Author Topic: v1.7.1 Bugs Thread  (Read 9581 times)

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Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #45 on: April 20, 2020, 03:20:15 PM »
Doing a new Sol game with auto ship design gave me the "only one spinal mount allowed" error.  But looking through the designs didn't show any ships with more then one spinal laser, so possible its just a display issue.  Also, it generated ships that are larger then the largest shipyard I have, but I think that's WAI.

Finally squashed this one.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #46 on: April 20, 2020, 03:22:59 PM »
On save Error Function #1429 shows up. 
On reload Error Function #155 and unable to load the game. 
Not sure if save becomes corrupted at this point, there is a blank window and error messages keep reporting when trying to do anything. 
(Attached DB for this one)

Whenever you get a problem during save it can corrupt the db. Therefore, it is best to restore the previous backup. You do this by deleting Aurora.db and then renaming AuroraDBSaveBackup.db to Aurora.db.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #47 on: April 20, 2020, 03:23:36 PM »
I just transited to GJ 1061 and got a bunch of "object reference not set to an instance of an object" rrors on I asssume race creation, given the class-0 world. DB attached.

Edit: On further investigation, there is a population, but no welcoming party. Not generated due to the errors?

What was the function number for the error?
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #48 on: April 20, 2020, 03:25:19 PM »
I have an error at start when trying to create a game and it does not generate a game at all.  It says "function #2574: Entry chain format is incorrect" if I try to translate it.

Sounds like a string input error on the Create Race window. Do you have a decimal separator that is a comma?
 

Offline surprise

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Re: v1.7.1 Bugs Thread
« Reply #49 on: April 20, 2020, 03:26:26 PM »
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!
 
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Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #50 on: April 20, 2020, 03:29:43 PM »
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points. At one point in a previous patch it was working (at least the point numbers would go up).

Normal start. 3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug. Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

Wait... a xenophobia heavy race is immune to intelligence gathering?!?

Edit:(Purely from ELINT I mean)

Here is the rules post:
http://aurora2.pentarch.org/index.php?topic=8495.msg109678;topicseen#msg109678

For populations, the intelligence is also multiplied by (100 - Population Species Xenophobia) / 100. In other words, it is much harder to gain intelligence when a population has high xenophobia. If the alien language is not translated, all intelligence is reduced by 80%.
 

Offline DFNewb

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Re: v1.7.1 Bugs Thread
« Reply #51 on: April 20, 2020, 03:33:01 PM »
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!

+1 something like 110-Xenophobia/100 would make more sense (at least in the short term) as it seems unlikely being xenophobic would make one completely immune to intelligence gathering.

Just food for thought. My personal solution is just gonna be to remember to never set a race to 100.
 

Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #52 on: April 20, 2020, 03:38:16 PM »
Quote from: Steve Walmsley link=topic=10958. msg126235#msg126235 date=1587412943
Quote from: DFNewb link=topic=10958. msg126197#msg126197 date=1587408973
ELINT modules seem to not be working once again.

Attached is my DB where I have two ships with ELINT orbiting an NPR planet and I am getting no intelligence points.  At one point in a previous patch it was working (at least the point numbers would go up).

Normal start.  3 NPR's at start and I also SM-added the NPR and the planet it is on in Sol that I am orbiting with the ELINT.

Its not a bug.  Intelligence points are modified by  (100 - Xenophobia) / 100;

That alien race has 100 Xenophobia so you cant get any intelligence from them.

That makes sense for diplomatic modules, and maybe you want to keep it like this for balance/design reasons, but from a logical/realism point of view shouldn’t ELINT be separate from the Xenophobia of a target race? You are just collecting and analyzing data gleaned from over-the-air transmissions, which seems to me like it should be independent of the target race (if any empire had the ability to completely block another empire from gathering intelligence data remotely, surely it would do so). 

As the monitoring race, it’s really a test of your analytic capabilities rather than how much the other race is willing to share with you.  At a minimum, I don’t think that xenophobia should totally block you from gathering ELINT, maybe just slow it down like crazy to represent a race that takes extraordinary data security precautions.

Anyways, not really a bug report but wasn’t sure where else to post, if there’s a better place please let me know for next time!

If a race has 100 Xenophobia, there won't be over-the-air transmissions. This is a race that is totally and completely paranoid about aliens. They not going to be spending transmissions out so you can listen to them. Just set Xenophobia to 90 if you don't want this situation.

If we wanted on Earth, we could shut down all over-the-air transmissions. We don't do so because convenience is more important than security. If we were completely convinced that aliens were going to kill us all, then the situation would be different.
 
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Offline Steve Walmsley (OP)

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Re: v1.7.1 Bugs Thread
« Reply #53 on: April 20, 2020, 03:39:12 PM »
Locking the thread as I am going to release v1.7.2
 
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