Author Topic: 4.26 Bugs  (Read 23123 times)

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Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #165 on: October 16, 2009, 04:53:03 AM »
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
The civie transport companies seem to think that a comet mining colony (automated mines only) out by the orbit of Pluto is a valid trade location - about 2/3 of the civie fleet just went on a wild goose chase out there....
That is weird. I assume the comet mining colony has no demand or supply for any trade goods? Any chance it is a huge comet that actually has a colony cost?

Steve

Just checked....

No and No.  0 for imports and exports on the trade tab, and N/A colony cost on the F9 screen.

I suspect that what's going on is that I've got an oversupply of trading ships compared to the demand for shipments, so most of my ships are sitting around idle because I don't have any trade centers that have anything to ship.
Not sure if I mentioned it but I fixed this problem a week or so ago. The ships couldn't find anything to trade so were looking for a new trading location in the same system. Unfortunately the stupid ship commanders :) neglected to check that the population in question had any population or goods to trade. It's was a little more complex than that but it is fixed for v4.3. I had almost the exact same thing happen in my game, which always makes it easy to to track down.

Steve
 

Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #166 on: October 16, 2009, 04:54:56 AM »
Quote from: "welchbloke"
A VERY minor bug.  When using the SM SY create facility to create shipyards, if you select the Mil Shipyard checkbox the shipyard type in the main shipyard screen comes up as an M.  As soon as you refresh the M changes to the correct entry of N.
Fixed for v4.3

Steve
 

Offline sloanjh

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Re: 4.26 Bugs
« Reply #167 on: October 16, 2009, 07:56:21 PM »
Quote from: "Steve Walmsley"
Not sure if I mentioned it but I fixed this problem a week or so ago. The ships couldn't find anything to trade so were looking for a new trading location in the same system. Unfortunately the stupid ship commanders :-) and ease of tracking down.

John
 

Offline boggo2300

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Re: 4.26 Bugs
« Reply #168 on: October 16, 2009, 11:28:29 PM »
I'm getting a bug that strikes whenever I try and increment time, or look at the status of one of my task groups (the cargo task group).  the error popup is [attachment=0:1hcga21w]Aurora Error 1.png[/attachment:1hcga21w]

since Aurora hangs when this comes up, my checking is limited, but the orders window for the tg does seem to have endless copies of load infrastructure at earth, unload infrastructure at mars, rather than just one of each with the cycle moves check box ticked.
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Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #169 on: October 17, 2009, 11:47:24 AM »
Quote from: "boggo2300"
I'm getting a bug that strikes whenever I try and increment time, or look at the status of one of my task groups (the cargo task group).  the error popup is [attachment=0:3gd03no6]Aurora Error 1.png[/attachment:3gd03no6]

since Aurora hangs when this comes up, my checking is limited, but the orders window for the tg does seem to have endless copies of load infrastructure at earth, unload infrastructure at mars, rather than just one of each with the cycle moves check box ticked.
Does this error occur every time you increment time, or only if you increment time while you have the Fleet window open with the cargo fleet selected?

If it is just when the Fleet window is open, then the problem is purely with that fleet rather than a more general problem. It sounds like the error is caused by the endless copies of the infrastructure order as there may be too many to fit in the listbox.

I have no idea where all the infrastructure orders have come from though. Have you used the Repeat button on the Fleet window, as that would double the number of orders each time it is pressed and quickly fill up the orders list.

Steve
 

Offline boggo2300

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Re: 4.26 Bugs
« Reply #170 on: October 17, 2009, 06:03:20 PM »
Steve,

no it occurs whenever I increment time, and it also occurs when I open the fleet window (but only for that TG)

the orders I put in for that group were
Load Inf at earth
unload inf at mars

and the cycle moves checkbox checked, only other thing that may affect it is I have fuel status below 10% and supply status below 10% conditional orders set
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Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #171 on: October 17, 2009, 06:27:52 PM »
Quote from: "boggo2300"
Steve,

no it occurs whenever I increment time, and it also occurs when I open the fleet window (but only for that TG)

the orders I put in for that group were
Load Inf at earth
unload inf at mars

and the cycle moves checkbox checked, only other thing that may affect it is I have fuel status below 10% and supply status below 10% conditional orders set
Does the popup error box still have the "Error in PopulateMoves" title, even when you increment time without the Fleet window open, or does it have a different title?

Steve
 

Offline boggo2300

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Re: 4.26 Bugs
« Reply #172 on: October 17, 2009, 07:47:51 PM »
I first thought they were different, so did a screen cap of them both, but the popups in the screen caps were the same
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Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #173 on: October 18, 2009, 11:04:04 AM »
Quote from: "boggo2300"
I first thought they were different, so did a screen cap of them both, but the popups in the screen caps were the same
That's very weird then :)

Thre only place a PopulateMoves error can occur is within the Fleet window as that piece of error text is only in one place in the code. If the fleet window is closed then the error shouldn't happen. Sorry to be a pain but please can you make absolutely sure that the fleet window is closed and then run an increment and check you get the same error with the same title.

Steve
 

Offline Father Tim

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Re: 4.26 Bugs
« Reply #174 on: October 18, 2009, 05:52:39 PM »
I conquered a small, initially pre-TN empire located on a single planet (they hadn't quite finished construction of their first ship when I invaded), but due to their missile bases I never got around to doing a geo survey.  The colony has handed over to me all their installations and such, but for some reason no mineral survey of the planet they're sitting on (Maybe because they're still 'Conquered'?).  No big deal, I figured, I'll jut fire up SM mode and use the F9 'System' window, 'Body Survey' button.  I clicked it, but no survey info was provided.  Hmm, I thought, maybe mine is not the default empire.  After ensuring that it was, I hit the 'Body Survey' button again.  Still no information.

Experiment time.  I hit 'Star SB Survey' and got info for every body.  I hit 'No SB Survey' and it all went away again.  I selected my other colony in the same system, and hit 'Body Survey' - it worked fine.  I selected the Conquered pop and hit 'Body Survey' - no information.  Then I tried 'All SB Survey' (worked), 'No SB Survey' (worked), other colony 'Body Survey' (worked), Conquered pop 'Body Survey' - no information.

Four game-months down the road and the colony is now Occupied:  'Body Survey' - no information.  A newly-built geo survey vessel stpped over on its way to join the rest of the fleet and surveyed the planet normally - everything worked just fine, the info is now mine.  Ater that I experimented again, setting the system to no survey, then using the the 'Body Survey' button on the (still) Conquered pop and it worked normally.

The only thing I can think of is that it's possible I forgot to have the NPR survey its homeworld for minerals when I set it up, and that the 'no survey information' flag was passed to my empire when I conquered the planet.
 

Offline Father Tim

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Re: 4.26 Bugs
« Reply #175 on: October 18, 2009, 07:29:29 PM »
The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.

I am certain the GFTF was training an HQ unit for my enemy when the colony surrendered, but that unit went 'POOF!' and I began training my own local headquaters.
 

Offline boggo2300

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Re: 4.26 Bugs
« Reply #176 on: October 19, 2009, 01:12:26 AM »
Quote from: "boggo2300"
Sorry Steve, I blew it away before you asked  :oops: , however I now know what triggered it, I was doing a 30 day time increment when Aurora crashed (well actually everything crashed) and it was after that the database seems to have been infected by infinite move orders.

Hope that helps, sorry about not keeping the problem db but had a good cleanup of the pc to try and resolve its crashing
That's no problem. It sounded very much like a weird one-off type bug so hopefully it won't happen again.

Steve
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Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #177 on: October 19, 2009, 05:26:11 AM »
Quote from: "rdgam"
The NPR seem to be fighting each other in a system I have no presence in.

Error in SelectNPRTarget
Error 6 was generated by Aurora
Overflow

I have a saved copy of the database from this problem if that would help.
Finally tracked this one down. Fixed for v4.31

Steve
 

Offline Steve Walmsley

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Re: 4.26 Bugs
« Reply #178 on: October 19, 2009, 06:05:05 AM »
Quote from: "Father Tim"
The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.
I have had a look through the code but I can't find anywhere that might confuse the race. When the ground unit task is created, the race is taken from whatever race is currently selected in the top left dropdown. The pop is obviously correct as it is shown in the list. Is this a v4.26 bug btw or a v4.3 bug, as I have rewritten parts of ground unit creation for v4.3 so its possible I have inadvertently fixed this anyway in v4.3.

Quote from: "Father Tim"
I am certain the GFTF was training an HQ unit for my enemy when the colony surrendered, but that unit went 'POOF!' and I began training my own local headquaters.
All ground units under construction are lost when a pop surrenders so that shouldn't affect it but it does sound like an unlikely coincidence

Steve
 

Offline Father Tim

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Re: 4.26 Bugs
« Reply #179 on: October 19, 2009, 08:19:29 AM »
Quote from: "Steve Walmsley"
Quote from: "Father Tim"
The GFTF I captured intact on the Conquered colony (now Subjugated) finally finished training the new unit I assigned to it immediately after conquest . . .  a unit which has traitorously rebelled and joined my enemy's forces! The HQ unit is listed on my empire's F2 (Pop & Prod) window, GF tab, but when I attempt to assign an officer to command it, I find it's listed on my enemies' F4 (Officer Corps) window as an available command.
I have had a look through the code but I can't find anywhere that might confuse the race. When the ground unit task is created, the race is taken from whatever race is currently selected in the top left dropdown. The pop is obviously correct as it is shown in the list. Is this a v4.26 bug btw or a v4.3 bug, as I have rewritten parts of ground unit creation for v4.3 so its possible I have inadvertently fixed this anyway in v4.3.

Steve

It's a v4.26 bug.  And I believe the race dropdown is to blame.  You see, my recently-conquered neighbours (a methane-breathing race) have a little over 10 million more people than I do (normal humans), and as a result my empire has gone from being 100% human to 49.8% human, 50.2% Vostockian.  The race dropdown (on both the Ctrl-F2 'Race Details' widow, and the F9 'System Info' window) keeps defaulting to the methane-breathing surrender monkeys instead of the proud, noble humans who seek to enlighten these savages and make them productive members of our glorious Empire, no matter how may times I select 'Human'.  I am certain 'Vostockian' was the default way back when I gave the order to train the HQ unit.

*sigh*  Why must it be so difficult to oppress the masses?