Author Topic: Official v5.02 Bugs Thread  (Read 25054 times)

0 Members and 1 Guest are viewing this topic.

Offline Shadow

  • Commander
  • *********
  • Posts: 360
  • Thanked: 47 times
Re: Official v5.02 Patch Thread
« Reply #75 on: March 18, 2010, 06:58:43 AM »
Quote from: "Journier"
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
I have the same issue with another game setting you can change after starting a game: Inexperienced Fleet Penalties. I began my current game with it on, but I can't turn it off without it reverting to on next time I open Aurora.
 

Offline James Patten

  • Lt. Commander
  • ********
  • J
  • Posts: 257
  • Thanked: 2 times
Re: Official v5.02 Bugs Thread
« Reply #76 on: March 18, 2010, 01:27:51 PM »
I went to build a new ship but my last shipyard action was a refit.  I clicked OK then realized I had done a refit, so I went to the shipyard tasks and deleted the refit (it had 0% on it and I had not advanced any time).  The ship I accidentally put into refit still is labeled as being under refit.  I cannot move the ship.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v5.02 Patch Thread
« Reply #77 on: March 18, 2010, 02:14:55 PM »
Quote from: "Shadow"
Quote from: "Journier"
changing your difficulty modifier once the game is made in the first menu before you begin the game doesnt work.

You can change it start game and when you next reload the game afterwards its back to the original amount.....

For example.

Started a game at 100% difficulty.

I wanted to change it to 200% and it changed and i started the game, but when I exited and restarted it was back to 100%.

Is it even changing when i change it to 200% and play the game?
I have the same issue with another game setting you can change after starting a game: Inexperienced Fleet Penalties. I began my current game with it on, but I can't turn it off without it reverting to on next time I open Aurora.
In both the above cases, did you press the Save button after changing it?

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v5.02 Patch Thread
« Reply #78 on: March 18, 2010, 02:16:01 PM »
Quote from: "Venec"
http://img651.imageshack.us/img651/3176/beztytuuh.gif

Two separate entries for morale increase?
Yes, I have created the event twice at different times. It shouldn't have any game effect but I will try and consolidate the events into one.

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v5.02 Patch Thread
« Reply #79 on: March 18, 2010, 02:17:39 PM »
Quote from: "AtomikKrab"
Can't build ships

the add task button on the shipyard menus is grayed out
I think this is the result of me fixing a different bug. As a workaround, if you click on another shipyard with a slipway available or select a refit where a ship is available to be refitted, the button should be enabled again. I'll sort it out for v5.1

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v5.02 Patch Thread
« Reply #80 on: March 18, 2010, 02:21:22 PM »
Quote from: "MoonDragon"
Shipyards that are tooled for a class do not really like it when you delete the class. They end up showing that they are tooled for "Unknown Class" and every attempt to give orders causes an error message to pop up:

Error in CalculateRefitCost

Error 3021 was generated by DAO.Field
No current record.

I'm hoping that this will go away when I finally retool the shipyard to a new, existing class.
You shouldn't be able to delete a class that is currently set as the build class for a shipyard, as the game needs the class information to calculate retooling cost. The code exists to check this but wasn't being accessed. Fixed for v5.1.

Steve
 

Offline IanD

  • Registered
  • Commodore
  • **********
  • Posts: 726
  • Thanked: 21 times
Re: Official v5.02 Bugs Thread
« Reply #81 on: March 18, 2010, 04:22:44 PM »
First a little problem. A task group returned to Earth. On reaching it they had only 16% fuel left. The conditional orders were when maintenance supplies or fuel reached 20% the task group was to refuel or resupply at the nearest tanker/supply ship or colony within four jumps. However the conditional order shown in Events Update screen was resupply at Earth, the task group was already at Earth and had full maintenance supplies. This conditional order repeated until I changed the default order for fuel to refuel if less than 10%, at this point the repeat conditional orders ceased.


I then had the following error 91, when I was not exploring, assume it was an NPR.

[attachment=1:24qplrgs]error 91.jpg[/attachment:24qplrgs]

I then had an Error 3021, after which the game hung and had to be stopped with the task manager.

[attachment=0:24qplrgs]error 3021.jpg[/attachment:24qplrgs]

I am running Vista Ultimate and Aurora v5.02.

Regards
IanD
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: Official v5.02 Patch Thread
« Reply #82 on: March 18, 2010, 04:38:17 PM »
Quote from: "sloanjh"
The new fleet organization tab totally rocks for creating Task Groups, except that it's not checking for TG name conflicts (or if it is, it's only checking co-located TG).  Several times now I've created a TG from the fleet tab, when there's already been a TG of that name in existence - end up getting the duplicate TG name error.  Once I see the error I delete the spurious TG (it's usually empty), but it's still a bit of a pain.  I would suggest a suffix (e.g. " A" or ".01" or ...) when the TG creation code sees the name is already taken....
Added for v5.1

Steve
 

Offline The Shadow

  • Lieutenant
  • *******
  • T
  • Posts: 154
Re: Official v5.02 Bugs Thread
« Reply #83 on: March 18, 2010, 05:32:07 PM »
I'm running into a situation where the game's been stuck on 5-second intervals for 24 hours or so of real time;  and when I came back to it just now it was throwing up an error message in addition.

In the text file of the log, it only says, over and over, "28th September 2025 16:23:51,SM Only,System 0,Increment length adjusted due to imminent action. This may involve two NPRs fighting each other."  No other details.  (And I'm only 9 months into the game.)

The error message is:  

"28th September 2025 16:24:06,SM Only,System 0,Error in ShowMinerals
Error 3633 was generated by DAO.DBEngine
Can't load DLL: MSJTER40.DLL
Please report to viewforum.php?f=11"

I'll be sending it along to see what's up.
 

Offline Commodore_Areyar

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • I will format your cruiser!
Re: Official v5.02 Bugs Thread
« Reply #84 on: March 18, 2010, 06:40:53 PM »
A nitpick:

When the initial cloaking tech is researched and one tries to open the design a cloaking device, an error box pops up claiming no efficiency tech is researched. Going to the research tab for defense though, shows the cloaking efficiency 2 tech. This should either be level 1 or the primary tech should allow building of a cloak with efficiency 1.
images of planets etc
 

Offline Journier

  • Warrant Officer, Class 1
  • *****
  • J
  • Posts: 88
Re: Official v5.02 Bugs Thread
« Reply #85 on: March 18, 2010, 08:38:50 PM »
ok new bug....

I changed my difficulty to 600% suddenly i began getting these errors.

Error in UpdateAllSensors
Overflow

that was given out like 5x per 30 day increment... but then i turned on the time bubble and it went away making me figure it was due to NPR stuff or something.

when i turned time bubble back off i suddenly got an infinite amount of that UpdateAllSensors error.

I sat there for minutes pressing enter and flying through the screens and to no avail.

another error im getting now as well is...

Error in updatewealth
Error 3421 was generated by DAO.Field
Data type conversion error.

and now im getting another error....

Error in getpopulationsignature
Error 6 was generated by aurora
overflow

These same errors occurred in my last game in 5.01... and i think 4.91 when i upped the difficulty modifier.....
« Last Edit: March 18, 2010, 08:47:15 PM by Journier »
 

Offline Commodore_Areyar

  • Warrant Officer, Class 1
  • *****
  • Posts: 97
  • I will format your cruiser!
Re: Official v5.02 Patch Thread
« Reply #86 on: March 18, 2010, 08:41:25 PM »
Quote from: "Commodore_Areyar"
OWch!
Accidentally clicked the 'replace all' button in SM officerscreen...

The bug I want to report is that research projects are not cancelled, leaving them busy at 0RP under leadership of --- (100%)
It is a quiet bug and only an issue if messing things up in SM,  but I thought I'd mention it nevertheless.

A more serious issue is that the planetary admin positions are not cleared either. In economy view they are empty, but in officers the colonies that lost their governors are not listed as vacancies.
Oddly, the sector command and capital governor positions are available.

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.
images of planets etc
 

Offline Octavian30

  • Petty Officer
  • **
  • O
  • Posts: 21
Clock frozen
« Reply #87 on: March 19, 2010, 02:02:59 AM »
My game has frozen - time wise - when I press the Time Control buttons - the circular wait cursor comes up for varying periods of time - then nothing happens - the game clock stays at the same time. Occasionally the 5 second command will advance the clock by a minute (huh?) but that's it. In the last hour of trying things I advanced my game clock by 4 minutes....
 

Offline Vanigo

  • Lt. Commander
  • ********
  • V
  • Posts: 295
Re: Official v5.02 Bugs Thread
« Reply #88 on: March 19, 2010, 07:57:28 AM »
Quote from: "Commodore_Areyar"
A nitpick:

When the initial cloaking tech is researched and one tries to open the design a cloaking device, an error box pops up claiming no efficiency tech is researched. Going to the research tab for defense though, shows the cloaking efficiency 2 tech. This should either be level 1 or the primary tech should allow building of a cloak with efficiency 1.
Not a bug. Cloaking efficiency tech names work like jump drive tech names. With cloaking efficiency tech 2, you can build a cloaking device that will cloak a ship up to twice the size of the cloak - in other words, the cloaking device has to take up half the ship for it to work. Cloaking efficiency 1 would be pointless, since it would mean the cloaking device would have to take up the entire ship, leaving no room for anything else.
 

Offline MoonDragon

  • Warrant Officer, Class 1
  • *****
  • M
  • Posts: 81
Re: Official v5.02 Patch Thread
« Reply #89 on: March 19, 2010, 09:44:48 AM »
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.
(@)