Author Topic: v2.5.1 Bugs Thread  (Read 142454 times)

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Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #360 on: December 25, 2024, 01:51:23 PM »
Merry Christmas to you all!  :)

I moved a waypoint.
Now, in the same system, I would like to add another WP. But the game let me only move the WP I moved before.
Selecting any other WP button is useless: no WP is created.
Even deleting the WP I moved is useless: no WP can still be added.
Only saving, closing and restarting the game resolves this behaviour.
Unfortunately, this means even if I share here the DB you cannot reproduce the issue.

"Move Waypoint" command is getting fixed in 2.6.0.
 
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Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #361 on: December 25, 2024, 01:56:11 PM »
Thanks Ghostly!
Let's hope we have not to wait too much!  ;D
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #362 on: December 27, 2024, 05:46:28 AM »
Detaching multiple ships from a fleet with a one-character name causes an error popup with this message :

Quote
2.5.1 Function #2275: StartIndex cannot be less than zero.
Parameter name: startIndex

Clicking OK dismisses the popup, and the new fleet is created successfully--although it has the same name as the original fleet, rather than having " 02" appended.
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #363 on: December 27, 2024, 07:55:52 AM »
NPR removes access to geological data - systems cannot be automatically resurveyed.

Encountered this in my game recently. A NPR had collected some geological data on a star system, and I later obtained the survey data, via a diplomatic agreement. Some time later, the NPR revoked access to their geological data.

I then found several systems where most of, in some cases all, the bodies had reverted to U for unsurveyed. To complicate things, those systems were not detected as needing surveyed by the automatic standing order "Move to system requiring geosurvey". Manually moving a survey ship to the system allowed it to survey the stellar bodies, but if the ship left due to deployment exceeded or low fuel, it would not return automatically.

Skoormit and Ragnar on the Aurora Discord suggested examining the database, and looking in FCT_RaceSysSurvey for the relevant flag, which is GeoSurveyDefaultDone. For the affected systems, that flag was still set to 1, despite the bodies now being U for unsurveyed. Setting the flag to 0 in the database, allowed survey ships with the "move to system requiring geosurvey" standing order to detect the systems and move there to survey them.
 

Offline Mark Yanning

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Re: v2.5.1 Bugs Thread
« Reply #364 on: December 28, 2024, 10:37:30 AM »
Hello guys, I'm not sure is a bug or intended gameplay. I conquer a colony of a spoiler race, with some Abandoned Installations. After the message of conquer, I think I got a copy of the excact same colony with DST and other structures. Planet is Epsilon Indi-A II, I'll attach screenshots. One colony is "occupied" in the Political Status, the other one no. Is it probably because I created a colony before actually conquer it with gorund forces? Shall I delete one of the colony with Spacemaster?
 

Offline Black

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Re: v2.5.1 Bugs Thread
« Reply #365 on: December 28, 2024, 02:58:51 PM »
Hello guys, I'm not sure is a bug or intended gameplay. I conquer a colony of a spoiler race, with some Abandoned Installations. After the message of conquer, I think I got a copy of the excact same colony with DST and other structures. Planet is Epsilon Indi-A II, I'll attach screenshots. One colony is "occupied" in the Political Status, the other one no. Is it probably because I created a colony before actually conquer it with gorund forces? Shall I delete one of the colony with Spacemaster?

This works as intended.

No need to use space master for this. In Economics window, there is button Delete Pop, this will delete selected colony. There is also Delete Empty button, this will delete all empty colonies. Just be sure you will delete correct colony as all things in the colony will be lost when you delete it.
 
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Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #366 on: December 28, 2024, 03:08:55 PM »
Hello guys, I'm not sure is a bug or intended gameplay. I conquer a colony of a spoiler race, with some Abandoned Installations. After the message of conquer, I think I got a copy of the excact same colony with DST and other structures. Planet is Epsilon Indi-A II, I'll attach screenshots. One colony is "occupied" in the Political Status, the other one no. Is it probably because I created a colony before actually conquer it with gorund forces? Shall I delete one of the colony with Spacemaster?

before deleting the emptier one, you might as well put your xenologists and engineers on it, to recover the installations

Then use cargo ships to take the installations and drop them onto the other one.
 
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Offline Andrew

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Re: v2.5.1 Bugs Thread
« Reply #367 on: December 28, 2024, 04:45:13 PM »
Hello guys, I'm not sure is a bug or intended gameplay. I conquer a colony of a spoiler race, with some Abandoned Installations. After the message of conquer, I think I got a copy of the excact same colony with DST and other structures. Planet is Epsilon Indi-A II, I'll attach screenshots. One colony is "occupied" in the Political Status, the other one no. Is it probably because I created a colony before actually conquer it with gorund forces? Shall I delete one of the colony with Spacemaster?

before deleting the emptier one, you might as well put your xenologists and engineers on it, to recover the installations

Then use cargo ships to take the installations and drop them onto the other one.
This is not a bug
The abandoned installaions from the ruins are in both colonies. ANy survivin spoiler installtions will be in one colony.  If one colony has surviving installationsDST's etc, use the ground forces window to move your troops to the colony you intend to keep. (or load them back in their transports) then delete the empty colony , either the occupied one or the one you created. There is no need to move the installations between the colonies just pick one and keep it.
If the occupied colony is not a spoiler and is inhabited you may want to keep both colonies so you can put a colony of your race on the same body
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #368 on: December 29, 2024, 05:01:05 PM »
what is function #5 ?
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #369 on: December 30, 2024, 03:11:40 AM »
what is function #5 ?

RaceFleetOrders()

You'll need to be more specific about the error. What was the error text, what were you doing, is it intermittent, etc.? See the first post of this thread for details.
 

Offline Frank Jager

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Re: v2.5.1 Bugs Thread
« Reply #370 on: December 30, 2024, 06:48:02 AM »
I have encountered an error when advancing time (possibly linked to construction timings):

The function number: #2780
The complete error text: 2.5.1 Function #2780 Object Reference not set to an instance of an object.
The window affected: System Map / All
What you were doing at the time: Advancing time after rebuilding / refitting all the designed ships.
Conventional or TN start: TN Start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Yes
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 53 year campaign.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #371 on: December 30, 2024, 06:59:06 AM »
I have encountered an error when advancing time (possibly linked to construction timings):

The function number: #2780
The complete error text: 2.5.1 Function #2780 Object Reference not set to an instance of an object.
The window affected: System Map / All
What you were doing at the time: Advancing time after rebuilding / refitting all the designed ships.
Conventional or TN start: TN Start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Yes
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 53 year campaign.

#2780 relates to loading a specific type of mineral. Is there any chance you gave that order and subsequently deleted the target population before it could be executed?
 

Offline Frank Jager

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Re: v2.5.1 Bugs Thread
« Reply #372 on: December 30, 2024, 07:02:33 AM »
Thanks Steve!!!

That'll be it, old orders templates to a cargo ship to pickup minerals from a population that has since been mined out, had the minerals moved and deleted.
That'll do it.
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #373 on: December 30, 2024, 10:01:19 AM »
what is function #5 ?
RaceFleetOrders()
You'll need to be more specific about the error. What was the error text, what were you doing, is it intermittent, etc.? See the first post of this thread for details.

the full error was "2.5.1 Function #5 Object reference not set to an instance of an object". Get two instances of it every time I press any time increment

What I was doing though, was a bunch of things with Spacemaster mode, to adjust some planets atmospheres, build and transfer ships to alien races, in an effort to adjust the current situation in my game. A whole bunch of stuff that wouldn't happen in normal gameplay. I forget exactly what I might have done though, because I was foolishly poking at things whilst suffering from insomnia, so I might have done something more serious without remembering it.

All I need to know is if this is something that perhaps I can fix by editing some bits of the database, (which I'm happy to attempt - it's not like I could make things much worse), or whether I should revert to a couple-months old backup (which would be disappointing but very little happened ingame since that backup, so not that big an issue).


Edit: by checking FCT_Fleet, I found some DIP ships, that I had created during my fiddling (I don't recall exactly how), and the fleets had NPROperationalGroupID = 0, when they should have it as 45.
Changing that, has cleared the error.

I'm still not exactly sure how I got into this mess, but at least I seem to have corrected it. Yay for me, lol.
« Last Edit: December 30, 2024, 11:10:07 AM by Louella »
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #374 on: December 30, 2024, 04:32:23 PM »
what is function #5 ?
RaceFleetOrders()
You'll need to be more specific about the error. What was the error text, what were you doing, is it intermittent, etc.? See the first post of this thread for details.

the full error was "2.5.1 Function #5 Object reference not set to an instance of an object". Get two instances of it every time I press any time increment

What I was doing though, was a bunch of things with Spacemaster mode, to adjust some planets atmospheres, build and transfer ships to alien races, in an effort to adjust the current situation in my game. A whole bunch of stuff that wouldn't happen in normal gameplay. I forget exactly what I might have done though, because I was foolishly poking at things whilst suffering from insomnia, so I might have done something more serious without remembering it.

All I need to know is if this is something that perhaps I can fix by editing some bits of the database, (which I'm happy to attempt - it's not like I could make things much worse), or whether I should revert to a couple-months old backup (which would be disappointing but very little happened ingame since that backup, so not that big an issue).


Edit: by checking FCT_Fleet, I found some DIP ships, that I had created during my fiddling (I don't recall exactly how), and the fleets had NPROperationalGroupID = 0, when they should have it as 45.
Changing that, has cleared the error.

I'm still not exactly sure how I got into this mess, but at least I seem to have corrected it. Yay for me, lol.

Yes, that would be it. That function is part of the AI code and assigns NPR fleets to strategic tasks.