Author Topic: v2.5.1 Bugs Thread  (Read 60174 times)

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Offline Frank Jager

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Re: v2.5.1 Bugs Thread
« Reply #375 on: December 31, 2024, 07:19:21 PM »
I have a new one, this one around one of the spoiler races boarding one of my ships.
I attempted to board it, and the boarding combat wasn't taking place every 60 seconds like it was supposed to.
There was a divide by zero error (I'm assuming because there wasn't any crew, as the aliens killed them all, and then the NPR code didn't add any for me to fight?)

Shortly after I blew it up, since I couldn't recapture it and got a sequence of 5 of the following error codes for every increment.

2.5.1 Function #1951: An item with the same key has already been added.
2.5.1 Function #1943: Object reference not set to an instance of an object.
2.5.1 Function #478: Object Reference not set to an instance of an Object.

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: same 53 year campaign.

Is there a database edit I could make to attempt to fix this?

UPDATE: I have begun playing the save and the error has gone entirely. To fix, simply save the database and reload!
« Last Edit: January 01, 2025, 10:59:02 AM by Frank Jager »
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #376 on: December 31, 2024, 08:10:16 PM »
Is there a database edit I could make to attempt to fix this?

Yes. I've seen that (edit:a similar) error before, here: https://aurora2.pentarch.org/index.php?topic=13464.msg168707#msg168707

what caused it, was an Alien Race not assigning a class naming theme. Steve already fixed this bug for the next version.

How to solve it...
look in FCT_AlienRace, and look in the ClassThemeID column, for any values of 0. Change those 0's to any number you want for the theme IDs in DIM_NamingThemeTypes

Hmmm, maybe not the identical issue, you've got function #1951, rather than #1954. Still could be worth checking my suggestion.
« Last Edit: December 31, 2024, 08:14:22 PM by Louella »
 

Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #377 on: January 01, 2025, 08:47:16 AM »
Is your decimal separator a comma?: Yes

Frank, are you sure of this?
Is your decimal separator this character "," or this one "." ?
It must be ".": https://aurora2.pentarch.org/index.php?topic=10635.msg120829#msg120829
Otherwise, erratic behaviours can happen, whose effects can reveal even not at the game beginning.
« Last Edit: January 01, 2025, 08:48:53 AM by paolot »
 

Offline Frank Jager

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Re: v2.5.1 Bugs Thread
« Reply #378 on: January 01, 2025, 08:58:21 AM »
Hi Paolot.

It's an English Keyboard, on an English system.
Pretty sure it's got the correct decimal seperator.

Thanks for checking though!
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #379 on: January 01, 2025, 08:17:40 PM »
Ground Force Officers in command of STOs not awarded medals for shooting down enemy ships.

Recently had a situation where a STO shot down a hostile ship, and the officer did not receive the appropriate medal.

I have a medal that should be awarded for destroying hostile ships, and naval officers receive this medal correctly.

I can award the medal manually.

Investigating finds that the military tonnage is displayed properly for the ground officer, but the number of hostile ships is not displayed.

Examining the database for the officer concerned, shows that in FCT_CommanderMeasurement, the MeasurementType for type 7 (military tonnage destroyed) is present, but the MeasurementType for type 4, is not present.

Comparison with a naval officer in FCT_CommanderMeasurement, shows that they have records for type 4 and type 7, as expected.

adding a record for MeasurementType 4 for the officer concerned, and looking them up, shows the number of ships destroyed is then shown properly.

 

Offline boomboomf22

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Re: v2.5.1 Bugs Thread
« Reply #380 on: January 09, 2025, 03:51:37 PM »
Sorry if this has been reported somewhere else, but I am getting a couple different repeating bugs in my save.

"2.5.1 Function #391: Object Reference not set to an instance of an Object" is occurring when I click on any naval commander in the officers tab (but not other officer types)
Update: this bug seems to be tied to a pair of enemy Destroyers (at the very bottom of my fleet list) that I captured that did not place their designs into my design list when I captured them.  Deleting them makes the error stop.

Additionally, I am getting 1-3 instances of "2.5.1 Function #2397: Object Reference not set to an instance of an Object" occurring per production cycle.
Update: this bug goes away if I delete the two troop transports at the bottom of my fleet list that I had surrender to me, and as above did not place their design into my designs list.

This is an unmodded save
Decimal separator is a period (I had it down as comma originally, this is incorrect, sorry)
TN start
Real Stars, but swapped that setting off ~20 or so years in
Error is easy to reproduce in this save, but never seen it before.
Game is 47 years since game start.



« Last Edit: January 09, 2025, 06:38:18 PM by boomboomf22 »
 

Offline kyonkundenwa

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Re: v2.5.1 Bugs Thread
« Reply #381 on: January 09, 2025, 04:34:01 PM »
Decimal separator is a comma
Correct this problem and see if the issues still exist.
 

Offline boomboomf22

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Re: v2.5.1 Bugs Thread
« Reply #382 on: January 09, 2025, 05:12:30 PM »
Sorry I was having a brain moment as to which is the decimal separator.  It's a period.  20,000 is 20 thousand for example.
 

Offline Black

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Re: v2.5.1 Bugs Thread
« Reply #383 on: January 11, 2025, 08:27:12 AM »
Somehow, all aliens were removed from my game. One multisystem NPR, contact points were Woolley 9201 and HIP 97438 systems. As well as several systems with Precursors (36 Ophiuchi had large Precursor fleet and some seven planets with Rahkas. There were two Star Swarm, but I wiped both of them.

Now when I discover new system where presumabely aliens should spawn, I get Function #2659 error and no aliens are spawned.

First attachment is broken save, the other one is bit older save where all aliens are still present.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #384 on: January 11, 2025, 08:31:29 AM »
Somehow, all aliens were removed from my game. One multisystem NPR, contact points were Woolley 9201 and HIP 97438 systems. As well as several systems with Precursors (36 Ophiuchi had large Precursor fleet and some seven planets with Rahkas. There were two Star Swarm, but I wiped both of them.

Now when I discover new system where presumabely aliens should spawn, I get Function #2659 error and no aliens are spawned.

First attachment is broken save, the other one is bit older save where all aliens are still present.

The #2659 is Precursor generation, so it will fail if the precursor race does not exist.

Did you get any errors before all the alien races vanished? Have you modified the database in any way, or are you running any mods?
 

Offline Black

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Re: v2.5.1 Bugs Thread
« Reply #385 on: January 11, 2025, 08:42:41 AM »
No mods and never touched the database, as I have no experience with editing it. I am unfortunately not sure if there was any error before I noticed that all aliens disappeared. I will see if the problem shows again as I now continue playing with the older database.
 

Offline mike2R

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Re: v2.5.1 Bugs Thread
« Reply #386 on: January 12, 2025, 10:03:38 AM »
There seems to be an issue with tractoring shipyards that are currently building.  I moved a shipyard from Earth to Mars, but the ships it was building still appeared in Earth's Shipyard Tasks tab, I believe still pulled minerals from Earth to build, and ended up being built into the original target fleet in Earth orbit.  I also got some object reference not set to an instance of an object errors while they were being moved.

For a fix, maybe just don't allow shipyards that are currently building to be tractored. I think that would make in-game sense, and is presumably a simpler fix than handling the edge case of moving the builds.
 

Offline L0ckAndL0ad

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Re: v2.5.1 Bugs Thread
« Reply #387 on: January 12, 2025, 11:39:58 AM »
Base info:

The complete error text: Aurora is not responding
The window affected: the entire application
Conventional or TN start: TN start
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off? Reproducible 100%
If this is a long campaign: Yes, the year is 84 TN (from game start)

The issue:

I'm trying to test how to use Ordnance Transfer Hub with combat ships that have box launchers. I've built a Resupply Base (see below). I've sent it to Mars orbit, because nobody lives there. I've emptied one of my combat fleets (CruDesGroup 2) and sent to Resupply Base with "Replace at Ordnance Transfer Hub" order. When I do this exact order, the game hangs and stops responding in 100% cases.

Overall, I was never able to make the Ordnance Transfer Hub to work with box launchers. Despite what C# Aurora Changes said:

Quote
Box Launcher Reloading

In VB6 Aurora, box launchers can be reloaded in a hangar or at maintenance facilities. For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).

Because of the changes to maintenance facilities in C# Aurora, it will be a lot easier to forward deploy facilities for full-size warships, both on planets and in space, which would increase the potential of box launchers if they could still use those facilities to reload, especially given they are immediately available in C#. The introduction of ordnance-specific facilities for C# provides a good alternative.

The existing changes post for Missile Launchers has been updated to take account of this new rule:

http://aurora2.pentarch.org/index.php?topic=8495.msg102815#msg102815

Code: [Select]
RB-01 Long Island  (Long Island class Resupply Base)      150,000 tons       395 Crew       4,533.2 BP       TCS 3,000    TH 3,200    EM 0
1066 km/s    JR 3-50(C)      Armour 1-251       Shields 0-0       HTK 80      Sensors 0/0/0/0      DCR 1-0      PPV 0
MSP 5,018    Max Repair 2,400 MSP
Magazine 2,500 / 0    Cargo Shuttle Multiplier 2   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Ordnance Transfer Hub - Capable of transferring ordnance to multiple ships simultaneously

JC150K Commercial Jump Drive     Max Ship Size 150000 tons    Distance 50k km     Squadron Size 3

Commercial Magneto-plasma Drive  EP800.0 (4)    Power 3200    Fuel Use 2.24%    Signature 800    Explosion 5%
Fuel Capacity 7,662,500 Litres    Range 411 billion km (4461 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 95 hours

ASM-120B Thrasher Anti-Ship Missile (158)    Speed: 32,000 km/s    End: 15.3m     Range: 29.3m km    WH: 16    Size: 12    TH: 140/84/42
AIM-11A Meteor Interceptor Missile (600)    Speed: 51,000 km/s    End: 0.7m     Range: 2m km    WH: 1    Size: 1    TH: 170/102/51

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes

How to reproduce:

1) Load my game db
2) Advance time (1 day)
3) ...
4) The Aurora app will stop responding

The critical order in this case is "Replace at Ordnance Transfer Hub" that's set for CruDesGroup 2 fleet aimed at RB-01 Long Island fleet.
« Last Edit: January 12, 2025, 11:56:41 AM by L0ckAndL0ad »
 

Offline Karmag

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Re: v2.5.1 Bugs Thread
« Reply #388 on: January 12, 2025, 05:31:01 PM »
Summary: All minerals just suddenly disappeared from my game.

General information:
Function number: 483
Complete error text: "Database disk image is malformed database disk image is malformed" (repeated twice, on two separate lines)
Window affected: the 'main screen,' I suppose; it appears when I try to load the game.
What I was doing at the time: loading the game.
Conventional start
Random stars
Not a comma decimal separator
Bug seems intermittent; I've never seen it before. But it does appear thus far every time when I attempt to load this save file.
Long campaign, around 90 years in.

This morning, I saved and then closed Aurora before putting my computer to sleep. A few hours later, I brought it up again, attempted to load the game, and got the error message #483 (image attached). Hitting 'okay' loaded the game... except that all minerals everywhere in the explored universe had disappeared. Every planet was now empty of minerals, as well as all asteroids, comets, gas giants, etc.