Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34603 times)

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Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #180 on: February 04, 2010, 09:30:38 AM »
Quote from: "Balibar"
I managed to Design a missle fire control with zero range -- twice.  I believe that what happened was that prior to hitting create, the last thing I did was click the Antenna size parameter.  It was highlighted as 4, but the design got created with a range of zero.  When I clicked some other drop box and then clicked Create the design came out as intended but had the same name.  One cannot tell there is zero range until the racial tech is researched then the design shows up in the Item List as a zero range fire control.

I have seen this for beam FCs, but I think this was intended as they were developed for gauss.
Are you sure your antennasize did not accidentally get reduced to 0.33?


-
a cosmetic bug in racial techs:
My lasers have one or several [TAB] in front of their names/entries in the build ship component tab of Industry.
AFAIK this effect is limited to this screen.

--
a typo or misnamed event:
circumstances: when using terraformer to remove a gas (methane), I forgot to set the safe atmosphere to zero.
the event reads:
Gas Added : Subtraction of Methane to atmosphere of Colony#1 has been halted as specified atm has been reached.
Clearly it should be:
Gas Removed : Subtraction of Methane from atmosphere of Colony #1 has been halted as specified atm has been reached.
even better would be:
Environmental Report: Subtraction of Methane from atmosphere of Colony #1 has been halted as specified conditions have been met.
:)

--

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.
« Last Edit: February 04, 2010, 02:59:25 PM by Commodore_Areyar »
images of planets etc
 

Offline Balibar

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Re: Official v4.9 Bugs Thread
« Reply #181 on: February 04, 2010, 09:55:51 AM »
Quote from: "Commodore_Areyar"
I have seen this for beam FCs, but I think this was intended as they were developed for gauss.
Are you sure your antennasize did not accidentally get reduced to 0.33?  
I am not sure the first time, but I am absolutely certain the second time that the number was a highlighted 4.  Even if I had reduced the size to 0.33, the range should not have been zero.  A small number, but not zero.
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #182 on: February 04, 2010, 02:45:11 PM »
I have found a yoyo problem (thanks to Vanigo for the DB), which is causing endless 5 seconds increments. The problem is that some star swarm have encountered some sensor buoys. They are treating them as missiles and setting their weapons to point defence mode. Because they are right on top of the buoys, the game is moving in 5 second increments. However, the buoys are no threat and the star swarm are not taking them out (as they are in defensive mode), which means the situation will never be resolved. I will sort this out for v5.0.

In the meantime, the workaround is to go into the DB and delete any missile salvos belonging to precursors that have the salvo name of Captor Mine. If you don't know how to do this, you could send me the DB and I will fix it and send it back as soon as I get the chance.

EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.

Steve
 

Offline Commodore_Areyar

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Re: Official v4.9 Bugs Thread
« Reply #183 on: February 04, 2010, 04:35:57 PM »
v4.91
lockup error

in FilterCommanders
several errors (which I forgot to write down)
followedby an endless series of
91 Object variable or With block not set

While switching from army officers to naval officers, had just checked the army filter with s (accidentally trying to filter on survey bonus).
I can see that the Ability A selector is blank.

resetting. ooh that threw a runtime 265 error.

kay. SM event error on:
 
error 381
Invalid Property Array index (in FilterCommanders)
error 3078
generated by DAO database. the Microsoft JET database cannot find the input table or querry ''. make sure that its name is spelled correctly.
error91 x3
error 381
error 3078
the Microsoft JET database cannot find the input table or querry ' and CommanderType=0 and r.Priority <= 7'.  Make sure it exists and that its name is spelled correctly.
error91 x498
<interrupt>

-Cheers
images of planets etc
 

Offline Kishmond

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Re: Official v4.9 Bugs Thread
« Reply #184 on: February 04, 2010, 05:48:03 PM »
Still getting the
"Error 3420 was generated by DAO.Recordset
Object invalid or no longer set."
After every construction cycle, only now it's freezing up for a long time or crashing completely.
 

Offline Vanigo

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Re: Official v4.9 Bugs Thread
« Reply #185 on: February 04, 2010, 06:06:20 PM »
Hmm. I just got 11 errors in CreateDesign. Not sure what it's about, although I guess it must have something to do with an NPR designing ships - I certainly wasn't doing any of that.

Error in CreateDesign
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'TechSystem'.
Please report to viewforum.php?f=11
 

Offline Kurt

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Re: Official v4.9 Bugs Thread
« Reply #186 on: February 04, 2010, 09:56:48 PM »
Steve -

This is actually a 4.77 bug, and I first reported it in the 4.61 bug forum here:
viewtopic.php?f=11&t=1770&hilit=Engineer

Your response was here: viewtopic.php?f=11&t=1770&p=16919&hilit=+Engineer#p16919

my response to your response <G> was lower down on the same page.  

I am having the same problem as before, only now in 4.77.  I have engineers on one of Saturn's moons trying to assemble a pre-fabbed PDC, and it occurred to me that they had been there for quite a while and I hadn't seen a completion notice, so I checked.  It has been almost exactly two years since they started a job that was slated to take one year to complete, and they are still working at that job, with nothing completed, and an estimated completion date still one year in the future.  You noted in the old bug forum that you were unable to recreate this, can I send you my database?

Kurt
 

Offline MoonDragon

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image-name convention/mechanism? (+ custom pics)
« Reply #187 on: February 04, 2010, 11:06:28 PM »
Quote from: "Steve Walmsley"
Gas giant or Superjovian: "gg" + random number from 1-10

Steve

There is a bug with that (should probably post in the bug thread). If you custom select one of the ggX.jpg images from the F9 screen, it will toss an error eventually. You need to rename the file on disk with a single g (e.g. gX.jpg) to make it work. To test, try changing Jupiter's image to what Jupiter should really look like. Should give you an error next time you try to bring up the system display.


*edit* Since I'm so good, this has been moved and merged into the bug thread ;)
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Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #188 on: February 04, 2010, 11:27:24 PM »
Quote from: "Balibar"
I managed to Design a missle fire control with zero range -- twice.  I believe that what happened was that prior to hitting create, the last thing I did was click the Antenna size parameter.  It was highlighted as 4, but the design got created with a range of zero.  When I clicked some other drop box and then clicked Create the design came out as intended but had the same name.  One cannot tell there is zero range until the racial tech is researched then the design shows up in the Item List as a zero range fire control.

I think this happened to me in a previous game - never figured out when it had happened, though.

John
 

Offline a1s

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Re: Official v4.9 Bugs Thread
« Reply #189 on: February 05, 2010, 06:18:27 AM »
this is probably more of a suggestion than a bug, but if you capture an enemy ship you get to know all it's internal workings, however the intelligence menu isn't updated to reflect this information (indeed some years down the line your spies might actually bring you plans for this already well studied ship  :) )

edit:
also I keep forgetting to report the following bug (it's been in since 4.7): when you look at a magazine contents from Individual Sip Details-parasites/missiles, "Mg capacity" shows how much space the missiles already inside take up, rather than how much space is left (or how much there is total).

a unit left in a ship's drop module (or, say forgotten there after boarding) before abandoning will continue to lose morale, even though it properly doesn't exit...
Terran Federation needs you oO000
to edit the Aurorawiki
 

Offline MoonDragon

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Re: Official v4.9 Bugs Thread
« Reply #190 on: February 05, 2010, 02:24:55 PM »
I'm not sure how much of a bug this really is, but I had some prefabricated engines. I queued up some ships in my shipyard, then realized that I wanted to pre-fabricate some more components. Cancelled the construction before advancing time at all, and found that the engines that were used for ship construction are now gone.

p.s. Thanks to the mod (Erik?) for moving my post here. Sorry to have caused the controversy in the other thread.  :oops:
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Offline Charlie Beeler

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Re: Official v4.9 Bugs Thread
« Reply #191 on: February 05, 2010, 02:43:34 PM »
Quote from: "Steve Walmsley"
EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.
Steve

Oh @#%$#$^%  Now I have to worry about Precursors laying mine fields!!!   :shock:  

Actually glad to see this.  I presume that NPR's are also potentially using mines.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline saenz

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Re: Official v4.9 Bugs Thread
« Reply #192 on: February 05, 2010, 03:10:59 PM »
I've searched the forums, but oddly enough, I couldn't find this mentioned yet...

Here's the best exploit ever: Clicking the "New Armor" button on the ship design screen ungrey's the "Unlock" button.

The crazy thing is that this includes ships already in service, and any changes you make get instantly applied to every ship using that design.  I've been using this "feature" to rapidly upgrade and repurpose my ships.  This includes building 1k ships and then redesigning them as 40k whales.
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #193 on: February 05, 2010, 03:36:56 PM »
Quote from: "saenz"
I've searched the forums, but oddly enough, I couldn't find this mentioned yet...

Here's the best exploit ever: Clicking the "New Armor" button on the ship design screen ungrey's the "Unlock" button.

The crazy thing is that this includes ships already in service, and any changes you make get instantly applied to every ship using that design.  I've been using this "feature" to rapidly upgrade and repurpose my ships.  This includes building 1k ships and then redesigning them as 40k whales.
You can also unlock a design in SM mode and do the same thing. This ability is in the game to allow you to correct honest mistakes, such as forgetting to put cargo handling facilities on a freighter design or reactors on a beam warship, that otherwise would involve a huge amount of messing about. If you wish you can use this ability to instantly make your small ships into dreadnoughts outside of the normal sequence of play. The question is really why would you want to? In Aurora, there are a lot of ways to give yourself advantages. You can switch on SM mode and add 100 research labs or add a thousand battleships using the Create OB function. However, as this is primarily a solitaire game, there would seem little benefit in doing so.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #194 on: February 05, 2010, 03:38:06 PM »
Quote from: "Charlie Beeler"
Quote from: "Steve Walmsley"
EDIT: Fixed for v5.0. NPRs will now target and destroy buoys and mines. I also fixed a problem that was preventing Precursor captor mines from opening fire.
Steve

Oh @#%$#$^%  Now I have to worry about Precursors laying mine fields!!!   :shock:  

Actually glad to see this.  I presume that NPR's are also potentially using mines.
Just Precursors at the moment. I wanted to test out on a small sample size first. Once it is working OK, I will add to NPRs as well

Steve