Author Topic: Official v5.02 Bugs Thread  (Read 25855 times)

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Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #150 on: April 02, 2010, 01:57:10 AM »
Quote from: "Erik Luken"
Civilian shipping lines do not upgrade their current ships. Unless this is by design.
That is working as intended. There are a lot of slow, outdated freighters travelling Earth oceans and the same will eventually be true for Aurora shipping lines.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #151 on: April 02, 2010, 05:50:47 AM »
Quote from: "georgiaboy1966"
This is no giving an error message, but is a bug.

Recently did some assault boardings of ships left by a surrendered population. Now have the issue of many Marine companies and battalions loosing Morale as being stated of being held in combat-ready state on board a ship.

The event message does not state which ships being held on.
That is odd. I have checked the code and the warning message includes the ship name. What is the exact text you are seeing?

Quote
I have attempted to re-write their situation by loading them into drop modules from planet and drop onto planet. does not help.

Also, there is no order for boarders to be unloaded from captured ships when they return to port with their prize/captured ship. I have to use the pop/pdc transfer button to remove them from the ship and place them back on the planet.
It's a bug. The order is not appearing because the ship they have captured is not a troop transport and the Fleet window is filtering out the order. For v5.1, I have added an extra check to the Fleet window so it treats any ship with ground units on board as a troop transport and makes the unload order available. I have also changed the same window so that ground units will show up in the ship list when you click Show Ground units, regardless of whether they are on a troop transport.

I have also unset the 'combat prepped' flag for capturing units so they don't suffer the morale penalty while waiting to be transferred off the ship.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #152 on: April 02, 2010, 05:54:42 AM »
Quote from: "Shadow"
- Events that describe the closing of a civilian mining colony apparently don't store the name of the body they were on before deleting the settlement, which leads to entries like this: "The supplies of all minerals on  have been exhausted. The civilian mining operation is therefore shutting down and the civilian mining complexes will eventually be redployed elsewhere". Notice the blank where the body name should be (and the "redployed" typo :P). Also, clicking on these events generates a error (11, division by zero) and leads you to a random colony on the Economics window.
Body name and spelling corrected for v5.1. The event should now jump you to the correct location on the system map and no longer open the Economics window.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #153 on: April 02, 2010, 05:59:52 AM »
Quote from: "EarthquakeDamage"
A couple 5.02 bugs for you:

1.  Apparently, you cannot convert a low tech ground unit to a cadre when it's the top unit in that population's list.  I run into this when I start a new game (haven't tried a TN start yet, so I don't know if it matters there) and immediately convert all units to cadres.  It claims the unit cannot be converted because it isn't low tech.  If I wait until I've trained, say, an HQ unit (those always sit above LT units in the list), then I can convert the LT unit.  But while it's the first in the list, my hands are tied.
This is similar to a rename bug that I have fixed for v5.1 where you couldn't select the top unit. The same fix should correct this problem.

Quote
2.  The list of active research projects (the one with estimated completion dates and so forth, not the "projects we could research" or "research queue" lists) doesn't like having exactly six projects.  When there are six active projects, the list has no scroll bar.  If you select the sixth project, the list scrolls down slightly.  Having only six entries, however, it still has no scroll bar.  So the first project in the list becomes inaccessible.  There are several ways to work around this, including Refresh All, but it's a bug nonetheless.

I hope that makes sense.
It does. I've made the grid slightly taller and it fixed the problem. It no longer jumps up when you select the sixth project.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #154 on: April 02, 2010, 06:01:40 AM »
Quote from: "Untelligent"
Just found out about this game earlier today, playing through with the wiki tutorial.


When I open up the Colony Summary screen, I get this error message three times, then it continues to the colony summary screen:

Error in GetCommanderName
Error 94 was generated by Aurora
Invalid use of null
Please report to (forum address)


I'm running Windows Vista, if it means anything.
Sounds like you may have a commander or a rank without a name. Open the F4 commanders window. Check each rank and see if you can spot a blank line on the list of commanders.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #155 on: April 02, 2010, 06:02:46 AM »
Quote from: "Erik Luken"
Not sure if this is a bug or just something odd.

Two survey fleets. Same ship class in both. One fleet in the F12 screen shows Maintenance supplies and Clock. The other one shows Fire Delay and Sensor Delay. Even the combat fleet shows the maintenance columns. Is there a way to toggle those that I'm not seeing?
Fire Delay and Sensor delay appear when one or more ships in the task group is affected by a delay. Otherwise you see the maintenance information.

Steve
 

Offline Andrew

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Re: Official v5.02 Bugs Thread
« Reply #156 on: April 02, 2010, 08:46:37 AM »
While Dissembling a missile launcher from a wrecked ship I recovered 20cm Carronade technology. The race in question does use Plasma Carronades. I also recovered some unidentified ship components fromthe wrecks
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #157 on: April 02, 2010, 03:36:50 PM »
Quote from: "Andrew"
While Dissembling a missile launcher from a wrecked ship I recovered 20cm Carronade technology. The race in question does use Plasma Carronades. I also recovered some unidentified ship components fromthe wrecks
I think the unidentified components issue might be a problem with the component ID being stored when the wreck was created but the associated component being deleted later for some reason. Still just a theory but I have added some extra checks so you can't recover components if their ID isn't in the database.

I have tracked down the carronade problem. When NPR tech is created, carronades are designed just before missile launchers. The missile launcher creation code doesn't store the ID of the first background tech (which is size) so the missile launcher design is storing the first background tech from the previously designed component, which is the carronade. I suspect this is happening in other places too so I will work my way through the code and check.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Patch Thread
« Reply #158 on: April 02, 2010, 04:09:25 PM »
Quote from: "MoonDragon"
Quote from: "Commodore_Areyar"
ps
'nother  nitpick: both governor of capital and sector commander are called 'governor of planetname' in officer view vacancies, only one requires more admin rating.

This isn't a bug. They are not both called 'governor of planetname', but rather one is 'governor of planetname' and the other is 'governor of sectorname'. It's just that your sector name is the same as your home planet name where you built sector command (e.g. Earth). If you rename your sector in the sector management window, the governor title will be appropriately changed and will no longer be confusing.
I've changed the sector creation code so it creates a sector name of <Pop Name> + "Sector", where pop name is the population at which the sector HQ is located.

Steve
 

Offline waresky

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Re: Official v5.02 Bugs Thread
« Reply #159 on: April 03, 2010, 06:16:54 AM »
Situation: 5 NPR pre-generated at START
TIMELINE: 2 years advance from Start: Program halted and not going on.

unknow situations of NPR.
But when am try to pre-generating more than 1 MPR this happens very boring times.

Amen.

am think better play alone:))))
 

Offline The Shadow

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Re: Official v5.02 Bugs Thread
« Reply #160 on: April 03, 2010, 08:53:41 PM »
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
 

Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #161 on: April 03, 2010, 09:14:57 PM »
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?

This is usually pilot (i.e. you :-) ) error - it means that someone (probably you) has got two fleets of the same name.  Open your F12 screen and see if you can find a doubled name.  There was a bug - I think it only is fixed for 5.1 - where this can happen by creating a fleet from the organization (4th) tab.

John
 

Offline Andrew

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Re: Official v5.02 Bugs Thread
« Reply #162 on: April 04, 2010, 04:19:11 AM »
Another salvaging issue, I am salvaging an NPR's orbital bases they carry size 1 missile launchers so I presume they are antimissile bases. However I just salvaged from their wreckage Crogenic transport and Cargo handling systems which I do not think were part of its design
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #163 on: April 04, 2010, 06:34:55 AM »
I think I have finally fixed a long standing problem with an overflow error in DisplayFleetContacts when you zoom in a long way and there are contacts in the outer system. The program was trying to display those contacts on the physical monitor screen and blowing up because the monitor would have needed a display resolution of about 2,000,000 x 2,000,000 :)

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #164 on: April 04, 2010, 06:46:51 AM »
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
This is a long standing problem caused by having two fleets with the same name in the same system. Check your own fleets to see if there are any duplicates and if so, rename one.

I have found a way to avoid this error appearing in v5.1

Steve