Author Topic: Official v4.8 Bugs Thread  (Read 22173 times)

0 Members and 1 Guest are viewing this topic.

Offline gabes

  • Leading Rate
  • *
  • g
  • Posts: 5
Re: Official v4.8 Bugs Thread
« Reply #90 on: January 19, 2010, 07:03:53 PM »
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :(
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #91 on: January 19, 2010, 07:05:19 PM »
Quote from: "Commodore_Areyar"
v482 : GetTimeAndDistance : Error 6 overflow
when setting a task for a picketing (speed = 1) TF.

Can't find by search as GTAD is >14char and error 6 too common.
Probably caused by a task taking longer than the maximum allowed value?
which should be . . .32bit is 2147483647 seconds is 86 days.  ;)
That sounds like the problem. In the code for this function everything is held in currency variables until I pass the total time value to a function that returns a date. The parameter I pass is a long. I've fixed this for v4.9

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #92 on: January 19, 2010, 07:09:17 PM »
Quote from: "gabes"
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :). The civs turning hostile I hadn't expected but you can see their point of view. To fix it, open up the Diplomacy window in SM Mode, select the civilians, click Change DR, enter 10,000 in the popup box and press Enter. The civs should go back to liking you.

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #93 on: January 19, 2010, 07:13:32 PM »
Quote from: "sloanjh"
Why does the first missile tracking time project (1000 RP, conventional start) say 0%?  It seems like researching this doesn't do anything besides unlocking actual bonuses.
It's already a starting tech for TN starts. I've added it to conv starts too.

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #94 on: January 19, 2010, 07:16:36 PM »
Quote from: "greywolf"
Aurora 4.82: Keep getting errors 3061 and 91 (reported by DAO.database, missing parameter, variable) in system map window when progressing time. Intermittandly, but when it starts (always with a 3061 error, followed by one or several 91 errors) it may happen a few times in a row when I continue pressing ok on the error box. Eventually, the game returns to normal, but I don't know what damage has been caused inside the database.
These errors usually indicate either mismatching database and executable, which means an issue with the install or patching, or using the comma as a decimal separator.

If you are using the comma as a decimal separator you will need to change your regional seetings to US or UK when playing Aurora. If that is not the issue, have a look at the install threads and check you followed every step exactly.

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #95 on: January 19, 2010, 07:17:21 PM »
Quote from: "metalax"
Quote from: "backstab"
Any one having problems accessing the Planetary Market ... mine does not seem to be working

Yeah, I'm having the same issue. Clicking the planetary Market button on the system map is doing nothing.
I removed it for now. It was way out of date so I will put it back in once I have chance to update it.

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #96 on: January 19, 2010, 07:18:30 PM »
Quote from: "Yeti"
Hi! I'm new and I'm trying a conventional tech start after playing with the tutorials.

However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

edit: v4.82
Check the third question of the FAQ for an explanation: viewtopic.php?f=100&t=1194

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #97 on: January 19, 2010, 07:22:07 PM »
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.
If you don't have any classes created then press New to create a class before before setting a type. Although I did think I had fixed this particular problem - obviously not :). I'll try again for v4.9

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #98 on: January 19, 2010, 07:23:43 PM »
Quote from: "metalax"
System view, for the sol system the images for the planets as well as Jupiter's four main moons look like they are not getting assigned, they all look like blue balls. I'm assuming that the frequent reuse of images by a number of the other moons is just down to not having specific images for them?
Correct about the other moons. The blue balls issue is because I have never got around to assigning images to the Sol planets :)

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #99 on: January 19, 2010, 07:25:32 PM »
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #100 on: January 19, 2010, 07:26:26 PM »
Quote from: "Drakale"
Quote from: "Yeti"
However, 17 years in, I seem to have run into a similar bug as Gabeux had. Time seems to have slowed to 5 seconds per interval for the last few hours. SM mode reveals a message each interval which says "Increment length adjusted due to imminent action. This may involve two NPRs fighting", but no actual combat messages. (Is there a way to inspect the NPRs to see what they're up to?)

The intervals are taking a very long time to process, almost 10 seconds per 5-second interval where normally I can do a day's worth of 5-second intervals in 1 or 2 minutes.

Yeah exact same problem on 2 separate games :/ I let it run for a while but no luck, still stuck at 5 second increment. Sounds too long for a normal NPR fight, maybe some sort of bugged order is causing a hang up.
If it is going on for a very long time then there could be a yoyo bug. Please could you send me the DB so I can take a look?

Steve
 

Offline gabes

  • Leading Rate
  • *
  • g
  • Posts: 5
Re: Official v4.8 Bugs Thread
« Reply #101 on: January 19, 2010, 07:39:59 PM »
Quote from: "Steve Walmsley"
Quote from: "gabes"
Hey there again.

I don't know if this is a bug, but  I accidentally moved more than one mass driver from earth, making it succeptible to bombardments from my own packets.
After it happened (once), all civilian ships turned hostile.

Is this a bug?
Is there a way to fix this?

It'll probably make my game unplayable :). The civs turning hostile I hadn't expected but you can see their point of view. To fix it, open up the Diplomacy window in SM Mode, select the civilians, click Change DR, enter 10,000 in the popup box and press Enter. The civs should go back to liking you.

Steve

Yes of course, the only thing that is a bit weird, is the civilians turning hostile.
And thanks for the advice, worked fine :]

BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v4.8 Bugs Thread
« Reply #102 on: January 19, 2010, 07:42:55 PM »
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Please send it to stevewalmsley at btinternet.com (replace the at with @)

Steve
 

Offline Commodore_Areyar

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • I will format your cruiser!
Re: Official v4.8 Bugs Thread
« Reply #103 on: January 19, 2010, 08:05:57 PM »
Quote from: "Steve Walmsley"
Quote from: "gabes"
BTW, it just happened again man.
Aliens are firing at their own planet again.
Star Swarm race, again!
Where to send the db? :]
Last time, the email didn't reach you, I think you mispelled or something.
Please send it to stevewalmsley at btinternet.com (replace the at with @)

Steve

Got the same, if I claim a planet that has aliens around it, or possibly on it, I will receive an event message that an alien ship(s) is emitting substantial amounts of radiation unto the planet.
(This even when there are obviously no colonists yet nor any way to communicate this fact to the homeworld. The aliens as well as High command are obviously psychic. Possibly psychotic ;) )

-Arnoud
images of planets etc
 

Offline Beersatron

  • Rear Admiral
  • **********
  • Posts: 997
  • Thanked: 7 times
Re: Official v4.8 Bugs Thread
« Reply #104 on: January 19, 2010, 08:12:15 PM »
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Might I suggest two things:

1. If possible, on NPR creation, create the shipyards first and then using the capacity of the shipyard design the ships and create the first couple of fleets worth from those designs.
2. Maybe cheat a little for the NPRs and make sure they have at least 1 commercial SY of a decent size at the start, otherwise they are gimped!
Suggestion 2) is already in the next version for both player races and NPRs. If I am to implement Suggestion 1) then I would have to do the same for player races as that restriction doesn't currently exist for them either

Steve

For option 1, I take it you use the same algorithm for ship design for NPRs and Players at game start? Personally, I would have no issue with the restriction but that is because I do not auto-assign tech or ship design and make sure I plan my tonnages out at year zero. I guess it depends on your own preference and maybe some of the folks who use auto-generation would have a couple of cents on the subject too?