Author Topic: 4.0b Bugs  (Read 29565 times)

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Offline Paul M

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Re: 4.0b Bugs
« Reply #105 on: April 16, 2009, 03:00:27 AM »
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.

I get error 6 overflows very often while advancing the time.

The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.

In engine design selecting fuel efficiency also causes error messages that go away, apparently there is something going on in the routine generating text.

Not all commands are assigned officers even when there are plenty of suitable ones in the waiting pool, and auto assign is turned on.
 

Offline Andrew

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Re: 4.0b Bugs
« Reply #106 on: April 16, 2009, 08:48:23 AM »
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
 

Offline Charlie Beeler

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Re: 4.0b Bugs
« Reply #107 on: April 16, 2009, 09:36:29 AM »
Team members are showing up in personel as unassigned.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Laurence

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Re: 4.0b Bugs
« Reply #108 on: April 16, 2009, 10:17:07 AM »
During a time advance I just got this error 4 times:


Error in ObserveJumpPoint

Error 9 was generated by Aurora
Subscript out of range



Also got the following error ~500 times.  I am about 71 years into the game.

Error in UpdateAllSensors

Error 3421 was generated by DAO.Field
Data type conversion error.


This is followed by

Error in UpdateAllSensors

Error 9 was generated by Aurora
Subscript out of range


This last one appears to be in a loop that does not end.

Is there a table column in the database I can change the record type on?  I vaguely remember doing that for something similar in the last version.
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #109 on: April 16, 2009, 10:23:27 AM »
Quote from: "Paul M"
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.
There are problems refitting pre-TNT units to TN. I thought I had prohibited this for v4.0 but obviously not. I have corrected that for v4.1. In the meantime, avoid any refits of this type.

Quote
I get error 6 overflows very often while advancing the time.
Is there anything that the increment causing this error have in common? Are they 5-day updates for example or is there an event that always happens when the error occurs?

Quote
The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.
Are they active contacts or thermal contacts? You sensor operators can only determine the ownership of active contacts, Thermal contacts are always hostile.

Quote
In engine design selecting fuel efficiency also causes error messages that go away, apparently there is something going on in the routine generating text.
I can't recreate this one. When you saying the errors are going away, what do you mean? They appear and then disappear or that they have no game effect?

Quote
Not all commands are assigned officers even when there are plenty of suitable ones in the waiting pool, and auto assign is turned on.
Are the officers of sufficient rank for the available posts and do they have the required bonus?

Steve
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #110 on: April 16, 2009, 10:24:17 AM »
Quote from: "Charlie Beeler"
Team members are showing up in personel as unassigned.
I have fixed that for v4.1

Steve
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #111 on: April 16, 2009, 10:24:58 AM »
Quote from: "Andrew"
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
Thanks for letting me know. I'll try and recreate that and figure out the problem.

Steve
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #112 on: April 16, 2009, 10:28:24 AM »
Quote from: "Laurence"
During a time advance I just got this error 4 times:


Error in ObserveJumpPoint

Error 9 was generated by Aurora
Subscript out of range



Also got the following error ~500 times.  I am about 71 years into the game.

Error in UpdateAllSensors

Error 3421 was generated by DAO.Field
Data type conversion error.


This is followed by

Error in UpdateAllSensors

Error 9 was generated by Aurora
Subscript out of range


This last one appears to be in a loop that does not end.

Is there a table column in the database I can change the record type on?  I vaguely remember doing that for something similar in the last version.
The time is worrying because there was an overflow eror at about 70 years in v3.2 that I thought I had fixed. I really don't know what the problem could be without recreating it. One option would be to delete all the records from the Contact table and the let the Sensor Update refill it in case the problem is there. Backup the database first :)

Steve
 

Offline Charlie Beeler

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Re: 4.0b Bugs
« Reply #113 on: April 16, 2009, 12:26:23 PM »
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #114 on: April 16, 2009, 12:53:52 PM »
Quote from: "Charlie Beeler"
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
I am not sure what is actually happening. Is the problem that the harvester is going to Titan or not going to Titan? :)

Steve
 

Offline Laurence

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Re: 4.0b Bugs
« Reply #115 on: April 16, 2009, 01:02:06 PM »
Quote from: "SteveAlt"
The time is worrying because there was an overflow eror at about 70 years in v3.2 that I thought I had fixed. I really don't know what the problem could be without recreating it. One option would be to delete all the records from the Contact table and the let the Sensor Update refill it in case the problem is there. Backup the database first :)

Steve


Deleted the contents of the Contact table (about 1600 records) and tried again.  Got the same ~500 Error 3421s followed by the endless loop error.  This was on a 5 second advance.
 

Offline Charlie Beeler

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Re: 4.0b Bugs
« Reply #116 on: April 16, 2009, 02:13:49 PM »
Quote from: "SteveAlt"
Quote from: "Charlie Beeler"
There appears to be an issue in the conditional orders. I have a harvester TG that has fill tanks.  I'm getting what looks like a loop in find nearest population.  The TG is at Jupiter and the nearest colony is Titan.  The Titan colony doesn't have a population, it is only a xeno site sifting a ruined city.
I am not sure what is actually happening. Is the problem that the harvester is going to Titan or not going to Titan? :)

Steve

I think,  I know very dangerous, that the harvester sees the colony and expects a population and goes into an error loop when it doesn't see one.  I disabled the conditional orders and was able to proceed with processing the months orders.  I manually set the TG to go to Earth and resuppy/overhaul.  After the TG arrived, I manually unloaded the fuel.  Since it is taking around 8 years of game time to fill the tanks this isn't much of a problem.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #117 on: April 16, 2009, 04:30:41 PM »
Quote from: "SteveAlt"
Quote from: "Paul M"
I get an error 3102 in DAO.field (I think this is correct) while refitting an ICBM base to a TN PDC.  When the refit finishes there is a series of 3 errors that then show up.
There are problems refitting pre-TNT units to TN. I thought I had prohibited this for v4.0 but obviously not. I have corrected that for v4.1. In the meantime, avoid any refits of this type.
I see the same 3 errors - I don't think they do any harm.
Quote
Quote
The civillian shipping orbiting my homeworld shows up as red (hostile) even though they are classified as neutral under races.
Are they active contacts or thermal contacts? You sensor operators can only determine the ownership of active contacts, Thermal contacts are always hostile.
I don't know if you covered this in the event changes from the other thread, but it feels like a lot of the utility of putting in transponders is being ignored here.  I would think that transponder contacts, or thermal contacts which were identified by an active sensor that was then turned off, should also have ownership be determined.

John
 

Offline Andrew

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Re: 4.0b Bugs
« Reply #118 on: April 16, 2009, 05:58:47 PM »
Quote from: "SteveAlt"
Quote from: "Andrew"
For the 2nd time while fighting an NPR I have noticed that they are unnable to assign as missile to their Antimissile launchers , which makes them much less of a problem to defeat
Very odd, later on in the same battle when I started firing my size 1 missiles at their ships , one of the NPR escort cruisers managed to start firing it's own antimissile missiles but they didn't fire any when my size 5 missiles where hitting them
Thanks for letting me know. I'll try and recreate that and figure out the problem.

Steve
The other factor that changed before they started firing their size 1 missiles is that their fleet appeared to have fired off all of their larger size 4 missiles or at least had stopped firing them at me
 

Offline Cassaralla

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Re: 4.0b Bugs
« Reply #119 on: April 16, 2009, 07:02:17 PM »
OK this is a weird one.

I have a small PDC designed for missile defense.  It transports in 4 PDc components, intended for fast assembly on a colony world.  I transported 8 components to a new colony.  Once I had some construction facilities in place I queued an order to assemble the PDCs . . . except I forgot to change the number to 2 from the 50 it was at from construction elsewhere.  After throwing a bunch of errors at me for the lack of components the game appeared to continue normally.  Then I noticed it had queued 9 sets of Assemble PDC orders.  I removed 7 of them and each time I removed one it returned 4 components to the stack.  So even though i only built and transferred 4 components I now had 36 on the colony.  I requeued the orders and the colony built all 9 PDCs, effectively giving me 7 free ones.