Author Topic: v4.9 Bugs Thread (no longer current)  (Read 34632 times)

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Offline MoonDragon

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Re: Official v4.9 Bugs Thread
« Reply #240 on: February 09, 2010, 04:26:32 PM »
v4.91

I sent my whole TG to overhaul. When the main ship was finished and told me so in the events, I erroneously assumed that the whole group was finished, so I went to the TG page, found the group in question and got them to start their fleet training.

They've been zipping all over the inner Sol system for a while, when I finally decided to give them some orders. I was told I cannot order ships undergoing overhaul. It turns out that the escort ships were not finished with their overhaul yet. But, since they started zooming around with the main ship, they were accruing time on their clock. So, I had several ships, stuck in the middle of space, unable to be given orders because they are stuck in "overhaul" mode, but still accruing clock time. I sort of fixed it as best as I could with SM mode (SM moved to Earth and then told to cancel overhaul).

But this brings up a bigger problem. Sending a TG to fleet training seems to not follow the regular checks that any other order would follow. So your TG can end up doing things it should not be doing, automatically.

Oh, and I think that ships undergoing fleet training are also ignoring conditional orders. So they will run themselves out of fuel, even if they have conditional orders to refuel when low.
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Offline Vanigo

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Re: Official v4.9 Bugs Thread
« Reply #241 on: February 09, 2010, 08:17:07 PM »
Hmm. I found a system that has asteroids literally inside one of its suns. The orbital radius is lower than the radius of the star.
 

Offline Sainthe

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Re: Official v4.9 Bugs Thread
« Reply #242 on: February 09, 2010, 08:38:39 PM »
This would exceed the capacity of the class. Amount adjusted for available space.


I get this when I try to add one size 6.63 fighter with 13.37 available hanger space on my class. It doesn't add any fighters, besides the first one, and refuses to add any more while claiming I don't have enough space, even though their is.


Edit note: I remade the class and it worked properly.
« Last Edit: February 09, 2010, 10:35:00 PM by Sainthe »
 

Offline Lin

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Re: Official v4.9 Bugs Thread
« Reply #243 on: February 09, 2010, 09:08:12 PM »
I've encountered an odd problem that I really can't seem to work around, and I couldn't find a mention of it elsewhere on the forum, so I imagine I should post it up here. I'm running on Vista, and while my screen can't go to the proper resolution I'm using SDesk to look at the bottoms of the windows.

The problem is, even scrolling down to see the bottoms, there are no buttons down there! Ship Class Design and Commanders have what looks like the top of a panel, but then the window ends. System Information and Battle Control have their buttons cut off right below the words on them, and Task Groups' are cut off just _above_ the words.

I attempted to use ResizeEnable to fix the problem. However, while I could see the buttons when I stretched the windows down, the moment I let go of the mouse everything rearranged itself to cut the buttons off again.
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #244 on: February 09, 2010, 10:09:12 PM »
Quote from: "MoonDragon"
v4.91

I sent my whole TG to overhaul. When the main ship was finished and told me so in the events, I erroneously assumed that the whole group was finished, so I went to the TG page, found the group in question and got them to start their fleet training.

They've been zipping all over the inner Sol system for a while, when I finally decided to give them some orders. I was told I cannot order ships undergoing overhaul. It turns out that the escort ships were not finished with their overhaul yet. But, since they started zooming around with the main ship, they were accruing time on their clock. So, I had several ships, stuck in the middle of space, unable to be given orders because they are stuck in "overhaul" mode, but still accruing clock time. I sort of fixed it as best as I could with SM mode (SM moved to Earth and then told to cancel overhaul).

But this brings up a bigger problem. Sending a TG to fleet training seems to not follow the regular checks that any other order would follow. So your TG can end up doing things it should not be doing, automatically.

Oh, and I think that ships undergoing fleet training are also ignoring conditional orders. So they will run themselves out of fuel, even if they have conditional orders to refuel when low.
I have disabled the Add Moves button and the Fleet Training button if a fleet has ships in overhaul. Fleets in TF Training are specifically excluded from being affected by conditional orders. However, I have no idea why I added that restriction so I have removed it. Acting on a conditional order will end the training mode though.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #245 on: February 09, 2010, 10:12:25 PM »
Quote from: "Sainthe"
This would exceed the capacity of the class. Amount adjusted for available space.

I get this when I try to add one size 6.63 fighter with 13.37 available hanger space on my class. It doesn't add any fighters, besides the first one, and refuses to add any more while claiming I don't have enough space, even though their is.
The section of code that checks available hangar space was rounding the space already used. Corrected for v5.0

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #246 on: February 09, 2010, 11:06:36 PM »
Quote from: "sloanjh"
non-parasite Ships in TG which are given "land on mothership" orders are disintegrated.

I had an Apache scout with my strike group of FAC.  When I told the group to land, the Apache disappeared - I looked on F6 and didn't see it.
Its not been destroyed - just moved into an alternate dimension :). The ship may still be in the database with its fleet set to zero. If it is, then setting the FleetID to a real fleet should restore it.

I have fixed the problem for v5.0

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #247 on: February 09, 2010, 11:16:35 PM »
Quote from: "sloanjh"
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.
Not sure what is happening here. Whether SM Add goes active depends on the selection of the dropdown in the top left rather than the contents within each category.

I've tested it and PDC components are appearing in the list and can be added with SM Add. I don't think you can use components in PDCs anyway. As the construction factories build the PDCs and construction factories build components, I didn't bother adding the code for PDCs to use components because it wouldn't save any time building them separately.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #248 on: February 09, 2010, 11:29:15 PM »
Quote from: "Commodore_Areyar"
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.
I am seeing this in my own game and I took me a while to figure out why. I hadn't set an alignment for that column in the grid so it was defaulting to left aligned for text but right aligned for any component that started with a number, such as "12cm laser". I have explicitly set the alignment and it is working in v5.0

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #249 on: February 09, 2010, 11:33:42 PM »
Quote from: "Commodore_Areyar"
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.
:)
I used Terraforming Report instead of Environmental Report but otherwise corrected as suggested.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #250 on: February 09, 2010, 11:48:42 PM »
When a ship is destroyed in v5.0, any ground units on board are destroyed. Any teams on board are disbanded and the team members each have a fifty percent chance to make it to the lifepods.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #251 on: February 09, 2010, 11:55:16 PM »
Quote from: "Commodore_Areyar"
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.
In v5.0, if a pop is abandoned then any ground units are destroyed. Any teams are relocated to a different population, preferably the capital if one exists.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #252 on: February 09, 2010, 11:58:23 PM »
Quote from: "Kurt"
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?
Unfortunately I can't run a v4.77 executable any more so I can't check it directly. It would still be worth sending it though as I can try and figure out the problem directly from the data. Do engineers never work or is it only in certain situations?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #253 on: February 10, 2010, 12:20:16 AM »
Quote from: "Erik Luken"
4.91, clicking Queue top throws an error. I was attempting to move a project to the top of the queue that was already queued.

Error in populateresearchqueue
Error 3077
Syntax error (missing operator) in expression.

I'm guessing this is because I had the project queued already.
No, it was a general problem with that button. Fixed for v5.0

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v4.9 Bugs Thread
« Reply #254 on: February 10, 2010, 12:22:04 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?
Fixed for v5.0 but not fixable for v4.91 without modifying the races involved. If this is still a current game you could send me the DB and I could fix it.

Steve