Author Topic: v1.5.1 Bugs Thread  (Read 69216 times)

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Offline Kelewan

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Re: v1.5.1 Bugs Thread
« Reply #330 on: April 17, 2020, 10:51:32 AM »
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"
« Last Edit: April 17, 2020, 01:59:38 PM by Kelewan »
 

Offline surprise

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Re: v1.5.1 Bugs Thread
« Reply #331 on: April 17, 2020, 11:01:26 AM »
Quote from: Steve Walmsley link=topic=10756. msg124556#msg124556 date=1587135025
Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608
Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.

It will be v1. 6.  It includes some database fixes.

Is it workable to only update the exe and not the DB if we have a game going already, to get some of the bug fixes in? Or does the 1. 6 exe depend on the 1. 6 DB to function correctly?

Also, I am a bit curious about the types of changes being made in the DB - is there something fundamental that prevents any kind of DB migration so that existing saves can be maintained across updates, or is it just something you haven’t worried about/looked into?
 

Offline Nori

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Re: v1.5.1 Bugs Thread
« Reply #332 on: April 17, 2020, 11:03:08 AM »
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 can't reproduce. If it happens again, please attached the db.
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0
Just load up and click on design missile and you should get the error.

~edit: In starting this up to check some stuff, I realized several missiles I designed are no longer in the game. You can see their names in the ordnance industry tab, but they don't show up anywhere else. The entire Mk2 series of missiles are gone.
« Last Edit: April 17, 2020, 11:12:18 AM by Nori »
 

Offline Doren

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Re: v1.5.1 Bugs Thread
« Reply #333 on: April 17, 2020, 11:07:38 AM »
"Remove last/all" button in Naval Organization deselects the target but leaves the actions for the target visible.

Maybe the target shouldn't be deselected at all to be honest. Most of the times I clear a miss click command and then need to reselect the target
 
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Offline Randy

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Re: v1.5.1 Bugs Thread
« Reply #334 on: April 17, 2020, 11:20:55 AM »
Large societies (in real life) tend to have a large service sector. Translated into Aurora, this means that as a population grows the population focuses more on internal services. If environmental concerns are high enough, this may reach a point where manufacturing is eventually abandoned in favour of the service sector. This has been true since Aurora began in 2004. I have no plans to change it.

More of I was thinking at too small a scale, where environmental impact is neglible. At the large size it does make more sense - especially combined with the comment about not land is equally arable - meaning at some point it will take more work/effort (per unit) to produce the required sustenance for a population, rather than being a constant (unlimited growing) rate.

What would be useful (and really low priority) would be some indication of the max population that can be supported before available workforce drops to 0 - as this will certainly be lower than max population on these really crappy colonies. 

Not a big issue unless the 0 point is lower than the point at which you can stop civ transport from bringing population in...  ::)
 

Offline Bobbysepp

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Re: v1.5.1 Bugs Thread
« Reply #335 on: April 17, 2020, 11:24:39 AM »
I am getting a Function #914: Out of memory error during exploration.  Not sure if it is directly tied to system generation.  Sometimes it goes away after a few clicks, this time it is being constant.  Task manager only reports between 125 and 170 MB of ram usage.  Crashes the game when I attempted to save the DB.  I am attempting to reproduce the bug, but the behavior isn't showing up this time, so it might be related to the fact that the game has not been shut down in a few days.
 

Offline Elouda

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Re: v1.5.1 Bugs Thread
« Reply #336 on: April 17, 2020, 11:25:49 AM »
'Squadron Transit by Sub-Fleet' does not seem to work - it splits the fleets, but they do not transit.
 

Offline LuciusSulla

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Re: v1.5.1 Bugs Thread
« Reply #337 on: April 17, 2020, 11:35:11 AM »
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.
 
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Offline Ancalagon

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Re: v1.5.1 Bugs Thread
« Reply #338 on: April 17, 2020, 12:12:50 PM »
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:



The shots were fired against a survey ship with 1 armor layer.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #339 on: April 17, 2020, 12:18:04 PM »
Pressing the Cancel button on the Create Sub Fleet confirmation still creates a sub-fleet.

Fixed.
 

Offline YABG

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Re: v1.5.1 Bugs Thread
« Reply #340 on: April 17, 2020, 12:19:15 PM »
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.

Reproduced and fixed.

I had a similar bug today, its different enough I figured I'd mention it in case your fix doesn't also cover it.

Issue: using the 'divide into single ships' order with a detached sub-fleet made out of ships landed in a mothership causes said ships to be eaten by the space kraken and disappear. This has a follow on effect of making it impossible to assign ships to said carrier. Restarting the game allows new ships to be assigned. Choosing to detach a single ship into a fleet, then adding other docked ships to it and using the 'divide into single ships' order has a similar effect, with the difference being that the originally detached ship doesn't get deleted. Combining the carrier with a different fleet causes the deleted ships to reappear (highlighted to provide people who encounter this issue a workaround). This issue occurs with both fighters and FACs. This issue appears to be related to ships being docked in a mothership.

How to reproduce:
1) Create ship with hanger space, assign and land ships in it using the 'land on specified mothership + assign' order. Advance time 5 seconds. Create a subfleet within the carrier's fleet and move docked ships into the subfleet. Detach said subfleet and order it to 'divide into single ships' in the same place as the carrier (tested locations: population, jump point, and the carrier's fleet). Advance time 5 seconds. The detached subfleet will have disappear from the Naval Organisation window with no error produced.

2) Order additional ships to land onto the carrier using the 'land on specified mothership' command (+assign and don't assign has no impact on this step). Advance time 5 seconds. The ships ordered to land will have remained in their own fleet and won't have been assigned. No error message is produced.

3a) Combine carrier with new fleet. Deleted ships should reappear; 3b) Save and exit the game. Restart. Order ships to land onto the problematic carrier. New ships will land with no problem.

Some other issues I found testing this: [major] ships equipped with commercial hangers apparently cannot be selected using the 'land on specified mothership' order (both functions) and thus cannot be used at all, [minor] commercial hanger deck isn't included in the 'Hanger Deck' category in the ship design menu and instead sits underneath the 'command and control' category - is this WAI?
 

Offline mike2R

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Re: v1.5.1 Bugs Thread
« Reply #341 on: April 17, 2020, 12:21:50 PM »
STOs seem to list a Min Range vs Missile for their sensor, which I assume should be Max Range vs Missile.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #342 on: April 17, 2020, 12:30:27 PM »
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.

Yes, 1.5.1.

Code is there - maybe I added it since 1.5.1 :)
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #343 on: April 17, 2020, 12:32:23 PM »
Probably not very useful, but several years into the game I've started getting "Function #2244: Attempted to divide by zero" (or something to this effect, I have non-English Windows) every construction cycle.  I suspect it's NPR-related as I didn't do anything different than before.

It connected to calculating growth rates. I don't suppose you have something weird like negative infrastructure?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #344 on: April 17, 2020, 12:35:16 PM »
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).

In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.

That message does exist because I see it my own games.