Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34643 times)

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Online Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #255 on: February 10, 2010, 12:24:19 AM »
Quote from: "Commodore_Areyar"
I canceled civvie orders, because a 10000 cap colonyship was just sitting in outerspace moving at 1km/s. *
This not only cancels the orders but also makes it dump its cargo!

This seems rather unethical to me. :p

* edit: turns out this was normal, I had an unlocked design without engines that the corp decided to build.  :oops:  
(I gather this has already been fixed for 5.0)
Yes, the civs won't build zero speed designs in v5.0

Steve
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #256 on: February 10, 2010, 07:06:59 AM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.
I might have already logged this one, but I'll mention it again here - SM add doesn't seem to go active for PDC components.  Ship components seem to be ok, though.
Not sure what is happening here. Whether SM Add goes active depends on the selection of the dropdown in the top left rather than the contents within each category.

I've tested it and PDC components are appearing in the list and can be added with SM Add. I don't think you can use components in PDCs anyway. As the construction factories build the PDCs and construction factories build components, I didn't bother adding the code for PDCs to use components because it wouldn't save any time building them separately.

Steve

Sorry - didn't make myself clear.  What I meant was prefab-PDC-components (a different selection in the pulldown), not ship-components-which-will-be-used-in-a-PDC.  Not sure if this was intentional or an oversight, but I've go a prefabbed PDC on Mars (2 components) that I accidentally built that I can't get rid of (other than by building it out and then deleting it).

John
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #257 on: February 10, 2010, 07:10:21 AM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
non-parasite Ships in TG which are given "land on mothership" orders are disintegrated.

I had an Apache scout with my strike group of FAC.  When I told the group to land, the Apache disappeared - I looked on F6 and didn't see it.
Its not been destroyed - just moved into an alternate dimension :-)

John
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #258 on: February 10, 2010, 07:13:05 AM »
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
related to troops/teams existing on after destruction of transport. (probably already reported multiple times)
Teams that are left on a pop that is abandoned still exist, but have no location.
The officers still live, but need to be deassigned from the team manually through the leaders interface, they will then be reassigned to Homeworld.
In v5.0, if a pop is abandoned then any ground units are destroyed. Any teams are relocated to a different population, preferably the capital if one exists.

Steve

While you're at it, could you set it up so that a captain who's relieved of command (either through unassign or being replaced) is moved either to the homeworld, or the local population, or something?  As it stands now (I think) you end up with ex-captains riding around on a smattering of ships.

John
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #259 on: February 10, 2010, 07:51:39 AM »
I think the ex-captains hitchhiking along is a good thing, logical.

(You can still reassign them to the homeworld doing paperwork to get them there instantaneously.)

Also I'd rather have a warning about there being a team still on the ground, preventing abandonment of the colony (like the warning about losing ships and installations) , then having the team relocated to the safety of Home.

2 ct,
Areyar ;)
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Offline Sotak246

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Re: Official v4.9 Bugs Thread
« Reply #260 on: February 10, 2010, 10:39:21 AM »
Had a ship take minor damage in a battle, little armor and 1magazine damaged.  Sent it to the yards for repairs and voila, a fixed ship, a message told me repairs were done and overhaul clock set back by 0 years.  Didn't notice anything wrong till I tried to send the task group containing the ship out of the system.  At that point I got a message that the ship was still undergoing an overhaul.  Had to issue the abandon overhaul order to get the ship back.
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #261 on: February 10, 2010, 04:47:17 PM »
Quote from: "Steve Walmsley"
Yes, the civs won't build zero speed designs in v5.0

Steve

I gather by 'zero speed' you mean PDCs as well as speed 1km/s (ie engineless) ships?
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #262 on: February 10, 2010, 06:09:01 PM »
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
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Online Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #263 on: February 10, 2010, 07:52:10 PM »
Quote from: "Commodore_Areyar"
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
That error usually means one or more races doesn't have a flag. Check your own to make sure its there :). If it is then it sounds like an NPR has a problem. Let me know and I will explain how to check.

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Online Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #264 on: February 10, 2010, 07:52:48 PM »
Quote from: "Father Tim"
Quote from: "Steve Walmsley"
Yes, the civs won't build zero speed designs in v5.0

Steve

I gather by 'zero speed' you mean PDCs as well as speed 1km/s (ie engineless) ships?
There is now a separate check for PDCs as well so they won't be built.

Steve
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #265 on: February 10, 2010, 09:17:50 PM »
Quote from: "Steve Walmsley"
Quote from: "Commodore_Areyar"
Got an error in the galactic map:
LoadRaceData error 76: Path not found 'Flags\'

The only aliens I found are Precursors.
Their flag and TF icons appear as they should.
That error usually means one or more races doesn't have a flag. Check your own to make sure its there :)
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Offline nichaey

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Re: Official v4.9 Bugs Thread
« Reply #266 on: February 11, 2010, 04:04:13 AM »
Quote from: "Steve Walmsley"
Quote from: "nichaey"
Sorry if this is a repeat, but a quick scan revealed nothing.

When I build a PDC it constantly spams the message that it has run out of fuel.
Do you have shields on the PDC?

Steve

nope

if no one else gets this error it's probably just some vista error or something.
I've gotten a few weird errors like this that I've attributed to vista being vista (like compress database function crashing aurora)
 

Offline SteveAlt

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Re: Official v4.9 Bugs Thread
« Reply #267 on: February 11, 2010, 04:09:25 AM »
Enemy shield strength was not being correctly reported by EM sensors. Fixed for v5.0

Steve
 

Offline SteveAlt

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Re: Official v4.9 Bugs Thread
« Reply #268 on: February 11, 2010, 04:10:02 AM »
Star Swarm launched by carriers were not behaving correctly. Fixed for v5.0

Steve
 

Offline JimiD

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Re: Official v4.9 Bugs Thread
« Reply #269 on: February 11, 2010, 04:53:38 AM »
I have a number that have cropped up, and only now are, sort of, game breaking:

I have the flag missing error on the galactic screen, refered to by Commodore_Areyar above.

My initial install, although working, didnt have working galatic maps or system views.  I reinstalled the full 4.90 and patched to 4.91, and the screens now worked, but the error 76 above started.  Obviously I can play the game, it just needs a few click throughs on the errors (3 error boxes).  I assigned a flag to my empire, the civilians appeat to have one, and the one NPR I have found also has one, both the last without any effort on my part.

The game continued, and I am now encountering another error:

Titled ExectOrders
error 5, invalid procedure call or argument

This pops up in groups of 4, a number of times, perhaps 100 or more.  Quite easy to click through, but slows things down.  I checked all my taskgroups for conditional orders that might have got messed up, like a ship ordered to join its parent, with no parent assigned, and corrected them all, without solving the problem.

I then went into SM mode to see if there was a dodgy order for an NPR I could see.  I have only found one, plus the swarm.  I worked out how to see the NPRs planet and screens, and was surprised to find they only had 6 research labs, nothing assigned, the shipyards untooled, and no ships being built.  Not so much of a challenge then.

At the outset, to try and avoid the problems of the last game, I set the number of NPRs to 1, with no precursors and no chance of spawning more NPRs, on the basis that any turn interuption would involve me.  Later, once I found this a bit dull, I went into SM mode, and activated precursors and NPR chances in new systems again.

The error 5 comes and goes, but a non active NPR is a bit of a game breaker.  I will keep the database, but I think I will start a new standard game from 4.91, as I would like a little AI challenge.

Edit: now I have an error 91 NPRpopplanning!