Author Topic: Official v5.20 Bugs Thread  (Read 37231 times)

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Offline ZimRathbone

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Re: Official v5.20 Bugs Thread
« Reply #135 on: November 17, 2010, 05:58:00 AM »
Got something of a loop here.
Aurora went to 15 sec increments for some time.
I took a look in designer mode and found two NPRs fighting.
The Isfahan Oligarchy, a very low tech race (nucleare thermal engines) was fighting a Soure Republic (much higher tech) jumpgate construction ship.

Above is the Oligarchy ship shooting at the JCS.
Problem is, according to the event-log, that cruiser is shooting at a range of 20.000km.
As you can see, the meson cannons only have a range of 15.000km.
Due to the longer range of the beam firecon, this results in a lot of hits, that do 0 damage, so the fight goes on and on and on.

I ordered the Oligarchy squadron to close with the JCS and they proptly blew it away.

I have seen a similar problem with short range Meson armed gunboats chasing a resonably fast alien, what was happening was that the gunboat (moving first) would close to 0km range and then the alien would move to 20kkm so by the time firing occured, the alien was outside the max range of the Meson.  Solution for me was to get the gunboats to go to a WP a little beyond the target, which they promptly turned into swiss cheese when it moved within 15kkm, but I can see this causing a yo-yo if the participants are NPRs
Slàinte,

Mike
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #136 on: November 18, 2010, 05:19:18 AM »
In 5.2 the specify minerals button (F9 screen) is not working properly.  When I click on it the display is empty even if there are minerals on the planet.  I verified this a couple of times.  If you make any manual changes using this it does work, but it totaly ignores whatever is there to start with.
Unclick the Disable Show Minerals menu item on the Game Parameters menu. Can't remember why I added this option in the first place :)

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #137 on: November 18, 2010, 05:21:24 AM »
In the leaders screen, when promoting a colonel to a brigadier (Groundforce commanders, British, no realistic promotions), an error message pops up:

"Error in cmdPromote_Click

Error 3265 was generated by DAO.Fields
Cannot find the element in this collection. (Translated from Dutch)
Please report to viewforum.php?f=11"

This is reproducable (it happens all the time)

However, it seems to have no other effect, as the officer in question does get promoted to the brigadier position

I haven't managed to reproduce this one yet. Is anyone else having a similar problem?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #138 on: November 18, 2010, 05:24:13 AM »
I clicked the 'calculate loadout' button under the calculations dropdown menu, to try out what that did.

It spams me now with the following error:

error 3201 was generated by DAO.Field
no present record (translated from Dutch)
please report to.....

I'll try clicking the message away a few more times, to see if it stops spammingme eventually. If not, I guess I need to use my taskmanager to shut down Aurora

I'd left some test code under that menu item and then forgot to remove it :(

Fixed for v5.30

Steve
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #139 on: November 18, 2010, 05:28:39 AM »
Unclick the Disable Show Minerals menu item on the Game Parameters menu. Can't remember why I added this option in the first place :)

Steve
Thanks, that did the trick.
Brian
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #140 on: November 18, 2010, 05:33:15 AM »
Minor typo in the ship design window.
Thermal sensors are described as "sensor sterngth 10."

Whereabouts on the ship design window is the typo?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #141 on: November 18, 2010, 05:35:12 AM »
System Map. Solar system is gone, when I try to zoom or unzoom I get error 6, if I try to move around I get error 6 and after 3 or 4 trys I get runtime error and the game crashes....

My second system is working alright...

Try clicking the Min Zoom button on the System Map

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #142 on: November 18, 2010, 05:37:52 AM »
Please please please make "missile lost contact; using onboard sensors" a non-interrupting event. Watching a missile salvo fly for ten minutes in 5-second increments is super-boring. You can't even use automated turns; you just have to sit there clicking.

Done for v5.30

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #143 on: November 18, 2010, 05:40:41 AM »
Also on startup screen:
When playing conventional start, the number of starting shipyards does not set the number of starting shipyards.
Instead, it seems to set the number of ground unit training facilities.
Don't know if it does that with TN start as well, I've never played a TN start.

The number of shipyards for a conventional start is always 1. However, the number of ground unit training facilities is based on the number of shipyards and they aren't restricted for a conventional start so this is working as intended, even though it seems weird.

Steve
 

Offline Steve Walmsley (OP)

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Re: ERROR 713 "Class not registred..."
« Reply #144 on: November 18, 2010, 05:42:19 AM »
On a System Map windows by clicking System View button. Aurora 5.20,  Windows7 on VirtualBox virtual machine. Screenshoot:

You have a missing DLL on your system that is required by the program. This is a common problem so if you check the FAQ or do a search on the forum you should find several threads about this issue.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #145 on: November 18, 2010, 05:44:32 AM »
The system map button on the galactic map screen just plain doesn't work.

It is working fine for me at the moment. Could someone else check this on their version to see if this is a common problem?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.20 Bugs Thread
« Reply #146 on: November 18, 2010, 05:46:41 AM »
And.. Yet another bug:
orbital bases (ships without engine) do age on their mainenance clock, and suffer mainenance failures.
However, they cannot be overhauled at maintenance facilities of the planets they are orbiting.
They *do* get the 'overhaul' status in their TG window, but instead of going back, the mainenance clock keeps ticking.
Unlimited replied to my original post, telling me that orbital bases should not require maintenance at all.
More info in this thread:
viewtopic.php?f=19&t=2878&p=28214#p28214
Excuse me for posting a lot of bugs in the Acadamy first, but when I'm not sure if something is a bug, I have to ask there first.

Unfortunately the link is no longer working, presumably because of the forum move. Did the design of the orbital base include any military systems?

Steve
 

Offline oleg

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Re: Official v5.20 Bugs Thread
« Reply #147 on: November 18, 2010, 11:59:07 AM »
Quote from: Steve Walmsley link=topic=2826. msg29976#msg29976 date=1290080672
It is working fine for me at the moment.  Could someone else check this on their version to see if this is a common problem?

Steve
It's working as it's supposed to be.  You hit it and you get the system map!
 

Offline EarthquakeDamage

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Re: Official v5.20 Bugs Thread
« Reply #148 on: November 18, 2010, 01:00:15 PM »
I've noticed a few quirks while playing with the No Overhauls option this time around, one of which is what I'd call an actual bug.  Of note:

First, the maintenance clock continues to tick on your ships.  In fact, maintenance facilities won't even prevent it.

Second, the actual bug:  ships never come out of overhaul because the maintenance clock continues to grow rather than shrink.
 

Offline EarthquakeDamage

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Re: Official v5.20 Bugs Thread
« Reply #149 on: November 19, 2010, 02:39:57 AM »
A few more issues:

1.  In the Technology Report window, the following component types are not displayed:  Cloaking Device, Plasma Torpedo, Absorption Shield.  The list doesn't update when you select them.

2.  Automatic Fire doesn't seem to like plasma torpedoes.  It never assigns them to a fire control, and unassigns them if you try to do it manually.