Author Topic: Official v5.20 Bugs Thread  (Read 37223 times)

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Offline Beersatron

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Re: Official v5.20 Bugs Thread
« Reply #105 on: September 26, 2010, 03:30:33 PM »
As a shipyard completed a new batch of ships I got an "Error in Production | Error 6 was generated by Aurora | Overflow" and I realised all ships were built without fuel stored. Now each ship I build on this planet does the same and any ship I order to refuel at the colony refuses to do so, just orbiting the planet.
I have 2,295,093,420 litres of fuel stored on the planet (yes, it's been a long and fun game =) ) which makes me assume there's too much fuel and that produces the error. However, it still displays correctly within the summary tab and with real numbers the amount shouldn't cause any problems yet ... ? Only the longint with a max of 2^31 limits at 2,147m?
Manualy transfering fuel to each ship through its miscallenous tab works and refules them, yet proofs very teadious.

You should be able to change the total amount of fuel on the planet by using SM mode, just get rid of half your fuel so you wont then need to worry about the error messages nor manually transferring?
 

Offline Hawkeye

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Re: Official v5.20 Bugs Thread
« Reply #106 on: September 26, 2010, 03:41:42 PM »
Ok, there is definitely something off with battling robot guardians released from ruins.

I woke up some of them (estimated combat strength about 45) and had enough combat strength on planet to hold them, but couldn´t defeat them (only engineers and garrison troops). So I scrambled a battlegroup from sol. When it got there, the beam cruisers opened fire on the ground troops.
While the turn (5 sec) run, Aurora started to throw the following errors at me:

Error in TransferPopulation
Error 91 was generated by Aurora
Object variable of With block variable not set

This error would show 3 times, followed by a single

Error in TransferPopulation
Error 3167 was generated by DAO.Field
Datensatz ist geloescht (Basicly: Set of data is deleted)

As I couldn´t get out of the error-loop, I CTRL-Alt-Del´ed out and restarted Aurora.

According to the log, my fleet had blasted all robots to smitherine (and destroying every last building I had allready recovered).

Well, fortunately, there were some reports of stange things happening with regard to ruin-robots, so I had made a backup just before opening fire.

After some playing around, a picture seems to form.

Variant 1:
If I blow up every last building, Aurora will throw the above errors at me, the colony will vanish (including my ground forces), but my fleet remains untouched

Variant 2:
If I only blow up some of the buildings with at least one remaining, the alien popultation will surrender and I keep the colony. But for some reason, my fleet in orbit as well as my ground troops are considered to belong to this alien population the fleet will surrender to me and my ground forces simply vanish.

Note: Variant 2 happens, even if no enemy ground unit is destroyed. Destroying any building seems to be sufficient.
Ralph Hoenig, Germany
 

Offline Vynadan

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Re: Official v5.20 Bugs Thread
« Reply #107 on: September 26, 2010, 03:56:34 PM »
You should be able to change the total amount of fuel on the planet by using SM mode, just get rid of half your fuel so you wont then need to worry about the error messages nor manually transferring?

That makes me lose my hard earned fuel though =C
SMing it below 2,147m ceased the errors though, so I guess this isn't really a bug but just a longint which limit I trespassed.
Damn my mercantilsm hoarding everything on earth XD
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #108 on: September 26, 2010, 04:53:20 PM »
Captured ships are not listed as destroyed or anything on the Intelligence and Diplomacy window.
 

Offline Hawkeye

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Re: Official v5.20 Bugs Thread
« Reply #109 on: September 27, 2010, 01:00:49 PM »
Ok, there is definitely something off with battling robot guardians released from ruins.

I woke up some of them (estimated combat strength about 45) and had enough combat strength on planet to hold them, but couldn´t defeat them (only engineers and garrison troops). So I scrambled a battlegroup from sol. When it got there, the beam cruisers opened fire on the ground troops.
While the turn (5 sec) run, Aurora started to throw the following errors at me:

Error in TransferPopulation
Error 91 was generated by Aurora
Object variable of With block variable not set

This error would show 3 times, followed by a single

Error in TransferPopulation
Error 3167 was generated by DAO.Field
Datensatz ist geloescht (Basicly: Set of data is deleted)

As I couldn´t get out of the error-loop, I CTRL-Alt-Del´ed out and restarted Aurora.

According to the log, my fleet had blasted all robots to smitherine (and destroying every last building I had allready recovered).

Well, fortunately, there were some reports of stange things happening with regard to ruin-robots, so I had made a backup just before opening fire.

After some playing around, a picture seems to form.

Variant 1:
If I blow up every last building, Aurora will throw the above errors at me, the colony will vanish (including my ground forces), but my fleet remains untouched

Variant 2:
If I only blow up some of the buildings with at least one remaining, the alien popultation will surrender and I keep the colony. But for some reason, my fleet in orbit as well as my ground troops are considered to belong to this alien population the fleet will surrender to me and my ground forces simply vanish.

Note: Variant 2 happens, even if no enemy ground unit is destroyed. Destroying any building seems to be sufficient.



I played around with the situation a lot more, and there doesn´t seem to be a way to avoid loosing your ground troops.

1. By pulling all ships out of orbit, you can keep them from surrendering
2. Your ground troops will vanish, no matter what, whenever the robot guardians surrender

3. I have a workaround, even if it is a bit complicated
Pull the ground troops off the planet. If you have no troop transport handy, fast OOB some
SM in a ground force training facility and SM in the troops you have just pulled off the planet
Assign the officers from the troops you just pulld off to the newle created units (don´t worry, you´ll keep them)
After the enemy has surrendered, the SMed troops will have vanished, but their officers will still be on your rooster
Put your troops in the troop transports back on the planet and assign the officers to them.
Delete the troop transports.

Yes, it´s a hassle, but at least you can continue.
Ralph Hoenig, Germany
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #110 on: September 28, 2010, 08:03:49 PM »
I'm picking up nuclear explosions in a system in which I have no presence. I have no idea why.
 

Offline Nibelung44

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Re: Official v5.20 Bugs Thread
« Reply #111 on: October 03, 2010, 02:00:31 PM »
I have unloaded a mass driver to a civilian mining colony (under contract from me, so the reason & interest), but the MD is nowhere to be seen. I can't load it either, so it seems it is as if it disapeared into a black hole.

Is it a known bug? Don't unload stuff to civilian colonies?
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #112 on: October 03, 2010, 04:20:53 PM »
Not sure, but civilian mining colonies come with their own mass drivers. Maybe they're just hidden, and it's still there but invisible like all the others?
 

Offline Nibelung44

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Re: Official v5.20 Bugs Thread
« Reply #113 on: October 04, 2010, 12:44:47 AM »
That's right! But this is obscure for the player :)
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #114 on: October 04, 2010, 11:03:06 PM »
I keep getting errors when I discover a system with a wormhole or when a wormhole moves. "Item not found in this collection" or something to that effect.
Edit: This seems like it probably has something to do with the fact that I didn't get a wormhole moving event.
« Last Edit: October 04, 2010, 11:14:35 PM by Vanigo »
 

Offline Nibelung44

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Re: Official v5.20 Bugs Thread
« Reply #115 on: October 06, 2010, 12:53:52 AM »
Same here, I have a stable WH moving and generating an error from time to time.


I get a crash when I do a right click on a new colony with 0 pop, accessing it with the Populations sub menu (related to shipyard and schedule)

I get a crash when entering manually a value above 50 in the total sensor size of a newly designed sensor. I understand it is not supposed to be above 50, but as the drop down box is not locked, we can type any value in the end and there is no range checking it seems.
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #116 on: October 06, 2010, 07:58:30 PM »
When I bring up a population other than Earth through the right-click menu on the system map, I get a series of divide by zero errors in PopulateShipyardSchedule.
 

Offline Nibelung44

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Re: Official v5.20 Bugs Thread
« Reply #117 on: October 07, 2010, 12:28:43 AM »
reproducible yes, for 0 pop colonies at least.
 

Offline James Patten

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Re: Official v5.20 Bugs Thread
« Reply #118 on: October 08, 2010, 06:24:04 AM »
I believe I've found that the Available Colony Sites window has some sort of bug.  Whenever I get ready to colonize a planet, I change the name (so if the name of the star is "New York", the planet I want to colonize is "New York-IV") to the name of the star ("New York-IV' to "New York") or remove the number and add a designation like Prime ("New York-IV" to "New York Prime").  Now it appears that when I do that, if there's another planet in the system that is also colony cost 5 or less that one of these planets isn't reported.  I have a planet that I'm colonizing, which is 1.9 cost, which is not listed on the window.
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #119 on: October 08, 2010, 09:23:03 AM »
I believe I've found that the Available Colony Sites window has some sort of bug.  Whenever I get ready to colonize a planet, I change the name (so if the name of the star is "New York", the planet I want to colonize is "New York-IV") to the name of the star ("New York-IV' to "New York") or remove the number and add a designation like Prime ("New York-IV" to "New York Prime").  Now it appears that when I do that, if there's another planet in the system that is also colony cost 5 or less that one of these planets isn't reported.  I have a planet that I'm colonizing, which is 1.9 cost, which is not listed on the window.
If your colony does not have any minerals check to make sure you didn't have the display set to ignore them because of this.  Normally it would only work if the colony was an asteroid, but there may be a bug that is causing it to ignore any place without minerals.  Other than that I think you found a bug.

Brian