Author Topic: v2.6.0 Bugs Thread  (Read 1297 times)

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Online Steve Walmsley (OP)

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v2.6.0 Bugs Thread
« on: September 06, 2025, 05:08:40 AM »
Please post potential bugs in this thread for v2.6.0

Please check the Bugs Fixed and Known Issues posts before posting so see if the problem has already been identified or is working as intended.
Bugs Fixed: http://aurora2.pentarch.org/index.php?topic=13814.0
Known Issues: http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.6.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
« Last Edit: Today at 08:41:17 AM by Steve Walmsley »
 

Online Steve Walmsley (OP)

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Re: v2.6.0 Bugs Thread
« Reply #1 on: September 06, 2025, 05:23:34 AM »
Putting this here for completeness. There are two known 'bugs' that I haven't fixed yet but aren't major. I'll fix them once I figure out the cause :)

  • When you use the galactic map screenshot for the first time, it cuts off halfway and leaves a black area. All subsequent screenshots are fine
  • Occasionally the distance on the galactic map is shown incorrectly in one direction but is fine in the other direction.
 

Offline Demonius

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Re: v2.6.0 Bugs Thread
« Reply #2 on: September 06, 2025, 08:16:24 AM »
Main screen, miscellaneous tab - Create Empire button. The first thing I clicked after checking the version number as I wondered what it'll do, seems to be the noob trap. Unending error messages follow.

SJW: Used for testing and left there by mistake. I'll delete it for the next version.
« Last Edit: September 06, 2025, 08:18:22 AM by Steve Walmsley »
 

Offline Oafsalot

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Re: v2.6.0 Bugs Thread
« Reply #3 on: September 06, 2025, 09:39:23 AM »
The "Current Infrastructure" does not display on the "Economics - Summary" tab.

SJW: Fixed for v2.6.1
« Last Edit: September 06, 2025, 09:53:44 AM by Steve Walmsley »
 

Offline Oafsalot

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Re: v2.6.0 Bugs Thread
« Reply #4 on: September 06, 2025, 07:02:29 PM »
I've come across a curious bug, or I'm an idiot, though I suppose both are possible.

The Deploy clock is not reducing while in overhaul. I'm not certain as to the conditions, some ships have deployment in red despite being overhauled. And some seem to have been overhauled successfully. I suspect if a ship has a signifcant overage then it's clock never reduces, but don't quote me.

This is happening at Earth, so it seems unlikely that's the problem. The ships come out of Overhaul and automatically go back, only to complete the next cycle, and repeat overhauling again.

I'm attaching the Db, and the ship in question is "SS Survey (238d) - 6k - Mk II 006" in orbit around Earth, in the "SRV Command" Command. As can be seen from the events, it's looping into overhaul, then completing, then re-entering overhaul.

I'll try to narrow this down a bit as this seems like a bit of a goose chase report.

**edit** Upon further experimentation I believe that some SM mode modified ships caused this problem to happen. In effect is a ship is over it's max deploy it can no longer recover it's deployment clock, seems like some logic may be reversed here. This probably can't happen in a normal game, further examination may be necessary.

SJW: Post checked.
« Last Edit: Today at 05:46:29 AM by Steve Walmsley »
 

Offline Oafsalot

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Re: v2.6.0 Bugs Thread
« Reply #5 on: September 06, 2025, 07:07:09 PM »
It's possible to issue the command "Join fleet and begin overhaul" on a colony, which results in a lock up and a error popup.

SJW: Fixed for the next DB release.
« Last Edit: Yesterday at 04:52:47 AM by Steve Walmsley »
 

Offline lumporr

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Re: v2.6.0 Bugs Thread
« Reply #6 on: September 06, 2025, 11:47:46 PM »
Attempting to delete a standing order template results in the following error:

2.6.0 Function #3916: InvalidArgument=Value of '0' is not valid for 'index'.
Parameter name: index

SJW: Fixed for v.2.6.1

Also, for some reason, my survey ships really wanted to follow conditional orders for Fuel :10% or Less, even though the fleet was at full fuel. There were some modules without engines or fuel as parasites, however - could that be causing the issue?

Also also, I can't tell if the "Set FWP" toggle actually does anything to the standing orders when they're created - either the effect is invisible, or the effect isn't happening.

SJW: FWP (Set fleet waypoint) is for conditional orders.

2.6, fresh install, no modifications
« Last Edit: Today at 05:50:40 AM by Steve Walmsley »
 
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Online Black

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Re: v2.6.0 Bugs Thread
« Reply #7 on: Yesterday at 01:30:51 AM »
Seems that this change is not live in 2.6. For me it still shows as Boat Bay:

Quote
Boat Bay Update

The Boat Bay has been renamed 'Hangar Bay - Small'. The Small Boat Bay has been renamed 'Hangar Bay - Tiny'. Both will be researched automatically when the Hangar Bay is researched.

The nomenclature is a 20-year old holdover from Starfire and it could be confusing for new players that two components that did the same thing had different names.

SJW: Fixed for the next DB release
« Last Edit: Yesterday at 04:54:56 AM by Steve Walmsley »
 

Offline Sigarr

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Re: v2.6.0 Bugs Thread
« Reply #8 on: Yesterday at 01:41:49 AM »
I have a fleet that only seems to be honoring the first conditional order. In this case the first conditional is triggered on Fuel: 50% or Less. The second is on Deployment Exceeded. I have a fleet that has exceeded it's deployment time and is not triggering the conditional order. However if I move the Deployment Exceeded to the number 1 slot in the conditional orders it triggers.

SJW: Fixed for v2.6.1
« Last Edit: Today at 05:57:16 AM by Steve Walmsley »
 

Offline mike2R

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Re: v2.6.0 Bugs Thread
« Reply #9 on: Yesterday at 02:19:39 AM »
I have a fleet that only seems to be honoring the first conditional order. In this case the first conditional is triggered on Fuel: 50% or Less. The second is on Deployment Exceeded. I have a fleet that has exceeded it's deployment time and is not triggering the conditional order. However if I move the Deployment Exceeded to the number 1 slot in the conditional orders it triggers.

I've noticed this too.

The lower priority conditional order does appear to be processed if the fleet doesn't have a valid non-conditional standing order.  (My survey ship's conditional order triggered as soon as it ran out of places to survey.)

SJW: It is fixed for v2.6.1. The bug is that the second order only triggers if the fleet does not have movement orders.
« Last Edit: Today at 05:58:02 AM by Steve Walmsley »
 

Offline Impassive

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Re: v2.6.0 Bugs Thread
« Reply #10 on: Yesterday at 06:45:56 AM »
When setting a ship class to use no theme so it just has hull number + class name and you go to construct from the shipyard and if you already have a ship in this class, you will get an error message that the name is already in use for a unit of that class.

From what I can see, the theme naming doesn't get set properly when using no theme as it will display different naming themes depending on which class you selected before one set with no theme.

Edit: I tested with Class Name Only and still gives error message on trying to queue up construction in shipyard, I believe it is checking for unique names

SJW: Fixed for v2.6.1

« Last Edit: Today at 09:32:33 AM by Steve Walmsley »
 

Offline skoormit

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Re: v2.6.0 Bugs Thread
« Reply #11 on: Yesterday at 06:54:52 AM »
Error when creating fighter pods.

On a fresh 2.6 install, in the sample game included in the db:

1) Insta-research Fighter Bombardment Pod tech (in the Ground Combat category).
2) Open the Missile Designer.
3) Tick the "Bombardment Pod" checkbox.
4) Click the Create button.

Result:
Error popup.

Error message:
"2.6.0 Function #2047: Object reference not set to an instance of an object."

After closing the error popup, the normal popup occurs.
"Missile Design Created. Research the new missile..."

The pod is listed as an available research item.

SJW: Fixed for v2.6.1
« Last Edit: Today at 09:38:51 AM by Steve Walmsley »
 

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Re: v2.6.0 Bugs Thread
« Reply #12 on: Yesterday at 07:12:45 AM »
Minor inconvenience - I modified atmosphere of Mars to be ideal habitable world. Some Carbon Dioxide remains in the atmosphere but it is below dangerous levels. It is not possible to use Create Race button as the presence of Carbon Dioxide prevents creation despite it not affecting habitability of the planet.
 

Offline Oafsalot

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Re: v2.6.0 Bugs Thread
« Reply #13 on: Yesterday at 07:43:25 AM »
When recalling a missile design sometimes the missile separation range is set to 1500000000 (/- a zero or two) and you get not an int32 error. I had to alter it in the Db to 1500 to get it to recall. This didn't happen every time.
 

Offline GrandNord

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Re: v2.6.0 Bugs Thread
« Reply #14 on: Yesterday at 07:44:12 AM »
Error when creating fighter pods.

On a fresh 2.6 install, in the sample game included in the db:

1) Insta-research Fighter Bombardment Pod tech (in the Ground Combat category).
2) Open the Missile Designer.
3) Tick the "Bombardment Pod" checkbox.
4) Click the Create button.

Result:
Error popup.

Error message:
"2.6.0 Function #2047: Object reference not set to an instance of an object."

After closing the error popup, the normal popup occurs.
"Missile Design Created. Research the new missile..."

The pod is listed as an available research item.

I think this bug was also present in 2.5 and 2.4. It might have been there earlier also, I don't remember.