Author Topic: Official v5.42 Bugs Thread  (Read 70178 times)

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Offline Bgreman

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Re: Official v5.42 Bugs Thread
« Reply #255 on: May 24, 2011, 08:12:06 PM »
My game has been stuck on 1-day increments for about 6 in-game months now.   I checked the SM log text file, and every day has this in it:

Code: [Select]
15th April 2080 22:15:31,SM Only,System 0,Sub-pulse length adjusted due to potential fleet interception
16th April 2080 01:15:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
16th April 2080 01:30:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
16th April 2080 01:30:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
 

Offline Beersatron

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Re: Official v5.42 Bugs Thread
« Reply #256 on: May 24, 2011, 08:57:07 PM »
That looks like a yo-yo event and should be cleared up by some logic Steve put in a while back (one of the two entities causing the yo-yo will get deleted by the system) but I wonder if the yo-yo cycle is too long for the system to register it as a yo-yo?

You could see if Steve will accept your database and try to clean it out.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #257 on: May 26, 2011, 08:45:56 AM »
"Me too" reference.  I get an error-in-apply-internal-damage error whenever I destroy an Invader ship.  Narmio says he posted the same bug up-thread.  See the "Error in Execute Orders" thread in Bugs for more details.

John
 

Offline Father Tim

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Re: Official v5.42 Bugs Thread
« Reply #258 on: May 27, 2011, 12:49:23 AM »
Try advancing time by 30 minutes with 5 second subpulses, and see how long the yo-yo behaviour actually takes to occur.
 

Offline Bgreman

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Re: Official v5.42 Bugs Thread
« Reply #259 on: May 27, 2011, 06:12:51 PM »
Quote from: Father Tim link=topic=3348. msg35285#msg35285 date=1306475363
Try advancing time by 30 minutes with 5 second subpulses, and see how long the yo-yo behaviour actually takes to occur.

Tried doing this at 12:06 on 2080/08/24.   Looking through the text log reveals:

Code: [Select]
Line 50: 24th August 2080 17:15:01,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 51: 24th August 2080 17:15:06,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 52: 24th August 2080 17:15:06,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 53: 24th August 2080 18:08:36,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 54: 24th August 2080 18:08:41,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 55: 24th August 2080 18:08:41,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 56: 24th August 2080 19:18:11,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 57: 24th August 2080 19:18:16,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 58: 24th August 2080 19:18:16,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 59: 24th August 2080 20:03:46,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 60: 24th August 2080 20:03:51,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 61: 24th August 2080 20:03:51,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 375: 24th August 2080 20:10:26,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2468: 24th August 2080 20:10:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2469: 24th August 2080 20:10:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2470: 24th August 2080 21:15:26,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2471: 24th August 2080 21:15:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2472: 24th August 2080 21:15:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2473: 24th August 2080 22:07:56,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2474: 24th August 2080 22:08:01,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2475: 24th August 2080 22:08:01,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2476: 24th August 2080 23:19:11,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2477: 24th August 2080 23:19:16,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2478: 24th August 2080 23:19:16,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 2479: 25th August 2080 00:02:21,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 2480: 25th August 2080 00:02:26,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 2481: 25th August 2080 00:02:26,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3627: 25th August 2080 00:12:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3628: 25th August 2080 00:12:36,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3629: 25th August 2080 00:12:36,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3630: 25th August 2080 01:12:21,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3631: 25th August 2080 01:12:26,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3632: 25th August 2080 01:12:26,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
Line 3633: 25th August 2080 02:12:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
Line 3634: 25th August 2080 02:12:36,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
Line 3635: 25th August 2080 02:12:36,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #260 on: May 27, 2011, 07:03:44 PM »
That looks like a yo-yo event and should be cleared up by some logic Steve put in a while back (one of the two entities causing the yo-yo will get deleted by the system) but I wonder if the yo-yo cycle is too long for the system to register it as a yo-yo?

You could see if Steve will accept your database and try to clean it out.

Here's the link for the auto-yoyo-fix (warning - spoilers!): http://aurora2.pentarch.org/index.php/topic,2569.0.html

Basically, you need 200 consecutive shortened increments, e.g. you click for 1 day and it only gives you 30 minutes.

If you can get that to happen, it should delete the aliens in question.

John
 

Offline jseah

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Re: Official v5.42 Bugs Thread
« Reply #261 on: May 27, 2011, 07:08:10 PM »
Testing Construction Cycle Time effect on recruitment and assigned officers:
Total bonus is calculated as the sum of all bonuses including admin rating and political reliability.  5% = 1 rank, admin rating = rank.  

Test 1:
Sol start, no NPRs, 500 million population.  Military Academy Level 1.  
Construction cycle: 2590000 (2000 seconds under 30 days)
Time advanced in 30 day segments.  No interrupts under 30 days were generated.  

Start (1st Jan 2000): 6 Civilian Administrators, Admin ratings of 5/3/3/3/1/1
 - Interrupt generated by idle research labs squashed by abusing the queue top function and making it do Research 1500 after Research 240 (started 1st Feburary 2000).  Research 240 finished in 1st Feburary 2001.  
 - Admins are NOT assigned.  
24 segments and 2 years later (1st Jan 2002): 8 Civilian Administrators, Admin ratings of 5/3/3/3/1/1/1/1
 - Civilian administrators assigned to random rocks in Sol
 - Highest Factory Production: 25%; Highest Mining: 25%; Highest Population Growth: 20%
36 segments and 3 years later (1st Jan 2005): 9 Civilian Administrators, Admin ratings of 5/3/3/3/1/1/1/1/(1)
 - Highest Factory Production: 25%; Highest Mining: 25%; Highest Population Growth: 20%
 - Total Bonus of 8 assigned administrators: 12/13/22/11/14/12/19/3

Test 2:
Sol start, no NPRs, 500 million population.  Military Academy Level 1.  
Construction cycle: 86000 (400 seconds under 24 hours)
Time advanced in 1 day segments.  No interrupts under 30 days were generated.  

Start (1st Jan 2000): 5 Civilian Administrators, Admin ratings of 5/4/3/2/1
 - Same orders given for research labs, Research 240 completed on 14 Feburary 2001.  
 - Admins are NOT assigned.  
720 segments and 2 years later (1st Jan 2002): 6(+2) Civilian Administrators, Admin ratings of 6/5/4/3/2/1
 - 2 more administrators created via add new officer (admin ratings of 6 and 4), Civilian administrators assigned to random rocks in Sol
 - Highest Factory Production: 20%; Highest Mining: 30%; Highest Population Growth: 20%
1080 segments and 3 years later (1st Jan 2005): 9 Civilian Administrators, Admin ratings of 6/6/6/6/6/(6)/5/4/3
 - Highest Factory Production: 25%; Highest Mining: 40%; Highest Population Growth: 25%
 - Total Bonus of 8 assigned administrators: 18/28/35/21/31/28/25/21

-----------------------------------------------------------------------------------------------------------------------

Based on the observation that virtually all bonuses had their highest increased in the 1 day cycle test while only wealth increased in the 30 day cycle test, and that the final total bonuses and admin ratings had such massive discrepancies, I can only conclude that Construction Cycle Interval affects bonuses gained from assignments.  
Recruitment appears to not be affected but has insufficient data.   (shortage of 2 Admins in the 1 day cycle test is probably not enough to reject the null hypothesis)

Someone who knows the formulae for how bonuses are gained can go do a Student T-test but that would be overkill.  
Database available on request.  
« Last Edit: May 27, 2011, 08:14:11 PM by jseah »
 

Offline Brian Neumann

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Re: Official v5.42 Bugs Thread
« Reply #262 on: May 27, 2011, 07:57:03 PM »
I have long noticed a trend with ability scores.  The shorter the cycle time the more the bonuses go up.  If you have the standard cycle time of about 5 days then hitting the 5 day 6 times will produce more bonuses than hitting the 30 day button.  I am not sure of the formula but I think it checks once each build cycle that is processed, not incremented past and the chance of getting an upgrade is the same for both.  I had a conventional start game where I had a lot of scientists working on small projects.  I did a test of cycling every 30 days for 5 years.  I then reloaded the database and using the same scientists went for 5 years every 5 days.  There were no nprs and everything else was basically shut down so the only promotions were in the scientists.  The overall average of the 5 day cycle was almost twice as high as when using the 30day button.  In both cases the construction cycle time was not changed at all, just what I was implementing.

Brian
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #263 on: May 27, 2011, 11:18:17 PM »
It appears that the command "Provide Ordnance Reload For" instead sends all missiles in both target and collier fleet into the twilight zone.

I just had an unrep TG with some missiles on board attempt to replenish a CVBG with partially depleted magazines on the carriers..  After the command executed, all the missiles in both TG were gone - including those in the DDG.  (Hmmm - I just realized that I didn't check the FFGs, but both ASM and AMM disappeared from one of the carriers, so I suspect they got knocked out too.)  So the refined statement is "all the ships whose loadouts included the missiles the colliers were carrying got their missiles wiped out; I didn't check the other ships".

John
 

Offline LtWarhound

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Re: Official v5.42 Bugs Thread
« Reply #264 on: May 28, 2011, 02:00:18 PM »
Firehawk-class fighter/bomber 18 is missing, presumed dead...

Gave a task group of 11 fighters a 'Land on assigned mothership' order, and one of them vanished.  The assigned mothership had enough space for all 11, but the game threw a 'cannot dock as the assigned or specified mothership does not have sufficient hanger space' error.  The next error is a 'task group failed to land on assigned mother.  Additional orders will be on hold until the problem is resolved'.

That wouldn't be a problem, except the task group vanished.  The other 10 fighters were moved to the mothership task group, and landed.  Fighter 18 and its task group are gone, just as if I deleted the task group from the F12 screen.

I'll just Fast OOB a replacement so its not a game stopper, just annoying.
 

Offline Zangi

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Re: Official v5.42 Bugs Thread
« Reply #265 on: May 28, 2011, 06:45:03 PM »
Quote from: ardem link=topic=3348. msg33165#msg33165 date=1301869583
Not sure if this is a bug or something that was suppose to happen.

I accidentally released robot guards in some ruins I was converting, and they wiped out my small military I had in place, this happened in one foul swoop, the city surrendered also, which in turn said my transport ships in orbit surrendered or so  the log said.  But what happened was the transport ships did not surrender they split from the main taskforce, and made individual task forces and the original task force was still there.  I was able to control them and use them.  So I lost none of my ships.

The other interesting thing , is the assault force was three robot guardian assault brigades, they knocked out 1 armour and 1 assault brigade and 2 engineer brigade in 1 battle.  But I went back with 2 armoured and 1 assault and 1 mobile infantry lost only 3% of troops in one brigade in removing them over a month of fighting.

For me the numbers do not add up, If they were so powerful to knock over the defenders so quickly, how come they were incapable of defencding a slighly larger force.  I think steve need to revisit ground combat numbers.

*snip*
Same thing happened to me, but. . .  in my case, I had a whole division stationed there to defend it from the Robotic Guardians. . .   3 Brigades of Garrison Troops and a single division of Engineers.

There were only 4 Precursor assault troops.
Ground Defense: 192. 8245
Combat Ratio: . 2074
Chance of Unit Loss: 2. 1%

Reparations/Loot/Surrender

No messages about my troops getting wiped out.   But, they poofed. . .  All my assigned commanders are still alive.   
 

Offline Thiosk

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Re: Official v5.42 Bugs Thread
« Reply #266 on: May 28, 2011, 07:07:13 PM »
Perhaps the robotic guardians[/spoilers] have the element of surprise?
 

Offline ggamer

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Re: Official v5.42 Bugs Thread
« Reply #267 on: May 28, 2011, 08:26:33 PM »
Error 7 was generated by aurora
out of memory
please report to (URL that doesn't work)

This is generated when I press F9 for system view.

help?
 

Offline Steve Walmsley (OP)

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Re: Official v5.42 Bugs Thread
« Reply #268 on: May 29, 2011, 12:10:37 PM »
just got this working, the crash only happens when you type the sensor size into the size dropdown, not select it from the list, this is why it gives an invalid array index, coz I didn't actually select an index.

Fixed for v5.50

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v5.42 Bugs Thread
« Reply #269 on: May 29, 2011, 12:39:51 PM »
First, my compliments on a wonderful game design. It gets even better with every patch.

I've encountered a rather specialized bug, and couldn't find any earlier mention of it when searching the thread:

I discovered a neutral NPR, built up relations to get a trade treaty, then sent in a Freighter and dropped off an Espionage Team on their home world. Eventually, the Espionage Team reported back with the location of a new star system, known to the NPRs but not to me. The new star system had a jump-link to the NPR's home system, and four other unexplored jump-links.

However... when I opened the Galaxy Map, I immediately got an error message:

ERROR: WP Link not found in GetWarpPointData

Found it. And it is the same problem reported in the v5.20 bugs thread. The problem was that if you get knowledge of a new system via espionage, the program checks to see if any jump points in the system have been explored by the race from whom you stole the knowledge. If they have, the program checks to see if they lead to a system known by your race. If so, it sets the jump points in both systems to explored. However, the bug is caused because Aurora only sets a charted status in the newly discovered system, so if you haven't surveyed the system you already know about, that jump point is explored but not charted. This is a problem because when the program looks for links in the system map, it checks a list of charted jump points. This causes an error because although a link exists the program can't find it because it is only looking at charted jump points. I have added a line of code to set the jump point in the existing system as charted as well as explored, which should fix the bug.

Steve