Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34548 times)

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Offline Trueknight

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Re: Official v4.9 Bugs Thread
« Reply #120 on: January 31, 2010, 01:47:18 PM »
I had to ditch my previous game, 4.77, because of an annoying bug recurring on every 5-day update, that i think it wasn't resolved yet.
Now i think i found out something more about it.

While trying to mymic the setup of the latest Steve's fiction, Exodus, i put a conventional empire on Earth, and set it as an NPR (i later found out that the AI can't work as an NPR on my same planet, but i don't know if it's related).

In the first attempt, i was myself a conventional empire: when i first click ok, I get

"Error in CreateShip

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Fleet" is necessary a related record"


(Roughly translated from italian).

followed by

"Error in AddShipHistory

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Ship" is necessary a related record"


and

"Error in FillShipMagazine

Error 3021 was generated by DAO.Recordset
Impossible to add or modify the record. In the table "Ship" is necessary a related record"


Those 3 repeat thmeselves about 30 times. After that, the game resume normally.

But when i first give a 5 days time increment, I get

"Error in NPRPopPlanning

Error 3021 was generated by DAO.Field
No record present


Exactly the SAME error i got every turn in my previous game!!
The only difference is that i've to click "ok" 13 times instead of one. After that the game resume normally until i move the time forward, then history repeats itself.

I managed to duplicate that every time i tried; if i start the game with a Trans-newtonian empire and add a conventional NPR to my planet, i don't get the first sequence of errors (the one about Ships and Fleet) but i still have the problem after the 5days.

If i add a Trans-newtonian NPR, or a conventional empire player (non NPR) on Earth, i don't get any problem at all.

To me looks like the problem it's related to a conventional NPR, maybe getting in the same planet with another one. It's possible?

I can send my DB, but actually it's pretty easy to duplicate this one. Just start a normal game and add a conventional empire as NPR on Earth using F9 display, then move on the time.
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #121 on: January 31, 2010, 02:03:01 PM »
Quote from: "Trueknight"
While trying to mymic the setup of the latest Steve's fiction, Exodus, i put a conventional empire on Earth, and set it as an NPR (i later found out that the AI can't work as an NPR on my same planet, but i don't know if it's related).

One thing to remember about conventional starts is that you don't have any shipbuilding tech yet.  The sorts of errors you're seeing seem to be related to shipbuilding, i.e. Aurora is trying to set up ships for the empire.

Here's the crucial question: does the computer, or do you, have control of the NPR.  The way to tell is to try to select a default race (ctrl-R, or look in the Game pulldown on the main menu bar).  If the NPR doesn't show up, then the computer is controlling it.

My understanding is that Aurora does NOT allow conventional, computer-controlled NPR - the AI involved in navigating the transition is too much for Steve to code up at this time.  My guess is that this is what's going on.

If you actually see the NPR race when you try to select the default race, then you should be able to simply go to that race (which you have to do anyway to control it) and delete the ships that are causing the problems.  I doubt that this is what's going on, however, since I think that NPRPopPlanning is only run by computer-controlled NPR.

John

PS - While you're a new user, could you please post issues like this to The Academy, rather than to the bugs thread?  Aurora generally works, so if you hit a catastrophic failure like this then it's probably user error rather than a bug.  Thanks!
 

Offline Trueknight

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Re: Official v4.9 Bugs Thread
« Reply #122 on: January 31, 2010, 02:32:17 PM »
Quote from: "sloanjh"

My understanding is that Aurora does NOT allow conventional, computer-controlled NPR - the AI involved in navigating the transition is too much for Steve to code up at this time.  My guess is that this is what's going on.

PS - While you're a new user, could you please post issues like this to The Academy, rather than to the bugs thread?  Aurora generally works, so if you hit a catastrophic failure like this then it's probably user error rather than a bug.  Thanks!

Oh...that could explain the part about ships and fleets...i suspected but i failed to see anywhere a warning about computer controlled NPR, so i needed confirmation.

But, as you said, i think that the NPRPopulation part it's related to something else. Moreover, in my previous game it appeared in the middle of a game, after I played about 10 years, and nothing i did could affect it, since, in that case, I hadn't created any NPR.
If it was a cpu-controlled conventional NPR that caused it, it was Aurora that put it there, so I think it classify as a bug.

Anyway, if i find out something else i'll post it first in the Academy section, just to be sure.
 

Offline Uberman7788

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Re: Official v4.9 Bugs Thread
« Reply #123 on: January 31, 2010, 03:16:56 PM »
The game will not run properly.

When I go to create a new game, no new window with new options pop up.

Also, a frequent error message pops up that will not allow me to play the game:

Error 3265 was generated by DAO.fields
Item not found in this collection
Please report to stevewalmsley@btinternet.com
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #124 on: January 31, 2010, 04:34:59 PM »
Quote from: "Uberman7788"
The game will not run properly.

When I go to create a new game, no new window with new options pop up.

Also, a frequent error message pops up that will not allow me to play the game:

Error 3265 was generated by DAO.fields
Item not found in this collection
Please report to stevewalmsley@btinternet.com
Please read the "Getting the game to run FAQ" in the FAQ section.  What is almost certainly going on is that something has gone wrong during your installation process (you need to follow the directions very carefully).  If you still can't get it to work, please post your issue in the "Installation Problems" thread of The Academy.  Please also read the "Where to post FAQ".

John
 

Offline Paul

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Re: Official v4.9 Bugs Thread
« Reply #125 on: January 31, 2010, 04:53:58 PM »
Haha, this is a good one. I copied an existing ship, striped it down and made it into a PDC as a precursor to making my new missile PDC. I then designed some components and began researching the PDC based missile launcher and beam fire control and I was going to finish the design as soon as I had the parts ready.

10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

Wait, what? The civilians launched a PDC? I go and look, sure enough they've launched a 50 ton "PDC" that contains nothing but a small crew quarters.

I guess now the civilians will be defending earth with a PDC crewed by 1 person as soon as I finish the design :D
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #126 on: January 31, 2010, 05:46:13 PM »
Quote from: "Paul"
10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

This is not really a bug.  You created a "classified as civilian" design and a shipping line built it, as they had the money.  This is all 'working as intended'.  You can prevent further construction by marking the Guardian class as 'obsoloete' until you put some military systems on it.
 

Offline Paul

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Re: Official v4.9 Bugs Thread
« Reply #127 on: January 31, 2010, 08:01:32 PM »
I thought they only built ships that were actually useful for something? Like cargo ships, colony ships, and luxury liners (or rather, ships with cargo bays, cryo storage, and room for passengers). They've never built my terraformers, troop transports, or gate construction ships.

In any case, this design was classed as a PDC - why should a civilian ever build a PDC, whether or not it has military components? What on earth would a civ do with an immobile defense base?
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #128 on: January 31, 2010, 08:43:42 PM »
Quote from: "Father Tim"
Quote from: "Paul"
10 days later I see: "Civilian Construction: Iqbal Logistics has launched a new Guardian class Planetary Defence Centre"

This is not really a bug.  You created a "classified as civilian" design and a shipping line built it, as they had the money.  This is all 'working as intended'.  You can prevent further construction by marking the Guardian class as 'obsoloete' until you put some military systems on it.

I've already reported this one upthread as a bug.  IMHO, civies should only build passenger, colony, or cargo ships.  Unless Steve puts in "jail" PDCs - civies are known to run those too :-)

The good news is that they don't seem to do any harm.

John
 

Offline Paul

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Re: Official v4.9 Bugs Thread
« Reply #129 on: January 31, 2010, 08:50:49 PM »
Ah, I glanced over the thread and didn't see it reported, I must have missed it. I thought they only did build passenger, cargo, and colony ships - this was the first case I've seen them build something weird. Do I need to mark my terraformer and troop transport ships as obsolete to prevent the civs buying them?

I was afraid an immobile civ PDC would cause errors, and I couldn't figure out a way to use SM mode to delete it, so I went back to last year's savegame (I back up my games every 2-3 years just in case I run into a game breaking problem or something).
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #130 on: February 01, 2010, 07:25:15 AM »
Civilians also build Geo survey ships, and some folks are lobbying to get them to build fuel harvesters (or gas giant versions of CMCs), tankers, and even colliers (though for the moment Magazines are military systems).
 

Offline VariousArtist

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Re: Official v4.9 Bugs Thread
« Reply #131 on: February 01, 2010, 09:17:48 AM »
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?
 

Offline Father Tim

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Re: Official v4.9 Bugs Thread
« Reply #132 on: February 01, 2010, 10:27:45 AM »
Quote from: "VariousArtist"
Ok, Ive encountered a sensor issue that might be a bug.
I had a survey ship in my neighboring system that had grav sensors only. While being quite far outside the system I suddenly picked up lots of strengh 1 explosions in the center of the system. Also a mass of life pods popped up on my system view. Im not sure if I shouldnt have been too far away from them to spot them?
But the strangest thing was that I left the system asap and when the system was empty (my only ship there left) I still saw explosions and more pods spawing in this system. Bug?

Aye, bug.  Although life pod carry transponders and should be seen from anywhere in the same system (they're essentially screaming "Help me!  Help me!  Help me!" non-stop until they die).
 

Offline nichaey

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Re: Official v4.9 Bugs Thread
« Reply #133 on: February 01, 2010, 11:05:26 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.
this, only I tested it a bit further  

I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
but after succesfully harvesting at neptune the ships moved to earth, but didn't unload fuel or any of the subsequent steps.

hope this helps
 

Offline mrwigggles

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Re: Official v4.9 Bugs Thread
« Reply #134 on: February 02, 2010, 02:36:47 AM »
Quote from: "nichaey"
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.
this, only I tested it a bit further  

I emptied the fuel a bit by flying to pluto, then tried  to harvest sorium at jupiter (which didn't work because it jupiter doesn't have sorium deposit (another bug perhaps?))
but after succesfully harvesting at neptune the ships moved to earth, but didn't unload fuel or any of the subsequent steps.

hope this helps

So is happen because their initially full tanks are causing the bug? I will try this out. I'm not hurting for fuel have over a hundred million liters, but all the sodium I know of has been mine, so it'll be needed.