Author Topic: v4.4 Bugs  (Read 15658 times)

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Offline waresky

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Re: v4.4 Bugs
« Reply #45 on: October 23, 2009, 09:55:24 AM »
Quote from: "Steve Walmsley"
Quote from: "Kurt"
The division by zero pops up every time I open the economic screen, no matter what game.  Immediately after upgrading to 4.42 I opened your campaign that came with the database, and I received that error.  Two division by zero errors show up with every time advance, no matter how long.  They don't seem to affect anything, though.  
Found it! (by accident :)

Steve
Ok roger:)
 

Offline Hawkeye

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Re: v4.4 Bugs
« Reply #46 on: October 23, 2009, 01:47:37 PM »
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
That's the thing though, the Xeno team sent me a message saying that they had exhausted their search, yet the summary tab still showed the '??' and that a xeno team was required.
I am really struggling with this one as it seems to be working normally for me.

Can you remember the exact message? I have done a text search for 'exhausted' and it only appears in the code for geology teams. The message for the Xeno team should be that the ruins have been fully explored, which then allows you to send in the engineer teams to recover the installations. For v4.43 I have expanded the message to read: ""Ruins on SystemBodyName have been fully explored. xx abandoned installations were found which may be recovered by an engineer regiment"

If anyone is reading this who has seen this working, with the alien race and number of installation revealed once the Xeno team completes its task, please post and let me know. That way I will know if it is a general problem or it only happens in certain circumstances.

Steve

Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?


Edit: I now belive it is just a display problem.
After dropping an engineer regiment on Mars, I got the message that an attemt at reactivating an alien installation failed, so the engineers seem to be doing their job, it is just not shown on the economy screen
Ralph Hoenig, Germany
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #47 on: October 23, 2009, 02:20:31 PM »
Quote from: "Hawkeye"
Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?


Edit: I now belive it is just a display problem.
After dropping an engineer regiment on Mars, I got the message that an attemt at reactivating an alien installation failed, so the engineers seem to be doing their job, it is just not shown on the economy screen
Thanks, that is all useful information. I still haven't tracked it down but at least you have narrowed down the places I need to look :)

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #48 on: October 23, 2009, 02:21:57 PM »
Quote from: "Hawkeye"
Got the following errors. using 4.41

First, I get a SM Only message in the log, stating:
"Increment Adjustment"  -  "Increment length adjustetd due to imminent action. This may involve two NPRs fighting."

Then I get an
Error in UpdateAllSensors
Error 6 was generated by Aurora
Overflow
Please report...
Reproduced this one now as well. I've fixed it so I'll put out a v4.44 later tonight

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #49 on: October 23, 2009, 05:07:33 PM »
Quote from: "Kurt"
Steve -

I just encountered this situation, which, while it isn't technically a bug, can potentially be very annoying if it crops up.  

I decided to play with 4.4 for a while.  I started a new campaign, and decided to do a non-solar system start.  After generating the universe I selected the SM Race and opened the system window to begin generating the system for my race.  The very first system I generated had a beautiful oxy-nitrogen planet suitable for a race, so I selected that planet and generated my empire.  I spent quite a while setting up my empire, and although I almost always do a low-tech start, as that interests me most, I decided to do a fairly high-tech start this time.  I spent a fair amount of time upgrading the race's tech levels to where I wanted them, then designed my ship systems, then designed my ships.  Finally, I had my race where I wanted and hit the five-day time advance.  Aurora advanced an hour and then gave a bunch of thermal contact reports, all on or around my home planet.  After a second I realized what had happened.  As stated above, the planet was an O/N planet, and apparently Aurora randomly determined that an NPR would be there.  

Now, in this case, it isn't a big deal.  I decided to go with it, and make it part of my test campaign.  However, if this was a "for-real" campaign, where I had a definite idea of how I wanted it to be set up and had spent a lot of time setting it up, this would be a big problem that I would only discover after spending the time to set it up.  After thinking about it for a while I realized that I could reduce the NPR generation chance to 0 on the game screen at least while I am generating my initial race, but it also occured to me that it is never a good thing to have an NPR randomly created while generating systems for my initial race.  After all, if an NPR is generated in a system I am going to delete it clutters the database and slows the system generation down, and if it is in a system that I'm going to use then it complicates the setup.  Is there any way to suppress the generation of NPR's during the initial player race creation?
I think the easiest way to tackle this is to just suppress any NPR or Precursor creation for stand-alone systems. I think it would be a reasonably safe assumption that anyone creating stand-alone systems is probably doing so as part of campaign setup and therefore would want them to be 'clean' systems.

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #50 on: October 23, 2009, 05:23:40 PM »
Quote from: "Hawkeye"
Just got this too, running 4.4.3.   Message is:

"Ruins on Mars have been fully explored. 590 installations were found which may be recovered by an engineer regiment."

Yet, as everyone else reported, in the economy screen, it still says:

"Abandoned Installations      ??
(Unknown Race - Xenologist Team Required)

Hm, I too added random ruins on Mars in SM mode, perhaps there is a connection?
Yes, that is the problem. When you manually add a random ruin, the code doesn't work correctly after the Xeno team does its job. It's because the new ruin races are created by the system generation routine but I forgot to set them up for ruins added manually by the SM. The code won't display the race name in that situation because there isn't one. I'll modify the Add Ruin code so that it works as well.

Steve
 

Online Shinanygnz

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Re: v4.4 Bugs
« Reply #51 on: October 23, 2009, 06:11:04 PM »
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #52 on: October 23, 2009, 06:37:34 PM »
Quote from: "Shinanygnz"
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Can't reproduce it yet but the fact this piece of code runs a lot and it hasn't been reported sooner means it is probably an unusual set of circumstances.

Dumb question time :). Is it definitely CheckAssignments and not one of the other assignment functions such as CheckShipClassAssignments or CheckSurveyShipAssignments

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?

Steve
 

Offline Beersatron

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Re: v4.4 Bugs
« Reply #53 on: October 23, 2009, 09:11:16 PM »
Not sure if this is a bug or that I just didn't notice it before, but why are Maintenance Storage Bays classified as military? Would it not be in the realm of the possible that a civilian may get the contract to run maintenance resupply to a colony?

I ask because I am building a master of all 40k ton civilian transport that will be able to carry 4 Battalion (Engineering Regiment), 1 million liters of fuel and I was hoping to add in a few thousand maintenance supplies. That why I can build 3 things into the one hull at the start of the game and keep shipyard retooling to a minimum.

So I have put in 94 engineering spaces to get the following design: (it is classed as a Tanker and a Supply Ship too)

Code: [Select]
Locomotive class Fleet Support Vessel    40000 tons     1475 Crew     2632.8 BP      TCS 800  TH 2400  EM 0
3000 km/s     Armour 6-104     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 0
Maintenance Capacity 3867 MSP    Max Repair 40 MSP
Troop Capacity: 4 Battalions    

Commercial Ion Drive (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 1,000,000 Litres    Range 562.5 billion km   (2170 days at full power)

This design is classed as a commercial vessel for maintenance purposes

I just hope the civilians don't copy it :)

Which brings me to a question, the civilian shipping lines use freighters designed by the player, but what are you requisites when choosing that design? Is it the presence of cargo holds?
 

Offline Beersatron

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Re: v4.4 Bugs
« Reply #54 on: October 23, 2009, 10:06:45 PM »
Spell checker required on the 'Teams / Acadmeny' tab in the production screen :)
 

Offline alanwebber

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Re: v4.4 Bugs
« Reply #55 on: October 24, 2009, 04:44:46 AM »
Steve

I've now been stuck with 15 second increments for over 2 hours (game time and real time) with messages about NPR's fighting. Any thoughts as to how to get out of this without a restart. I'm running 4.44 with automated turns although I've tried manual with no success.
Regards

Alan Webber
 

Offline Andrew

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Re: v4.4 Bugs
« Reply #56 on: October 24, 2009, 08:02:57 AM »
During combat the following error comes up
Error in Fire Allweapons
Error 6 was generated by Aurora
Overflow

I think it relates to attempts to fire beam weapons in antimissile defense at targets beyond their range, however there also seemed to be a problem with automatic launching of point defense missiles although they fired when I manually set their targets

Edit
Confirmed that antimissiles only launch when I manually target them, the launchers on autoamtic are not launching
« Last Edit: October 24, 2009, 08:27:23 AM by Andrew »
 

Online Shinanygnz

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Re: v4.4 Bugs
« Reply #57 on: October 24, 2009, 08:23:21 AM »
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
v4.43
Error in CheckAssignments
Error 3265 was generated by DAO.Fields
Item not found in this collection

Officer auto-assignments are turned on.  Happens every cycle and have to click it a number of times - possibly once per Command Assignment event, but I haven't done an exact count.
Stephen

Update: I counted next time.  23 errors, 30 events
Can't reproduce it yet but the fact this piece of code runs a lot and it hasn't been reported sooner means it is probably an unusual set of circumstances.

Dumb question time :). Is it definitely CheckAssignments and not one of the other assignment functions such as CheckShipClassAssignments or CheckSurveyShipAssignments

Also, do you happen to have 23 command assignments that are similar, such as 23 ground combat units or 23 freighters?

Steve

Nothing so clear cut.  I've updated to 4.44 and run through to another assignment point.  I used a preTNE start.  Prior to running the update I had 4 ships, 20 missile complexes and 34 ground units (with a command structure).  12 GU and some MC without a commander.  I don't have enough minions for everything.
It's definitely CheckAssignments that throws the error.  I had to click 20 times this time around and there are 32 Command Assignment events.  Outcome is I have 13 MC and 19 GU without commanders (all 4 ships have commanders), and 5 commanders left unassigned.
Hope that helps.
Stephen
 

Offline waresky

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Re: v4.4 Bugs "CheckAssignemets"
« Reply #58 on: October 24, 2009, 09:47:15 AM »
Same as above,me have 300+ officers,so = 300+ windows error and follow my clicks for exit..r EVERY 60months (ive set 60 months change of commands)

Are sure a bug
 

Offline waresky

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Re: v4.4 Bugs-MASSDRIVER
« Reply #59 on: October 24, 2009, 10:11:17 AM »
Steve,am sure,Mass Driver NOT launch any Minerals,BUT in Planetary minerals Windows them r gone,BUT in Planetary Map no sign of them around..vanguished ..and up Earth NO mass driver's minerals never arrived.mining are ok,i think trouble on "LAUNCH" and "DELIVERY" system..