Author Topic: v1.30 Bugs Thread  (Read 47897 times)

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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #180 on: April 14, 2020, 11:10:54 AM »
Assigning a commander to a fleet with flag bridge causes Function #382  Object reference error.

Details:
Off-Topic: show

I open Commanders window. Select any appropriate commander for my test ship (equipped with Flag bridge). Rear Admiral (Lower half) in this instance. Press assign and get the #382 Object reference error.

At the top line of the Commanders window, rank and name of the commander is displayed. After the initial "unassigned" status, assigning him with an error turns the "unassigned" status into "error". Selecting this officer again causes the error message to reappear.

Unassigning and reassigning any other officer of appropriate rank causes the same error.


Fixed.
 

Offline MarcAFK

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Re: v1.30 Bugs Thread
« Reply #181 on: April 14, 2020, 11:13:12 AM »

Could you attach the db file please?
[/quote]
I'm trying but my upload speed is garbage and it keeps getting timed out. Its likely the same error insanegame27 found:

"Same issue, here's a db that will do it when you advance 30 days.     Error text is Function #1414: Object reference not set to an instance of an object"

https://drive.google.com/open?id=1vsImoR6tSCSsWAO5hHKLcUOGxpgXWqJ2
« Last Edit: April 14, 2020, 11:15:18 AM by MarcAFK »
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #182 on: April 14, 2020, 11:15:24 AM »
Damage to dropship transport bays dealt over 100% damage to the embarked ground units; resulting in negative number of units in a formation.

Save file after the damage attached.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #183 on: April 14, 2020, 11:16:15 AM »
For what it’s worth, I have noticed for me when patching if I extract the patch to the existing folder and overwrite, I get lots of errors when playing.  I checked back and noted the issue seemed to be related to one or the other patch files not actually overwriting.  BUT, if I do a fresh install of v1.0 and then apply the patch manually ensuring both files transferred over - I deleted the two 1.0 files and then transferred the patch .exe and DB - no errors in play.  Wondering if that is the source of some of the errors for folks?

Additional Note:  Aurora folder is NOT in program files.

Thanks - I will note that for each patch.
 

Offline 01010100

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Re: v1.30 Bugs Thread
« Reply #184 on: April 14, 2020, 11:25:56 AM »
Not sure if this is a bug, but the cost for some installations does not correspond to the published table. For example mines only cost corundium and no duranium, even though the table (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382) states that they should still cost 30 duranium.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #185 on: April 14, 2020, 11:27:09 AM »
Not sure if this is a bug, but the cost for some installations does not correspond to the published table. For example mines only cost corundium and no duranium, even though the table (http://aurora2.pentarch.org/index.php?topic=8495.msg116382#msg116382) states that they should still cost 30 duranium.

I've updated the database so the table is out of date.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #186 on: April 14, 2020, 11:32:30 AM »
Auto-Refit throws #2097 Divide by Zero errors every production cycle.
In addition, ships eligible for refit are not shown on the list of refit targets even for standard refit orders.

Also throws #2085 when you open the Economics window.

Attempting to order a shipyard to do anything, causes it to list slipway in use, but no task is added to task list.
This persists even after deleting the original auto-refit shipyard and recreating it using SM.

The only code I can see with division involves class cost. Any chance you have a zero-cost class?

What is the error text for 2085? The numbers are just the function in which the error occurs. I need the text as well to know what happened.

Looks like something odd going on because if shipyards weren't working in general I would be getting a lot of bug reports ion that subject.
 

Offline Doren

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Re: v1.30 Bugs Thread
« Reply #187 on: April 14, 2020, 11:32:56 AM »
I haven't seen this posted anywhere else, so as far as I know this is a feature I have misunderstood, but ground unit formations seem to always be created with the lowest ground forces rank (Major, in my current game), regardless of what is set for the formation template. While it is possible to change it after building it, it can become a bit tedious for larger numbers of units.
You can set the default rank of the formation on the formation screen. The button is on the right side third from right. Does not change any already existing formation settings only new ones that are built
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #188 on: April 14, 2020, 11:34:14 AM »
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Fixed.
 

Offline TeSparg

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Re: v1.30 Bugs Thread
« Reply #189 on: April 14, 2020, 11:36:41 AM »
1. 30
3 bugs with the Missile Design window:
- the ECCM check box makes the missile be more radioactive (and the enhanced radiation number goes up). 
- the Enhanced Radiation check box doesn't appear to work at all.   ( doesn't matter if the ECCM is checked or not ). 
- the No Engine check box works only if you modify another value.   ( it doesn't update the missile and it still has an engine if you create it without updating/changing anyother value or checkbox this also includes the faulty Enhanced Radiation checkbox! )

1 bug or missing feature (wasn't sure if it needed to be reported but i did it anyway just in case):
- in the Technology Report Window you can select multiple items but if you decide to obsolete them all only the highest selected one is obsoleted. 
« Last Edit: April 14, 2020, 11:47:45 AM by TeSparg »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #190 on: April 14, 2020, 11:36:58 AM »
Not sure if intended, but scrapping ships yields their armor, crew quarters, and fuel tanks as reusable components. Probably other bits that shouldn't be reusable.
Not intended. Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #191 on: April 14, 2020, 11:40:43 AM »
You can't set amount to be lower than 1 in industry tab (Economics view). Of course you don't want to build half a research lab,but that cause issues in some scenarios :

If you want to build 2 RL, then if one month later you want to stop at only 1 RL, you can't. Amount will now be at 1.90 , and since you can't modify that to 0.9, you're screwed.

Changed to <= 0 rather than < 1.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #192 on: April 14, 2020, 11:48:17 AM »
Military Jump Drives are classed as "commercial" components. Not sure if intended.

"Commercial" drives can be used on Military-classed vessels. Also not sure if intended, since Military Jump Drives can no longer transit commercial-class engines.
 

Offline nhb1986

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Re: v1.30 Bugs Thread
« Reply #193 on: April 14, 2020, 11:52:24 AM »
Thanks for the awesome work!

some input:

  • Clicking on the header in GU - Unit Class Design leads to #2608 and #1838 Object reference not set to an instance of an object
  • Clicking the Show Next Tech Button in the Part Design window is a bit sketchy, as it will reset the values chosen initially in the dropdowns.     Makes it difficult to compare 2 parts, I guess the Prototype option makes it obsolete anyway.   

Edit: Also I am too stupid to post pictures inline of the post, so I attached them instead :-\

Was this a conventional start?

In 1.0 I opted for no Auto generated ground units and it happened. In 1.3 I just marginally changed the start conditions from the standard. So no conventional start.

Link: https://www.dropbox.com/s/04kmc81mns7hihp/AuroraDB.db?dl=0
 

Offline Demonius

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Re: v1.30 Bugs Thread
« Reply #194 on: April 14, 2020, 11:53:20 AM »
1. 30 TN start

I did a normal TN start this morning, customising Race Name, Picture, Flag, Name lists, etc.  then after exploring 3 star Systems i changed the Systems Names, also changed some planet names etc.
Then I pressed save About around 18:40 local, waited for the hdd to process it, then quit the game.  then I reloaded, and get 2 errors 1170 and 1168 "Der angegebene Schlüssel war im wörterbuch ncth vorhanden - the specified key was not found in the dictionary"

Now I am looking at a Sol system that only consists of Earth and Mercury, and the other 3 systems are listed as empty star Systems.

I attached a zip with the DB and the 2 saves, which strangely still have the timestamp from today at 0900.