Author Topic: Official v4.7 Bugs Thread  (Read 32349 times)

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Offline Steve Walmsley

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #270 on: January 09, 2010, 08:27:08 AM »
Quote from: "Andrew"
Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
Yes, this is an issue I have needed to address for a while. I have been playing real stars game without nebulae so it hasn't affected my own campaigns, which is why it hasn't been at the forefront of my attention :)

I have just spent a few hours going through the NPR code and in v4.8 they will be aware of nebulae, both from the immediate perspective of not trying to fire missiles in a nebula but also from a longer term view where they won't assign missile-armed ships to combat-related missions in a nebula.

Steve
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #271 on: January 09, 2010, 11:06:43 AM »
Quote from: "Steve Walmsley"
Quote from: "Andrew"
Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
Yes, this is an issue I have needed to address for a while. I have been playing real stars game without nebulae so it hasn't affected my own campaigns, which is why it hasn't been at the forefront of my attention :)

I have just spent a few hours going through the NPR code and in v4.8 they will be aware of nebulae, both from the immediate perspective of not trying to fire missiles in a nebula but also from a longer term view where they won't assign missile-armed ships to combat-related missions in a nebula.

Steve

One more that I think I've seen mentioned in the past - during NPR race generation, NPR in a nebula shouldn't research missile tech, nor should they design missile-armed combatants.  They should also (probably) either remove engines or add armor so that maximum speed and maximum nebula speed are close to one another.

John
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #272 on: January 09, 2010, 11:52:47 AM »
I strongly suspect that civilian mining complexes are not contributing to the thermal signature of a colony.  I've got an asteroid with 10 CMC, and the summary tab says that its signature is 5.

John
 

Offline Elmo

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #273 on: January 10, 2010, 06:43:12 AM »
I was cycling through some 5 day intervals in my current game when an error popped up:

Error in SetMinimumDistance:

Error 11 was generated by Aurora
Division by 0

I clicked on OK and the game continued.

Edit - It just happened two more times.
 

Offline Hawkeye

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #274 on: January 10, 2010, 08:42:08 AM »
Quote from: "Elmo"
I was cycling through some 5 day intervals in my current game when an error popped up:

Error in SetMinimumDistance:

Error 11 was generated by Aurora
Division by 0

I clicked on OK and the game continued.

Edit - It just happened two more times.

I got this a couple of times too.
IIRC, this happend when I had a TF right on top of an unknown (for example, at a jumppoint) and ordered the TF to follow the contact at a distance.
My guess was, as the actual distance was 0, that was throwing a wrench in the calculations
Ralph Hoenig, Germany
 

Offline Elmo

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #275 on: January 10, 2010, 08:59:56 AM »
The only ships I had operating at the time were a geo survey, grav survey and two freighters.  The freighters were flying between Earth and Mars which were very close.  So maybe the 5 day increment was causing a problem in that case.  No idea really, just trying to provide additional info in case it might help.
 

Offline Mikeck

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #276 on: January 10, 2010, 10:19:32 PM »
Sorry if this has been brought up but I just downloaded the game and am going through the tutorial.. when prompted to  "see the System View window (f9)" I tried to and received the following error:

Error 713
class not registered
need to install MSSTDFMT.DLL

Did I not install properly?  I dont see that file in the download
 

Offline Erik L

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #277 on: January 11, 2010, 03:11:28 PM »
Running through a Conventional start. Got Trans-Newtonian research, and I am attempting to queue some projects. They all queue with the current scientist. I cannot select a different one for the queue.
 

Offline Erik L

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #278 on: January 11, 2010, 03:25:38 PM »
When using "Queue Top" I get:
Error 3077 was generated by DAO.Recordset.
Syntax Error (missing operator) in expression
Please report...

And the project goes to the top, with a scientist I don't have, "Odelle Junke".
 

Offline IanD

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #279 on: January 11, 2010, 03:27:29 PM »
This may be a feature rather than a bug. I have salvaged a few precursor wrecks and twice had the following event report

13th April 2095 01:39:02,Unknown, Evidence of Internal Armour Rating 0 found within wreck of Silent Death (Gliese 832 Aliens #904)

Now while I have not researched internal armour 1, I do know internal armour 0 :)

I also recovered
14th April 2095 21:39:02,Unknown, Evidence of Laminate Composite Armour found within wreck of Silent Death (Gliese 832 Aliens #904)
Which is also known to me I thought, probably mistakenly, that if I did not recover new tech there was no tech report.

Regards
IanD
 

Offline Erik L

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #280 on: January 11, 2010, 03:40:55 PM »
Quote from: "IanD"
This may be a feature rather than a bug. I have salvaged a few precursor wrecks and twice had the following event report

13th April 2095 01:39:02,Unknown, Evidence of Internal Armour Rating 0 found within wreck of Silent Death (Gliese 832 Aliens #904)

Now while I have not researched internal armour 1, I do know internal armour 0 :)

I also recovered
14th April 2095 21:39:02,Unknown, Evidence of Laminate Composite Armour found within wreck of Silent Death (Gliese 832 Aliens #904)
Which is also known to me I thought, probably mistakenly, that if I did not recover new tech there was no tech report.

Regards

I think that's tactical intel, rather than research intel.
 

Offline Cernunnos

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #281 on: January 11, 2010, 11:18:37 PM »
In my latest game I have started getting an error popup whenever I advance time, sometimes with increments as small as 5 seconds though generally only if the increment is over an hour. The error is:

Error in SetMinimumDistance
Error 11 was generated by Aurora
Division by zero

It seems the error is happening at a regular interval within the game every 6 hours, rather than as a result of a specific step size I'm using but I really can't see what's causing the error or pick out anything I'm doing now that I wasn't doing all the way through the game that's causing it. Now and again though I can advance over a day at a time but it always pops up regardless how much time has passed, but generally it interrupts every 6 hours.

I can only imagine this is being caused by some NPR activity that I can't see, but it's become quite disruptive to my game now. Initially I just clicked okay and carried on (it never seems to break anything) but the game's progressing at a crawl for me now and nothing much is happening in my game yet so one of the things I was enjoying was watching research and my industry build up, which now barely crawls forward at any noticeable speed.

I can see that there have been some posts regarding this error already but I have not spotted any replies to it (I may have missed them though), if it would help I can supply any game files to try and track it down. Though if it's a known error and there's a fix/workaround I'd would appreciate a nudge in the right direction to find it :)
 

Offline AtomikKrab

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #282 on: January 12, 2010, 12:30:09 AM »
Bug: in my current game, when I started with a conventional empire, instead of missile bases (I did not remove the missiles bases with the tag) I had a lot of a cheap geo survey ship from my previous universe gen, no error message, but I think it's a bug, I should have had missile bases
 

Offline Magnnus

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #283 on: January 12, 2010, 01:07:47 AM »
when I click on a fleet in the side bar (either military on system map or oob in galactic map) the task groups screen that pops up is placed behind my current screen (system map or galactic map).

I know its minor, but I figured that if you already know what the problem could be it would be a minute fix  :D .
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #284 on: January 12, 2010, 09:53:03 AM »
Quote from: "Erik Luken"
Running through a Conventional start. Got Trans-Newtonian research, and I am attempting to queue some projects. They all queue with the current scientist. I cannot select a different one for the queue.

I think (hope) Steve said this has already been reported.

The workaround is to take the scientist that you want to queue the work for, then do a "Remove RL" then "Add RL".  This makes the scientist "active" (my word) and any new queue commands will go to him as leader.

One other note - I suspect (but am not sure) that queueing doesn't care about the number-of-labs box.  It looks like the model is that the labs are assigned to the researcher, not the project, and that the queue defines which project the researcher will work on next.

John