Author Topic: v1.70 Bugs Thread  (Read 15196 times)

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Offline DFNewb

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Re: v1.70 Bugs Thread
« Reply #60 on: April 20, 2020, 09:41:52 AM »
Quote from: Ancalagon link=topic=10934. msg126062#msg126062 date=1587392406
-snip-

The simplest way to fix every player's issue is to create a message like VB6 had in the event log for each turn when a fleet cannot find targets for both its primary and secondary orders.
You do, in fact, get a notification when a grav survey of a system has completed.  That serves as my reminder to check all my survey ships, which usually takes just a few seconds.

You definitely don't get a reminder if your geo-survey ship finishes a system tho.
 

Offline Ancalagon

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Re: v1.70 Bugs Thread
« Reply #61 on: April 20, 2020, 09:50:00 AM »
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:



I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".
« Last Edit: April 20, 2020, 09:52:10 AM by Ancalagon »
 

Shaun Broderick

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Re: v1.70 Bugs Thread
« Reply #62 on: April 20, 2020, 09:57:42 AM »
I have also had the problem where I cannot create any colonies either in the fleet orders screen, or on the System View Window, which is a real pain, because I have a great Mars with M5.
 

Offline Droll

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Re: v1.70 Bugs Thread
« Reply #63 on: April 20, 2020, 10:08:01 AM »
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:



I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

In 1.4 I had NPRs that were communicating with me. They only stopped when relations soured. Can you see any reason why they might not like you?
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #64 on: April 20, 2020, 10:09:46 AM »
I gave a cursory search of this and couldn't find it previously reported anywhere.   I figured better safe than sorry, and the discord encouraged me to report this despite being for 1.  6.  3.   For the last hour my game has been running 5 second cycles.   I opened up the database and my best guess is that an error 4 was thrown in combat between spoilers and a ground force on a mining colony.   Aside from fixing it for future versions if there's any way I can fix it for my current save I would very very much appreciate that.   Image and DB below.  I also get an error 311 sometimes while looping through the five second intervals infinitely.

Unfortunately I can't load your db as I have an exe that works with 1.70
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #65 on: April 20, 2020, 10:11:03 AM »
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:



I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

There is. It was the #1530 bug that I have been hunting for a while. Fixed in 1.7.1.
 
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Offline Ancalagon

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Re: v1.70 Bugs Thread
« Reply #66 on: April 20, 2020, 10:11:34 AM »
I have yet to find even one NPR (not spoiler races) who is willing to "exchange information" with me in C#. Nobody I've asked yet has found such an NPR, either.

Here is a test game I set up with seven game start NPRs on v1.63 who found Sol quickly due to the random stars bug on that version. These are natural NPRs that were created automatically by Aurora at game start, not SM-added. Diplomacy cannot ever progress because none of them want to exchange information:



I'm starting to suspect there's a bug preventing NPRs from being willing to "exchange information".

In 1.4 I had NPRs that were communicating with me. They only stopped when relations soured. Can you see any reason why they might not like you?

You're the first person I've found that says NPRs communicated with them. Are you sure it wasn't just "unintelligible message"? That is what occurs when an NPR tells you to leave a system when you don't have communications established with them.

All NPRs in my example above have a Diplomacy Rating of zero:


Edit: I'll just wait for the next version  :)
« Last Edit: April 20, 2020, 10:14:16 AM by Ancalagon »
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #67 on: April 20, 2020, 10:14:06 AM »
I'm trying to start my race in a non-Sol system by creating a neutral SM race (1 m pop, all other settings default) first in Sol and then building the system I want.  After I set up my actual race (conventional start, nothing exotic on the race creation), this is giving me a Function #2347: Attempted to Divide by Zero error.  This also happened in 1.6 when I tried the same thing.

That is a function that return racial stats based on population. It would throw that error if total populations were zero. I'll add some better handling of that situation.
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #68 on: April 20, 2020, 10:17:23 AM »
Hi Steve
I have noticed that in SM mode you can no longer instant industry including ordnance; add/subtract minerals or change dust and radiation in the atmosphere. Is this as intended? Or am I too stupid to work out how!
I would like a small stock of missiles for the ships I SMed into existence
Ian

Instant industry is on the Civilian economy tab.
Instant minerals - just double-click the mineral in the mining tab. Make sure 'Double-click sets reserve' amount is not checked.

Instant ordnance not available yet - although you may be able to 'instant' a class with missiles and then unload it.
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #69 on: April 20, 2020, 10:18:25 AM »
The 'Exclude High Grav' button in the mineral search window excludes everything other than high-gravity planetary bodies.

Fixed.
 

Offline johiah

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Re: v1.70 Bugs Thread
« Reply #70 on: April 20, 2020, 10:32:29 AM »
I gave a cursory search of this and couldn't find it previously reported anywhere.   I figured better safe than sorry, and the discord encouraged me to report this despite being for 1.  6.  3.   For the last hour my game has been running 5 second cycles.   I opened up the database and my best guess is that an error 4 was thrown in combat between spoilers and a ground force on a mining colony.   Aside from fixing it for future versions if there's any way I can fix it for my current save I would very very much appreciate that.   Image and DB below.  I also get an error 311 sometimes while looping through the five second intervals infinitely.

Unfortunately I can't load your db as I have an exe that works with 1.70
Oof. I guess I hope you accidentally fixed it/someone else had the same issue and I didn't notice.
 

Offline Steve Walmsley (OP)

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Re: v1.70 Bugs Thread
« Reply #71 on: April 20, 2020, 10:37:04 AM »
Hi there,

I am running Linux Mint and when I run Aurora. exe I get the following error messages one after the other:

Function #2490: cannot call this method if SelectionMode is SelectionMonde. None
Function #2492: cannot call this method if SelectionMode is SelectionMonde. None
Function #2493: cannot call this method if SelectionMode is SelectionMonde. None

Then it loads into the map screen and everything seems to work from there.  Not sure what it's missing but I am a complete neophyte at this amazing game :)

Thanks!

Unfortunately I don't support Linux so I can't help :(

I think there are some Linux threads on the forum though where Linux users are trying to help each other. The affected area seems to be listing known ruins, anomalies and wrecks.
 

Offline Jovus

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Re: v1.70 Bugs Thread
« Reply #72 on: April 20, 2020, 10:42:34 AM »
Hi there,

I am running Linux Mint and when I run Aurora. exe I get the following error messages one after the other:

Function #2490: cannot call this method if SelectionMode is SelectionMonde. None
Function #2492: cannot call this method if SelectionMode is SelectionMonde. None
Function #2493: cannot call this method if SelectionMode is SelectionMonde. None

Then it loads into the map screen and everything seems to work from there.  Not sure what it's missing but I am a complete neophyte at this amazing game :)

Thanks!

We've put together solutions for running Aurora natively on Linux via Mono over here: http://aurora2.pentarch.org/index.php?topic=10320.0
 
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Offline MinuteMan

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Re: v1.70 Bugs Thread
« Reply #73 on: April 20, 2020, 10:51:21 AM »
Issue regarding shipping line in the "Naval Organization" window

My Civilian freighters are moving automated mines for me.
But in the 'Shipping Line' tab it states 'Trade goods' for the column 'Trade good'

Repost from v1.40 and V1.6.3 threads. But tested and is still present in v1.70
 

Offline TMaekler

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Re: v1.70 Bugs Thread
« Reply #74 on: April 20, 2020, 11:02:05 AM »
Steve, maybe you can take a look into the other topic here:

http://aurora2.pentarch.org/index.php?topic=10889.0

Someone brought up a possibility to rename default modules from the game (like Maintenance, Fuel, Cargo, etc.) - which might be a bug in the game; though it would be nice if default modules could be renamed.

Here is a copy of the post (if you don't want to read the whole topic):
Quote from: Migi link=topic=10889.  msg125389#msg125389 date=1587240872
You can rename components like fuel tanks and engineering spaces, if you do it from the class design window. 
I reported this as a bug (on the assumption that it could screw with the DB) but either Steve didn't notice or it's implicitly working as intended. 

If they re-sort by name after they are renamed, this is my new favorite hidden feature, and I hope it doesn't get patched. 
I really dislike that they are "out of order" by size, which makes comparing consecutive sizes (e.  g.   when fine-tuning fighter and FAC designs) way too fiddly. 

EDIT: Yes! After renaming, close and re-open the Class Design window.  Voila! Components are re-ordered by name.  I now have:
Fuel Storage0- Fighter
Fuel Storage1- Tiny
Fuel Storage2- Small
etc. . .