Author Topic: Official v5.20 Bugs Thread  (Read 37219 times)

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Offline Father Tim

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Re: Official v5.20 Bugs Thread
« Reply #150 on: November 21, 2010, 07:18:38 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

I suspect it was part of your efforts to track down the bug with 'Show Minerals' that occurs when trying to run Aurora on Linux through WinE.

#:-]

 

Offline mfaggi

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Re: Official v5.20 Bugs Thread
« Reply #151 on: November 30, 2010, 08:02:44 AM »
Plasma Torpedoes do not seem to be written correctly into the database after having been researched and designed.
While in v5. 10 the speed was much too high, now the values in the missiles tab for:

Endurance
TotalFlighTime

are both set to 0, resutling in them launching but not doing anything/running out after 5 seconds.
I was able to change those values guessing rough numbers by comparing them to the Invader-Torpedo values, and managed to get them to work.
Unfortunately i do not have the precise values, since all Invader torpedoes have the same speed- and integrity-ratings, while mine differ.

Regards,
mfaggi
 

Offline ardem

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Re: Official v5.20 Bugs Thread
« Reply #152 on: December 03, 2010, 09:50:37 PM »
Not sure if this is  a bug or what but when loading ordnance from ship screen and the first ship you go to is at a colony, you can also select another ship even though it is not at that colony and fill the ship with the previous colony missiles.

 

Offline DatAlien

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Re: Official v5.20 Bugs Thread
« Reply #153 on: December 05, 2010, 07:08:29 PM »
Not a real one, but some of my beginning commanders was promoted while being a child

After discovering a new system the ships-in-task-group table has shown the entry fire delay and opening of this task group resultet in an error
Per se ad astra
 

Offline DatAlien

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Re: Official v5.20 Bugs Thread
« Reply #154 on: December 07, 2010, 11:12:51 AM »
Ive got a Exceptional new officer (event Updates), after opening the leaders windows I got an 30009 error and the game frezze. The Officer have an promotion score of  1334, this number followed by an N
Per se ad astra
 

Offline James Patten

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Re: Official v5.20 Bugs Thread
« Reply #155 on: December 08, 2010, 07:34:31 PM »
I haven't read through the list to see if this is on it.

I have carriers (with lots of armor) and fighters (with very little armor).  In a nebula, the program is limiting the speed based on the fighter's armor, not the carriers (the fighters are of course docked in the carrier).
 

Offline Edward Hamilton

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Re: Official v5.20 Bugs Thread
« Reply #156 on: December 09, 2010, 09:37:46 AM »
Minor issues I've noticed in my current game:

1.  When I use the "join" command to add asteroid miners to an existing group of asteroid miners, the total number of mining modules (and associated mineral production rates) is not updated.  To correct this, I move the entire TG off the asteroid and then back onto it, and then the values are correct.

2.  When I use the "land on mothership" command for a TG with both fighters assigned to that mothership and other non-fighters, the non-fighters are deleted.  (Preferred behavior: Either an error/warning message, or have them join the mothership's TG. )

3.  When I relieve a commander from an assignment and don't give a new one, that commander will sometimes be released within the next few months.  Suspect this is because the "time since last assignment" used for releases is based on the date when the previous assignment began, rather than ended.  (Preferred behavior: Either calculate based on the end date of assignment, or else make release of extra officers under player control with a toggle. )

4.  I've noticed that TGs that are assigned to "repeat" a set of orders that involve jumping through a Langrange point will only correctly execute the jump on the first cycle.  After that, they ignore the Lagrange point and just fly directly to their target.
 

Offline jseah

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Re: Official v5.20 Bugs Thread
« Reply #157 on: December 10, 2010, 07:38:44 AM »
Aurora 5. 20 locked up for a good long while (more than 20 mins) calculating a 1 day construction cycle.  I have only ~15 ships, no NPR contacts, civilians have ~40 ships. 

I copied the database, used task manager to kill Aurora, replace the database to try again.  It went through the day perfectly. 
An alert popped up that a scout frigate didn't have anything else to survey so I tried to order to squadron transit to a new system. 

Got this:
Quote from: Error in cmdAdd
Error 3022 was generated by DAO. Recordset
The changes you requested to the table were not successful because they would create duplicate values in the index, primary key or relationship.  Change the data in the field or fields that contain duplicate data, remove the index, or redefine the index to permit duplicate entries and try again.   
Please report to hxxp: aurora. pentarch. org/viewforum. php?f=11
 

Offline jseah

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Re: Official v5.20 Bugs Thread
« Reply #158 on: December 10, 2010, 07:42:13 AM »
Right, Aurora just crashed after a bunch of errors when I incremented one day.  I assume that killing Aurora must have corrupted the database?  T_T 5 years into my first real campaign too. . .
 

Offline randal7

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Re: Official v5.20 Bugs Thread
« Reply #159 on: December 13, 2010, 06:59:37 PM »
I discovered an NPC planet with thermal 9179 (roughly double my 90mil pop colony) and 91613 EM (roughly 1.3x Earth at almost 1billion). Out of curiosity I SM-ed an invasion force and conquered the planet. The aliens were oddly passive, not turning hostile when my fleet orbited the planet, or even when I dropped 45 ground units on their planet. They gave me 600k+ war reparations. The planet had 1.8billion pop and no facilities of any sort. It appears to be a homeworld, as it falls precisely in the center of their environmental range. The year is 2061 and I have had no slowdowns for NPC combat, but I doubt it is the original NPC as the system number is 46 (out of 300, IIRC). I have a save from after the conquest if needed.

Edit: The planet has no mineral stockpile, and I got no tech, no survey results, and no star maps from the conquest.
« Last Edit: December 13, 2010, 07:05:36 PM by randal7 »
 

Offline Beersatron

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Re: Official v5.20 Bugs Thread
« Reply #160 on: December 13, 2010, 09:20:12 PM »
I discovered an NPC planet with thermal 9179 (roughly double my 90mil pop colony) and 91613 EM (roughly 1.3x Earth at almost 1billion). Out of curiosity I SM-ed an invasion force and conquered the planet. The aliens were oddly passive, not turning hostile when my fleet orbited the planet, or even when I dropped 45 ground units on their planet. They gave me 600k+ war reparations. The planet had 1.8billion pop and no facilities of any sort. It appears to be a homeworld, as it falls precisely in the center of their environmental range. The year is 2061 and I have had no slowdowns for NPC combat, but I doubt it is the original NPC as the system number is 46 (out of 300, IIRC). I have a save from after the conquest if needed.

Edit: The planet has no mineral stockpile, and I got no tech, no survey results, and no star maps from the conquest.

That is a Pre-Industrial NPC, it is there for you to practice planetary invasions on :)

I presume that you had to initiate combat in order to take over their planet? They should be listed as 'subjugated' or some such in the colony screen to signify that they don't like you very much.
 

Offline randal7

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Re: Official v5.20 Bugs Thread
« Reply #161 on: December 14, 2010, 06:51:53 AM »
My bad. Didn't know there was such a thing. I guess if I choose to invade for real my financial troubles are over forever.
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #162 on: December 17, 2010, 07:58:42 PM »
I have noticed a problem with the expand civilian economy reasearch tech.  It does not seem to reset between games and currently after starting 5 different games the default cost is 320000 rp.  I do not however get the benifit of having reasearched it at all.  This makes a new game very difficult as the cost to increase the civilian economy to pay for things is prohibitivly expensive.

Brian
 

Offline schroeam

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Re: Official v5.20 Bugs Thread
« Reply #163 on: December 17, 2010, 08:02:13 PM »
I have noticed a problem with the expand civilian economy reasearch tech.  It does not seem to reset between games and currently after starting 5 different games the default cost is 320000 rp.  I do not however get the benifit of having reasearched it at all.  This makes a new game very difficult as the cost to increase the civilian economy to pay for things is prohibitivly expensive.

Brian
Brian,

Try deleting the old games from the database.

Adam.
 

Offline laz

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Re: Official v5.20 Bugs Thread
« Reply #164 on: December 26, 2010, 03:06:57 PM »
I've two star systems with the same name

Gliese 505

One must be in a mirror universe or something  ;D