Author Topic: v4.4 Bugs  (Read 15711 times)

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Offline Kurt

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Re: v4.4 Bugs
« Reply #60 on: October 24, 2009, 10:55:05 AM »
Quote from: "Andrew"
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

I had this problem, and I think it was because I hadn't set the enemy to "hostile" on the Intelligence/diplomacy screen.  When I checked, the race I was fighting was set to "neutral", and I think that I why my anti-missile launchers were not automatically targeting their missiles.  

Kurt
 

Offline Kurt

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Re: v4.4 Bugs
« Reply #61 on: October 24, 2009, 11:01:44 AM »
Steve -

I've noted a minor bug.  I've been playing around with 4.44, and in particular the ground combat stuff, and I really like being able to assign units to Brigade and Divisional HQ's.  However, I've discovered that I cannot rename divisional HQ's.  I can rename brigade HQ's, but when I try to rename divisional HQ's either nothing happens, or a subordinate brigade gets renamed instead of the divisional HQ.

Kurt

Edit: Okay, I just tried again and renaming the divisions worked fine.  I can't remember if I originally tried under an earlier version of 4.4, but it appears to be working now.
 

Offline schroeam

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Re: v4.4 Bugs
« Reply #62 on: October 24, 2009, 12:47:41 PM »
Quote from: "Kurt"
Steve -

I've noted a minor bug.  I've been playing around with 4.44, and in particular the ground combat stuff, and I really like being able to assign units to Brigade and Divisional HQ's.  However, I've discovered that I cannot rename divisional HQ's.  I can rename brigade HQ's, but when I try to rename divisional HQ's either nothing happens, or a subordinate brigade gets renamed instead of the divisional HQ.

Kurt

Edit: Okay, I just tried again and renaming the divisions worked fine.  I can't remember if I originally tried under an earlier version of 4.4, but it appears to be working now.
Kurt,
It was probably the divisional hq at the top of the list, which I've found if you just click on that unit and try to rename it for some reason that unit wasn't really selected.  I've had to basically click on a different unit then click on the unit I want to rename.  Kind of a pain, but I think it is a product of Access, not Steve's programming.

Adam.
 

Offline waresky

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Re: v4.4 Bugs
« Reply #63 on: October 24, 2009, 04:24:04 PM »
Steve..
i think r some uncovered,unearring trouble on "transport" section,of ur code program..

R 5 or 6 times Aurora stop and never go again.
Ctr+alt and check "not answered"..must close from Taskmanager.
And all times,the troubles r linked at some situation on "reply" command on transport,minerals,and so on.
So,this and not massDriver working on send minerals at earth..the game become un-playered.
Srry.

Pls check on ur side "better" testing on transport from-to earth and mining colonies in Solar Syste,.check pls in various situations.
bugs are hidden in this section.
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #64 on: October 25, 2009, 10:04:57 AM »
Quote from: "alanwebber"
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.
I have had a few long NPR battles in my own campaign (and I haven't' seen the bad guys yet!). If you leave automated turns running, it should work through it eventually. If it continues without any improvement though, send me the db and I will try and figure out iof there is a  bug involved.

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #65 on: October 25, 2009, 10:06:35 AM »
Quote from: "Beersatron"
Spell checker required on the 'Teams / Acadmeny' tab in the production screen :)
Oops! Fixed for v4.45

Steve
 

Offline Andrew

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Re: v4.4 Bugs
« Reply #66 on: October 25, 2009, 10:10:08 AM »
Quote from: "Kurt"
Quote from: "Andrew"
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

I had this problem, and I think it was because I hadn't set the enemy to "hostile" on the Intelligence/diplomacy screen.  When I checked, the race I was fighting was set to "neutral", and I think that I why my anti-missile launchers were not automatically targeting their missiles.  

Kurt
I have made that mistake before, the missiles where launched by a hostile race in this case
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #67 on: October 25, 2009, 10:15:13 AM »
Quote from: "Beersatron"
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?
Maintenance is only required for military ships, which is why I made the transport bay a military system. On the other hand I can see that commercial shipping would probably be used to move maintenance so I have changed it to commercial. I think I made CIWS commercial as well on the basis that it is an purely defensive system so that it can be added to troop transports or other commercial vessels that may go in harm's way.

When a class is created, the program assigns it a type based on its components. A ship with cargo holds will be initially assigned as a freighter but that designation could get overriden if it also has components such as troop transport bays, salvage moduels, etc, which have a higher priority in terms of designating a class type. As of v4.44, the shipping lines just pick a random non-obsolete design but in v4.45, they will select a non-obsolete design from those currently in service, weighted by the number of each design in service.  If there are none in service, then they will pick a random non-obsolete design

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs-MASSDRIVER
« Reply #68 on: October 25, 2009, 10:17:54 AM »
Quote from: "waresky"
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..
Is this one of your populations or a civilian mining colony? If it is a civilian mining colony then the minerals are used up by the civs unless you pay for them. To set up payment, go to the Ind Status / Civs tab of the economic window, select the civilian colony and choose Purchase Mineral Output.

Steve
 

Offline waresky

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Re: v4.4 Bugs
« Reply #69 on: October 25, 2009, 10:26:00 AM »
???????????????????????????

ive surely LOST this crucial and newly infos---

Ty am check IMMEDIATELY:))) now prepare my Colossus Extermniation BattleDome and Annnnnnnnnhilitad every CivilianZ puny dastardly governor.-.- same as "Moties" novel
 

Offline waresky

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Re: v4.4 Bugs IndStat/Civ
« Reply #70 on: October 25, 2009, 10:42:16 AM »
WHERE is the BUY button for BUY Mining ore??????????????

am never found around none of them...STEEEEEEEEEVE...u r sure r in 4.44??
 

Offline waresky

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Re: v4.4 Bugs
« Reply #71 on: October 25, 2009, 10:44:46 AM »
Am sure...Titan are MINE the Mines..and in IndStatus/Civs arent NONE of buy Button u mean...am sure..Thetys same,LUNA same,MARS same..Callisto same.

When am select Destination of Mass Driver,THE ORE gones..BUT none reach earth,NONE are see on plan Map..all gone,vanguished and stop..
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #72 on: October 25, 2009, 11:51:02 AM »
Quote from: "Shinanygnz"
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?
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.
I have found somethiing that could be causing the error, although I haven't reproduced it yet. If you have any commanders older than 60, I think the error is caused by the code that considers whether to retire them. I have an SQL statement that joins Commander and Ranks, both of which contain a RaceID. When I refer to a RaceID in that section of code I don't specify which one, which would cause an 'Item not found in this collection'  error within CheckAssignments. I'll put out a new version with this fix later today. Please let me know if that fixes the problem.

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #73 on: October 25, 2009, 11:52:35 AM »
Quote from: "waresky"
Am sure...Titan are MINE the Mines..and in IndStatus/Civs arent NONE of buy Button u mean...am sure..Thetys same,LUNA same,MARS same..Callisto same.

When am select Destination of Mass Driver,THE ORE gones..BUT none reach earth,NONE are see on plan Map..all gone,vanguished and stop..
A quick dumb question :). Just to check, do you have the Show Mineral Packets option checked on the Display tab of the System Map

Steve
 

Offline Steve Walmsley (OP)

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Re: v4.4 Bugs
« Reply #74 on: October 25, 2009, 12:09:18 PM »
I have just fixed a bug that occasionally caused a jump point in a real stars game to connect to its own system. The fix will be in v4.45

Steve