Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Erik L on July 17, 2007, 04:02:45 PM

Title: 2.0 Bugs
Post by: Erik L on July 17, 2007, 04:02:45 PM
You cannot obsolete sensors (grav pulse, thermal, GPD) in the Tech window. They do not appear in the drop down list.
Title:
Post by: Erik L on July 17, 2007, 04:16:08 PM
Cannot obsolete missile launchers.

Get Error in cmdObsolete_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

Then an Aurora dialog that says "A Race can only make a missile type obsolete if it has the ability to build that type"

Copy/Paste error?

Can't rename them either.
Title: Re: 2.0 Bugs
Post by: Steve Walmsley on July 18, 2007, 05:15:16 AM
Quote from: "Erik Luken"
You cannot obsolete sensors (grav pulse, thermal, GPD) in the Tech window. They do not appear in the drop down list.

You can obsolete them on the research tab. Select Completed projects and click on the sensor. An Obsolete button will appear.

Steve
Title:
Post by: Erik L on July 18, 2007, 09:15:20 AM
Noticed something odd. FLOP has 18900 general research points. Every 5 days, they advance projects exactly 250pts. This works out to 18250/year, not the 18900 they should be getting. Any ideas?
Title:
Post by: Erik L on July 18, 2007, 11:23:08 AM
See image. This is still occuring. Always and only the top ranked officer.
(http://www.pentarch.org/aurorafiles/Images/update.JPG)
Title:
Post by: Erik L on July 18, 2007, 03:24:42 PM
Obsolete weapons show up in the drop list on the Turret Design window.
Title: Comets and Jump Gates, Oh My!
Post by: Centerfed on July 18, 2007, 04:17:50 PM
Just setting up a race, I found 2 bugs right away.  One trivial and one nearly-trivial.  Both certainly due to the 2.0 changes.

First, when you choose to generate the Sol system, it won't have comets no matter what you set the 'minimum comets' button to.  But if you hit the Redo Comets button, you get at least the minimum.  Trivial.

Secondly, if you use SM mode to put a jump gate on an unexplored JP then try to explore through it, you get an error 3021 was generated by DAO.field
No current record.

Deleting the jump gate and then exploring will work fine, though.  Nearly-trivial.

HD
Title:
Post by: Erik L on July 18, 2007, 04:29:17 PM
Probably a rounding/display error.

Created and built a new series of size 4 missiles for my light launchers and medium bombers. Industrial Production shows 2000 (1980 post fighter load). Fighter window shows 1999 (1979 post fighter load).
Title: Precotious Precursors
Post by: Centerfed on July 21, 2007, 02:36:31 AM
Steve-

You were certainly right about Precursors in 2.0.   8)

Precursors in 2.0 generate a single non-program ending error (3065? I forget but it's no big deal...I'll check for it and edit this post later) each time incriment until the Precursors are destroyed.  They will not fire at any ships/colonies or chase them but *will* shoot at incoming missiles.  At least, the Precursors set up with some weapons in point defense mode will.

Probably, the error is crippling the Precursors and making them just sit there.  I did not ever see the endless-loop error from 1.9, probably because the Precursors did not shoot at my fleet.

While I have a hunch that when you finally get around to fixing the Precursors they will have completely different ships, for now if anyone wants to safely beat on some relic warships with their own warfleet, make some.  Heh.

"Shhhh...be vewy, vewy quwiet.  We're hwunting Precursors!  Heheheheheheh!"  --E. Fudd, Precursor (and Wabbit) Hunter

 :lol:

HD
Title:
Post by: Kurt on July 21, 2007, 04:14:09 PM
Steve -

If you go to the "Empire" drop down menu on the main window, and select "Military Organization", the "Command Structure", you get what looks to be a left-over from SA which has nothing to do with the military command structure.  

Kurt
Title:
Post by: Kurt on July 21, 2007, 05:27:04 PM
Not really a bug, more of an omission:

Armor doesn't show up on the technology report for missile designs.  

Kurt
Title:
Post by: Steve Walmsley on July 22, 2007, 08:13:07 AM
Quote from: "Erik Luken"
Cannot obsolete missile launchers.

Get Error in cmdObsolete_Click
Error 381 was generated by MSFlexGrid
Subscript out of range

Then an Aurora dialog that says "A Race can only make a missile type obsolete if it has the ability to build that type"

Copy/Paste error?

Can't rename them either.

These problems were indirectly caused by the addition of precursor missiles to ruins. I set a flag that you couldn't rename or obsolete missiles based on the content of the last column in the missile view. Unfortunately, the missile view has more columns that the other views and the code was checking every view and finding a missing column. It now only checks the missile view and the error has disappeared.

Steve
Title:
Post by: Steve Walmsley on July 22, 2007, 08:16:11 AM
Quote from: "Erik Luken"
See image. This is still occuring. Always and only the top ranked officer.

Is he a sector commander by any chance? If so, bug found and fixed.

Steve
Title:
Post by: Steve Walmsley on July 22, 2007, 08:18:35 AM
Quote from: "Erik Luken"
Obsolete weapons show up in the drop list on the Turret Design window.

Fixed for v2.1

Steve
Title: Re: Comets and Jump Gates, Oh My!
Post by: Steve Walmsley on July 22, 2007, 08:30:26 AM
Quote from: "Centerfed"
Just setting up a race, I found 2 bugs right away.  One trivial and one nearly-trivial.  Both certainly due to the 2.0 changes.

First, when you choose to generate the Sol system, it won't have comets no matter what you set the 'minimum comets' button to.  But if you hit the Redo Comets button, you get at least the minimum.  Trivial.
I think it has always been that way for the Sol system. It isn't generated in the normal way, it's just copied from the database. I have added some code to randomly add comets to the Sol system on creation.

Quote
Secondly, if you use SM mode to put a jump gate on an unexplored JP then try to explore through it, you get an error 3021 was generated by DAO.field
No current record.

Deleting the jump gate and then exploring will work fine, though.  Nearly-trivial.

Was this an exploration using a fleet order or via the button on the system window? If its the latter, then it is fixed for v2.1.

Steve
Title:
Post by: Steve Walmsley on July 22, 2007, 08:41:29 AM
Quote from: "Erik Luken"
Probably a rounding/display error.

Created and built a new series of size 4 missiles for my light launchers and medium bombers. Industrial Production shows 2000 (1980 post fighter load). Fighter window shows 1999 (1979 post fighter load).

Yes, IP is using round down and the fighter window is using round to nearest integer, which is slightly concerning because it may indicate a rounding error in production (the 1979.99999 type). I will change them both to round down.

Steve
Title: Re: Precotious Precursors
Post by: Steve Walmsley on July 22, 2007, 08:42:50 AM
Quote from: "Centerfed"
"Shhhh...be vewy, vewy quwiet.  We're hwunting Precursors!  Heheheheheheh!"  --E. Fudd, Precursor (and Wabbit) Hunter

 :)

Steve
Title:
Post by: Steve Walmsley on July 22, 2007, 08:49:56 AM
Quote from: "Kurt"
Not really a bug, more of an omission:

Armor doesn't show up on the technology report for missile designs.  

Added armour column for v2.1

Steve
Title:
Post by: Erik L on July 22, 2007, 11:08:12 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
See image. This is still occuring. Always and only the top ranked officer.
Is he a sector commander by any chance? If so, bug found and fixed.

Steve


He is.
Title:
Post by: Steve Walmsley on July 22, 2007, 11:17:50 AM
Quote from: "Erik Luken"
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
See image. This is still occuring. Always and only the top ranked officer.
Is he a sector commander by any chance? If so, bug found and fixed.
He is.

Good. It was the fact he was a sector commander that was the problem. It was just a coincidence that he was the top ranked officer. When a commander is given an additional bonus it is based upon his current role. Nothing was setup for sector commanders, which he why he ended up with a blank. They will now get the same type of updates as a colony commander.

Steve
Title:
Post by: sloanjh on July 22, 2007, 04:38:04 PM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Probably a rounding/display error.

Created and built a new series of size 4 missiles for my light launchers and medium bombers. Industrial Production shows 2000 (1980 post fighter load). Fighter window shows 1999 (1979 post fighter load).
Yes, IP is using round down and the fighter window is using round to nearest integer, which is slightly concerning because it may indicate a rounding error in production (the 1979.99999 type). I will change them both to round down.

Steve

Errrr are you sure you didn't get those reversed?  If IP is rounding down and FW is using nearest int, I would expect FW to always be greater than or equal to.

John
Title:
Post by: Kurt on July 22, 2007, 05:04:34 PM
Steve -

I've got a rather annoying problem going on in the Jupiter campaign database.  It is as follows:

1.  At the current time I have only two fleets with movement orders, one is the Republic warp survey fleet, moving around in the outer system surveying grav sites, and the other is a freighter in the Saturn moon system.  This freighter has orders to move from Rhea to Mimas, pick up resources, move to Iapetus and pick up more resources, and move back to Rhea and unload everything.  No refueling or maintenance checks.  I gave these orders then gave the order to repeat 19 times, then gave the order to repeat on a loop.  I did this so that no matter what time advance I used I'd still get the maximum number of trips out of my freighter.  

2.  On or about August of the first year of game time I hit a problem.  I started receiving multiple errors when I advanced the time.  The error was as follows:
Error in MoveFleets
Error 3001
Invalid Argument
This repeated dozens of times.  Dozens and dozens.  Enough that when I hit enter to get through it I inadvertently hit the time advance again, starting it all over again.

3.  When I finally cleared the error messages I checked the log.  There were no alarming messages in the game log, so I checked my fleets.  The survey fleet seemed to be fine, so I checked my freighter.  It too seemed to be fine.  It had fuel and spares, and nothing seemed wrong.  After some thought I cleared all of the moves and the loop and ordered the freighter to move to its home base (Rhea).

4.  When I hit time advance I received one error as above, and a second error, as follows:
Error in UpdateGameLog
Error 3001
Invalid Argument
After this error I noticed that the game log was not being updated.

5.  After the freighter made it back to its base I didn't receive any more move errors but the log didn't update any further and I continued to receive the log error messages.  

Aaaaauuugh!

Kurt
Title:
Post by: Steve Walmsley on July 22, 2007, 05:17:49 PM
Quote from: "Kurt"
Steve -

I've got a rather annoying problem going on in the Jupiter campaign database.  It is as follows:

1.  At the current time I have only two fleets with movement orders, one is the Republic warp survey fleet, moving around in the outer system surveying grav sites, and the other is a freighter in the Saturn moon system.  This freighter has orders to move from Rhea to Mimas, pick up resources, move to Iapetus and pick up more resources, and move back to Rhea and unload everything.  No refueling or maintenance checks.  I gave these orders then gave the order to repeat 19 times, then gave the order to repeat on a loop.  I did this so that no matter what time advance I used I'd still get the maximum number of trips out of my freighter.  

2.  On or about August of the first year of game time I hit a problem.  I started receiving multiple errors when I advanced the time.  The error was as follows:
Error in MoveFleets
Error 3001
Invalid Argument
This repeated dozens of times.  Dozens and dozens.  Enough that when I hit enter to get through it I inadvertently hit the time advance again, starting it all over again.

3.  When I finally cleared the error messages I checked the log.  There were no alarming messages in the game log, so I checked my fleets.  The survey fleet seemed to be fine, so I checked my freighter.  It too seemed to be fine.  It had fuel and spares, and nothing seemed wrong.  After some thought I cleared all of the moves and the loop and ordered the freighter to move to its home base (Rhea).

4.  When I hit time advance I received one error as above, and a second error, as follows:
Error in UpdateGameLog
Error 3001
Invalid Argument
After this error I noticed that the game log was not being updated.

5.  After the freighter made it back to its base I didn't receive any more move errors but the log didn't update any further and I continued to receive the log error messages.  Aaaauuugh!

No idea what is happening here as I haven't see the error before. Best thing is to send me your database so I can step through the code and fix the problem.

Steve
Title:
Post by: Kurt on July 23, 2007, 01:06:59 AM
Quote from: "Steve Walmsley"
No idea what is happening here as I haven't see the error before. Best thing is to send me your database so I can step through the code and fix the problem.

Steve


I figured it out, kind of.  I went to the Aurora folder in windows explorer to see how big the Stevefire.mdb file was, to figure out how to send it to you.  As soon as I saw it I knew what was going on, it was right at the magic 2 GB size for database meltdown.  

I compacted the database and ran a time advance and it worked fine, no more errors and the log updates.  That still leaves open the question of how the database got so bloated.  It went from the size you shipped it out at, around 3 MB IIRC, to 2 GB in less than six months game time.  And it was a particularly uneventful six months, with very little happening, because only one side had any ships.  

The only thing unusual about this game is that there are nine seperate populations/colonies, which is a level that it usually takes me a long time to reach in my other campaigns.  Still, I wouldn't think that would be enough to cause the extreme bloat I saw here.  

I'll keep an eye on the database size from now on.  It would be interesting to know if it creeps up, or if it shoots up all at once.  

Kurt
Title:
Post by: Steve Walmsley on July 23, 2007, 06:17:42 AM
Quote from: "Kurt"
I figured it out, kind of.  I went to the Aurora folder in windows explorer to see how big the Stevefire.mdb file was, to figure out how to send it to you.  As soon as I saw it I knew what was going on, it was right at the magic 2 GB size for database meltdown.  

I compacted the database and ran a time advance and it worked fine, no more errors and the log updates.  That still leaves open the question of how the database got so bloated.  It went from the size you shipped it out at, around 3 MB IIRC, to 2 GB in less than six months game time.  And it was a particularly uneventful six months, with very little happening, because only one side had any ships.  

The only thing unusual about this game is that there are nine seperate populations/colonies, which is a level that it usually takes me a long time to reach in my other campaigns.  Still, I wouldn't think that would be enough to cause the extreme bloat I saw here.  

I'll keep an eye on the database size from now on.  It would be interesting to know if it creeps up, or if it shoots up all at once.  

I don't think it is the size of your campaign. My campaign has been running five game years and currently has five races with thirty-one colonies. The database is 18 Mb.

The database should be set to compact on close but I am now wondering if that has to be set locally. Could you open the database in Access, go to Tools -> Options and look at the General tab. Is the Compact on Close option selected?

Steve
Title:
Post by: Erik L on July 24, 2007, 11:31:25 AM
If you have maintenance off, when you have ships that run under 10% fuel, you get a series of errors.

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

You get 1 error for each ship.
Title:
Post by: Steve Walmsley on July 24, 2007, 11:37:14 AM
Quote from: "Erik Luken"
If you have maintenance off, when you have ships that run under 10% fuel, you get a series of errors.

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

You get 1 error for each ship.

I have had this in my campaign too. Already fixed for v2.1 :)

Steve
Title: Aurora 2.0 Bugs - officers
Post by: jmelzer on July 25, 2007, 12:56:57 PM
(1) On race creation, changing the homeworld name can only be done after initial race reation. (a default name from the theme is assigned to the home system). This is done after officer creation. So the name of the accademy graduated from, on the F4 screen will not match the system name, but will be an accademy that doesn't exist.
(e.g. I named my home system "Manticore", but the default name assigned on initial race creation was "auldhouse". So the Education box in that window shows "Auldhouse A-V Accademy"

(2) Is loading a commander supposed to work on the fleet orders (F12) window? I click on the capital planet (where all my officers are), then click "load officer", but no officers appear in the "select commander" window.
Title: Re: Aurora 2.0 Bugs - officers
Post by: Kurt on July 25, 2007, 02:36:45 PM
Quote from: "jmelzer"
(1) On race creation, changing the homeworld name can only be done after initial race reation. (a default name from the theme is assigned to the home system). This is done after officer creation. So the name of the accademy graduated from, on the F4 screen will not match the system name, but will be an accademy that doesn't exist.
(e.g. I named my home system "Manticore", but the default name assigned on initial race creation was "auldhouse". So the Education box in that window shows "Auldhouse A-V Accademy"

(2) Is loading a commander supposed to work on the fleet orders (F12) window? I click on the capital planet (where all my officers are), then click "load officer", but no officers appear in the "select commander" window.


I have noticed #1 myself.

As for #2, you have to make the officer in question available for pickup before he shows up on the "load officer" list.  IIRC, there is a check box somewhere on the personnel page that you can check to make the officer available for pickup.  This was done so that you don't have to look through all of your officers to determine which one you want to pickup.

Kurt
Title: Re: Aurora 2.0 Bugs - officers
Post by: Erik L on July 25, 2007, 02:50:30 PM
Quote from: "jmelzer"
(2) Is loading a commander supposed to work on the fleet orders (F12) window? I click on the capital planet (where all my officers are), then click "load officer", but no officers appear in the "select commander" window.


On the commander screen (F4), you need to click the checkbox up around the name info at the top. Then you can pick them up and move them around
Title: Re: Aurora 2.0 Bugs - officers
Post by: jmelzer on July 25, 2007, 03:06:29 PM
Quote from: "Erik Luken"
Quote from: "jmelzer"
(2) Is loading a commander supposed to work on the fleet orders (F12) window? I click on the capital planet (where all my officers are), then click "load officer", but no officers appear in the "select commander" window.

On the commander screen (F4), you need to click the checkbox up around the name info at the top. Then you can pick them up and move them around


Oops, NVM.
Title: 2 more bugs
Post by: jmelzer on July 26, 2007, 08:15:23 AM
Ran into 2 more bugs,

Game info:
the following settings set to "yes":
- AI controlled precursors
- Aurora Themes
- Window positions
- Orbital motion (plantes/moons only)
- Realistic comm. promotions
- commander political bonuses.

created/deleted some systems repeatedly to

Bug#1 - the movemonsters -> error 6 one
i.e.
[Error in Movemonsters]
Error 6 was generated by Aurora
Overflow
Please report to stevealmsley@btinternet.com (http://mailto:stevealmsley@btinternet.com)
Title: Re: 2 more bugs
Post by: Erik L on July 26, 2007, 09:18:14 AM
Quote from: "jmelzer"
Ran into 2 more bugs,

Game info:
the following settings set to "yes":
- AI controlled precursors
- Aurora Themes
- Window positions
- Orbital motion (plantes/moons only)
- Realistic comm. promotions
- commander political bonuses.

created/deleted some systems repeatedly to

Bug#1 - the movemonsters -> error 6 one
i.e.
[Error in Movemonsters]
Error 6 was generated by Aurora
Overflow
Please report to stevealmsley@btinternet.com (http://mailto:stevealmsley@btinternet.com)


Precursors has some issues with the 2.0 release. You might want to turn them off. Not sure if Steve's fixed that in 2.1 or not.
Title: fatal error
Post by: jmelzer on July 28, 2007, 01:38:46 PM
Error:
On february 2 of a new campaign, the campaign died with the following 2 errors:

Error in CheckSpecialOrders

Error 3343 was generated by DAO.Database
Unrecognzied database format d:\games\aurora\Stevefire.mdb

then, when I hit OK,

Error in CheckSpecialOrders
Error 91 was generated by Aurora
Object variable or With block variable not set

(the error 91 repeates forever, can't get into the game).

on restart, same 2 errors, but instead of being described as "error in CheckSpecialOrders"
the title is "Error in Form Load"
Title: Minor Error - Very low (i.e. very good) non-zero suitability
Post by: jmelzer on July 28, 2007, 01:56:08 PM
My race has a min temp of -25.4
I found a planet with temp -25.61
which works out to a temp cost factor of 0.01

the planet shows up as dark blue on the F-9 screen, and I can send/emplace population there without sending any infrastructure.
(I saw a dark blue planet, with "0.0" habitability cost, and didn't notice that this was rounded off)

BUT,
once I've emplaced population, the f-2 summary screen gives
"Error in IstPopulations_Click
Error 11 was generated by Aurora
Division by 0"
- no other effect. mines work on the planet, workers show as available, etc.

terraforming raising the temp (cheating using SM) will remove the error msg.

This seems to be a rounding error, that colonization costs below some number get treated as 0 in some areas but not others.
Title: Another fatal error
Post by: jmelzer on July 28, 2007, 08:35:09 PM
INITIAL ERROR REPORT:
-----------------------------
on 8th of march 3000 (campaign year 0) - (3:20 AM), tried to advance time, and got:

Error in OrbitalMovement

Error 3159 was generated by DAO.Recordset
Not a valid bookmark.
Please report to stevewalmsley@btinternet.com

then

Error 3020 was generated by DAO.Field
Update or CAnelUpdate without AddNew or Edit.

(cycles through 3159, 2*3020 a few times)

Then a bunch of Error 3420 (Object invalid or no longer set) - gets stuck looping there AFAICT


--------------------
TROUBLESHOOTING #1:

killed (through windows task manager) aurora, and successfully reloaded.

The db seems to load o.k. but same errors when I try to advance time.

--------------------
TROUBLESHOOTING #2:

killed (through windows task manager) aurora, and successfully reloaded.

I also get a similar set of looping errors when:
(a) change to the "SM" race (which knows about a few systems the player race doesn't)
(b) try to open system view (f9) or galactic map (F11)

I suspect the problem is in one of the systems the SM race knows about.

--------------------
TROUBLESHOOTING #3:


I then (killed in windows, and reloaded again), and changed race to the player race, and went to one of my systems & tried to link that systems using SM mode, to system 111 (one of the 2 systems the SM race only knows about), I got, again, a similar series of looping errors.

Now when I try to reload, and go to F-11, same 3159 errors occur


I have this stevefire.mdb for this (from before Troubleshooting#1,2,3), (as well as another copy of showing the 3343 error reported previously) saved as backup copies, in case you need them.

It has been a hard weekend in the galaxy :-)
Title: Bug on system naming
Post by: jmelzer on July 28, 2007, 11:33:25 PM
On system generation, got the following error:

Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Synatx error (missing operator) in query expresion 'Name = 'L'Obel' and RaceID = 537'

Race creating the system was "SM Race", with default theme (i.e. "ancient egypt") ... but I'd created a large number of systems already so it may have been "out" of the theme and picking from somewhere else.

Maybe the appostrophe in the system name isn't handled right when the name is part of a theme?
Title: Re: Aurora 2.0 Bugs - officers
Post by: Steve Walmsley on July 31, 2007, 08:55:30 AM
Quote from: "jmelzer"
(1) On race creation, changing the homeworld name can only be done after initial race reation. (a default name from the theme is assigned to the home system). This is done after officer creation. So the name of the accademy graduated from, on the F4 screen will not match the system name, but will be an accademy that doesn't exist.
(e.g. I named my home system "Manticore", but the default name assigned on initial race creation was "auldhouse". So the Education box in that window shows "Auldhouse A-V Accademy"
I have added an extra step to manual race creation so you can choose your homeworld name before officers are created.

Quote
(2) Is loading a commander supposed to work on the fleet orders (F12) window? I click on the capital planet (where all my officers are), then click "load officer", but no officers appear in the "select commander" window.

You need to click the Available for Pickup box on the commander window. This is to prevent possibly hundreds of commanders appearing when you select load officer.

Steve
Title: Re: 2 more bugs
Post by: Steve Walmsley on July 31, 2007, 08:57:27 AM
Quote from: "jmelzer"
Bug#1 - the movemonsters -> error 6 one
i.e.
[Error in Movemonsters]
Error 6 was generated by Aurora
Overflow
Please report to stevealmsley@btinternet.com (http://mailto:stevealmsley@btinternet.com)

There are some problems with precursors (still) in v2.0 so its best to play without them until I can figure out the cause. Those problems are almost certainly causing the above errors.

Steve
Title: Re: fatal error
Post by: Steve Walmsley on July 31, 2007, 09:02:48 AM
Quote from: "jmelzer"
Error:
On february 2 of a new campaign, the campaign died with the following 2 errors:

Error in CheckSpecialOrders

Error 3343 was generated by DAO.Database
Unrecognzied database format d:\games\aurora\Stevefire.mdb

then, when I hit OK,

Error in CheckSpecialOrders
Error 91 was generated by Aurora
Object variable or With block variable not set

(the error 91 repeates forever, can't get into the game).

on restart, same 2 errors, but instead of being described as "error in CheckSpecialOrders"
the title is "Error in Form Load"

Unfortunately I have no clue what is happening here. The endless error 91s occur when the program can't find some key piece of data that it is relying on and they will be caused by the previous error. However, I have not had Unrecognzied Database error reported before so it must be something specific to your system for some reason. The strange thing is that if it can't recognise the database, how did it get to February before crashing?

I need to try and pin down what is different about your game or install to figure out the cause of the problem. Do you have access installed on your PC and, if so, what version?

Has anyone else reading this thread had anything similar happen (with any version of Aurora) so I can try and find something in common.

Steve
Title: Re: Another fatal error
Post by: Steve Walmsley on July 31, 2007, 09:08:41 AM
Quote from: "jmelzer"
INITIAL ERROR REPORT:
-----------------------------
on 8th of march 3000 (campaign year 0) - (3:20 AM), tried to advance time, and got:

Error in OrbitalMovement

Error 3159 was generated by DAO.Recordset
Not a valid bookmark.
Please report to stevewalmsley@btinternet.com


This is obviously something weird going on here as you are getting a lot of errors that no one else is reporting. Just to clarify, did you install version 0.1 then update to 1.2 and then update to 2.0. Did you say yes to the overwrite files of the same name questions? I am just thinking its possible you have an database from an earlier version for some reason.

If all the above is OK, I suggest you re-download and reinstall from scratch. Don't use precursors and see if you have the same problems. I don't think there is much point in me trying to figure out the problem yet as I am fairly certain there is something different about your install from everyone else's. Because of the seriousness of the problems you are having, I would be getting the same reports from the other users if they had the same errors.

Steve
Title: Re: Bug on system naming
Post by: Steve Walmsley on July 31, 2007, 09:09:30 AM
Quote from: "jmelzer"
Maybe the appostrophe in the system name isn't handled right when the name is part of a theme?

I think that is the problem. I thought I had managed to find all the apostrophes :)

Steve
Title:
Post by: Randy on July 31, 2007, 10:00:32 AM
Quote
Error:
On february 2 of a new campaign, the campaign died with the following 2 errors:

Error in CheckSpecialOrders

Error 3343 was generated by DAO.Database
Unrecognzied database format d:\games\aurora\Stevefire.mdb



The error 3343 likely means your database file is corrupt. Try replacing it with a fresh, clean one and see if the error goes away.

  What probably happened is that during your problems with the precursors, you killed the application (ctrl-alt-del -> end process) while it was trying to write data to a table. This corrupted the database and is generating the current errors.

Other option is that you didn't perform an actual install of aurora and just extracted the files. But if you did this I seriously doubt you would have gotten past the first 5 seconds of the game - never mind a month...
Title: Re: Another fatal error
Post by: Father Tim on July 31, 2007, 10:18:28 AM
Quote from: "Steve Walmsley"
Quote from: "jmelzer"
INITIAL ERROR REPORT:
-----------------------------
on 8th of march 3000 (campaign year 0) - (3:20 AM), tried to advance time, and got:

Error in OrbitalMovement

Error 3159 was generated by DAO.Recordset
Not a valid bookmark.
Please report to stevewalmsley@btinternet.com

This is obviously something weird going on here as you are getting a lot of errors that no one else is reporting. Just to clarify, did you install version 0.1 then update to 1.2 and then update to 2.0. Did you say yes to the overwrite files of the same name questions? I am just thinking its possible you have an database from an earlier version for some reason.

If all the above is OK, I suggest you re-download and reinstall from scratch. Don't use precursors and see if you have the same problems. I don't think there is much point in me trying to figure out the problem yet as I am fairly certain there is something different about your install from everyone else's. Because of the seriousness of the problems you are having, I would be getting the same reports from the other users if they had the same errors.

Steve


Way back - 'round Christmas time - I saw this same error.  Back then I had Orbital Movement for Asteroids' turned on.  I haven't seen the error again since I turned it off.
Title: Re: Another fatal error
Post by: jmelzer on July 31, 2007, 08:28:44 PM
Quote from: "Steve Walmsley"
Quote from: "jmelzer"
INITIAL ERROR REPORT:
-----------------------------
on 8th of march 3000 (campaign year 0) - (3:20 AM), tried to advance time, and got:

Error in OrbitalMovement

Error 3159 was generated by DAO.Recordset
Not a valid bookmark.
Please report to stevewalmsley@btinternet.com

This is obviously something weird going on here as you are getting a lot of errors that no one else is reporting. Just to clarify, did you install version 0.1 then update to 1.2 and then update to 2.0. Did you say yes to the overwrite files of the same name questions? I am just thinking its possible you have an database from an earlier version for some reason.

If all the above is OK, I suggest you re-download and reinstall from scratch. Don't use precursors and see if you have the same problems. I don't think there is much point in me trying to figure out the problem yet as I am fairly certain there is something different about your install from everyone else's. Because of the seriousness of the problems you are having, I would be getting the same reports from the other users if they had the same errors.

Steve


All the problems I've reported go away when I extract a new version of Stevefire.mdb from the Aurora 2.00 zip file.
(the only ones that don't are
- the academy name issue, (which you've fixed) and
- the 0.01 colony cost error,
both of which are "real" problems reproducible in any game, rather than corruption issues.

Agree that the fatal problems are both DB corruption issues, since I can re-produce them on a fresh install by just copying over starfire.mdb with the .mdb file from when I got the error.

If you want me to just ignore it, and see if it happens again, thats 100% fine. Or if you want the .mdb files that I saved from the error conditions, I can send them to you (though, I'm not sure how ... they're kinda big :-)

FWIW My system is a bit long in the tooth ...

XP Home edition
PIV 1.6 GHz
512 MB RAM.

Re. your questins in the other note:
I don't have access installed (I do have a 3rd party tool for viewing .mdb files ... but haven't used it on stevefire.mdb, since I don't have the access DB password. ... i.e. _I_ didn't corrupt it manually.)

I have had Aurora hang -> kill through task manager at least once (during system generation) though not sure if it happened before the above problems.

I'm running a new game right now /w no precursors. Thus far, haven't hit any database (or other) issues, but I haven't explored that far from home either.

HTH,

Jacob Melzer
Title: Re: Another fatal error
Post by: jmelzer on July 31, 2007, 08:29:37 PM
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Quote from: "jmelzer"
INITIAL ERROR REPORT:
-----------------------------
on 8th of march 3000 (campaign year 0) - (3:20 AM), tried to advance time, and got:

Error in OrbitalMovement

Error 3159 was generated by DAO.Recordset
Not a valid bookmark.
Please report to stevewalmsley@btinternet.com

This is obviously something weird going on here as you are getting a lot of errors that no one else is reporting. Just to clarify, did you install version 0.1 then update to 1.2 and then update to 2.0. Did you say yes to the overwrite files of the same name questions? I am just thinking its possible you have an database from an earlier version for some reason.

If all the above is OK, I suggest you re-download and reinstall from scratch. Don't use precursors and see if you have the same problems. I don't think there is much point in me trying to figure out the problem yet as I am fairly certain there is something different about your install from everyone else's. Because of the seriousness of the problems you are having, I would be getting the same reports from the other users if they had the same errors.

Steve

Way back when I saw this same error.  Back then I had Orbital Movement for Asteroids' turned on.  I haven't seen the error again since I turned it off.


I've had asteroids off.
Title: Re: fatal error
Post by: Haegan2005 on July 31, 2007, 09:22:20 PM
I had a similar problem when I played music from a different drive and then shut the program down. When I reloaded it couldn't find the database.


Quote from: "Steve Walmsley"
Quote from: "jmelzer"
Error:
On february 2 of a new campaign, the campaign died with the following 2 errors:

Error in CheckSpecialOrders

Error 3343 was generated by DAO.Database
Unrecognzied database format d:\games\aurora\Stevefire.mdb

then, when I hit OK,

Error in CheckSpecialOrders
Error 91 was generated by Aurora
Object variable or With block variable not set

(the error 91 repeates forever, can't get into the game).

on restart, same 2 errors, but instead of being described as "error in CheckSpecialOrders"
the title is "Error in Form Load"
Unfortunately I have no clue what is happening here. The endless error 91s occur when the program can't find some key piece of data that it is relying on and they will be caused by the previous error. However, I have not had Unrecognzied Database error reported before so it must be something specific to your system for some reason. The strange thing is that if it can't recognise the database, how did it get to February before crashing?

I need to try and pin down what is different about your game or install to figure out the cause of the problem. Do you have access installed on your PC and, if so, what version?

Has anyone else reading this thread had anything similar happen (with any version of Aurora) so I can try and find something in common.

Steve
Title: Re: Minor Error - Very low (i.e. very good) non-zero suitabi
Post by: Steve Walmsley on August 01, 2007, 08:29:05 AM
Quote from: "jmelzer"
My race has a min temp of -25.4
I found a planet with temp -25.61
which works out to a temp cost factor of 0.01

the planet shows up as dark blue on the F-9 screen, and I can send/emplace population there without sending any infrastructure.
(I saw a dark blue planet, with "0.0" habitability cost, and didn't notice that this was rounded off)

BUT,
once I've emplaced population, the f-2 summary screen gives
"Error in IstPopulations_Click
Error 11 was generated by Aurora
Division by 0"
- no other effect. mines work on the planet, workers show as available, etc.

terraforming raising the temp (cheating using SM) will remove the error msg.

This seems to be a rounding error, that colonization costs below some number get treated as 0 in some areas but not others.

I have changed the F9 window to show two decimal places so it matches the economics window. I know this won't prevent the bug but it will at least provide a clearer view of the colony cost in future (unless its 0.001 :))

The actual problem was caused by the program assuming that you wouldn't have a population without infrastructure on a planet with colony cost higher than zero, which obviously isn't a safe assumption for many reasons. I have fixed this for v2.1

Steve
Title: Re: Another fatal error
Post by: Steve Walmsley on August 01, 2007, 08:36:30 AM
Quote from: "jmelzer"
All the problems I've reported go away when I extract a new version of Stevefire.mdb from the Aurora 2.00 zip file.
(the only ones that don't are
- the academy name issue, (which you've fixed) and
- the 0.01 colony cost error,
both of which are "real" problems reproducible in any game, rather than corruption issues.
That's good news. I have also fixed the 0.01 colony issue as well now.

Quote
Agree that the fatal problems are both DB corruption issues, since I can re-produce them on a fresh install by just copying over starfire.mdb with the .mdb file from when I got the error.

If you want me to just ignore it, and see if it happens again, thats 100% fine. Or if you want the .mdb files that I saved from the error conditions, I can send them to you (though, I'm not sure how ... they're kinda big :) I was just wondering if a different version of Access on your machine compared to the one in which I created the database might cause the format error.

Quote
I have had Aurora hang -> kill through task manager at least once (during system generation) though not sure if it happened before the above problems.
That is a known but rare problem. Its happened to me about three times in the last six months and I know at least one other person has reported it. Unfortunately I have yet to pin it down. I think its an endless loop but can't find where.

Quote
I'm running a new game right now /w no precursors. Thus far, haven't hit any database (or other) issues, but I haven't explored that far from home either.

Good luck and thanks for the detailed error reporting.

Steve
Title:
Post by: Kurt on August 01, 2007, 11:07:45 AM
Steve -

Kind of a minor bug.  I've noticed on the ship intelligence window, where you match contacts with previously established profiles, Aurora seems to think that every ship is 8,800 tons.  No matter what the contact size is listed as, or the other factors, Aurora seems to ID all ships as 8800 tons.  

Kurt
Title:
Post by: Pete_Keller on August 01, 2007, 11:03:41 PM
Many errors/comments:
1) Event message "XXX killed in training accident" and "XXX has developed a medical problem" do not list the job that XXX is assigned to (like retirement does)

2) Population and Production ->Industrial Production -- all the amount blocks are blank and default to 0.  Would prefer to default to one.

3) Population and Production ->Industrial Production -- Construction of planetary installations the word "Factories" (the upper left word) should read "Construction Factories".  I was confused for about a game year or 3 while I tried to figure out how to increase the factories.

4) If you are currently not researching anything, but have something queued in the pending area, on a time advance, you should move the top queued item to be the current research project.

5) In the current Research project, you should shade in the name field to represent % complete (starts out one color, and shades to another color as it completes)

6) In population location box, shade in the currently displayed population.

7) Add a button to the time controls "Advance to next event"

8) Queue shipyard assignments

9) Add a conditional order of "# spares left" to allow someone to move to nearest colony when # spares left = 1 for example

10) in System Map -> Display 2, add or change "Asteroids with colonies" to "Asteroids with colonies or minerals"

11) Event message XXX built on YYY ... add "assigned to ZZZ fleet"

12) After about 80 years or so (my notes on this are missing), the program starts throwing an error every turn.

Pete
Title:
Post by: mavikfelna on August 02, 2007, 09:51:29 AM
I pick up Duranium on Earth, move it Mars, drop it off. It gets removed from the stockpile on Earth, but never gets added to the stockpile on Mars.

Also, is there any way to look at Precursors in a system? I had Precursors turned on and in a new system I got an Alien Fleet detected message but couldn't find any fleets there. Is the SM suppose to get any kind of note if there is a population or ruins in a system?

Also, My CFF doesn't appear to be working. My freighters and colony transports are in two seperate fleets of purely 1 class each but they are having system failures at an alarming rate. Is there something that needs to be set to have them use the CFF?

--Mav
Title:
Post by: Erik L on August 02, 2007, 10:17:05 AM
Quote from: "mavikfelna"
Also, My CFF doesn't appear to be working. My freighters and colony transports are in two seperate fleets of purely 1 class each but they are having system failures at an alarming rate. Is there something that needs to be set to have them use the CFF?

--Mav


Issue the cargo fleets the "Perform Maintenance Check" or something similar order.
Title:
Post by: Erik L on August 03, 2007, 01:00:33 PM
In the Brazil ship name theme, there is some odd characters between Acu and Afonso resulting in the ship names being jammed together for those two.
Title:
Post by: Erik L on August 03, 2007, 01:12:18 PM
11st Infantry?
And the 13rd Engineer.

This is on the commander screen.
Title:
Post by: Erik L on August 03, 2007, 04:19:36 PM
Bug or Working As Intended (tm)?

Fighter wings cannot land on carriers in fleets with shipyard tasks, regardless if the carriers are not in the shipyards themselves.
Title:
Post by: Erik L on August 03, 2007, 04:34:40 PM
If, for some dayquil-induced reason you assign the same research project to two different science outposts for the same race, and both complete the project, you get 2 of the item in the tech list.
Title:
Post by: mavikfelna on August 03, 2007, 09:16:13 PM
My cargo fleet is currently 3 ships each capable of holding a single jump gate component. I have moved them to the jump point where my construction ship is waiting but I have no option to unload the parts so I can go back and get the remainder so I can begin construction on the gate.

Am I missing an option somewhere?

--Mav
Title:
Post by: Erik L on August 03, 2007, 09:40:22 PM
Quote from: "mavikfelna"
My cargo fleet is currently 3 ships each capable of holding a single jump gate component. I have moved them to the jump point where my construction ship is waiting but I have no option to unload the parts so I can go back and get the remainder so I can begin construction on the gate.

Am I missing an option somewhere?

--Mav


Build 2 more ships. I don't think you can kick the bits out of the door and let them float there until you use them...
Title:
Post by: Shinanygnz on August 04, 2007, 06:46:55 AM
Small oddity with Asteroid Mining.  With two asteroids that I have mined out using ship mounted extraction modules, I can not pick up the last 1 ton of any minerals the asteroid had.  The stockpile always remains at 1 no matter how many times I try.
Title:
Post by: Erik L on August 07, 2007, 11:16:20 AM
The FLOP decided to take out the Andarmax Dominion. Total of around 60-70 ships between both sides.

Get a number of overflow errors in "FireShipWeapons". From what I can see, the ships do fire and inflict damage.
Title:
Post by: Erik L on August 08, 2007, 02:21:04 PM
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.
Title:
Post by: Erik L on August 08, 2007, 02:50:58 PM
Something bizarro just happened.

I sent a fleet through a unexplored jump point, and it connected to a previously explored system (on the galactic map only). In the event log, it showed a new system. As I attempted to move the systems around to prevent a line streaking across the map, I got 5 error 5 each time I moved a system.

I hit refresh, and the map fixed itself.
Title:
Post by: Erik L on August 08, 2007, 03:50:52 PM
Decided to start terraforming a planet with zero atmo pressure. Figured I'd build to .79atm of Nitrogen, and then work from there.

The first increment of time after  this was implemented involved a number of divide by 0 errors and then a general lockup of Aurora (I terminated the process after 5 minutes).

On restart, it looks as if things are okay. The planet has .0001atm of Nitrogen (which is 122%?)
Title:
Post by: Erik L on August 09, 2007, 10:13:50 AM
While setting the orders for the Assault fleet to drop off their involuntary immigrants for re-education on Sol, I noticed that there were a number of officers that are not present in this game available for drop off.
Title: Designing Fighters
Post by: welchbloke on August 09, 2007, 04:47:21 PM
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke
Title: Re: Designing Fighters
Post by: Erik L on August 10, 2007, 12:58:53 PM
Quote from: "welchbloke"
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke


You need Fighter Fire Control Range, Fighter Fuel Cell Capacity, Anti-Fighter Weapon, Fighter Engine Power, and Fighter EW (optional)
Title: Re: Designing Fighters
Post by: welchbloke on August 10, 2007, 03:29:30 PM
Quote from: "Erik Luken"
Quote from: "welchbloke"
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke

You need Fighter Fire Control Range, Fighter Fuel Cell Capacity, Anti-Fighter Weapon, Fighter Engine Power, and Fighter EW (optional)


Thanks, I've now found these items in the tech list.  I could have sworn they weren't there when I looked yesterday  :oops:

Welchbloke
Title:
Post by: Brian Neumann on August 12, 2007, 05:54:11 AM
When using the Reasearch All button the technologies researched do not pay any attention to the prerequisites.  This is very apperant with the ECM where compact ecm 6 is researched when only regular ecm 4 has been completed.

Brian
Title:
Post by: Father Tim on August 12, 2007, 08:19:54 AM
Quote from: "Brian"
When using the Reasearch All button the technologies researched do not pay any attention to the prerequisites.  This is very apperant with the ECM where compact ecm 6 is researched when only regular ecm 4 has been completed.

Brian


True, though I don't really consider it a bug.  The 'Research All' button is a convenient short-cut when setting up a race - I expect it to require fine-tuning anyway.

Though I suppose as a Suggestion, I would prefer a 'Research X Levels' of each tech button to the 'Research All' tech below X cost one we have now.
Title:
Post by: Brian Neumann on August 12, 2007, 09:48:54 AM
I agree that it is a convenient short-cut,  my problem comes in with research that has a prerequisite that has not been fulfulled.  Another example is that while compact ecm 6 has been researched, so has missle ecm 6.  This is while regular ecm is at 4.  As missle ecm is a check box, all or nothing, then the missles have better ecm than the race should have been able to research.  I checked and the same thing is happening with fighter engine strength.  In general it will happen with any technology that has a prerequisite but does not cost as much to research.  IE a derivitave technology.

Brian
Title:
Post by: Steve Walmsley on August 13, 2007, 08:39:08 AM
Quote from: "Erik Luken"
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.

There are some errors in the salvage code and it is broken in v2.0 :(. I found them when I added the ability to find technology in wrecks. However, it is fixed for v2.1 as I have salvaged plenty of wrecks with no problems.

Steve
Title:
Post by: Erik L on August 13, 2007, 08:43:43 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.
There are some errors in the salvage code and it is broken in v2.0 :(. I found them when I added the ability to find technology in wrecks. However, it is fixed for v2.1 as I have salvaged plenty of wrecks with no problems.

Steve


I got a crapload of minerals, no tech. But I think with a couple exceptions, FLOP out-techs the Dominion in everything.
Title:
Post by: Steve Walmsley on August 13, 2007, 08:45:38 AM
Quote from: "Kurt"
Steve -

Kind of a minor bug.  I've noticed on the ship intelligence window, where you match contacts with previously established profiles, Aurora seems to think that every ship is 8,800 tons.  No matter what the contact size is listed as, or the other factors, Aurora seems to ID all ships as 8800 tons.  

Every one is 9400 tons for me :)

It looks like I missed an SQL join in the code so it is taking the size of the first ship in the ship table rather than the one you selected. Fixed for v2.1

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 08:46:33 AM
Quote from: "Erik Luken"
I got a crapload of minerals, no tech. But I think with a couple exceptions, FLOP out-techs the Dominion in everything.

Yes, the ability to gain tech only appears in v2.1

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:30:04 AM
Quote from: "Pete_Keller"
Many errors/comments:
Event message "XXX killed in training accident" and "XXX has developed a medical problem" do not list the job that XXX is assigned to (like retirement does)

Population and Production ->Industrial Production -- all the amount blocks are blank and default to 0.  Would prefer to default to one.

Population and Production ->Industrial Production -- Construction of planetary installations the word "Factories" (the upper left word) should read "Construction Factories".  I was confused for about a game year or 3 while I tried to figure out how to increase the factories.
All the above added for v2.1

Quote
If you are currently not researching anything, but have something queued in the pending area, on a time advance, you should move the top queued item to be the current research project.
Not sure how this situation would occur. If a project ends, the top queued item is moved in and there is no way to remove a project without replacing it. Unless someone accidently queues a project for an empty research lab instead of researching it, the above shouldn't happen.

Quote
In the current Research project, you should shade in the name field to represent % complete (starts out one color, and shades to another color as it completes)
Unfortunately the window text box doesn't support that ability.

Quote
In population location box, shade in the currently displayed population.
Not quite sure what you mean here. On which window is this box?

Quote
Add a button to the time controls "Advance to next event"
This is done by setting a movement sub-pulse. The movement phase will end at the end of any sub-pulse in which there is an event. However, this is much less efficient in performance terms so it is best to only use for specific time-critical situations, such as when two fleets are approaching and you want to halt time shortly after the initial contact report.

Quote
Queue shipyard assignments
This is quite a lot of work but I may add it in the future

Quote
Add a conditional order of "# spares left" to allow someone to move to nearest colony when # spares left = 1 for example
Added two new conditions. "1 Spare Remaining" and "2 Spares Remaining".

Quote
in System Map -> Display 2, add or change "Asteroids with colonies" to "Asteroids with colonies or minerals"
Some people may not want to see both at the same time so I have added an extra option for "Asteroids with Minerals Only"

Quote
Event message XXX built on YYY ... add "assigned to ZZZ fleet"
Added to v2.1

Quote
After about 80 years or so (my notes on this are missing), the program starts throwing an error every turn.

Without the error message it is difficult to diagnose the problem. However, try compacting the database (on the miscellaneous menu) as there are sometimes problems with database size in longer games.

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:34:30 AM
Quote from: "mavikfelna"
I pick up Duranium on Earth, move it Mars, drop it off. It gets removed from the stockpile on Earth, but never gets added to the stockpile on Mars.
There is something odd going on here because an error this fundamental would get reported a LOT :) Can you tell me exactly what orders you were using. Also, is this only a problem for this mineral and these two planets or it is more a general problem with unloading minerals?

Quote
Also, is there any way to look at Precursors in a system? I had Precursors turned on and in a new system I got an Alien Fleet detected message but couldn't find any fleets there. Is the SM suppose to get any kind of note if there is a population or ruins in a system?
You can't look at precursors, even as the SM. However, if any fleet enters a system that contains alien pops or ships you will get an SM event.

Quote
Also, My CFF doesn't appear to be working. My freighters and colony transports are in two seperate fleets of purely 1 class each but they are having system failures at an alarming rate. Is there something that needs to be set to have them use the CFF?

Just occasionally give them the Freighter Maintenance Check order.

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:40:18 AM
Quote from: "Erik Luken"
Bug or Working As Intended (tm)?

Fighter wings cannot land on carriers in fleets with shipyard tasks, regardless if the carriers are not in the shipyards themselves.

I don't remember setting any such restriction. Are you getting some type of error message or is this a problem on the orders window?

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:41:05 AM
Quote from: "Erik Luken"
If, for some dayquil-induced reason you assign the same research project to two different science outposts for the same race, and both complete the project, you get 2 of the item in the tech list.

LOL. You should be able to remove one of these with no ill effects.

Steve
Title:
Post by: Erik L on August 13, 2007, 09:42:57 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Bug or Working As Intended (tm)?

Fighter wings cannot land on carriers in fleets with shipyard tasks, regardless if the carriers are not in the shipyards themselves.
I don't remember setting any such restriction. Are you getting some type of error message or is this a problem on the orders window?

Steve


It wasn't adding the move order. But I think I figured it out. More of a PEBKAC issue than a programming one.
Title:
Post by: Steve Walmsley on August 13, 2007, 09:43:10 AM
Quote from: "mavikfelna"
My cargo fleet is currently 3 ships each capable of holding a single jump gate component. I have moved them to the jump point where my construction ship is waiting but I have no option to unload the parts so I can go back and get the remainder so I can begin construction on the gate. Am I missing an option somewhere?

You need five components stored on freighters within the same fleet as the construction ship when you give the build order. After construction begins, you can split the freighters away from the jump gate ship and send them home.

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:49:15 AM
Quote from: "Shinanygnz"
Small oddity with Asteroid Mining.  With two asteroids that I have mined out using ship mounted extraction modules, I can not pick up the last 1 ton of any minerals the asteroid had.  The stockpile always remains at 1 no matter how many times I try.

Ships always pick up minerals in integers but they are mined in fractions and displayed as rounded integers. In this case, there is probably 0.8 (for example) tons left, which is displayed as 1 but your ship won't pick up fractions.

Steve
Title:
Post by: mavikfelna on August 13, 2007, 09:51:29 AM
Quote
I pick up Duranium on Earth, move it Mars, drop it off. It gets removed from the stockpile on Earth, but never gets added to the stockpile on Mars.

There is something odd going on here because an error this fundamental would get reported a LOT  Can you tell me exactly what orders you were using. Also, is this only a problem for this mineral and these two planets or it is more a general problem with unloading minerals?


Any colony I drop resources at this happens. I'm using the unload everything command.

--Mav
Title:
Post by: Steve Walmsley on August 13, 2007, 09:52:13 AM
Quote from: "Erik Luken"
The FLOP decided to take out the Andarmax Dominion. Total of around 60-70 ships between both sides.

Get a number of overflow errors in "FireShipWeapons". From what I can see, the ships do fire and inflict damage.

Not sure what is happening here. If this starts happening in the next battle, please can you send me a mid-battle database and I will try to track it down.

Steve
Title:
Post by: Steve Walmsley on August 13, 2007, 09:54:24 AM
Quote from: "mavikfelna"
Quote
I pick up Duranium on Earth, move it Mars, drop it off. It gets removed from the stockpile on Earth, but never gets added to the stockpile on Mars.

There is something odd going on here because an error this fundamental would get reported a LOT  Can you tell me exactly what orders you were using. Also, is this only a problem for this mineral and these two planets or it is more a general problem with unloading minerals?

Any colony I drop resources at this happens. I'm using the unload everything command.

Can you use Unload All Minerals for the moment while I check into this problem. I have had problems with Unload Everything in the past

Steve
Title:
Post by: Erik L on August 13, 2007, 09:55:01 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
The FLOP decided to take out the Andarmax Dominion. Total of around 60-70 ships between both sides.

Get a number of overflow errors in "FireShipWeapons". From what I can see, the ships do fire and inflict damage.
Not sure what is happening here. If this starts happening in the next battle, please can you send me a mid-battle database and I will try to track it down.

Steve


I actually do have the database mid-fight. At home. It was running very slowly on Vista, so I just stopped it until I got back to work and XP. I'll send it tonight.
Title:
Post by: Erik L on August 13, 2007, 11:13:06 AM
About once every other month or so, I get an Error 5 in Comet Motion.

May 6, July 16, Sept 26.

Could it be because I deleted a system? I did it from the F9 screen.
Title:
Post by: Erik L on August 13, 2007, 11:40:49 AM
Still getting those occasional "Commander Fritz has increased his missile-flanging skill to 4.999995%"

*Name and skill made up.
Title:
Post by: Steve Walmsley on August 14, 2007, 05:51:39 AM
Quote from: "Steve Walmsley"
Quote from: "mavikfelna"
Quote
I pick up Duranium on Earth, move it Mars, drop it off. It gets removed from the stockpile on Earth, but never gets added to the stockpile on Mars.

There is something odd going on here because an error this fundamental would get reported a LOT  Can you tell me exactly what orders you were using. Also, is this only a problem for this mineral and these two planets or it is more a general problem with unloading minerals?

Any colony I drop resources at this happens. I'm using the unload everything command.
Can you use Unload All Minerals for the moment while I check into this problem. I have had problems with Unload Everything in the past

I have tested this and it is working fine in my current campaign. However, its very possible I fixed it since v2.0 and don't remember so avoid using Unload Everything until v2.1 and please let me know if the problem still exists in that version

Steve
Title:
Post by: Steve Walmsley on August 14, 2007, 05:57:26 AM
Quote from: "Erik Luken"
Something bizarro just happened.

I sent a fleet through a unexplored jump point, and it connected to a previously explored system (on the galactic map only). In the event log, it showed a new system. As I attempted to move the systems around to prevent a line streaking across the map, I got 5 error 5 each time I moved a system.

I hit refresh, and the map fixed itself.

Any problems since? I also had a strange error when connecting to an existing system (but only once, not for every existing system) but it seems to have had no long term effect. Unfortunately, the occasional intermittent error is the hardest to pin down :( If you get the error again please send me a copy of the DB before hitting the refresh button.

Steve
Title:
Post by: Erik L on August 14, 2007, 08:27:21 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Something bizarro just happened.

I sent a fleet through a unexplored jump point, and it connected to a previously explored system (on the galactic map only). In the event log, it showed a new system. As I attempted to move the systems around to prevent a line streaking across the map, I got 5 error 5 each time I moved a system.

I hit refresh, and the map fixed itself.
Any problems since? I also had a strange error when connecting to an existing system (but only once, not for every existing system) but it seems to have had no long term effect. Unfortunately, the occasional intermittent error is the hardest to pin down :( If you get the error again please send me a copy of the DB before hitting the refresh button.

Steve


I think it happened one other time.

Early on in the game, on system generation, it had seemed to lock up, so I killed the process. But I ended up with an orphan system that I eventually deleted. I wonder if something from that is causing the issue?
Title:
Post by: Erik L on August 14, 2007, 11:43:27 AM
This is a wierd one.

Gave a cargo fleet and colony fleet similar orders, separated by a month (so the cargo arrives first).

Path is Sol - New York - Nexus 755 - Boston - Miami - Oklahoma - Memphis

Sol obviously is the origin of the infrastructure and colonists. There are existing colonies in NY, Boston and Miami. Jump Gates exist between all links except Oklahoma - Memphis.

On the screenshot, you will notice that the fleet is in Boston, however, the order queue thinks the fleets is still in Sol.

The order sequence is Load at Earth, Transit NY, Transit N755, Transit Boston, Refuel Far Station (Boston colony), Transit Miami, Transit OK, Transit Memphis, Unload at Memphis, Transit OK, Transit Miami, Transit Boston, Refuel Far Station, Transit N755, Transit NY, Transit Sol, Refuel Earth.

I then hit repeat (4). Not four times, but change the 1 to 4 and hit repeat so I get 5 iterations of the orders.
(http://www.pentarch.org/aurorafiles/Images/StrangeRouting.PNG)
Title:
Post by: Steve Walmsley on August 15, 2007, 07:24:34 AM
Quote from: "Erik Luken"
Decided to start terraforming a planet with zero atmo pressure. Figured I'd build to .79atm of Nitrogen, and then work from there.

The first increment of time after  this was implemented involved a number of divide by 0 errors and then a general lockup of Aurora (I terminated the process after 5 minutes).

On restart, it looks as if things are okay. The planet has .0001atm of Nitrogen (which is 122%?)

I tried terraforming a world with no atmosphere but I haven't managed to replicate the errors or the lockup (although I did get the wrong percentage) so its possible I have already inadvertently fixed this. Please let me know if you get the same problem after v2.1 is released.

Steve
Title:
Post by: Steve Walmsley on August 15, 2007, 07:47:09 AM
Quote from: "Brian"
When using the Reasearch All button the technologies researched do not pay any attention to the prerequisites.  This is very apperant with the ECM where compact ecm 6 is researched when only regular ecm 4 has been completed.

I have changed the code so it runs in a loop. Each time through the loop it only adds tech that is within the development cost and has all the pre-requisites. This way it builds up the tech list within the cost limit but does not add any tech without the pre-requisites. If it runs through the loop without finding any new eligible tech, the loop exits.

The tooltip for the All Research button has been changed to:
"Give this race all research projects with a development cost less than a specified amount where the dev cost of any pre-requisite tech is also within the specified amount"

Steve
Title:
Post by: Brian Neumann on August 15, 2007, 12:18:20 PM
Quote from: "Steve Walmsley"
Snip

The tooltip for the All Research button has been changed to:
"Give this race all research projects with a development cost less than a specified amount where the dev cost of any pre-requisite tech is also within the specified amount"

Steve


Thanks, it was getting a little annonying on occasion.

Brian
Title:
Post by: Pete_Keller on August 15, 2007, 09:52:24 PM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
If you are currently not researching anything, but have something queued in the pending area, on a time advance, you should move the top queued item to be the current research project.
Not sure how this situation would occur. If a project ends, the top queued item is moved in and there is no way to remove a project without replacing it. Unless someone accidently queues a project for an empty research lab instead of researching it, the above shouldn't happen.

Yes, that is what I did.

Quote
Quote
In population location box, shade in the currently displayed population.
Not quite sure what you mean here. On which window is this box?

Left hand side of F2 screen

Quote
Quote
Add a conditional order of "# spares left" to allow someone to move to nearest colony when # spares left = 1 for example
Added two new conditions. "1 Spare Remaining" and "2 Spares Remaining".

Quote
in System Map -> Display 2, add or change "Asteroids with colonies" to "Asteroids with colonies or minerals"
Some people may not want to see both at the same time so I have added an extra option for "Asteroids with Minerals Only"

Quote
Event message XXX built on YYY ... add "assigned to ZZZ fleet"
Added to v2.1

Thanks for all the above.

Quote
Quote
After about 80 years or so (my notes on this are missing), the program starts throwing an error every turn.
Without the error message it is difficult to diagnose the problem. However, try compacting the database (on the miscellaneous menu) as there are sometimes problems with database size in longer games.

Steve


I don't think the database is the issue, it was small when I looked at it.  This one is easily reproducible.  Remove the academy, and tell it to run, it will error out eventually.  I think it is an integer overflow.  I found this one when I was running a game where I started from scratch, and had to generate all technology (with only one lab)

Pete
Title:
Post by: Erik L on August 16, 2007, 09:15:00 AM
Galactic map. Tooltip text for "Display Systems with >100m pop" references PU.
Title:
Post by: Pete_Keller on August 16, 2007, 11:54:38 AM
Followup to my last post with more details.

Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
After about 80 years or so (my notes on this are missing), the program starts throwing an error every turn.
Without the error message it is difficult to diagnose the problem. However, try compacting the database (on the miscellaneous menu) as there are sometimes problems with database size in longer games.

Steve

I don't think the database is the issue, it was small when I looked at it.  This one is easily reproducible.  Remove the academy, and tell it to run, it will error out eventually.  I think it is an integer overflow.  I found this one when I was running a game where I started from scratch, and had to generate all technology (with only one lab)

Pete


This one appears to be easily reproducible, but does not appear to be the database (database size is 39,184 KB when the error occurred)

Start a new game.
Edit and remove the naval academy.
Turn off fuel production.
Using the time control, run at 5 minutes per second.

on 16 January 1069 00:00 you will get the following error:

Code: [Select]
Error in AddToRaceWealth

Error 3421 was generated by DAO.Field
Data type conversion error.
Please report to stevewalmsley@btinternet.com

when you acknowledge that one, you get the following error:

Code: [Select]
Error in GetRaceWealth

Error 3421 was generated by DAO.Field
Data type conversion error.
Please report to stevewalmsley@btinternet.com


Upon acknowledging that one, I received another 3421 in AddToRaceWealth followed by another 3421 in GetRaceWealth.

However I think the second pair were caused by my running in realtime mode.

When I looked at the race wealth, I have 0s.

Pete
Title:
Post by: Brian Neumann on August 18, 2007, 03:13:25 PM
I was just conducting a battle when I realized that the turreted meson guns were hitting the shields and armor of thier target.  The armor was totally negating the damage of the mesons.  The non turret mesons were doing just fine and ignoring shields and armor both.  Here is a portion of the event report


Quote
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,1 damage caused to shields. Shield Strength now 0.8000031.
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,Shields down after absorbing 0.8000031 points of damage.
24th January 3500 01:18:21,Swakopmund,Swakopmund,All damage absorbed by armour.
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,Shields down after absorbing 0 points of damage.
24th January 3500 01:18:21,Swakopmund,Swakopmund,All damage absorbed by armour.
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,Shields down after absorbing 0 points of damage.
24th January 3500 01:18:21,Swakopmund,Swakopmund,All damage absorbed by armour.
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,Shields down after absorbing 0 points of damage.
24th January 3500 01:18:21,Swakopmund,Swakopmund,All damage absorbed by armour.
24th January 3500 01:18:21,Swakopmund,Swakopmund,Spiculum BB 500 002 hit by 1 points of damage from Twin R10.5/C3 Meson Cannon Turret
24th January 3500 01:18:21,Swakopmund,Swakopmund,Shields down after absorbing 0 points of damage.
24th January 3500 01:18:21,Swakopmund,Swakopmund,All damage absorbed by armour.


Brian
Title: More comments and Errata
Post by: Pete_Keller on August 20, 2007, 12:50:22 PM
System Map -- Change Jump Point Text and Jump Gate Box to same red as the Jump Point.

System Map -- Give an option to show un-surveyed JP locales only.

Event Log -- Change last time segment to add "(DD:HH MM:SS)" at the end.

Event Log -- Is there a max string size, I have a screen shot where minerals were cut off in mid word.

Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.

Population and production -> Shipbuilding -- In task details section add a display that shows completion date for selected task if started today.

Fleet Orders -- If you plot to  "move to (or transit) jump point #xx" because jump point #xx is undiscovered, and a unit transits the jump point, change the message to add the system name.

Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.

Pete
Title:
Post by: Erik L on August 20, 2007, 01:51:38 PM
From that large screen shot on page 7. I have another fleet doing the same. Location is Boston, but orders show it being in Nexus 755.

I'm mailing you the DB Steve.
Title:
Post by: Pete_Keller on August 30, 2007, 08:42:33 AM
1)  "Insufficient Jump Gate Components in this fleet" is a pop-up, I think it should be an event.

2)  Population and Production -> Population Locations -- I selected a newly installed colony and recieved the following error pop-up:  "Error in lstPopulations_click  Error 11 Division by zero"
NOTE: Current infrastructure was zero (freighter was unloading at the time)
No error occured after freighter had completed the offload.

3) Tech Systems Database -- ID=24655 Prerequisite#2=25654, should be 24654

4) Tech Systems Database -- IDs=25608 thru 25619 should read "Turret" vice "Turrent"

5) Tech Systems Database -- IDs=12106 thru 12117 should add "Laser" i.e. "10cm Laser Focal Size"

6) Error Logging -- You should add a "Race" called something like "ERROR-LOG" and have all the pop-ups dump a more detailed error message to the log. Allowing us to dump that portion of the error log and send it to you.

Pete
Title:
Post by: Pete_Keller on August 31, 2007, 11:59:47 AM
More Bugs

1) Individual Unit Details -> Fuel/Spares/Teams -- When you hit (manual fuel transfer) - transfer from or transfer to, it updates the fuel indicator, but not the range indicator.

2) Galactic Map does not maintain zoom level.

3) Individual Unit Details -- I major overhauled a ship, once done, I refitted it, it showed 1yr, 7mos, 17days since overhaul.  I have a level 2 maintenance facility on the same planet.  I think there is something wrong with the time since last overhaul display.

4) If you assign a CO (with 20% factory bonus) to a "jump gate construction unit" in the middle of the construction project, the time to finish does not update for the bonus of the CO.

5) Event updates -- a mineral shortage error throws one error per shipyard on the same planet instead of one error for the planet.

6) Fleet orders-> Time and distance calculations -- If you select all orders and transit an unknown WP the calculation shows 0, however if you move to the unknown wp then transit it, it shows the correct time.
Title:
Post by: Steve Walmsley on September 07, 2007, 05:39:26 AM
Quote from: "Erik Luken"
This is a wierd one.

Gave a cargo fleet and colony fleet similar orders, separated by a month (so the cargo arrives first).

Path is Sol - New York - Nexus 755 - Boston - Miami - Oklahoma - Memphis

Sol obviously is the origin of the infrastructure and colonists. There are existing colonies in NY, Boston and Miami. Jump Gates exist between all links except Oklahoma - Memphis.

On the screenshot, you will notice that the fleet is in Boston, however, the order queue thinks the fleets is still in Sol.

The order sequence is Load at Earth, Transit NY, Transit N755, Transit Boston, Refuel Far Station (Boston colony), Transit Miami, Transit OK, Transit Memphis, Unload at Memphis, Transit OK, Transit Miami, Transit Boston, Refuel Far Station, Transit N755, Transit NY, Transit Sol, Refuel Earth.

I then hit repeat (4). Not four times, but change the 1 to 4 and hit repeat so I get 5 iterations of the orders.

I notice that further down the screenshot orders list are sequential orders for refuel at Earth and refuel in Boston. Is is possible you hit repeat before you completed the orders loop? If not, there must be some bug in the repeat code. I'll see what I can find.

Steve
Title:
Post by: Steve Walmsley on September 07, 2007, 05:40:43 AM
Quote from: "Pete_Keller"
Quote
Quote
In population location box, shade in the currently displayed population.
Not quite sure what you mean here. On which window is this box?
Left hand side of F2 screen

The currently selected population should be in the title bar.

Steve
Title:
Post by: Steve Walmsley on September 07, 2007, 05:44:46 AM
Quote from: "Brian"
I was just conducting a battle when I realized that the turreted meson guns were hitting the shields and armor of thier target.  The armor was totally negating the damage of the mesons.  The non turret mesons were doing just fine and ignoring shields and armor both.  

There is a bug in the turret creation code which is not passing on the ignore armour/shields ability of the original weapon. Fixed for v2.1

Steve
Title:
Post by: Steve Walmsley on September 07, 2007, 05:45:43 AM
Quote from: "Erik Luken"
Galactic map. Tooltip text for "Display Systems with >100m pop" references PU.

Changed for v2.1

Steve
Title: Re: More comments and Errata
Post by: Steve Walmsley on September 07, 2007, 06:18:53 AM
Quote from: "Pete_Keller"
System Map -- Change Jump Point Text and Jump Gate Box to same red as the Jump Point.
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.

Quote
System Map -- Give an option to show un-surveyed JP locales only.
Added to the "Display 2" sidebar

Quote
Event Log -- Change last time segment to add "(DD:HH MM:SS)" at the end.
Do you mean add a time since campaign start to the end of the event log or do you mean change the "Last Time Increment 86400 seconds" to Last Time increment 01:00:00:00

Quote
Event Log -- Is there a max string size, I have a screen shot where minerals were cut off in mid word.
255 charecters. Above that I would have to use a Memo data type instead of Text in the database. Access has real problem with memo data types and every time you update one, the database grows alarmingly. I have tried my best to eliminate this data type to prevent database bloat problems that affected SA and early Aurora.

Quote
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

Quote
Population and production -> Shipbuilding -- In task details section add a display that shows completion date for selected task if started today.
Added to v2.1

Quote
Fleet Orders -- If you plot to  "move to (or transit) jump point #xx" because jump point #xx is undiscovered, and a unit transits the jump point, change the message to add the system name.
This should be happening at the moment. I'll try and figure out the problem.

Quote
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.

Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.

Steve
Title:
Post by: Steve Walmsley on September 07, 2007, 06:43:25 AM
Quote from: "Pete_Keller"
1)  "Insufficient Jump Gate Components in this fleet" is a pop-up, I think it should be an event.
Agreed. Changed to event in v2.1

Quote
2)  Population and Production -> Population Locations -- I selected a newly installed colony and recieved the following error pop-up:  "Error in lstPopulations_click  Error 11 Division by zero"
NOTE: Current infrastructure was zero (freighter was unloading at the time)
No error occured after freighter had completed the offload.
There was a problem on planets with colony cost > 0 but with no infrastructure. I think I have already fixed this for v2.1 though.

Quote
3) Tech Systems Database -- ID=24655 Prerequisite#2=25654, should be 24654

4) Tech Systems Database -- IDs=25608 thru 25619 should read "Turret" vice "Turrent"
Both corrected. Thanks for the level of detail.

Quote
5) Tech Systems Database -- IDs=12106 thru 12117 should add "Laser" i.e. "10cm Laser Focal Size"
Corrected, although the IDs are 762 through 774. 12106 thru 12117 are missile launcher reload rates. Was there something you were going to mention for that tech?

Quote
6) Error Logging -- You should add a "Race" called something like "ERROR-LOG" and have all the pop-ups dump a more detailed error message to the log. Allowing us to dump that portion of the error log and send it to you.

That's a good idea. I'll see if I can add something along those lines

Steve
Title:
Post by: Steve Walmsley on September 07, 2007, 06:59:12 AM
Quote from: "Pete_Keller"
1) Individual Unit Details -> Fuel/Spares/Teams -- When you hit (manual fuel transfer) - transfer from or transfer to, it updates the fuel indicator, but not the range indicator.
Corrected for v2.1

Quote
2) Galactic Map does not maintain zoom level.
I can't reproduce this. Every system should maintain its last zoom level and position. Is that happening for all systems or just some of them?

Quote
3) Individual Unit Details -- I major overhauled a ship, once done, I refitted it, it showed 1yr, 7mos, 17days since overhaul.  I have a level 2 maintenance facility on the same planet.  I think there is something wrong with the time since last overhaul display.
Can you remember how long the refit took and if the ship was larger than 10,000 tons? A refit won't reset the overhaul clock but a ship in a shipyard shouldn't need maintenance so something weird is going on.

Quote
4) If you assign a CO (with 20% factory bonus) to a "jump gate construction unit" in the middle of the construction project, the time to finish does not update for the bonus of the CO.
The time for a task is set at the beginning. Adding a CO in mid-task won't change it. To do this I would have to track how long the task was going to be originally and the different bonuses of all COs during the construction process. It just isn't worth the coding effort for the minimal gameplay difference.

Quote
5) Event updates -- a mineral shortage error throws one error per shipyard on the same planet instead of one error for the planet.
Its actually one error for each shipyard task that uses that mineral. Depending on the rate of mineral production and the priority given to different tasks, some tasks may suffer a shortage but not all of them. The user needs to know which tasks are affected or unaffected so he can pause tasks or re-assign priorities as necessary.

Quote
6) Fleet orders-> Time and distance calculations -- If you select all orders and transit an unknown WP the calculation shows 0, however if you move to the unknown wp then transit it, it shows the correct time.

In most cases the far side of the warp point won't exist yet, which is probably causing some type of calculation problem. I'll see what I can find.

Steve
Title: Re: More comments and Errata
Post by: Kurt on September 07, 2007, 09:42:57 AM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?


I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.

Kurt
Title:
Post by: Erik L on September 07, 2007, 10:11:19 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
This is a wierd one.

Gave a cargo fleet and colony fleet similar orders, separated by a month (so the cargo arrives first).

Path is Sol - New York - Nexus 755 - Boston - Miami - Oklahoma - Memphis

Sol obviously is the origin of the infrastructure and colonists. There are existing colonies in NY, Boston and Miami. Jump Gates exist between all links except Oklahoma - Memphis.

On the screenshot, you will notice that the fleet is in Boston, however, the order queue thinks the fleets is still in Sol.

The order sequence is Load at Earth, Transit NY, Transit N755, Transit Boston, Refuel Far Station (Boston colony), Transit Miami, Transit OK, Transit Memphis, Unload at Memphis, Transit OK, Transit Miami, Transit Boston, Refuel Far Station, Transit N755, Transit NY, Transit Sol, Refuel Earth.

I then hit repeat (4). Not four times, but change the 1 to 4 and hit repeat so I get 5 iterations of the orders.
I notice that further down the screenshot orders list are sequential orders for refuel at Earth and refuel in Boston. Is is possible you hit repeat before you completed the orders loop? If not, there must be some bug in the repeat code. I'll see what I can find.

Steve


With this one, they start in Sol. They make the transits to a location, but the orders don't update.
Title: Re: More comments and Errata
Post by: Steve Walmsley on September 07, 2007, 10:20:12 AM
Quote from: "Kurt"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.

Thanks - that pointed me in the right direction. I think I have found the problem, assuming that unload everything was being used and it was for a new colony. Unload everything includes a DropOffAllDivisions function. Part of that function checks for a valid PopID and if it doesn't find one, it generates the above event. So if you were dropping off infrastructure for a brand new pop and used Unload Everything, the drop off divisions command would be executed first and the event would appear.

I could move the drop off divisions part of unload everything to the end, so the pop would be created before the divisions were unloaded but the original popID would still be wrong. I think the easiest thing is to change Unload everything to Unload All Installations. I had already removed unloading of colonists because of the new Species/Empire changes

Steve
Title:
Post by: Pete_Keller on September 07, 2007, 03:35:55 PM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote
Quote
In population location box, shade in the currently displayed population.
Not quite sure what you mean here. On which window is this box?
Left hand side of F2 screen
The currently selected population should be in the title bar.

This one should have been an enhancement.  I would like to have the displayed population highlighted on the left hand side, for a quicker check of which world I am looking at.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
System Map -- Change Jump Point Text and Jump Gate Box to same red as the Jump Point.
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.

This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Change last time segment to add "(DD:HH MM:SS)" at the end.
Do you mean add a time since campaign start to the end of the event log or do you mean change the "Last Time Increment 86400 seconds" to Last Time increment 01:00:00:00

The latter

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Is there a max string size, I have a screen shot where minerals were cut off in mid word.
255 charecters. Above that I would have to use a Memo data type instead of Text in the database. Access has real problem with memo data types and every time you update one, the database grows alarmingly. I have tried my best to eliminate this data type to prevent database bloat problems that affected SA and early Aurora.

You could have your code check the length of the string, and if it is too long, sumbit it as multiple strings with a "(cont)" at the end of the first string and indent the second string a bit.


Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.
Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.

But there is, the jump point back to the original system. I will agree that it does not exist in the database, however, you could code it to always give that option.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
3) Tech Systems Database -- ID=24655 Prerequisite#2=25654, should be 24654

4) Tech Systems Database -- IDs=25608 thru 25619 should read "Turret" vice "Turrent"
Both corrected. Thanks for the level of detail.

They were easy to find I dumped the database to a csv file and created a way to look at cross references.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
5) Tech Systems Database -- IDs=12106 thru 12117 should add "Laser" i.e. "10cm Laser Focal Size"
Corrected, although the IDs are 762 through 774. 12106 thru 12117 are missile launcher reload rates. Was there something you were going to mention for that tech?

I'll bite, where did I get the 121xx numbers from?  I did mean the 762-774 numbers.  :oops:

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
2) Galactic Map does not maintain zoom level.
I can't reproduce this. Every system should maintain its last zoom level and position. Is that happening for all systems or just some of them?

Not the system map, the "galactic map"

Quote from: "Steve Walmsley"
Quote from: "Kurt"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.
Thanks - that pointed me in the right direction. I think I have found the problem, assuming that unload everything was being used and it was for a new colony. Unload everything includes a DropOffAllDivisions function. Part of that function checks for a valid PopID and if it doesn't find one, it generates the above event. So if you were dropping off infrastructure for a brand new pop and used Unload Everything, the drop off divisions command would be executed first and the event would appear.

I could move the drop off divisions part of unload everything to the end, so the pop would be created before the divisions were unloaded but the original popID would still be wrong. I think the easiest thing is to change Unload everything to Unload All Installations. I had already removed unloading of colonists because of the new Species/Empire changes

Steve


Or in the division check look to see if a division is loaded, if not, then don't run the subroutine.


Steve,

thank you for all the detail you are putting into this game.

Pete
Title:
Post by: Steve Walmsley on September 08, 2007, 10:25:19 AM
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The currently selected population should be in the title bar.
This one should have been an enhancement.  I would like to have the displayed population highlighted on the left hand side, for a quicker check of which world I am looking at.
I have added this for v2.1. I have left the title bar display as well for those who are used to it.

Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.
This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.
I must confess I wasn't convinced about this suggestion as the jump points seem to stand out OK. However, I tried the colour change (orange, as purple is used for fire control ranges) and it does look better :). I rarely zoom the map which is why I never noticed this. Unfortunately, saving the zoom level is causing the map to centre incorrectly. I assume the positioning code is not picking up the correct zoom level but I haven't yet pinned down where yet. I'll get back to you on this one.

Quote
thank you for all the detail you are putting into this game.

No problem. I enjoy creating the game and many of the best features have been suggested by players.

Steve
Title:
Post by: Pete_Keller on September 08, 2007, 12:03:09 PM
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.
This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.
I must confess I wasn't convinced about this suggestion as the jump points seem to stand out OK. However, I tried the colour change (orange, as purple is used for fire control ranges) and it does look better :)

OK, thanks, then could you change the WP related items on the galactic map to also be orange?

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.
Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.
But there is, the jump point back to the original system. I will agree that it does not exist in the database, however, you could code it to always give that option.
Its possible but complex because of the way the Fleet Moves are setup. Each item on the list is a destination type, such as a system body or jump point, and based on that type a set of information is filled in when you select it, such as the type of allowable actions. When you add a jump point transit, the destination system is checked and a new list of possible destinations generated for that system. In effect I would have to add a new destination type of 'assumed jump point' and add unique code to deal with that type. In addition, it may be that you are jumping into a existing system that is just unknown to you and that is a separate situation where I only want to show some data for an existing system but not all. Finally, you may be in a situation at the end of an increment where you have jumped but not yet jumped back so I will need to update everything to the correct jump point information once the jump is made, which means adding extra code to the movement section. Its a lot of work for the rare situation where you want to jump straight in and out of a new system without looking at the system before deciding what to do next.

Steve


I understand, however the tactical reason I wanted it is to jump in/jump out to get a quick look during a war.

Would it be possible to add a "double transit" selection as an order that has to be performed as a combat transit?

Pete
Title:
Post by: Kurt on September 08, 2007, 06:51:37 PM
Steve-  

I encountered the following problem while moving two research labs from the location where they were built to the location they were going to be used:

My freighter fleet, which had enough cargo space to carry 1.1 labs, made two trips to carry the labs.  On completion of the two trips, I discovered that the lab's new location showed two labs on the econ/summary screen, but only one lab on the research screen.  When I checked the colony with the SM Modification window, I discovered that the colony actually had 1.99999999~ labs.  I wonder if something got rounded off somewhere during the loading and unloading?

Kurt
Title:
Post by: Brian Neumann on September 08, 2007, 07:13:05 PM
I ran in to this problem recently.  On the F5 screen, class design, if you put in a fractional value for the range the program locks up.  I have even left it running for an hour and it was still locked up.  The only way to get out was through the task manager.

Brain
Title: Our New Gallicite Deep Diving Suits!
Post by: Centerfed on September 08, 2007, 10:19:43 PM
I had a problem trying out Planetary Markets involving the main race (Terran Federation) and a single planet NPR generated and contacted.

I've never used the mineral trading before, so I might have done something wrong, but...

Trying to get the Skok Hegemony to sell some of their minerals to the Terrans (since they are using very little), I wound up with a series of errors and a sudden change in racial stats to the Terrans.

Of the four mineral types traded, three went through fine, then the errors began with the fourth trade.

The error messages:

Quote
Error 381 by Aurora
Invalid property array annex

then an

Quote
Error 3078 by DAO.database
The Microsoft Jet Database cannot find the input table or query ' and m.MissileID - p.MissileID'.  Make sure it exists and is spelled correctly.

then an unending string of
Quote
Error 91 by Aurora
Object variable With block variable not set

Have to ctrl/alt/del out of Aurora.

Errors happen every time trying to access selling missiles in the market, and get the first error, then:

Quote
Error 3078 by DAO.database
The Microsoft Jet Database cannot find the input table or query ''.  Make sure it exists and is spelled correctly.


The the unending Error 91's as above.

Game seems to be running fine otherwise...except...

I've noticed that the Terrans maximum pressure (atm) on the View Race Details page has jumped to 60(!).  Even editing it and saving does not perminently change that number.  Apparently, the Terrans all found sea diving armor fashionable for casual wear.   8)

EDIT: Just noticed that when I try to change the atmosphere pressure of 60 to some other number, it changes the Terran's xenophobia to that number instead.  Changing the xenophobia value does not seem to change anything at all.  I think that the Terrans original xeno was 60, so that is certainly where it got the number originally.



The minerals involved in the trade and the error message (as far as I can tell) have vanished.

Are the bought minerals supposed to show up at the trade post population on the alien world the trading happened on?

In addition, the tooltip for the Rename button on the View Race details page is the same as the one for the Save button ("Save changes to Race Colour, Exploration, Password, etc.").l

HD
Title:
Post by: Steve Walmsley on September 09, 2007, 04:00:00 PM
Quote from: "Kurt"
Steve-  

I encountered the following problem while moving two research labs from the location where they were built to the location they were going to be used:

My freighter fleet, which had enough cargo space to carry 1.1 labs, made two trips to carry the labs.  On completion of the two trips, I discovered that the lab's new location showed two labs on the econ/summary screen, but only one lab on the research screen.  When I checked the colony with the SM Modification window, I discovered that the colony actually had 1.99999999~ labs.  I wonder if something got rounded off somewhere during the loading and unloading?

I have encountered this one as well. Its another example of the problems with the 'single' data type. In this case the amount of lab components is added directly from one 'single' database field to another. Access doesn't have have a similar Currency data type to VB6, which is far more precise, so this is resulting in the rounding problem that I have mostly squished in the VB code. To correct the problem I am converting the values to a Currency data type in VB before recording the new totals in the database. So far it seems to be working.

Steve
Title:
Post by: Steve Walmsley on September 09, 2007, 04:03:30 PM
Quote from: "Brian"
I ran in to this problem recently.  On the F5 screen, class design, if you put in a fractional value for the range the program locks up.  I have even left it running for an hour and it was still locked up.  The only way to get out was through the task manager.

Assuming you mean the field in the Range Bands section, I can't recreate this one. The value is stored as soon as you enter it but it is stored as non-fractional data so the fraction can't be causing the problem. Which means I am looking at the wrong field or some other factor is at work.

If it is the right field, does this happen every time and for any fractional value, or was it for a particular number?

Steve
Title: Re: Our New Gallicite Deep Diving Suits!
Post by: Steve Walmsley on September 09, 2007, 04:05:59 PM
Quote from: "Centerfed"
I've noticed that the Terrans maximum pressure (atm) on the View Race Details page has jumped to 60(!).  Even editing it and saving does not perminently change that number.  Apparently, the Terrans all found sea diving armor fashionable for casual wear.   8)

EDIT: Just noticed that when I try to change the atmosphere pressure of 60 to some other number, it changes the Terran's xenophobia to that number instead.  Changing the xenophobia value does not seem to change anything at all.  I think that the Terrans original xeno was 60, so that is certainly where it got the number originally.

This is a separate problem which I have encountered myself. I have already corrected it for v2.1 but I think it was caused when you saved the race details.

Steve
Title: Re: Our New Gallicite Deep Diving Suits!
Post by: Steve Walmsley on September 09, 2007, 04:14:30 PM
Quote from: "Centerfed"
I had a problem trying out Planetary Markets involving the main race (Terran Federation) and a single planet NPR generated and contacted.

Just to clarify a couple of things. Three mineral trades went OK but on the fourth you got an error referring to missiles, not minerals. Now you get errors every time you try to sell missiles. Some questions

Can you remember which mineral type caused the original problem?
Do you still have problems with minerals as well as missiles?
If so, is it only specific mineral types?

Steve
Title:
Post by: Centerfed on September 09, 2007, 11:30:09 PM
Quote
Steve Walmsley wrote:

Centerfed wrote:
I had a problem trying out Planetary Markets involving the main race (Terran Federation) and a single planet NPR generated and contacted.

Just to clarify a couple of things. Three mineral trades went OK but on the fourth you got an error referring to missiles, not minerals. Now you get errors every time you try to sell missiles. Some questions

Can you remember which mineral type caused the original problem?

I just checked the event log to jog my memory.  Seems I was trying to trade 8 minerals, but Aurora had the problem with the fifth one.  The last two I manualy had the Skok withdraw later from the offer list since I was seeing troubles.  Those two were still on the list until I removed them.

To clarify, the problem is affecting minerals *and* missiles.  In the initial trade attempt which sparked the errors, I was not attempting to trade missiles.

Though it looked like (on the event log) the first several mineral trades went ok before the error, I am not sure if they really went through because of mining.

Where are traded minerals supposed to show up for the race that bought them?  At the trading post on the planet?  If so, then *none* of the trades actually went through as the Trading Post on Skokus still has ZERO minerals.

Just checked the Skok.  None of the minerals that were supposed to have been traded were removed from their population with the exception of Tritanium.  The difference between their current and recent stockpiles addes up to the amount of the attempted trade.

Quote
Do you still have problems with minerals as well as missiles?

Yes.  Clicking minerals or missiles in Planetary Markets starts the errors I mentioned before.  Avoiding Planetary Markets altogether seems to avoid all but the weird xenophobia and atmosphere tolerance values for the Terrans.

Quote
If so, is it only specific mineral types?
Steve


Negative.  The Planetary Market errors are when clicking 'minerals' or 'missiles'.  I cannot even get to the specifics.

HD
Title:
Post by: Randy on September 10, 2007, 09:39:30 AM
Steve wrote:
Quote
I have encountered this one as well. Its another example of the problems with the 'single' data type. In this case the amount of lab components is added directly from one 'single' database field to another. Access doesn't have have a similar Currency data type to VB6, which is far more precise, so this is resulting in the rounding problem that I have mostly squished in the VB code. To correct the problem I am converting the values to a Currency data type in VB before recording the new totals in the database. So far it seems to be working.

Steve


Unless you consider the "Currency" datatype in Access... :wink:
Title:
Post by: Steve Walmsley on September 10, 2007, 11:02:45 AM
Quote from: "Randy"
Unless you consider the "Currency" datatype in Access... :-)

Which is also 15 digits in front of decimal and 4 digits after decimal.

Have you tried selecting Currency under "DataType" rather than "Number" as data type? (With Number as type, Currency is not an option in the "Field Size" list; but Currency is available in the Data Type list...)

I looked at the Currency data type in Access in the past but everything appears in the database with dollar signs and two fixed decimal places (ignoring anything more). If there was a way around that, it would be worth switching (which there probably is - I'll start looking through the help and options).

Steve
Title:
Post by: Pete_Keller on September 10, 2007, 02:56:18 PM
Quote from: "Steve Walmsley"
Quote from: "Randy"
Unless you consider the "Currency" datatype in Access... :-)

Which is also 15 digits in front of decimal and 4 digits after decimal.

Have you tried selecting Currency under "DataType" rather than "Number" as data type? (With Number as type, Currency is not an option in the "Field Size" list; but Currency is available in the Data Type list...)
I looked at the Currency data type in Access in the past but everything appears in the database with dollar signs and two fixed decimal places (ignoring anything more). If there was a way around that, it would be worth switching (which there probably is - I'll start looking through the help and options).

Steve


Steve,

Set datatype to currency, and format to general number.

Pete
Title:
Post by: Steve Walmsley on September 10, 2007, 03:50:30 PM
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
I looked at the Currency data type in Access in the past but everything appears in the database with dollar signs and two fixed decimal places (ignoring anything more). If there was a way around that, it would be worth switching (which there probably is - I'll start looking through the help and options).
Set datatype to currency, and format to general number.

Aha! I hadn't even noticed that. Thanks very much! I see a long, tedious but worthwhile update of the database in the near future :)

Steve
Title:
Post by: Pete_Keller on September 11, 2007, 07:28:27 AM
Quote from: "Steve Walmsley"
Aha! I hadn't even noticed that. Thanks very much! I see a long, tedious but worthwhile update of the database in the near future :twisted:

Pete
Title:
Post by: Pete_Keller on September 11, 2007, 07:42:34 AM
I have 3 bugs in the one game I am running.

1)  I have a game where there are 2 races, mine and a NPC, if I am have selected the NPC as default race, and am in the System Map screen, and select the diplomacy button.  The program throws an error. The title bar just says "Aurora", the error is Run Time Error '6': Overflow.  The program closes when I acknowledge the error.

The error also occurs if I select Diplomacy from the main menu.  The choice of  SM mode does not affect the error.  The Diplomacy function works fine with the Player Race.

2)  When you start the galactic map, and every time you resize it, you get the following error "Error in Display Systems" Error 5 was generated by Aurora.  Invalid Procedure Call or Argument.

This error only occurs as the Player Character (Multiple Systems).  The single system NPC does not get the error.

3)  On the Galactic Map, one of my systems shows a fleet.  However, on the OOB page, no fleet shows up.  And looking at all the ships, none appear to be in the system.

I have compacted and archived my database if you would like to get it to troubleshoot.

Pete
Title:
Post by: Pete_Keller on September 11, 2007, 07:50:57 AM
Follow up to error #2 in my last post.

I have fixed it.  I noticed that one of the system names was not being displayed on the galactic map. so I renamed the system and it no longer throws the error.

Pete
Title: population increment error
Post by: Haegan2005 on October 25, 2007, 10:29:50 PM
Quote
The populations on any planet but earth is increasing for haverty naturally. Earth is staying put at 252.9234 m. even if i try to adjust it using the SM mode. No other race is affected by this on earth. The republic and Imperium are increasing naturally and can have pop added through SM mode. Ideas anyone?
I change the pop in SM mode, close the economics screen, and the pop change is reflected on the economics screen when I reopen it. It defaults back to the 252.9234 when I hit the next 5 or 30 day increment. The pop does not get reset on a 1 day increment.

On a hunch, I changed the pop, closed the program, restarted the program, noted that the adj pop was still there so It is being saved. Tehn I did a 5 day advance and the pop was reset again to 252 m. This is frustrating. :evil:


I can lower the pop successfully, it just won't go above 252.9234.
Title: Re: population increment error
Post by: Haegan2005 on November 04, 2007, 06:48:18 PM
Quote from: "Haegan2005"
Quote
The populations on any planet but earth is increasing for haverty naturally. Earth is staying put at 252.9234 m. even if i try to adjust it using the SM mode. No other race is affected by this on earth. The republic and Imperium are increasing naturally and can have pop added through SM mode. Ideas anyone?
I change the pop in SM mode, close the economics screen, and the pop change is reflected on the economics screen when I reopen it. It defaults back to the 252.9234 when I hit the next 5 or 30 day increment. The pop does not get reset on a 1 day increment.

On a hunch, I changed the pop, closed the program, restarted the program, noted that the adj pop was still there so It is being saved. Tehn I did a 5 day advance and the pop was reset again to 252 m. This is frustrating. :shock:  Hmm. Maybe I can storyboard a reason for a 50 mil pop jump?

I can lower the pop successfully, it just won't go above 252.9234.
Title: galactic map
Post by: Haegan2005 on February 24, 2008, 10:23:18 PM
I am getting an error 5 when the map first loads and an error on every redraw when I try to move around the map or to select a system.

Quote
error in displaysystems

error 5 was generated by Aurora
Invalid procedure call or arguement


I hit OK then I am fine until I touch the map again. New systems show up fine and the other three empires are not having this problem. Could it be linked to the low star mass problem that you had before? I ended up deleting the resulting empty unlinked system and that is when this problem reared its ugly head.

I do not want to end this campaign just because I'm frustrated by my inability to use this map easily because of the error it generates whenever I try to use it. The Havertian empire is just too large for me to remember where everything is without this map.
Title: Re: galactic map
Post by: Steve Walmsley on February 25, 2008, 06:13:00 AM
Quote from: "Haegan2005"
I am getting an error 5 when the map first loads and an error on every redraw when I try to move around the map or to select a system.

Quote
error in displaysystems

error 5 was generated by Aurora
Invalid procedure call or arguement

I hit OK then I am fine until I touch the map again. New systems show up fine and the other three empires are not having this problem. Could it be linked to the low star mass problem that you had before? I ended up deleting the resulting empty unlinked system and that is when this problem reared its ugly head.

I do not want to end this campaign just because I'm frustrated by my inability to use this map easily because of the error it generates whenever I try to use it. The Havertian empire is just too large for me to remember where everything is without this map.

Although a lot has changed since v2.0, I don't think the galactic map has changed much so its probably worth sending me the database to see if I can run it with the v2.6 exe and find and remove the error. If the DB is very large, make sure you compact it first using the option the Misc menu (and back it up before you compact just in case).

Steve
Title: Re: galactic map
Post by: Haegan2005 on February 26, 2008, 07:39:47 PM
The email on the board didn't allow me to attach a file so I tried to upload it here but ran out of space.  :) Do you have another way to get you the file?

http://home.grandecom.net/~silkexpressi ... vefire.zip (http://home.grandecom.net/~silkexpressions/WarStars_files/Files/Stevefire.zip)

Quote
Although a lot has changed since v2.0, I don't think the galactic map has changed much so its probably worth sending me the database to see if I can run it with the v2.6 exe and find and remove the error. If the DB is very large, make sure you compact it first using the option the Misc menu (and back it up before you compact just in case).

Steve
Title:
Post by: Steve Walmsley on February 27, 2008, 04:29:32 AM
Quote from: "Haegan2005"
The email on the board didn't allow me to attach a file so I tried to upload it here but ran out of space.  :)

Steve