Author Topic: v1.5.1 Bugs Thread  (Read 69459 times)

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Offline Demonius

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Re: v1.5.1 Bugs Thread
« Reply #210 on: April 16, 2020, 05:56:39 PM »
Additionally, I now get a 1530 Object refernce not set to an object error which might be related to officers - and ever since I captured some POWs from the Alpha Centauri System NPR I get frequent "Prisoner breaks" as I envision them -  a message in the log stating that an enemy groudn force was defeated and 0 reparations have been Paid, which results in an empty enemy Population conquered Pop on Earth.
 

Offline WSoxfan86

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Re: v1.5.1 Bugs Thread
« Reply #211 on: April 16, 2020, 06:00:27 PM »
I found a weird one in 1.  5.  1.  -I noticed one of my ground officers reached a ground command of 8,000,000-however when I went to check his promotion score I found his promotion score crashed-from around 15,000 to 150.      I saved the game and reloaded it-when I did I lost all events since my last save, and all my officers vanished.      I noticed the promotion scores of a lot of the promotion scores of my other ground commanders had a similar drop around the same time, as if the game was no longer taking the ground command into account in the promotion score.      I've attached before and after screens as well as the database.   

UPDATE: I tried starting a new game and got a function 1480 error-unique constraint failed: fct_commandertraits. cmdrID, fct_commandertraits. traitID it loaded fine, except I had no officers generate.
« Last Edit: April 16, 2020, 06:14:58 PM by WSoxfan86 »
 

Offline insanegame27

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Re: v1.5.1 Bugs Thread
« Reply #212 on: April 16, 2020, 06:01:13 PM »
Quote from: insanegame27 link=topic=10756. msg123655#msg123655 date=1587001872
Function #2217: An item with the same key has already been added

pops up whenever I try to open summary, industry, mining or research tabs.   Was in 1.  4 and was also reported by me in 1.  4

db file:
Code: [Select]
https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Anything on this?
 

Offline skoormit

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Re: v1.5.1 Bugs Thread
« Reply #213 on: April 16, 2020, 06:07:59 PM »
Are Mass Drivers behaving differently?
In VB6, drivers would make multi-mineral packets.
In C#, they never get past the Duranium pile.
 

Offline SpaceMarine

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Re: v1.5.1 Bugs Thread
« Reply #214 on: April 16, 2020, 06:10:42 PM »
The Mass driver issue is a known issue, it was never coded the same as VB6 steve has already re coded it to how VB6 did it
 
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Offline Inglonias

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Re: v1.5.1 Bugs Thread
« Reply #215 on: April 16, 2020, 06:11:11 PM »
Could have sworn this was reported, but maybe it's just on the spreadsheet:

When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.

So if I put 7500, I get HQ capacity of 7.

EDIT: This appears to be a display issue. The screen shows HQ7, but should show HQ7k. Peeking at the database shows the correct HQ capacity.
« Last Edit: April 17, 2020, 11:23:11 AM by Inglonias »
 
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Offline Caplin

Re: v1.5.1 Bugs Thread
« Reply #216 on: April 16, 2020, 06:22:04 PM »
Could have sworn this was reported, but maybe it's just on the spreadsheet:

When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.

So if I put 7500, I get HQ capacity of 7.

Steve has said previously that the capacity of 7 was just for the summary, as an abbreviation. Is this about something different?
 

Offline Froggiest1982

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Re: v1.5.1 Bugs Thread
« Reply #217 on: April 16, 2020, 06:31:28 PM »
Not really a bug but just a tweak/fix for the auto template for the ground unit:

based on this: 6)   HQ: The headquarters capacity of the element's Unit Class in tons. If there are multiple units in a template element, only one is considered for the headquarters capacity. Any additional units are for redundancy. The headquarters capacity is the total size of the formation (or formation hierarchy) that can be effectively controlled by a commander based in a unit with this component. In the case of the Macharius Command Tank, it has an HQ capacity of 10,000 tons.

reported here: http://aurora2.pentarch.org/index.php?topic=8495.msg105824#msg105824

The design produced by the auto-generation would cause a penalty. I can tell there is something weird as the system generates 2 HQ to clearly fulfill the minimum requirement, however it doesn't consider the above exception. Therefore shouldn't ben created an HQ with the right amount and eventually only add redundancy if really needed (maybe for higher levels where losing the HQ could cause a natural crumble of the chain of command)?

The other generations on the same screen look correct and following also the redundancy safe net, so as said just a minor for later release.

attached my auto-generated forces.
« Last Edit: April 16, 2020, 06:33:05 PM by froggiest1982 »
 

Offline Froggiest1982

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Re: v1.5.1 Bugs Thread
« Reply #218 on: April 16, 2020, 06:38:54 PM »
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.

if you could count how many increments in and out before the problem starts to appear Steve may be able to lock the zoom to avoid this to happen if he cannot fix the bug right away. Also, it may help him in replicating the bug. For instance if it happens to 15 zoom increments in your desktop/laptop could be related to performances but if it happens at the same zoom level on 2 different systems could then not be related to individual performances but maybe coding, etc.

Could you do that? I would like to give it a go.

GathStormer

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Re: v1.5.1 Bugs Thread
« Reply #219 on: April 16, 2020, 06:44:46 PM »
I appears that if you make a ship design and build said ship and then update the design the already constructed ship will automatically update to the new design.  This enables you to build ships and then tack on whatever you want for free after they are out and about simply by editing the class design.
 

Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #220 on: April 16, 2020, 06:55:06 PM »
The civilian shipping contracts interface does not accept decimal amounts for shipping. Normally this isn't an issue, until you decide you want to modify a shipment like this from 0.3 to 1.3:



The error thrown is Function #607:

 

Offline Franss22

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Re: v1.5.1 Bugs Thread
« Reply #221 on: April 16, 2020, 07:03:06 PM »
When adding a tech to the queue, and then removing it from the queue, it doesn't re-appear in the list of available tech to research, unless you reload the list by changing the category and going back. This happened on a fresh game.
 

Offline Frank Jager

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Re: v1.5.1 Bugs Thread
« Reply #222 on: April 16, 2020, 07:21:47 PM »
Somebody already reported the graphical error present when designing ships, regarding jump drives and copied classes didn't they??

If not then please see attached. It had a Jump Drive at one point in the design stage. Then it was removed and the jump rating remains. Closing and reopening various windows and even restarting Aurora fail to clear the ships jump rating. Unsure if this allows those ships to jump or not.
 

Offline Omnivore

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Re: v1.5.1 Bugs Thread
« Reply #223 on: April 16, 2020, 07:28:46 PM »
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I'm getting a very similar bug when I design a mine buoy.  The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design.  The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.

Hope this helps and thank you for continuing on this game all this time!
 

Online Migi

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Re: v1.5.1 Bugs Thread
« Reply #224 on: April 16, 2020, 07:32:18 PM »
Hi

I posted these earlier from v1. 50, I have checked them in V 1. 51 and updated their status if fixed.  I have re-written some of the descriptions and added some others I encountered.

Setup: New game, default settings except starting NPR set to 0, starting year set to 2000, NPR discovery by NPR set to 0.
In this instance I use SM to give myself most technologies up to 2000 RP and some others as needed.

Economics window
(Minor Bug) Sort by labs vs.  sort by date is not remembered between closing and re-opening the window.
(Minor Bug) Compare button does nothing (not sure what it is supposed to do TBH)

View Technology window
(Bug) Prototype weapons and turrets and engines appear in the component list as if they are normal components (with no P after them).   Not sure if the intended behaviour is for them to appear at all or if they should have a (P).
(Minor Bug) Size in tons check box does not remember previous setting after closing and reopening (although who actually uses HS?)

Event Log
(Fixed) Weapons and turrets researched with SM instant mode are listed as prototypes in the log.  This also applies to technologies.
(Bug) Prototype components are listed as completed research in the log (not sure if they should appear at all or just be put in a separate category).
(Bug) If you try to load 2 ground units into a ship which only has capacity for 1, it doesn't give an error, it just says orders complete.  (In the test the ship had capacity for 200T and both units were 200T, only the first unit was loaded)

Ground Forces
(Fixed) You can still add prototype weapons to STOs but you can't add weapons researched with SM instant mode (I made sure of this by renaming the instant weapons but not the prototypes).
(Minor Bug) Turrets in STO's do not affect STO tracking speed.  Toggling the PD button on and off does affect tracking speed (not sure how I missed that so thanks for pointing it out) therefore it seems that the bug is that STO's can accept turreted weapons when the turret functionality (extra tracking speed) is subsumed by the STO.
(Error) When designing an STO, clicking on Weapon Type (above the list of weapons gives this error "Function #1871: Object reference not set to an instance of an object. "
(Possible Bug) Ground forces don't appear to suffer morale loss if they are in transport ships.  I searched the C# changes list and I couldn't see it mentioned as being changed.  Also it looks like cryo drop pods are removed completely (there are only normal, boarding and drop pod versions that I could find).
(Error) If you click Field Position when you have an element selected you get error message "Function #1870: Unable to cast object of type 'av' to type 'f4'. "
(Error) If you click Clear Hierarchy when you have an element selected you get error message "Function #1886: Unable to cast object of type 'av' to type 'f4'. "

Game Information window (new game)
(Minor Bug) Tooltips only show if highlighting the number, not the text of the setting.
(Minor Bug) Settings which don't affect Real Stars games should be locked or greyed out to reflect this.
(Minor Bug) Known Star Systems is referred to as Real Stars in various places.

Race Information Window
(Minor Bug) The flag was changed between game setup and opening Race Information, game started with default (which I think is flag0393.  JPG) but this changed to flag0000.  jpg.  This occurred even though class naming theme was set to French, je suis desole, je ne comprends pas.  :)

Commanders
(Minor Bug) When starting a new game all Commanders (naval, ground, scientists and administrators) start at the same age (20).   I assume there should be some variation (and on average a step in age for each rank).  I think this is most likely caused by the age of graduation being 20.

Missile Design
(Possible Bug) If enhanced radiation is researched, a missile with WH 1 will change to WH 0 Rad Dmg 2 if the box is ticked.   A missile with effectively 0.  5 WH will change to Rad Dmg 1 if the box is ticked.   Are either of these supposed to be possible?

Class Design
(Error) If you type in .  for deployment time (I was trying to type . 5) you get this error message:
Unhandled Exception
Input string was not in a correct format
 (this is in a different format to the normal Aurora error messages, if you want I can send you the full details)
(Error) If you type in ". " for armour value you get this error message: Function #263: Input string was not in a correct format.
(Possible Bug) Ships can be fitted with both commercial and normal hanger decks.  If you put both on a ship the game can't tell whether ships in hanger should be running their maintenance clock or not, so it seems like it should be disallowed.
(Possible Bug) Troop Transport bays, I think I unlocked all of the relevant techs with SM mode but the resulting list in the ship designer makes me think otherwise.  I had standard (+2 variants), Very Small (+2 variants), Small (only Boarding, normal and Drop pod were missing), Large (only normal and drop pod, Boarding varient was not there).  Possibly there is a problem with the prerequisites in the tech tree.
(Bug) You can rename 'base' components like fuel storage.  This persists between saving, closing and re-opening the game.  This also affects other new games and games previously saved in the same DB.
(Minor Bug) In the Components tab you can only see sizes in HS, there is no way to get the game to show you size in Tons.

I have attached a copy of the DB in case that is needed.

 
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