Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34584 times)

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Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #195 on: February 05, 2010, 03:41:00 PM »
Quote from: "MoonDragon"
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.  :)

Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #196 on: February 05, 2010, 03:47:12 PM »
Quote from: "Commodore_Areyar"
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
I have reproduced it. Thanks for the detailed description - that helped a lot. Typing in the s caused the dropdown to change to no entry. The code for the filtering was assuming that a null value wasn't possible, which is what caused the errors. I have fixed it for v5.0. In the meantime, if you type something in the dropdown and a bonus isn't selected, make sure you change to one of the bonuses before doing anything else on that window.

Steve
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #197 on: February 05, 2010, 04:06:44 PM »
Quote from: "Steve Walmsley"
Aurora doesn't keep track of which prefab components were used to create a ship design. Unfortunately, that means that if you cancel that ship, you have lost the components. As a workaround, you can go into SM mode and give yourself the components back using the SM Add button on the Industry tab.

I might have already logged this one, but I'll mention it again here - SM add doesn't seem to go active for PDC components.  Ship components seem to be ok, though.

John
 

Offline VariousArtist

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Re: Official v4.9 Bugs Thread
« Reply #198 on: February 05, 2010, 04:15:16 PM »
Quote from: "Vanigo"
My civilian shipping lines (except passenger liners) all froze up in a game while I had a contract up to move infrastructure to an outsystem colony. When I deleted the contract and cleared the freighters' orders, they started working again. I made a thread about the issue here. I'm not sure, but I've got a gut feeling that the problem was that there were two routes to the colony system, and I had built jump gates along the longer one (since the shorter had precursors).
Same here, but theres only 1 gate route to the colonies and Im sure theyve transported a massdriver. The luxus liners from my 2nd line seem to work fine. Will try to delete the contracts to see if they move again.
 

Offline Vanigo

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Re: Official v4.9 Bugs Thread
« Reply #199 on: February 05, 2010, 04:38:36 PM »
Quote from: "MoonDragon"
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.
Same thing happens with prefab PDCs, and in this case there's no keeping track of components to worry about.
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #200 on: February 05, 2010, 05:01:42 PM »
Quote from: "VariousArtist"
Quote from: "Vanigo"
My civilian shipping lines (except passenger liners) all froze up in a game while I had a contract up to move infrastructure to an outsystem colony. When I deleted the contract and cleared the freighters' orders, they started working again. I made a thread about the issue here. I'm not sure, but I've got a gut feeling that the problem was that there were two routes to the colony system, and I had built jump gates along the longer one (since the shorter had precursors).
Same here, but theres only 1 gate route to the colonies and Im sure theyve transported a massdriver. The luxus liners from my 2nd line seem to work fine. Will try to delete the contracts to see if they move again.
I had similar problems in my current campaign where civilians wouldn't do anything. Once I removed the contracts, everything returned to normal. I have found the problem and fixed so everything is working correctly again in v5.0

Steve
 

Offline MoonDragon

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Re: Official v4.9 Bugs Thread
« Reply #201 on: February 05, 2010, 07:42:03 PM »
In the mining tab for the colony display, if you have an outbound mass driver, the -ore number for the mass driver column will be updated properly. If you have an inbound mass driver, you'll never get +ore to show up under the mass driver column.
(@)
 

Offline Kishmond

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Re: Official v4.9 Bugs Thread
« Reply #202 on: February 05, 2010, 11:08:38 PM »
I'm now getting

Error in FireAllWeapons
Error 94 was generated by Aurora
Invalid use of Null

It's my first time in combat and I think it's been happening since I clicked 'Open Fire' with no target designated. It happens every single turn. And the first missile is due to hit in 9 hours. In five second increments. This is going to be fun...
 

Offline Yonder

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Re: Official v4.9 Bugs Thread
« Reply #203 on: February 06, 2010, 08:17:17 AM »
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
 

Offline Brian Neumann

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Re: Official v4.9 Bugs Thread
« Reply #204 on: February 06, 2010, 09:37:38 AM »
Small craft ECCM 2 does not exist currently.  It goes from 1 straight to 3.  Small craft ECM 2 does exist.

Brian
 

Offline sloanjh

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Re: Official v4.9 Bugs Thread
« Reply #205 on: February 06, 2010, 10:05:54 AM »
Quote from: "Yonder"
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
Can you restore to a recent save?  That's probably your best bet.  There's an FAQ on saving games that might be helpful if you haven't already read it.

EDIT: If you don't have a saved game, you might try to get rid of the errors:

1)  Save a copy of your DB so you can recover if things get worse.
2)  Go to all the civie ships and hit the cancel orders button - that might solve the popups.
3)  Delete the entire TG in question, then make a new one (with new ships) using SM mode and Instant OOB.  Don't forget to assign any officers on the ships (including their commanders) to "unassigned" and off the ship (you can use the "reset" button on the F4 screen for that) before deleting the ships.

John
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #206 on: February 06, 2010, 11:28:25 AM »
Quote from: "umiman"
Two alien races I've never met are duking it out in someplace I've never been and they're spamming me with this error:

Error in PointBlankPDFire
Error 5 was generated by Aurora
Invalid procedure call or argument

It's really not letting me proceed with the game at all since the error doesn't stop appearing.

Any fixes?
I have found and fixed this problem for v5.0. Thanks to Thorgarth for the DB. It is caused by point blank defence fire when a population, shipyard or ground unit is being defended. Unfortunately, it is a problem in the code so it is not possible to fix it within v4.91. This is a serious bug and it means I will have to make early release of v5.0 a priority :(

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #207 on: February 06, 2010, 11:33:54 AM »
Quote from: "Brian"
Small craft ECCM 2 does not exist currently.  It goes from 1 straight to 3.  Small craft ECM 2 does exist.
It is in the DB and doesn't appear to be any different than the other ECCM techs. Do you have Compact Electronic Counter-countermeasures - 4 researched, as that is the pre-requisite?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #208 on: February 06, 2010, 11:34:51 AM »
Quote from: "Kishmond"
I'm now getting

Error in FireAllWeapons
Error 94 was generated by Aurora
Invalid use of Null

It's my first time in combat and I think it's been happening since I clicked 'Open Fire' with no target designated. It happens every single turn. And the first missile is due to hit in 9 hours. In five second increments. This is going to be fun...
No idea on this one. Could you send me the DB? Please zip up Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
 

Offline Yonder

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Re: Official v4.9 Bugs Thread
« Reply #209 on: February 06, 2010, 11:56:07 AM »
Quote from: "sloanjh"
Quote from: "Yonder"
I had a blue screen in between my turns (very doubtful that this was Aurora's fault, I get blue screens fairly regularly :().

Now I am getting several copies of two different errors each turn. Error 3049 is occurring in "AddToShippingLineWealth" and Error 3709 in "UpdateDatabasePostMovement."

If I click through the errors I can continue playing every turn, but it takes awhile as there are usually 10-20 of them, and I am unsure if this is having a bad effect behind the scenes.

Could I email you the database and see what you can do?

Edit:

Uh oh, another more pressing error, no idea if it is connected to the blue screen. One of my task forces is currently undergoing overhaul, sort of. It says that they are undergoing overhaul, but the maintenance clock is still increasing, and things are still breaking. Worse, if I give them an order (like resupply) it tells me that they can't do that because some ships in the fleet are undergoing maintenance. Finally "Abandon Overhaul" is not a possible order. At this rate they will run out of maintenance supplies and explode.

Edit 2: I was hoping I could do some refits or repairs to those ships via the shipyard instead, but they don't show up as possible candidates for any of those Shipyard tasks. Ships in another task force that is successfully Overhauling do.
Can you restore to a recent save?  That's probably your best bet.  There's an FAQ on saving games that might be helpful if you haven't already read it.

EDIT: If you don't have a saved game, you might try to get rid of the errors:

1)  Save a copy of your DB so you can recover if things get worse.
2)  Go to all the civie ships and hit the cancel orders button - that might solve the popups.
3)  Delete the entire TG in question, then make a new one (with new ships) using SM mode and Instant OOB.  Don't forget to assign any officers on the ships (including their commanders) to "unassigned" and off the ship (you can use the "reset" button on the F4 screen for that) before deleting the ships.

John

Thanks for the response, I went through and cleared out the civilian orders (murdering tens of thousands of dwarves in cryosleep) and that did give me a respite from the "AddToShippingLineWealth" errors, although not the other ones. It was just for the turn though, once they started going on missions and making money again the same thing happened.

If I destroy and remake the task force in question is there a way I can increase the crew's skill in SM mode? They have been flying around for a decade now and I don't want to lose that. On a related note, can I transfer skilled crew from one ship to another?