Author Topic: v1.00 Bugs Thread  (Read 56842 times)

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Offline Alsadius

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Re: v1.00 Bugs Thread
« Reply #375 on: April 13, 2020, 07:44:05 AM »
I renamed a shipyard, and then renamed a ship class a bit later. The name I gave the shipyard was showing up as the default for the ship class(so the frigate previously named Achilles or something was showing up as "Mellor Gunboats Ltd."), and even when I hit cancel, the name was assigned to the ship class.

It did work properly when I gave it a new name, though.

Offline Hastermain

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Re: v1.00 Bugs Thread
« Reply #376 on: April 13, 2020, 07:50:00 AM »
Sorium Harvesters aren't transferring fuel to Earth

standard start (the one provided in the installation), using same design as I did in VB6 which worked perfectly

moved fleet to Saturn, primary and secondary orders being No Order, Primary condition being Fuel tanks full, Harvester Transfer and Return

Tanks get full, fleet spends a couple of months in Saturn for some reason, go to Earth and return to Saturn (leaving Earth with ~97% of fuel)

I froze fuel production in Earth, and saw that fuel amount didn't change at all

couple of years in and no progress

might I be doing something wrong or is it a bug?
 

Offline ChubbyPitbull

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Re: v1.00 Bugs Thread
« Reply #377 on: April 13, 2020, 07:50:42 AM »
The problem you're having is likely that the exact size is slightly higher than what the size in tonnes shows (the screenshot above is cropped so that the full exact size isn't shown). See "Exact size" in the top-right of the ship design window.

Steili that was it! Exact size was 100.0123. I guess gone are the days of getting some free extra room! I switched out a small fuel storage for 1 Tiny and 4 Fighter fuel storage, for an exact size of 99.914 and 5,000 tons, and the warning is now gone. A bit frustrating since I'm used to looking at just ship tonnage but it makes sense and removes that slight tonnage loophole.
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #378 on: April 13, 2020, 07:52:56 AM »
Set Training Level in race information doesn't do anything.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #379 on: April 13, 2020, 07:54:06 AM »
The options to have Sol surveyed at game start don't appear to work, I selected both to get into the swing of things quickly and it threw up an error about undefined distance. The game was still created but Sol is definitely not surveyed

Likewise, immediately activating SpaceMaster at start, opening the System Display window, and clicking the "Full Grav Survey" button gives a series of:

"Function #2568: Object reference not set to an instnce of object."

errors, one per Jump Point.  (Confirmed by loading a fresh copy of Aurora.exe and using SM to add one jump point before clicking "Full Grav Survey" button.)

(Also confirmed that clicking "Full Grav Survey" in a system with only one jump point (the entry point) throws no errors with no undiscovered jump points.)

Fixed.
 

Online Indefatigable

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Re: v1.00 Bugs Thread
« Reply #380 on: April 13, 2020, 07:54:27 AM »
Ground Forces, Unit Class Design window

Clicking on Base Unit Type while having a selection under Component Type causes error messsage for Function #2608 and #1838
Repeats until one of the actual listed unit types is selected.

Clicking on Component Type causes  error message for Function #1845
« Last Edit: April 13, 2020, 08:05:58 AM by Indefatigable »
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #381 on: April 13, 2020, 07:54:58 AM »
It's in french, and i don't really know what you can need :s

What was the Function number in the error?
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #382 on: April 13, 2020, 07:58:37 AM »
Under some conditions (Seems tied to larger number of NPRs) the new game generation will freeze up indefinitely after creating your player race. On restarting Aurora the new game will be listed but will contain a blank state, when deleting such corrupted games in some situations it seems to cause the remaining game entries to get renamed to 'h1'.

Was this a Random Stars game?
 

Offline Demonius

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Re: v1.00 Bugs Thread
« Reply #383 on: April 13, 2020, 07:59:09 AM »
Unloading and Mass Drivers, either I'm using the wrong way or the unload order still drops all units on the first target planet, not the x1 I specified. 

"Load Mass Driver x2 from Earth" works. 
"Unload Mass Driver x1 at Luna" unloads 2.
"Unload Mass Driver x1 at Mars" fails as there is none on board anymore. 
 

Offline Kristover

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Re: v1.00 Bugs Thread
« Reply #384 on: April 13, 2020, 08:03:23 AM »
Under some conditions (Seems tied to larger number of NPRs) the new game generation will freeze up indefinitely after creating your player race. On restarting Aurora the new game will be listed but will contain a blank state, when deleting such corrupted games in some situations it seems to cause the remaining game entries to get renamed to 'h1'.

Was this a Random Stars game?

I’ve had the same issue earlier yesterday and yes, random stars.  I haven’t had a known stars game lock at setup like that.
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #385 on: April 13, 2020, 08:16:45 AM »
I'd like to report two bugs:
1) The missile design window throws the "Function #2609: Attempted to divide by zero" error when i open it, atleast with no missiles designed;

Was this a conventional start? if so, fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #386 on: April 13, 2020, 08:18:43 AM »
New Game creation frequently throws errors and then hangs permanently, instead of starting the game.

It seems tied to NPR generation when Known Star Systems is unchecked. Selecting higher numbers of NPRs at game start seems to exacerbate this.

Highly reproducable by 1) unchecking "Known Star Systems", 2) setting number of NPRs to 5 or more, and 3) Clicking Create Game and Create Race. Then it throws errors and hangs.

It happens regardless to known star systems.

I've found increasing minimum and/or max NPR LY distance seems to cause the new game corruption more likely to occur even with NPR counts of 3 or 4 on 1,000 sized galaxies.

Perhaps you are experiencing a different problem. There is a definite difference in errors associated with unchecking Known Star Systems on my end. I get no errors with high numbers of starting NPRs on Known Stars.

This is highly reproducible on my end, tied to unchecking Known Star Systems.

This is fixed now.
 
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Offline Steve Walmsley (OP)

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Re: v1.00 Bugs Thread
« Reply #387 on: April 13, 2020, 08:21:46 AM »
Not sure if I missed this as an update/feature or it's a bug but it seems you can teleport freshly made ships to your fleet by moving the fleet while the ship is building.

Fixed.
 

Offline Doren

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Re: v1.00 Bugs Thread
« Reply #388 on: April 13, 2020, 08:27:21 AM »
If you have selected a component previously and start quickly opening and closing a category this will start to add components into current design
 

Offline Resand

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Re: v1.00 Bugs Thread
« Reply #389 on: April 13, 2020, 08:32:47 AM »
Are we supposed to be able to promote leaders manually with realistic promotions on now, or is this a bug?
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