruin world...
Here are the logs:

Code: [Select]
15th December 2117 19:22:01,Procyon,43rd Engineer Brigade has disturbed an underground vault on Procyon-A II that contains hostile robotic soldiers
15th December 2117 19:22:01,Procyon,Ground Defence on Procyon-A II. Total Defence Strength: 442.7162 Combat Ratio: 0.1265  Chance of unit loss: 1.3%
15th December 2117 19:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 22%
15th December 2117 19:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 14%
15th December 2117 19:22:01,Procyon,Procyon-A II suffered 1 hits for a total of 0 points of damage. Casualties: 0m. Infrastructure Loss: 0. Industrial Damage as follows:
15th December 2117 19:22:01,Procyon,Procyon-A II Environmental Update: Radiation Level: 0 Dust Level: 0

27th December 2117 13:22:01,Procyon,15th Engineer Brigade has recovered an abandoned Terraforming Installation on Procyon-A II
27th December 2117 13:22:01,Procyon,41st Engineer Brigade has recovered an abandoned automated mine on Procyon-A II
27th December 2117 13:22:01,Procyon,Ground Defence on Procyon-A II. Total Defence Strength: 444.8603 Combat Ratio: 0.1123  Chance of unit loss: 1.1%
27th December 2117 13:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 47%
27th December 2117 13:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 39%
27th December 2117 13:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 2%
27th December 2117 13:22:01,Procyon,Casulties inflicted on enemy ground unit. Estimated losses: 5%
27th December 2117 13:22:01,Procyon,Procyon-A II suffered 1 hits for a total of 1 points of damage. Casualties: 0.025m. Infrastructure Loss: 0.5. Industrial Damage as follows:
27th December 2117 13:22:01,Procyon,Procyon-A II Environmental Update: Radiation Level: 0 Dust Level: 0
27th December 2117 13:22:01,Procyon,The alien population on Procyon-A II has surrendered!
27th December 2117 13:22:01,Procyon,As a result of conquering a hostile pop on Procyon-A II, suitable reparations to the value of 0 have been appropriated and added to total racial wealth.
27th December 2117 13:22:01,Procyon,Due to the loss of Procyon-A II, 0  has been looted by the conquering barbarians

So, 15 December, robots come out of ruins. 27 December, they surrender (?) and all my troops disappeared (??).
I lost 10 Engineer brigades and a complete division of Heavy Assault (16 Heavy with their chain command).
Title: Re: Official v5.30 Bugs Thread
Post by: ChubbyPitbull on March 01, 2011, 06:38:53 AM
I am also getting an Error 76 every time I load Aurora; although I can't see that the rest of the game is affected in anyway.   

I'm on Windows Vista Ultimate, and running the game as Admin.   
Title: Re: Official v5.30 Bugs Thread
Post by: Caplin on March 01, 2011, 07:09:46 AM
I hate to say it, but I upgraded from 4.91 to 5.30 on my new Windows 7 32-bit machine with no problems whatsoever.  I've yet to see any of these error 76's, and the program managed to find stevefire.mdb just fine.
Title: Re: Official v5.30 Bugs Thread
Post by: ChubbyPitbull on March 01, 2011, 07:20:04 AM
Quote from: zkline link=topic=3180.  msg31600#msg31600 date=1298984986
I hate to say it, but I upgraded from 4.  91 to 5.  30 on my new Windows 7 32-bit machine with no problems whatsoever.    I've yet to see any of these error 76's, and the program managed to find stevefire.  mdb just fine. 

Were you doing a fresh install? I had downloaded the full 4.  91 client and installed it fresh, then copied the 5.  3 files in, overwriting the Aurora.  exe and Stevefire.  mdb. 




Also, as a possible 2nd bug, in my new game, during setup I had the game auto spend my research points, and auto designs ships for me; one of which was a FAC.   I Fast OOB-ed a few for some early cheap defense; then, when I went to build more at the shipyard, I got an error that the design requires a Crew Quarters-Small, which I had not researched yet.   So I went back and instant-researched Crew Quarters-Small; I then went and looked at the design for the FAC, and it only has 50 life support out of the 126 required, although I was able to add the ship to the build queue.   (Screenshot attached). 

Taking a second look now through all the auto-designed ships, I would say maybe half of them do not have sufficient life support for the crew required, including the auto-designed Grav Survey ships I've been using the whole game. 
Title: Re: Official v5.30 Bugs Thread
Post by: Caplin on March 01, 2011, 07:37:27 AM
Indeed, my install was fresh, into c:\aurora, since Program Files gives issues on Win7, I've heard.  I was able to run the game as administrator, first time, without problems, and create my new game as expected.
I can't speak to your second bug, but I do have one thought.  Did you remember to unzip the 4.91 update zip file when you finished running the setup program?  My exact steps were to run 4.91 setup, unzip that update, and then unzip and override the 5.30 update.
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on March 01, 2011, 09:48:03 AM
I just had the same error, all my troops disappeared as the robots attacking me surrendered.
One additional thing: I got a conversion error at the same time (but I got those from times to times without any noticeable effect).
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on March 01, 2011, 09:58:44 AM
I just had the same error, all my troops disappeared as the robots attacking me surrendered.
One additional thing: I got a conversion error at the same time (but I got those from times to times without any noticeable effect).
Check if a new population has been created on the same planet and if your troops are in that colony

Steve
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on March 01, 2011, 11:13:46 AM
Already checked, no population created.
In leaders window, the officers show no assignment but are whited as if they had one, and they history show their transfer to the disappeared battalion but nothing more. And auto-assign don't give any additional assignment to those officers.
Title: Re: Official v5.30 Bugs Thread
Post by: Icebird on March 01, 2011, 12:55:59 PM
I just got multiple errors:

Code: [Select]
Error in CreateDesign
Error 3201 was generated by DAO.Recordset
You cannot add or edit a record because the associated record is required in the table 'TechSystem'

No visible effect, I can still play normally.
I suppose its a problem with a NPR trying to design components?
Title: Re: Official v5.30 Bugs Thread
Post by: ChubbyPitbull on March 02, 2011, 06:33:40 AM
Quote from: ChubbyPitbull link=topic=3180. msg31599#msg31599 date=1298983133
I am also getting an Error 76 every time I load Aurora; although I can't see that the rest of the game is affected in anyway.    

I'm on Windows Vista Ultimate, and running the game as Admin.    

As an update to this bug, starting Aurora up today I no longer seem to get the Error 76, although I didn't change anything since playing yesterday.  ???
Title: Re: Official v5.30 Bugs Thread
Post by: davidr on March 03, 2011, 03:36:34 PM
Re MDB file. 

In my Aurora folder it appears that the stevefire mbd becomes  larger in size whenever I commence a new game .   I know that the file increases in size from the commencement of a game ( and I save the files regularly in separate folders ) but if I commence a new game from scratch the first MDB file is invariably larger than previous starts.   Even today I have noticed the starting mdb size increase from around 49k to the current 69,344k.   Can this be normal ?


DavidR
Title: Re: Official v5.30 Bugs Thread
Post by: Hawkeye on March 04, 2011, 08:51:03 AM
Did you delete the old game? Otherwise, it stays in the database
Title: Re: Official v5.30 Bugs Thread
Post by: davidr on March 04, 2011, 10:15:57 AM
Hawkeye,

That would explain it .     HOWEVER :-

Just deleted about 10 games , tried to start a new game and received an " Error in SetupNPRclasses"

My error states " Error 3201 was generated by DAO.    Recordset
You cannot add or change a record because a related record is required in table
"Techsystem" "

Thought I could not start a new game but clicking on Select has started the game .    Don't know what the error has done to the internals of the game though.   

DavidR

PS Even though I have deleted the games , the mdb file size in the Aurora folder for the new game now is 74,944kb so deleting does not appear to reduce the size of the mbd file - what does ?


PPS Just had a thought that my posts are probably in the wrong section for which  I apologise.
Title: Re: Official v5.30 Bugs Thread
Post by: Hawkeye on March 04, 2011, 01:30:51 PM
Can´t help you with the error messages.
However, when I start a new game, I just copy the brand new database from the install folder into my Aurora folder, overwriting the old one and then crate a new game.
Note: if you want to go back to your old game, better make a backup of the database
Title: Re: Official v5.30 Bugs Thread
Post by: Erik L on March 04, 2011, 01:45:14 PM
I think the error message is due to the reason the player sometimes gets invader tech. A NPR is getting it and can't build a fully functional system.
Title: Re: Official v5.30 Bugs Thread
Post by: davidr on March 05, 2011, 07:08:51 AM
Hawkeye and EriK

Thanks for info.

I decided to make a complete new install of Aurora and now my starting mdb file is around 14k.  I have saved this for future use if needed.

DavidR
Title: Re: Official v5.30 Bugs Thread
Post by: Rask on March 05, 2011, 11:17:33 AM
I found two rather low-impact bugs while playing around with terraforming and the spacemaster in v5. 30.  They are unlikely to occur during normal gameplay, but I still thought I'd report them. 

First, I spacemastered up a bunch of ships with a combined terraforming rating of 1200 atmospheres/years. 

The first bug: after pumping away Venus' atmosphere, I managed to cool its surface temperature down to -603°C with anti-greenhouse gases.  Since that's way below absolute zero, it shouldn't be physically possible.

Second bug: using the same ships, I raised Earth's temperature to 530°C within one 30 day step.  After two more 30 day steps, the planet was stuck with a population of -33m.  This negative population also proceeded to generate negative money.
Title: Re: Official v5.30 Bugs Thread
Post by: Ziusudra on March 05, 2011, 05:48:46 PM
EDIT: Disregard this, it would seem I missed a step on the 4. 91 install.

XP SP3

In addition to the error at game start (Form Load, 76, Path not found) I get errors and a crash when trying to open System Information F9.   The errors are "cboControlRace, 76, Path not found: 'Planetjpeg\ha3.  jpg'" 10 times, "cboControlRace, 76, Path not found: 'Planetjpeg\b13.  jpg'" 1 time, the first error 3 more times, and then "Aurora, 76, Path not found: planetjpeg\ha3.  jpg'" one time.   What I assume is the frame of the Sys Info window flashes on screen and then the game just goes away. 

I also get errors when opening the Galactic Map F11, though no crash.   There errors alternate between "Form Load, 76, Path not found: 'Ships/EnterpriseA.  gif'" and "LoadRaceData, 53, File not found: 'Flags\'" about half a dozen times.   The window opens and draws after the first error. 
Title: Re: Official v5.30 Bugs Thread
Post by: voknaar on March 06, 2011, 01:27:23 AM
I got a error 6 overflow in create planet. Or i think that was it, I got rid of the screen but it was a error 6 to do with planet creation. Continued on as normal but since I had only exlored the system that turn I assume 1 or more planets didn't generate or are bugged somehow. Oh well.
Title: Re: Official v5.30 Bugs Thread
Post by: Steve Walmsley on March 06, 2011, 09:38:23 PM
I think the problem with disappearing colonies and/or ground units is because I was trying to be 'helpful' a few versions back. When you land ground units to attack a hostile colony, you create a colony of your own with just ground units and no population. So I added some code that, in the event the enemy surrendered, would transfer your ground units to that conquered colony and delete your empty colony. This was to save you the trouble of doing it manually. However, the check I am using to decide whether to transfer ground units simply looks for population, not installations. Your colony won't be deleted though if it has installations.

Then I added the robot guardians, which means there are circumstances where you will find yourself in ruins with no pop fighting an enemy with no pop or installations. When you win, the 'helpful' code transfers your ground units to the enemy pop and deletes your pop if you don't have installations - oops! I think most of the related bugs will be variations on this theme.

For the moment, the workaround is to defend against robotic guardians but don't attack them.

For v5.40 I will remove the auto-transfer code and add new code that deletes any surrendered precursor populations with no installations. Defeating robotic guardians by attacking them will result in an 'enemy ground forces destroyed' event rather than a 'population surrendered' event.

Steve