Author Topic: Official v4.8 Bugs Thread  (Read 22094 times)

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Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #150 on: January 22, 2010, 04:59:19 AM »
Quote from: "Earl Grey"
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.

'Fixed' this, turns out I needed to select 'new ship design' before deciding on type....  :oops:
Still a bug though as the game should handle it better if you select that dropdown too soon. I've added an extra check to prevent the error in v4.9

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #151 on: January 22, 2010, 05:00:12 AM »
Quote from: "mrwigggles"
The civie sector should be able to handle the situation where there aren't enough goods present to fill up a 'supply' contract". I'd say you should post this on the bugs thread.
There are several bugs in the civilian contracts section. I hope I have fixed them all for v4.9

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #152 on: January 22, 2010, 05:03:20 AM »
Quote from: "lastverb"
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.
Yes, it turns out this is a bug and it must have been around a long time. I am guessing the reason it hasn't been detected before is because most escort designs have included both anti-missile sensors and fire controls so no one realised the sensor wasn't needed. I never noticed :)

It's fixed for v4.9. CIWS still do not require incoming missiles to be detected prior to engagement

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #153 on: January 22, 2010, 05:06:51 AM »
Quote from: "sluissa"
4.81 (and tried upgrading to 4.82, still have the problem with the save.)

I know it was mentioned at least once before in the thread, but I don't know if it was taken care of specifically or not.

My cargo fleet was set to load structures from earth and drop them off at mars and the cycle checkbox was checked. When I set the orders I only had one "Load Automated Mine Earth" and one "Unload Automated Mine Mars" order. I let some time go by and I check back later at the task group screen and look at the cargo fleet. I wait... and I wait... the game seems to have frozen. Finally error:

Error in CalculateTotalMoveTime
Error 6 was generated by Aurora
Overflow
Please report to etc.

Once I could actually see the task group screen again(although not interact with it),there were a lot of repeats of those two orders on the list, enough to make a scroll bar appear. Note: I did not use the repeat button in this case, but I've had the same problem before on a previous version(4.77 I believe), although at that point I thought it was a mistake I made when I clicked the repeat button.

This error doesn't appear until I go to the cargo fleet task group screen. So I could potentially keep playing if I just ignored that group. But if I ever look at that group's screen, I can't get out of the error and have to end the Aurora process.

Sorry if this has already been taken care of.
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders

Steve
 

Offline head

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Re: Official v4.8 Bugs Thread
« Reply #154 on: January 22, 2010, 05:42:45 AM »
I'm pretty sure this qualifies as a bug.
 

Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #155 on: January 22, 2010, 05:50:48 AM »
Quote from: "Steve Walmsley"
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders

Steve

Steve,  I've had this occur a few times and fixed it myself by deleting the excess orders, every time it's occured for me, has been after a program crash, when I've had to kill Aurora.exe after setting up a looping fleet order.

Matt
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Offline Charlie Beeler

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Re: Official v4.8 Bugs Thread
« Reply #156 on: January 22, 2010, 07:48:14 AM »
Quote from: "lastverb"
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".

Your correct, I did not understand what you where trying to describe.  Your initial description made it appear that this was occurring with ships in the formation that CIWS and other ships having the beam turrets set to PD final defense and not self final defense.  I see that Steve has found and fixed the actual issue that your having so all is good.

As far as what CIWS and Gauss Cannon are within the mechanics of the game....  I'll leave it at I'm well versed in both and my opinion differs greatly from yours.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #157 on: January 22, 2010, 09:07:23 AM »
Quote from: "boggo2300"
Quote from: "Steve Walmsley"
I have just seen something similar in a DB someone sent me. A cargo fleet with cycle orders somehow had 22,000 orders in its list, which was causing CalculateTotalMoveTime to throw an overflow error. As yet I have no idea how that many orders got into the list. v4.9 already fixes the symptom as it handles more problems with load/unload orders but I still need to find the cause of the huge number of orders
Steve,  I've had this occur a few times and fixed it myself by deleting the excess orders, every time it's occured for me, has been after a program crash, when I've had to kill Aurora.exe after setting up a looping fleet order.
Is there any pattern to the problem, such as always freighters for example, or does it happen to different types of ships?

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #158 on: January 22, 2010, 09:09:54 AM »
Quote from: "head"
I'm pretty sure this qualifies as a bug.
The 0.55 RP per research lab looks very strange. Are you suffering a lot of unrest or economic problems on that planet? The 0/25 research labs isn't a bug, although I would suggest cancelling the project if you don't intend to add more research labs soon.

Steve
 

Offline Hawkeye

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Re: Official v4.8 Bugs Thread
« Reply #159 on: January 22, 2010, 09:15:54 AM »
Quote from: "head"
I'm pretty sure this qualifies as a bug.

Not sure what you mean.

If it is the low research/shipbuilding rate, my guess would be there are not nearly enough workers on that colony. Other factors, such as radiactivity or unrest could play a role too.


Edit: LOL, beaten by Steve again  :lol:
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Offline Brian Neumann

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Re: Official v4.8 Bugs Thread
« Reply #160 on: January 22, 2010, 09:37:30 AM »
Two different bugs.  both very early on in a standard trans-newtonian game based on earth.  Both are poping up at each time interval, but do not generate an interrupt of their own.  The first started about 4months into the game, the second about 8 months into the game.  I have 2b population but started with 1b pop to keep the npr from being to big.  I gave the PC race a 150% modifier on its initial industry setting, and the npr a 200% setting.

Error in GetPopulationSignature
Error 6 was generated by Aurora
Overflow.

Error in UpdateWealth
Error 3421 generated by DAO.field
Data type conversion error.

My computer is running Vista32 US settings.  I saved a copy of the DB if you need it.

Brian
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #161 on: January 22, 2010, 10:53:39 AM »
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.

-Arnoud
images of planets etc
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #162 on: January 22, 2010, 10:57:31 AM »
Quote from: "Commodore_Areyar"
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.
N/A means Not Applicable. The conditions won't be fine due to the low gravity of the asteroid. If you are not sure on the text of an error message, switch on Show Errors in the Event window and it will include any error messages.

Steve
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #163 on: January 22, 2010, 12:11:53 PM »
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
v4.82
error 11
negativepopulationgrowth ...forgot the exact method name
devided by zero

Probably due to me trying to establish a populated outpost on an asteroid and them dying immediately.
Guess that N/A for asteroids in system generation really means "No Go" even if the conditions are relatively fine and should result in a pretty low colonyfactor.
These rocks are indicated in the galactic map at the central darkblue dot (possible suitables?), 367 for Sol for example.
N/A means Not Applicable. The conditions won't be fine due to the low gravity of the asteroid. If you are not sure on the text of an error message, switch on Show Errors in the Event window and it will include any error messages.

Steve
Yeah that is usually so, my people have a high gravity tolerance though (ideal 1G, dev 1G).
They are the Rockrat Molepeople. :)
I don't mind that, the high number of suitables in the galactic map are misleading though.

ah I see. report errors only works in SMmode.
It was a populationGrowth error11: devision by zero.
-
Later had another error when selecting troops to be loaded, but destination was previously deselected by deleting the last task.
IstAction_Click error9: Subscript out of range.
Didn't cause any problems though.

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Offline Charlie Beeler

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Re: Official v4.8 Bugs Thread
« Reply #164 on: January 22, 2010, 02:27:08 PM »
Steve,  This is one I haven't seen in awhile.

I had a carrier task group engaged by a swarm of GB's (110 800t) appearently armed with meson cannons.  As the GB's would cut a single ship out and then kill it the secondary TG created by the battle damage seperation would not be deleted.  This caused the minor errror below.

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

The simple fix was to delete the phantom task groups.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley