Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34502 times)

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Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #105 on: January 30, 2010, 09:59:48 AM »
Quote from: "Yonder"
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.
Fixed for v5.0. Caused by Precursor FACs who wouldn't fire because they thought they needed to reload and wouldn't reload because their magazines were already full.

Steve
 

Offline mikew

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Re: Official v4.9 Bugs Thread
« Reply #106 on: January 30, 2010, 11:28:13 AM »
During a turn, I received an error 5, invalid procedure call or argument.  Seems to be repeating endlessly.  Killing the process and starting again, this happens whenever I try to advance the timeline.

Edit - This is with 4.91, about 17 game years elapsed since first start.
Edit again - OK, the problem is not repeating endlessly (not quite anyway).  It seems to be repeaating 4 times for every 5 second update (checked with 5 and 30 second updates, 4 errors for the five second update and 24 for the 30 second update).  I don't think I'll try a day or 30 day update because I don't plan to make that many mouseclicks.  

Found the problem.  An exploration fleet had a conditional order to join its parent fleet if fuel dropped below 30%, but there never was a parent fleet for it.  I have this assigned to the ships of the exploration fleet.  I probably accidentally assigned it to the fleet some time ago, but didn't have an error until it attempted to carry out those orders.

Mike
« Last Edit: January 30, 2010, 02:12:40 PM by mikew »
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #107 on: January 30, 2010, 11:53:02 AM »
Quote from: "Steve Walmsley"
Fixed for v5.0. Caused by Precursor FACs who wouldn't fire because they thought they needed to reload and wouldn't reload because their magazines were already full.

LOL - Sounds like a Star Trek plot line....

John
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #108 on: January 30, 2010, 11:54:40 AM »
On the (F2) 'Population & Production' window, 'GU Training' tab, the 'Estimated Completion' date does not take into account any GU Construction Speed bonus the Governor/Sector Governor may have, causing it to update every construction cycle.
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #109 on: January 30, 2010, 12:15:23 PM »
Adding the "hyper-capable" attribute to a fighter engine makes the holding ship not-a-fighter.  Not sure if this is intended or not....

John

PS - if/when you fix this, could you add a reply to the "Fighter questions" FAQ pointing out that the definition of "qualifying engines" has changed?  Ditto if you take up the suggestion that allows any kind of engine in a fighter.  Thanks.
 

Offline a1s

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Re: Official v4.9 Bugs Thread
« Reply #110 on: January 30, 2010, 05:03:11 PM »
While you can not assign scientists to research technologies you don't have perquisites for, you can however queue such technologies  (with the "all projects" radio-button), no matter how far down the line they are (without queuing previous ones).
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to edit the Aurorawiki
 

Offline Balibar

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Re: Official v4.9 Bugs Thread
« Reply #111 on: January 30, 2010, 07:08:31 PM »
Quote from: "sloanjh"
Quote from: "Balibar"
How do you cancel an overhaul?  I gave an order for Battle TG to return to Earth, refuel, resupply and overhaul.  So far, so good.  The fleet has a cruiser and a destroyer.  The cruiser was too large for the maintenance facility and I got a message that it could not be overhauled.  The destroyer had an indication for overhaul.  So far, so good.  

I put the fleet on Task Force Training thinking that would cancel overhaul.  The fleet went out on maneuvers, but the destroyer is still listed as on overhaul.  Now the fleet is out of orbit and if I give a move to Earth command I get an error saying that ships on overhaul cannot accept orders.  

Is there any way to cancel the overhaul?

There is an "Abandon Overhaul" order available, just like "Move To" - try clicking on Earth and you'll see it.  Note that it takes time to abandon an overhaul, since it's kind of hard for the ship to sail when its engines are lying in pieces on the deck.

The behavior you described about maneuvers sounds like a bug (the TG should refuse all orders when in overhaul) - you should probably post it to the Bugs thread....

John
The ship being overhauled does not have an 'Abandon Overhaul' order available.  I am guessing that is because it is not in port.  I will post in the Bugs Forum.
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #112 on: January 30, 2010, 10:23:01 PM »
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.
 

Offline Erik L

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Re: Official v4.9 Bugs Thread
« Reply #113 on: January 30, 2010, 10:25:58 PM »
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.

What was the fuel situation on it out of the yards? 100% or 10%?
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #114 on: January 30, 2010, 10:55:23 PM »
Quote from: "mikew"
During a turn, I received an error 5, invalid procedure call or argument.  Seems to be repeating endlessly.  Killing the process and starting again, this happens whenever I try to advance the timeline.


Mike

I got the same error, and it repeated for a half dozen times.
 

Offline Vanigo

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Re: Official v4.9 Bugs Thread
« Reply #115 on: January 30, 2010, 11:34:45 PM »
I don't know if this has been reported before, but if you set a ship to move between two objectives in the same place - a planet and a fleet in its orbit, for instance - and put it on repeat, the game hangs.

Also, I've got some civilian colony ships full of colonists sitting in Earth orbit after they tried and failed to load more. I know this was reported before, but is there a workaround or a fix, short of blowing the things up? It's not breaking the game, I just kinda want them free to move people around again.
Edit: Oh, wait, there's a clear orders button. Solves that problem.
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #116 on: January 31, 2010, 12:34:33 AM »
Another aspect of officer assignment being broken:

I recently had precursors blow up survey ship A, commanded by Ethan OConnor.  The commander made it to a life pod.  This was on July 20.  On August 4, he was rescued by ship B commanded by Patrick Matthews, which arrived back at Earth (to a hero's welcome) on August 18 (now).

If I look at ship B's task group in the Officers/Misc tab of the F12 screen, it says that both OConnor and Matthews are on board, with Matthews being unoccupied.  So far so good.  The fun came when I went to try to get OConnor off the ship - according to the Leader (F4) screen, OConnor is already in command of another ship!  His log says that he was assigned command of ship C on July 21 (while he was sitting in a life pod) and assigned to ship D on August 1.  I strongly suspect that the July 21 assignment was an auto-assign - Aurora saw he wasn't doing anything better :-)

3)  I shouldn't be able to assign a commander in a lifepod to another ship, even if "all locations" is turned on :-)

John
 

Offline backstab

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Re: Official v4.9 Bugs Thread
« Reply #117 on: January 31, 2010, 01:48:06 AM »
Trying to start a campaign with 21 player nations on earth.  When I start the game up, I get this error ...

[attachment=0:66pg9kyl]Error.jpg[/attachment:66pg9kyl]

I think it might have to do with the number of player nations because if I delete one of the nations and re start, I do not get this error.
Move foward and draw fire
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #118 on: January 31, 2010, 02:42:22 AM »
Quote from: "Erik Luken"
Quote from: "mrwigggles"
I made fuel harvester, and set it to have the optional order of unloading 90% of its fuel then move to a  sodium giant.

It currently says in the event window: FH Gato 001 has been given conditional orders to unload 90% fuel at at NOT FOUND and move to a gas giant.


Then it gives me a order completion notice.

These things are a honky 100+t, and a pretty hefty investment.

What was the fuel situation on it out of the yards? 100% or 10%?


They were full of fuel. I sent them back to earth to unload 90 percent, and I got Error in Unloadingfuel DOA error.
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #119 on: January 31, 2010, 04:18:15 AM »
Now I'm getting a plethora of loading errors for both civvie and player owned freighters and colony ships.