Author Topic: v1.5.1 Bugs Thread  (Read 69423 times)

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Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #360 on: April 17, 2020, 01:23:48 PM »
Error window gives me Function #1810: Object reference not set to an instance of an object

Started after some forced 5 second increment turns that suddenly showed up.  Been going for 10 minutes and still haven't gotten through it.  The . db below should reproduce the error.

THanks for all the bug extermination!

https://drive.  google.  com/open?id=1zSMbrFcZ8NesCUNZNrkJZHEAn5B0fBb3

Edit: tried to play again with the save. infinite 5 seconds are mostly over, but Events has a white screen, and accessing some screens like Intelligence and Foreign Relations give me "Function #1936: Insufficient memory" as an error screen.

Edit 2: infinite 5 second increments with the 1810 error showed up again after a couple of minutes (irl time)

It is caused by counter-battery fire in a ground combat between two NPRs. Fixed for next version. Thanks for providing DB.
 

Offline chrislocke2000

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Re: v1.5.1 Bugs Thread
« Reply #361 on: April 17, 2020, 01:24:17 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.



I just tested in 1.51. I have a survey ship sitting in Sol with standing orders for geo and grav surveys. No such message appears in event logs and auto turns are not halted.

Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question
 

Offline punchkid

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Re: v1.5.1 Bugs Thread
« Reply #362 on: April 17, 2020, 01:24:26 PM »
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

 
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Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #363 on: April 17, 2020, 01:24:52 PM »
Naval officers have a "Production" trait that doesn't seem to do anything.

Used for stabilisation ships.
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #364 on: April 17, 2020, 01:26:28 PM »
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #365 on: April 17, 2020, 01:28:03 PM »
1. 5. 1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)

The search works fine with zero values.
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #366 on: April 17, 2020, 01:29:00 PM »
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value

I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL

EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.

DateTime objects don't work beyond year 9999 - I only found that out yesterday :)
 

Offline Bubbaisagod

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Re: v1.5.1 Bugs Thread
« Reply #367 on: April 17, 2020, 01:30:32 PM »
I don't know if this is an oversight, bug or as intended; but
cloaking devices do not give a warning if they are too small for your vessel.
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #368 on: April 17, 2020, 01:31:52 PM »
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db

This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.

Pressing OK seems to cause the game to load normally.

Additionally, saving over the database causes the error to vanish

The problem is a missile that doesn't have an associated tech system. Any chance you designed a missile and then deleted the tech? I'll add some code to handle that situation.
 

Offline Inglonias

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Re: v1.5.1 Bugs Thread
« Reply #369 on: April 17, 2020, 01:34:01 PM »
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db

This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.

Pressing OK seems to cause the game to load normally.

Additionally, saving over the database causes the error to vanish

The problem is a missile that doesn't have an associated tech system. Any chance you designed a missile and then deleted the tech? I'll add some code to handle that situation.

Yeah, that sounds like something I would do. Thanks. As I said, saving again makes the error go away.
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #370 on: April 17, 2020, 01:34:20 PM »
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

Personally I have been using 55 percent strength engines for my survey ships to get around this issue.
 
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Offline Iceranger

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Re: v1.5.1 Bugs Thread
« Reply #371 on: April 17, 2020, 01:36:16 PM »
1.5.1

There seems no way to add missile engines larger than 5MSP, or multiple missile engines to a missile design. A single 5MSP engine is simply too small for large missiles.

Is this intended?
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #372 on: April 17, 2020, 01:39:35 PM »
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

I can state with some confidence that the developer did intend this behaviour.

Yes, you can choose to unlock your ships and modify them but that is 'cheating in solitaire'. This is intended to correct mistakes where needed. You can abuse it if desired but that is true for so many things in Aurora. Anyway, I have moved it behind SM Mode to avoid any further confusion.
 
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Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #373 on: April 17, 2020, 01:40:55 PM »
Looks like there is an issue where if a unit runs down to 0% supply in combat, they never have their inherent supply replenished.  The unit is now out of combat and I have reinforced them with infantry logistics, and have reinforced the higher command with light vehicle logistics.  Supply remains at 0% despite numerous time increment progressions.

I think the resupply mechanic only functions in combat. I need to add a function to resupply in peacetime.
 

Online Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #374 on: April 17, 2020, 01:43:22 PM »
Sure, though if you actually read the actual bug report post you'll see it's about the resupply conditionals still not working in 1.51. The whole order of things breaking down was someone else's commentary on the resupply conditionals not working post. :p

Am kind of wondering now if Steve noticed the actual topic of the bug report or just saw the derailed conversation that was created from it. lol

I haven't been able to reproduce yet. Do you have a db with the problem?