Author Topic: Official v4.8 Bugs Thread  (Read 22120 times)

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Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #120 on: January 20, 2010, 12:45:50 AM »
Quote from: "Hawkeye"
Quote from: "Beersatron"
Not sure if this is a bug or just really bad luck, but every body that I survey with a Geological Team only ever finds 1 thing. Happened 4-for-4 this game and happened (I think) 6-for-6 last game too.

Seems to be you ;)

My geo survey team on luna has found 4 new deposits so far and still working

And mine on Earth has found 2 and still going

Matt
The boggosity of the universe tends towards maximum.
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #121 on: January 20, 2010, 08:53:22 AM »
An exploit issue:

Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.
This seems odd as for example TF with shipyard tasks associated are not allowed to leave the yard.... not without consequences. :)
-Arnoud

edit: actually, using this exploit might have lead to me now enjoying error 5 spam every day increment.
Error in ExecuteOrders - invalid procedure call or argument. :p
edit2: was caused by fleet being busy refueling and getting new orders.
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Offline Another

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Re: Official v4.8 Bugs Thread
« Reply #122 on: January 20, 2010, 08:54:21 AM »
The instant TF transfer can be exploited even farther. Send a scout to orbit a distant mining colony, build some mining barges without engines, add them to the scout's TF and they immediately begin mining that asteroid. I wonder if colony ships and freighters with cargo could be practically teleported in the same manner...

P.S. Though my mining barges still have 1 engine each I was using this exploit en-masse (inadvertently at first; will not miss if this "feature" gets removed) and haven't been spammed with errors. V. 4.82
 

Offline Beersatron

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Re: Official v4.8 Bugs Thread
« Reply #123 on: January 20, 2010, 09:18:18 AM »
Quote from: "Commodore_Areyar"
An exploit issue:

Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.
This seems odd as for example TF with shipyard tasks associated are not allowed to leave the yard.... not without consequences. :)
-Arnoud

edit: actually, using this exploit might have lead to me now enjoying error 5 spam every day increment.
Error in ExecuteOrders - invalid procedure call or argument. :p
edit2: was caused by fleet being busy refueling and getting new orders.

You can sometimes fix the fleet errors by merging fleets together using the join command and then deleting the old TG. Or variations of this until you figure out which TG is producing the error.
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #124 on: January 20, 2010, 09:25:52 AM »
Quote from: "Commodore_Areyar"
Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.

Not a bug - a feature.  This is another one of those "cheating at solitaire" things - if you don't want your ships to magically teleport, then don't move them to a TG in a different location.

STEVE - Please don't make this SM-only.  I use this one a lot to take care of minor adjustments that aren't worth messing around doing with orders - locking it into SM mode would be a royal pain.

The one improvement I could see would be if you got a pop-up warning/confirmation request when you did this (transferred ships between non-colocated TG).  That way there wouldn't be a risk of doing it unintentionally.

John
 

Offline sluissa

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Re: Official v4.8 Bugs Thread
« Reply #125 on: January 20, 2010, 10:10:30 AM »
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.
 

Offline Rathos

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Re: Official v4.8 Bugs Thread
« Reply #126 on: January 20, 2010, 12:27:31 PM »
I'm now getting

Error in UpdateAllSensors Overflow

Every increment. It also is limiting my max increment to 21600 and it requires me to hit OK 5 times.

This is a game stopper =/

It happens when you have a giant active radar, but I don't have any this time so I don't know what is causing it. I've turned all the active radars I have off so they can't be the culprit.
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #127 on: January 20, 2010, 12:48:30 PM »
Quote from: "metalax"
....

The 'Geological Team Survey' line still doesn't seem to be showing up in the summaries tab for unpopulated colonies.


It might be a feature or a bug, but geological teams only function on populated worlds as well.
Some say that they can geo their bare rocks fine, so I'm not sure.
Maybe this is caused by only one of the routes by how colonies can be designated.

Not being able to survey mining colonies is a major bummer.

v482 - Arnoud

-EDIT: never mind, I was mistaken.
it was just me being mislead by the smaller time increments and thus longer perceived time. I just had an empty colony being surveyed report.
It did seem to take several years as opposed to several months on inhabited worlds...is suitability taken into account for survey-point production as well?
It seems to affect access. on venusian worlds. (they are always 0.1 in my experience)
« Last Edit: January 21, 2010, 07:48:28 PM by Commodore_Areyar »
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Offline Hawkeye

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Re: Official v4.8 Bugs Thread
« Reply #128 on: January 20, 2010, 01:30:15 PM »
Quote from: "Commodore_Areyar"
Quote from: "metalax"
....

The 'Geological Team Survey' line still doesn't seem to be showing up in the summaries tab for unpopulated colonies.

It might be a feature or a bug, but geological teams only function on populated worlds as well.
Some say that they can geo their bare rocks fine, so I'm not sure.
Maybe this is caused by only one of the routes by how colonies can be designated.

Not being able to survey mining colonies is a major bummer.

v482 - Arnoud

Well, I have a geo survey team on luna, which isn´t exactely hospitable either  :)  and they have found 4 desposits so far and still not finished. So they definitly work there, it just doesn´t show in the colony screen if the search is finished or not and I get the feeling it takes a lot longer to survey an airless ball of rock than it takes to do the same on mother earth.
Ralph Hoenig, Germany
 

Offline Rathos

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Re: Official v4.8 Bugs Thread
« Reply #129 on: January 20, 2010, 02:47:50 PM »
Quote from: "Rathos"
I'm now getting

Error in UpdateAllSensors Overflow

Every increment. It also is limiting my max increment to 21600 and it requires me to hit OK 5 times.

This is a game stopper =/

It happens when you have a giant active radar, but I don't have any this time so I don't know what is causing it. I've turned all the active radars I have off so they can't be the culprit.

Desperate to fix the problem I tried opening the .mdb file, alas I didn't have anything that recognized it. A quick search with google and I found that I could open it with microsoft access, so I downloaded the 2007 trial. I opened it up and I was met with another barrier: Please enter this database password.

Quickly examining all the karma in the universe I choose a random dragonlance character's name and added my favorite number. The database accepted and I was magically granted access to the database. (This might be a slight exaggeration)

So I peered at all these tables that I had never seen before but I quickly became accustomed to looking at each one and seeing how things were. Not that I understood much but slowly I figured out. They were helpfully labeled with informative labels though.

The error called me to look at the updateallsensors table...but it didn't exist. So I peered around some more and looked at the gamelog. I saw that there where aliens! ALIENS! I NEVER SEEN ALIENS! I scrolled up and found that indeed the errors started when a alien active sensor was detected with a strength of 10044 R93. So! The problem is related to giant sensors after all!

I quickly went to the AlienClassSensor table and saw the giant big radar arrays they must have. I nerfed them and saved and back to try...Alas it didn't work so I went back and nerfed their sensors to the smallest alien sensor...again no luck.

Not to be dissuaded I.......

Foigured out which systems the aliens where in and deleted them along with my poor survey cruisers.

Damn, didn't work. I proceded to delete Boston, the only system outside of the Tri-system area with a ship in it. Didn't bloody work. Deleted all systems outside of the tri-system area.

With great misgivings I deleted washington and new york. Nothing was left but Sol. Nothing.. So I quit and restored the database to before I started mucking around with it.

Grrr! These aliens that supposedly are causing the sensor error don't even exist for my empire. They show up in the log as a sensor contact but it doesn't show up in my diplomacy or on my system map.

So I decided to try and went to ships and tried to figure out how to delete the rows with the 5 alien ships.

Apparently they have a beam defense base, a missile defense base, a jump missile guardian and two jump beam guardians. It took a while to figure out how to delete the records, but I figured it out.

Sadly this did nothing to fix it. So I did the next logical thing: Deleted all records of all ships.

Code: [Select]
.----------------.  .----------------.  .----------------.  .----------------.  .----------------.  .----------------.  .----------------.
| .--------------. || .--------------. || .--------------. || .--------------. || .--------------. || .--------------. || .--------------. |
| | ____   ____  | || |     _____    | || |     ______   | || |  _________   | || |     ____     | || |  _______     | || |  ____  ____  | |
| ||_  _| |_  _| | || |    |_   _|   | || |   .' ___  |  | || | |  _   _  |  | || |   .'    `.   | || | |_   __ \    | || | |_  _||_  _| | |
| |  \ \   / /   | || |      | |     | || |  / .'   \_|  | || | |_/ | | \_|  | || |  /  .--.  \  | || |   | |__) |   | || |   \ \  / /   | |
| |   \ \ / /    | || |      | |     | || |  | |         | || |     | |      | || |  | |    | |  | || |   |  __ /    | || |    \ \/ /    | |
| |    \ ' /     | || |     _| |_    | || |  \ `.___.'\  | || |    _| |_     | || |  \  `--'  /  | || |  _| |  \ \_  | || |    _|  |_    | |
| |     \_/      | || |    |_____|   | || |   `._____.'  | || |   |_____|    | || |   `.____.'   | || | |____| |___| | || |   |______|   | |
| |              | || |              | || |              | || |              | || |              | || |              | || |              | |
| '--------------' || '--------------' || '--------------' || '--------------' || '--------------' || '--------------' || '--------------' |
 '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  '----------------'  

Error is gone! YES!

However now I realized all the ships in my entire empire have disappeared. Also I discovered that updating the database while the game is running actually worked without breaking it. My ships simply disappeared off the system map.

Absolutely giddy with joy I restored the database and am now systematically deleting every ship in turn to find out which ones is causing the confounded problem.

Edit: Sadly the problem was with ALL my civilian ships. All 31 mega-freighters have been deleted  :|

I've restored and now am going to try to clear all orders for all civilians then delete them!

Also I figured out how to add

Code: [Select]
Maximum Missile Size: 100     Rate of Fire: 500 seconds
Launcher Size: 100 HS    Launcher HTK: 50
Cost Per Launcher: 675    Crew Per Launcher: 1000
Materials Required: 168.75x Duranium  506.25x Tritanium

Development Cost for Project: 6750RP

And

Code: [Select]
Missile Size: 100 MSP  (5 HS)     Warhead: 100    Armour: 0     Manoeuvre Rating: 42
Laser Heads: 10
Speed: 40000 km/s    Endurance: 14 minutes   Range: 33.8m km
Cost Per Missile: 92.4667
Chance to Hit: 1k km/s 1680%   3k km/s 546%   5k km/s 336%   10k km/s 168%
Materials Required:    25x Tritanium   146.4167x Gallicite   Fuel x37500

Development Cost for Project: 9247RP

MUAHAHAHAHAHAHA!

I suddenly see military jumpdrives larger than 1.25 million tons as a possibility!
 

Offline Beersatron

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Re: Official v4.8 Bugs Thread
« Reply #130 on: January 20, 2010, 08:35:09 PM »
I have supply on Earth of automated mines, construction factories and deep space radar.
I have demand on Luyten of the above (same values).
Earth has enough of each, there are 3 civie lines and 2 of them have at least one freighter (which has just the one hold, I went for smaller designs this time and have transported stuff fine using my own freighters).

This is my Galaxy Map, Luyten is within 3 jumps, but is also within 5 jumps because of the loop, both directions have full JGs.

[attachment=0:uv9pmaxk]galaxyMap.png[/attachment:uv9pmaxk]

The civies were also ignoring Luyten for infrastructure trade good demand even with unrest/definite need.

I have a nasty feeling that the civies will only do supply/demand with a 5 cargo hold ship, I can design one just for them but I am a neat freak and only design something if I am going to use it! :)
 

Offline lastverb

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Re: Official v4.8 Bugs Thread
« Reply #131 on: January 21, 2010, 04:25:30 AM »
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)
 

Offline metalax

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Re: Official v4.8 Bugs Thread
« Reply #132 on: January 21, 2010, 11:31:17 AM »
I'm getting an error every time I promote or demote a ground forces officer.

Error in cmdPromote_Click
Error 3265 was generated by DAO.Fields
Item not found in this collection

Also the officer history doesn't get updated with the change in rank. Closing/reopening the officers window shows they have been moved to the new rank but there is no record.
 

Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #133 on: January 21, 2010, 11:36:47 AM »
Not a bug as such.

Jumpgate construction.

There are a few things that are weird:

-A constructor can build a gate on top of an existing gate.

-Experience can be gained by unfairly by adding ships to the TF that have nearly completed a build. (not really JG but rather TF issue)
 
-Jumpgate construction is a binary task; interrupting a constructiontask causes it to be cancelled.
-Similarly adding more constructors (or constructormodules AFAIK) does not decrease the build time.
(These last two issues can be technobabbled away by claiming assembly needs to be very precisely alligned or something requiring a single assembler module and is a process that cannot be interrupted.)

Q: Several stories mention gate sections being delivered by freighters... did this get taken out because finding ruins containing gatesections are too small in general?
Allowing native production of them could solve that issue.
Unless the micromanagement was the problem?

Suggestions:
-Bring back the gate sections
-make gates a tangible structure, like shipyards, that can be destroyed.
(Unless the JGC's actually create stable wormholes instead! )
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Offline Commodore_Areyar

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Re: Official v4.8 Bugs Thread
« Reply #134 on: January 21, 2010, 12:44:51 PM »
Leaders window. cosmetic.

Officers in teams are shown as being unassigned (blue).
You have to check each officer's career history to be sure they are truly available.
edit: or the line under his/her name. hehe.

-Arnoud
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