Author Topic: Official v5.02 Bugs Thread  (Read 25055 times)

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Offline Commodore_Areyar

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Re: Official v5.02 Bugs Thread
« Reply #90 on: March 19, 2010, 10:04:49 AM »
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   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.

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'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 should post my nitpicks in the Academy sector.  :oops:
images of planets etc
 

Offline Octavian30

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Error 94 - Error in LoadOrders
« Reply #91 on: March 19, 2010, 08:30:41 PM »
I have gotten the Error 94 - Error in LoadOrders Invalidd use of Null message again - I had this in my Vs 2 game except in that game every time I advanced the clock advanced by a month the number of times that error came up increaded by 1 - after it reached 15 I gave up that game.
Game 3 I gave up because of the inability to advance the game clock error I reported earlier.
This time I have the Error 94 LoadORders Invalid use of Null error of the game 2 with the frozen clock of game 3 currently if I press on any of the advance time buttons the game moves forward by 1 minute.
I am now going to try removing all my TG orders and see if that makes a difference - took my combat TG off Training and game now advances by 10 minutes a time.. hmmm - my Colony TG - also gives me Error 381 - Error in Populate Moves - Invalid property array index - I removed the Colony TG orders and then tried advancing time - got Error 3021 - Error in CheckSpecialOrders - generated by DAO.Field - No current record - OK - get the 94 errror by clock has advanced by 8 hours (the button I pressed) - pressed OK = got the 381 Error again - then the 94 Error again - then the 3021 Error - then 94 - then 381 then 94 then 381 - Colony also had Secondary refuel order - which I have now removed. - Doing each fleet separately in hope of isolating problem
Moved on to 1st Survey group - removed all orders - pressed 8 hours again - 94 - 94 - only 2 94's - Survey TG 2 orders removed- - 8 hours again - 94 - 94 - Survey TG 3 - orders removed - 8 hours - 94 - 94 - Survey TG 4 - orders removed - 8 hours 94 - 94 - no other fleet orders - had auto assign Naval Officers on - trying that off - nope. - still get the 94 and 381 errors when I try and access the Colony Fleet - will try moving ships to new fleet and scrapping that fleet. Ok - that fixed that
I also have a problem with my Sol system map - when I try and open System Map I get Error 6 -  Error in  CentreOnLocation - Overflow - several times - than map opens with view off in one corner or something - If I try moving or zooming I get Runtime Error 6 and the program crashes
 

Offline The Shadow

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Re: Official v5.02 Bugs Thread
« Reply #92 on: March 19, 2010, 08:48:24 PM »
Wow.  After several short "training" sessions, I settled down to my first real campaign.

My first jump point, there's an alien race on the other side.  My contact protocol works perfectly, and my survey ship withdraws so I can ponder.

One five-day interval later, the game crashes spectacularly.  Worse yet, when I  restart the game, it refuses to start.  I guess the database managed to corrupt itself?

Sorry I don't have more details, but the message it's giving me now when I try to restart the game is:

"Error 91 generated by Aurora
Object variable or With block variable not set"

That sounds very generic, so I suspect it isn't very helpful. :(  Does this kind of thing happen often?
 

Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #93 on: March 19, 2010, 09:00:21 PM »
Quote from: "The Shadow"
Sorry I don't have more details, but the message it's giving me now when I try to restart the game is:

"Error 91 generated by Aurora
Object variable or With block variable not set"

That sounds very generic, so I suspect it isn't very helpful. :(  Does this kind of thing happen often?

There should be a name at the top of the error window that pops up that will tell Steve the function in which the crash is occurring.  Please include that in bug reports.

Another thing to include - did a 5-day increment happen while you were in the alien system?  The most likely thing that's gone wrong is that you generated an NPR when you entered the system and the NPR is somehow messed up.

And no, it doesn't.

John
 

Offline Sainthe

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Re: Official v5.02 Bugs Thread
« Reply #94 on: March 20, 2010, 01:10:14 AM »
I'm currently having issue with a civilian freighter who constantly attempts to load Infrastructure and fails. I just learned about the whole trade system, so I won't be making any more silly Infrastructure contracts anytime soon. However, my attempts at correcting the situation have failed.

Here are the steps I have taken:

1. SM Mod and increase the available Infrastructure to 10000. Failure: freighter still will not load cargo.

2. Press the "Clear Orders" button. Failure: Every time I attempt to select the ship in question I get annoyingly bumped to System Map, where I reselect Shipping Lanes and press "Clear Orders." Lack of any confirmation.

The cargo holds are entirely empty, my planet has 10000 Infrastructure available and after "Clear Orders" it still refuses to correct. I've canceled all contracts, and repeated these steps again with no improvement.

EDIT: Possibly DISREGARD this. I did some frantic mashing on the "Clear Orders" button while incrementing the time forward in small amounts: this seems to have corrected the situation. I also removed all contracts from earth (again,) put a supply contract somewhere else and watched the freighter move off to accomplish its new task.
 

Offline The Shadow

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Re: Official v5.02 Bugs Thread
« Reply #95 on: March 20, 2010, 02:46:25 PM »
OK, here's a new one.  Now when I click on the Ships button, I get this:

"Error in lstShip

Error 3197 was generated by DAO.Field
The Microsoft Jet database engine stopped the process because you and another user are attempting to change the same data at the same time."

When I clear the error, the ships screen does come up, but there is one specific ship (at the top of the list, a gate construction ship if it matters) that gives the same error message if I click on it.  The info does come up when the error is cleared, except that the Class Design display tab only shows "Text1".

I likewise get the error message if I do anything that causes me to jump to that ship.  (From the Task Groups window, for example.)
 

Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #96 on: March 20, 2010, 09:51:58 PM »
I have 50 automated mines and 50 normal mines on Mars. I've been wanting to transport the automated ones to Earth through civilian contracts for months, but even though the proper supply/demand arrangements have been made, the civvies keep consistently ignoring them. There are no other contracts in effect, so they're just hauling trade goods back and forth between the colonies.

This seems to be an issue with Mars in particular, given I've been able to successfully ship automated mines from Earth to a mining colony in Ross 128 recently. I also tried moving the Martian ones to the Ross 128 planet directly, but those orders were ignored as well.

Bonus minor bug: the tooltip of the Enhanced Radiation checkbox in the missile design screen is actually that of the Laser Warhead one.

EDIT: Sigh. Now they're ignoring contracts to transport 10 terraforming installations from Earth to a colony a jump away from Sol. :x

EDIT2: Well, they seem to be slowly realizing the terraforming installations' contracts exist, but they're being rather sluggish in their response. No updates on the Martian automated mines yet.
 

Offline Sainthe

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Re: Official v5.02 Bugs Thread
« Reply #97 on: March 22, 2010, 05:02:22 PM »
I have placed 10 Engineer Brigades on a new planet along with 1000 of each type of mineral. After ordering the construction of one Infrastructure I found that instead of working they are just slacking off: The completion date keeps getting pushed back.

This is quite similar to a bug which Kurt described back in 2009. I read this at the top of the Industry tab: "Construction: 191.4 (0/10/0)"
 

Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #98 on: March 22, 2010, 06:18:14 PM »
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?
 

Offline Venec

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Re: Official v5.02 Bugs Thread
« Reply #99 on: March 22, 2010, 06:42:18 PM »
Quote from: "Shadow"
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?

Yes, check conquered colony summary. If my memory is working as it should, beaten populations have 80% penalty to planetary production which will, in time, be reduced to zero.
 

Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #100 on: March 22, 2010, 07:30:19 PM »
Quote from: "Venec"
Quote from: "Shadow"
I just conquered what I believe is an NPR homeworld, which had alien teams and scientists doing stuff. NPR research is specially bizarre, given they assign very few labs to each of many projects (some duplicated), all with estimated completion dates decades into the future. However, that's not particularly the bug I was going to report: the problem now is that those research facilities are stuck with a rate of 80 RP, even after the cancellation of all those projects, while I have the technology to produce 400 RP per lab.

Is that supposed to be that way, given the conquered alien population, or what?

Yes, check conquered colony summary. If my memory is working as it should, beaten populations have 80% penalty to planetary production which will, in time, be reduced to zero.
Ah, that's correct. Sorry. I should've asked on the Academy first. :oops:

Now, a real bug I'm getting is occasional "Division by zero" (11) errors during 5-day skips. They started happening after the population of the aforementioned planet surrendered.

EDIT: It's happening pretty frequently, in about 2 out of 3 five-day skips. Details:

Error in UpdateWealth
Error 11 was generated by Aurora
Division by zero
 

Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #101 on: March 22, 2010, 09:23:14 PM »
The wrecks of ships which were in orbit are not themselves in orbit.

My survey ship Beagle got blown away while surveying a planet.  The planet (and presumably whatever blew Beagle away) then moved out from under the wreck while I was sending another ship in to rescue the lifepods.

John
 

Offline Shadow

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Re: Official v5.02 Bugs Thread
« Reply #102 on: March 22, 2010, 10:24:07 PM »
Another bug: I invaded an enemy listening post, but their colony didn't appear in the Economics window, so I can't abandon it. It's an easily terraformable planet, but I'm afraid to create a serious colony there given there could be troubles due to the ghostly duplicate.

Whenever I try to select the phantom colony through the System Map's right-click menu, I get a "Please select a population" prompt twice, and then I'm taken to a completely empty Economics window (save for the colony list on the left). The Abandon button does nothing in that case.

The ghost settlement exists according to the System View and Task Groups screens, but I don't have any control over it because of its absence from the Economics window.

EDIT: Same thing happened with another invaded colony, on the aforementioned planet's moon. :?
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #103 on: March 23, 2010, 12:17:26 AM »
I still haven't reproduced the Add Task bug. However, I assume it was caused by me trying to fix a problem with the button not greying out when a refit wasn't possible. I have undone that fix for v5.1 as the lesser of two evils until I can find a better way to handle it.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.02 Bugs Thread
« Reply #104 on: March 23, 2010, 12:20:02 AM »
Quote from: "sloanjh"
The wrecks of ships which were in orbit are not themselves in orbit.

My survey ship Beagle got blown away while surveying a planet.  The planet (and presumably whatever blew Beagle away) then moved out from under the wreck while I was sending another ship in to rescue the lifepods.

John
Fixed for v5.1

Steve