Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34430 times)

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Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #75 on: January 26, 2010, 06:18:48 PM »
When in the design turret window, without having a laser design and research, you click on a turret barrel other then one, it sends it into a none terminating loop of error message.
 

Offline Sherban

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Re: Official v4.9 Bugs Thread
« Reply #76 on: January 26, 2010, 07:11:18 PM »
I started a new game in 4.91 and everything seemed to be OK. After a while, I clicked the Galactic Map. I am getting the following error:

Error in LoadRaceData
Error 76 was generated by Aurora. Path not found: 'Flags\'

The directory is definitely there. The error occurs in my current campaign. If I start a new one, I can't duplicate it. Any ideas how to work around it?
 

Offline Sherban

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Re: Official v4.9 Bugs Thread
« Reply #77 on: January 26, 2010, 07:33:45 PM »
I solved my "Path not found: Flags" bug. My race was auto-generated with no flag. I went to Race details and manually selected one. Hurray!
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #78 on: January 27, 2010, 02:56:45 PM »
One of my ships designs was locked and built with less than the req crew.
I noticed this when I tried to design a variant using alien engines.
When I designed the bucket, it had plenty of crewquarters, at least I assume it did, but now it is 56 crew short.

Code: [Select]
Hood class Gravitational Survey Vessel    3600 tons     306 Crew     504.4 BP      TCS 72  TH 180  EM 0
2500 km/s    JR 3-50     Armour 4-20     Shields 0-0     Sensors 90/1/1/0     Damage Control Rating 4     PPV 0
Annual Failure Rate: 25%    IFR: 0.4%    Maintenance Capacity 350 MSP    Max Repair 100 MSP

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (3)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 62.5 billion km   (289 days at full power)

Thermal Sensor TH15-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
I checked and a copy-design can be 'locked' with selfbuilt engines, but not with alien ones (they require equal number of crew), eventhough the crew is cramped.

-Arnoud

---

components recycling and retro-engineering.

Situation:  My freighters (cargospace for 2 mines) having failed to deliver reclaimed salvage module 1000s, which itself was odd as the fleet claimed to be carrying 1 unit, not a fraction.
Anyhow, there was a 0xunits sitting in my stockpile. I tried to take it apart, but this just made it into a negative number of modules.
Next I scrapped them and received the negative 1/3rd worth of the (minus) two modules.

I resent paying for losses made by speculating in alien artifacts. ;)
-Arnoud
images of planets etc
 

Offline Kishmond

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Re: Official v4.9 Bugs Thread
« Reply #79 on: January 27, 2010, 09:04:46 PM »
- An error 3078 pops up when I click on "Jump Points" in the All Bodies tab in System view, followed by several Error 94's. This happens both before and after there are discovered jump points in the system.


- If tasks are assigned at the shipyard to produce ships in an active Task Force that is currently at a different planet and said task force is told to leave the planet, it hangs in space going nowhere. Even after the planet it's on has moved on. Canceling the constructed ships fixes it.
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #80 on: January 28, 2010, 02:36:33 AM »
If you give a large number of repeat order in the task group order menu, the repeat command will always issue the to the number of the last highest repeat command.
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #81 on: January 28, 2010, 03:24:42 AM »
Possible Bug:

When leaving a diplomacy team on a owned planet, its diplomacy skill increases.
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #82 on: January 28, 2010, 05:09:18 AM »
Quote from: "Kishmond"
- An error 3078 pops up when I click on "Jump Points" in the All Bodies tab in System view, followed by several Error 94's. This happens both before and after there are discovered jump points in the system.
Well spotted. That must have been there for years :). Fixed for the next version. You will be fine if you click on the individual jump points. The bug only occurs if you click on the actual "Jump Points" node.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #83 on: January 28, 2010, 05:10:31 AM »
Quote from: "mrwigggles"
Possible Bug:

When leaving a diplomacy team on a owned planet, its diplomacy skill increases.
That is normal. A Diplomacy team is assigned on the foreign relations window and represents the diplomatic activity directed toward a particular alien race, rather than the presence of that team on an alien world.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #84 on: January 28, 2010, 05:12:16 AM »
Quote from: "Kishmond"
- If tasks are assigned at the shipyard to produce ships in an active Task Force that is currently at a different planet and said task force is told to leave the planet, it hangs in space going nowhere. Even after the planet it's on has moved on. Canceling the constructed ships fixes it.
Task groups with assigned shipyard orders can't move, which is working as intended. Being able to assign a shipyard task to a fleet that isn't in orbit of the shipyard is a problem though. I'll fix that for the next version.

Steve
 

Offline VariousArtist

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Re: Official v4.9 Bugs Thread
« Reply #85 on: January 28, 2010, 06:11:48 AM »
I get a nice number of error messages while playing my 4th game now:


When advancing time:
Error in SelectInstallationRun


Error 3167 was generated by DAO.Field

Datensatz ist gelöscht (trans: Data deleted?)



lots of this, too, when advancing time:

(seems this one also crashed the game once)
Error in NPRPopPlanning

error 3420 was generated by DAO.Recordset

Objekt nicht mehr gültig oder nicht mehr festgelegt (transl: Object no longer available or defined?)



This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Error in SelectInstallationRun

Error 3167 wa generated by DAO.Field

Datensatz ist gelöscht
 (transl: Dataset deleted?)



When Ive opened the system map:
Crash on the system map while time increments when down to 10secs.

Error in CentreOnLocation

Error 6 was generated by Aurora

Overflow


Ive restarted the game 3 times but the error was always comming back. The system map wasnt showing anything and suddenly the error was gone and the map was fine again


Error in DHM

Error 6 was generated by Aurora

Overflow





Class Design window: While trying if I could remove the duranim armor
 (just a noob test, hehe)
Error in cmdRemove_Click

error 381 was generated

Invalid property array index
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #86 on: January 28, 2010, 12:48:08 PM »
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:

Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?

John
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #87 on: January 28, 2010, 01:48:53 PM »
Quote from: "sloanjh"
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?
In v5.0, if a ship is destroyed in combat and the fleet window is open, the list of fleets will be refreshed.

Steve
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #88 on: January 28, 2010, 03:08:10 PM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Quote from: "VariousArtist"
This was maybe cos I had an empty taskgroup after Ive moved the ships to another one. The taskgroup was finally gone when Ive closed and reopened the task group screen:
Steve:  I think there's an underlying issue here that the F12 screen doesn't refresh when a fleet is deleted/destroyed (usually through combat), and so a lot of issues are generated when people try to pick the phantom fleet from the pulldown list (I've done so myself).  Is there any way you can put a "refresh F12 if it's open" hook into the fleet removal code and cut these off at the source?
In v5.0, if a ship is destroyed in combat and the fleet window is open, the list of fleets will be refreshed.

Steve
related (3.82)
I just had a group disappear into a JP to "", the group became a ghost force.
Selecting it through the pulldown threw an error and did not really select it.
The group in the lower right subscreen was still the previously selected one.
Also deleting the group just deleted the previously selected group.

Not sure whether the JP issue has been addressed in more recent versions yet, but it happens sometimes when a JP links back to a known system (also seen when exploring JPs in SM mode BTW)
doing anything in the galacticmap causes a series of WP related errors, but they can be ignored.
Usually deleting the "" JP and its linked partner temporarily solves the issue (although it seems to happen again and again for certain systems), in a played game exploring in SMmode to find the culprit is not really conductive to immersive gameplay though. ;)
So I played on and another ship explored the "Unknown" system.

If you are interested Steve, I'll look up the error numbers and exact wordings.

-Areyar
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Offline Vanigo

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Re: Official v4.9 Bugs Thread
« Reply #89 on: January 28, 2010, 04:20:29 PM »
I've run into what may be some sort of infinite loop. My game started running in five-second intervals last night, presumably because two NPRs were fighting somewhere. I left the game running overnight to wait it out. When I came back, four game hours had passed, and the game had thrown up a "System resource exceeded" error - which is weird, because my pagefile was nowhere near full. When I hit okay, it complained about an object that no longer existed a couple times, then being out of resources again. I had to force-quit. When I brought the game back up, it wasn't giving the error anymore, but it's still in 5-second intervals. Even aside from the error, isn't that a hell of a long battle?

Edit: Looking at the SM log, there doesn't appear to be a battle going on at all. Also, here's the errors I got:
Error in AssignWeapons
Error 3035 was generated by DAO.Database
System resource exceeded.
Please report to viewforum.php?f=11
4th November 2039 04:09:21,SM Only,System 0,Error in AssignWeapons
Error 3420 was generated by DAO.Recordset
Object invalid or no longer set.
Please report to viewforum.php?f=11
« Last Edit: January 28, 2010, 07:40:45 PM by Vanigo »