Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34476 times)

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Offline Kishmond

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Re: Official v4.9 Bugs Thread
« Reply #90 on: January 28, 2010, 04:35:18 PM »
- I'm getting "Error 3420 was generated by DAO.Recordset. Object invalid or no longer set." When my very slow freighters are moving between 2 close planets such as Earth to Mars or Earth to Venus and the destination planet moves.
 

Offline Yonder

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Re: Official v4.9 Bugs Thread
« Reply #91 on: January 28, 2010, 05:23:09 PM »
I have had the game pass in 38 minute increments for the last couple months, I saved the event log to a .txt but there wasn't any more info in that. I will email the database to you in a rar.

Edit: I realized that I should switch to SM mode and save that log, when I do that I can see that for the last 3 weeks a Precursor  ship has been shooting a load of missiles at an NPR every 38 minutes. I'd love for you to tell me how he hasn't either killed his foe yet, or run out of ammunition.
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #92 on: January 28, 2010, 05:29:09 PM »
Quote from: "Steve Walmsley"
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

Ah, then let me also include that I don't have the said team assigned to any other races.

(So, I don't need to build a speedy jump ship to land the team then GTFO there?)
 

Offline VariousArtist

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Re: Official v4.9 Bugs Thread
« Reply #93 on: January 29, 2010, 06:27:58 AM »
In my new game (4.91) Ive encountered the following error messages so far:

When Ive tried to pause a research:
Error in cmdPause_Click
Error 381 was generated by MSFlexGrid
Subscript out of range
I cant pause research!
---------------
Intelligence - Just had flag for another empire - guess thats no contact, yet. When I tried to change mil. cooperation level:

Error in optStatus_Click
Error381 -invalid property array index

Error in optStatus_Click
Error 3078 was generated by DAO.Database

and 5x
Error 91 was gen. by Aurora
Object variable or With block variable not set
------------------------
When picking a Task Group on the Task Group Screen:
Error in ReturnTimeCurrency
Error 6 was generated by Aurora
Overflow
No idea to what this was related - it just disapeared after a while.
--------------------
and, when advancing time,again a lot of
Error in NPRPopPlanning
error 3420 was generated by DAO.Recordset
 

Offline Charlie Beeler

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Re: Official v4.9 Bugs Thread
« Reply #94 on: January 29, 2010, 08:16:49 AM »
Steve,

There appears to be an issue it the routine for calc'ing fighter engine power output, specificly when applying efficiency/power tech.  Example: Ion fighter engine base power is 36.  Set E/P to -30%/+15% power becomes 42.  (36*1.15 = 41.4) I'd been assuming the rounding was to next integer.  Set E/P to -40%/+20% expected result was 44, instead it remains 42. (36*1.2 = 43.2).  

I using a modified v4.91 database.  None of the changes are to power systems only turret tracking speed, gauss cannon size, rate, and velocity.

Engines in question also have thermal reduction 35% and fuel efficiency .6 techs applied.  Neither should affect actual power output if my understanding is correct.
« Last Edit: January 29, 2010, 03:25:10 PM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Andrew

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Re: Official v4.9 Bugs Thread
« Reply #95 on: January 29, 2010, 09:55:49 AM »
There is a problem loading troops into drop modules , I have a fleet with 25 Drop modules, 5 small drop modules, 25 transport bays and 5 small transport bays. At the moment the fleet is only carrying 5 marine companies , I ordered troops loaded into drop modules and it appears that the companies have been loaded into the Full size drop modules which are not the ones I want them in. I think there needs to be a way of dsignating the drop bay or at least the size of drop bay being used
 

Offline Hawkeye

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Re: Official v4.9 Bugs Thread
« Reply #96 on: January 29, 2010, 12:52:48 PM »
I just got the following:
I found a few comercial jump engines on Mars.
So I send a few freighters to pick them up and bring them to Earth, where all the shipyards are.
After flying back and forth, the jumpengines are still on Mars, while Earth shows 0 commercial jumpengines (obviously, they are too large to fit into the holds of one of my frighters)
Now to the bug: I can deconstruct the 0 jumpengine, which shows then -1 JE, again deconstructing -2 and so on, apparently infinitely. Best of all, I got a level on jump engine efficiency the second or third time I did this. Just to look how far it would go, I deconstructed ´til -21, then scraped the thing.

I did pay a price, however: scraping -21 jump engines got me -907 wealth, -181t Duranium and -725t Sorium  :)
Ralph Hoenig, Germany
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #97 on: January 29, 2010, 01:10:45 PM »
Quote from: "Hawkeye"
I just got the following:
I found a few comercial jump engines on Mars.
So I send a few freighters to pick them up and bring them to Earth, where all the shipyards are.
After flying back and forth, the jumpengines are still on Mars, while Earth shows 0 commercial jumpengines (obviously, they are too large to fit into the holds of one of my frighters)
Now to the bug: I can deconstruct the 0 jumpengine, which shows then -1 JE, again deconstructing -2 and so on, apparently infinitely. Best of all, I got a level on jump engine efficiency the second or third time I did this. Just to look how far it would go, I deconstructed ´til -21, then scraped the thing.

I did pay a price, however: scraping -21 jump engines got me -907 wealth, -181t Duranium and -725t Sorium  :)

Reported same above (for 4.82)
As far bas I can tell, it happens when the Fleet cargospace is not big enough for the components. components cannot be transported as fractions, like installations can.
I only had it happen for huge components like terraformers and salvagers. This in a fleet large enough for two mines. It transported engines and scanners just fine.

-Ar
images of planets etc
 

Offline Baron Of Hell

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Re: Official v4.9 Bugs Thread
« Reply #98 on: January 29, 2010, 06:44:17 PM »
v4.91

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Got this error after trying to retool a ship with new jump drive.  Pops up every turn now.
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #99 on: January 29, 2010, 08:28:56 PM »
Is it a bug when a task uses data that is out of date?
A ship will use the data available at the time an order is given, not the actual data at the time the task is performed/attempted.

situation:
send a ship towards a planet to drop off two teams, once there the first order will get canceled because the target is not a pop.
Now make it a pop, advance time, the second drop team task will also cancel due to the target not being a pop.
reissuing the orders once the body has been designated a pop will allow the team to be dropped as it was supposed to.

-Ar (now updated to 3.92!)
images of planets etc
 

Offline Baron Of Hell

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Re: Official v4.9 Bugs Thread
« Reply #100 on: January 30, 2010, 12:36:36 AM »
Quote from: "Baron Of Hell"
v4.91

Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Got this error after trying to retool a ship with new jump drive.  Pops up every turn now.

Thus error has gone away. I have no idea why.
 

Offline Andrew

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Re: Official v4.9 Bugs Thread
« Reply #101 on: January 30, 2010, 04:43:28 AM »
There may be a problem with boarding combat, or at least if you do something stupid. I had marine boarding the big alien contact , and for some reason I thought all the companies had been destroyed so I blew it up with a missile salvo . It appears that several marine companies where still alive at that point , and they still show up on my list of all ground units but with no entry in the location column.
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #102 on: January 30, 2010, 05:36:00 AM »
Turning off 'Realistic Officer Promotions' does not turn off the 'up-or-out' function, resulting in Aurora firing 90% of my officer corps when I wished to retain them.
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #103 on: January 30, 2010, 08:39:55 AM »
The mineral shortage message for a shipyard expansion or ground unit training task includes the mineral name in the message:
"Mineral shortage (Neutronium) in Ground Unit Training for Alzarius"
The mineral shortage message for Production does not:
"Mineral shortage in Production of Convert Conventional Ind to Industrial Capacity at Alzarius"

On the (F2) 'Population & Production' window, the Production ("Amount Remaining") and Research ("RP Required") tabs count down your progress on each task, whereas the Shipbuilding ("Progress") and Ground Unit Training ("TP Accumulated") count up
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #104 on: January 30, 2010, 09:58:13 AM »
I have found and fixed the error 91 in NPRPopPlanning. If you see it in the meantime, don't worry as it doesn't affect anything.

Steve