Author Topic: Official v5.50 Bugs Thread  (Read 86124 times)

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Offline ndkid

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Re: Official v5.50 Bugs Thread
« Reply #285 on: September 23, 2011, 02:17:51 PM »
v5.53 patch is now available

Steve

Drat, the CheckForRuins bug is still there. Oh well, back on the shelf until 5.54, Aurora.
 

Offline wedgebert

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Re: Official v5.50 Bugs Thread
« Reply #286 on: September 23, 2011, 06:39:18 PM »
Another small bug, so far it's only happened with EM Detection Sensors, but occasionally I'm unable to rename a piece of technology I've designed and researched.   I have a copy of the database with this happening if required.
 

Offline Steve Walmsley (OP)

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Re: Official v5.50 Bugs Thread
« Reply #287 on: September 24, 2011, 05:06:53 AM »
I'm getting repeated Error in CheckForRuins in my current 5.52 game. Error 3421: Data Type Conversion error. There is a planet that I believe will contain ruins, but I am not currently in a system with one, so my guess is that the defenders of said planet are managing to cause the problem themselves, or possibly with other outside help.

EDIT: I think I now have a little more data on this bug. I am in combat with a squad of missle-throwing ships (a few 12000-ish tons, a few 6000-ish tons) that have run out of missiles, allowing my laser-only ships to close to range. For each shot that hits and does damage, I'm getting one of these CheckForRuins errors. This is in addition to often getting them when my time increments are shortened due to NPRs fighting each other.

This appears to be a database issue. If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency. Please Let me know if that works.

Steve
 

Offline ndkid

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Re: Official v5.50 Bugs Thread
« Reply #288 on: September 24, 2011, 08:15:03 AM »
This appears to be a database issue. If you have Access you need to change the data type of the GameTimeDamaged field in the AlienShip table from Long to Currency. Please Let me know if that works.

Steve

That does appear to have taken care of the problem. Thanks! Did I do something weird to be the only person who seems to be seeing it?
 

Offline theonlystd

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Re: Official v5.50 Bugs Thread
« Reply #289 on: September 24, 2011, 08:24:57 AM »
Hmm we sure 5.53 fixed commercial ship building?

Cause i totally upgraded back from 5.42.

And my 643Bp ship is going to take 2.4years ..
 

Offline USS America

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Re: Official v5.50 Bugs Thread
« Reply #290 on: September 24, 2011, 08:29:27 AM »
I just tested it quickly and a 406 BP freighter will take 5. 5 months.   Much faster than before!
Mike
 

Offline Ashery

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Re: Official v5.50 Bugs Thread
« Reply #291 on: September 24, 2011, 09:01:13 AM »
Hmm we sure 5.53 fixed commercial ship building?

Cause i totally upgraded back from 5.42.

And my 643Bp ship is going to take 2.4years ..

It's definitely fixed. The displayed effective ABR used to be 492 for all of my commercial ships and now it's at 1509 for my cargo vessels and 2097 for my asteroid miners.

Pity that I had just gone through with a massive expansion of my commercial shipyards as a crude workaround. I'll be outproducing all five of my civilian freighter companies now, heh.
 

Offline Jacob/Lee

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Re: Official v5.50 Bugs Thread
« Reply #292 on: September 24, 2011, 09:11:39 AM »

I have no idea how to explain this, I just go forward a month and I get a fatal infinite loop of this error.

5.53
« Last Edit: September 24, 2011, 06:33:54 PM by Jacob/Lee »
 

Offline theonlystd

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Re: Official v5.50 Bugs Thread
« Reply #293 on: September 24, 2011, 09:51:18 AM »
It's definitely fixed. The displayed effective ABR used to be 492 for all of my commercial ships and now it's at 1509 for my cargo vessels and 2097 for my asteroid miners.

Pity that I had just gone through with a massive expansion of my commercial shipyards as a crude workaround. I'll be outproducing all five of my civilian freighter companies now, heh.
kk thanks
 

Offline sublight

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Re: Official v5.50 Bugs Thread
« Reply #294 on: September 24, 2011, 10:19:10 PM »
Probably something messed up on my end: I get the following two errors a half dozen times each whenever opening the glactic map view.
Error 53: File not found 'Flag\'
Error 76: Path not found 'shipEnterpriseA. gif'

Also sporadically get Error 52.  I think viewing the galactic map increases the probability of seeing the error, but while it's repeating I'm not sure what's triggering it.
Error 52: Bad file name or number


Also,
Commander Teleportation Teams.
If a team is short an commander (because a team member got resigned or died for example) then any qualified officer can be assigned to the vacant spot, regardless of location.  I just assigned 2 commanders fill vacancies in teams stationed on different planets around different stars, and when the window refreshed the officers in question had teleported themselves to the team locations.  I further noted that if a team's namesake gets resigned the team appears to keep the old name.


Still running 5. 52 for the moment.
 

Offline Erik L

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Re: Official v5.50 Bugs Thread
« Reply #295 on: September 24, 2011, 10:26:21 PM »
Probably something messed up on my end: I get the following two errors a half dozen times each whenever opening the glactic map view.
Error 53: File not found 'Flag\'
Error 76: Path not found 'shipEnterpriseA. gif'

Did you install the flag directory and ships from the 4.9x zip?

Quote
Also sporadically get Error 52.  I think viewing the galactic map increases the probability of seeing the error, but while it's repeating I'm not sure what's triggering it.
Error 52: Bad file name or number


Also,
Commander Teleportation Teams.
If a team is short an commander (because a team member got resigned or died for example) then any qualified officer can be assigned to the vacant spot, regardless of location.  I just assigned 2 commanders fill vacancies in teams stationed on different planets around different stars, and when the window refreshed the officers in question had teleported themselves to the team locations.  I further noted that if a team's namesake gets resigned the team appears to keep the old name.


Still running 5. 52 for the moment.

That's WAI on the commanders.
 

Offline user-unknown

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Re: Official v5.50 Bugs Thread
« Reply #296 on: September 25, 2011, 04:22:56 AM »
Finally found this one. Fixed for v5.53

Steve

I have some bad news for you!

Code: [Select]
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 008 has surrendered
4th August 2058 20:19:51,Gliese 176,General ground attack on Gliese 176-A I. No defending units are present and no garrisoned enemy PDCs remain in operation. The Barnards Star Aliens #1112 population on Gliese 176-A I has surrendered to our victorious ground forces
4th August 2058 20:19:51,Thielemann,As a result of the population surrender, the troop transport CA Combat Transport 015 has surrendered
4th August 2058 20:19:51,Upupa,As a result of the population surrender, the troop transport CA Combat Transport 012 has surrendered
4th August 2058 20:19:51,Gliese 1061,As a result of the population surrender, the troop transport CA Combat Transport 011 has surrendered
4th August 2058 20:19:51,61 Cygni,Minerals Discovered on 61 Cygni-A IV: Duranium 182,214,000 (0.1)  Corbomite 9,641,025 (0.1)  Mercassium 4,284,900 (0.1)  Corundium 16,200,630 (0.8)  Gallicite 27,984,100 (0.1)  
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 009 has surrendered
4th August 2058 20:19:51,Sol,Construction of Commercial Shipyard Complex completed on Earth
4th August 2058 20:19:51,Lalande 21185,As a result of the population surrender, the troop transport CA Combat Transport 007 has surrendered
4th August 2058 20:19:51,Naudts,As a result of the population surrender, the troop transport CA Combat Transport 010 has surrendered
4th August 2058 20:19:51,Fichte,As a result of the population surrender, the troop transport CA Combat Transport 002 has surrendered
4th August 2058 20:19:51,Bobone,As a result of the population surrender, the troop transport CA Combat Transport 001 has surrendered
4th August 2058 20:19:51,Lavoisier,As a result of the population surrender, the troop transport CA Combat Transport 004 has surrendered
4th August 2058 20:19:51,Sol,Isabelle Bowen has joined your scientific establishment.  Research (Defensive Systems) 10%:  Promotion Score 0
4th August 2058 20:19:51,Prieurblanc,As a result of the population surrender, the troop transport CA Combat Transport 013 has surrendered

Intriguingly, most of these are in systems I haven't discovered yet (all the ones with french names)!

EDIT: Heh, most of them are now starting to suffer severe maintenance failures due to having 20+ year maintenance clocks and several were also destroyed by their own fleets/PDCs...
« Last Edit: September 25, 2011, 05:03:18 AM by user-unknown »
 

Offline Sirnik

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Re: Official v5.50 Bugs Thread
« Reply #297 on: September 25, 2011, 06:52:48 AM »
An engineering team found some 20 Sorium Harvesters in ruins.   I sent a freighter TG there to pick them up.   It went fine until the next-to-last batch of 5.   I had to re-issue the order for the TG to unload it, because
Code: [Select]
14th September 2079 07:12:16,Sol,Cargo Task Group failed to Drop off Sorium Harvester on Earth. Please reschedule the orders for this fleetThe TG DEFINITELY had the Harvesters in its holds.   When given the order a second time, they unloaded without a glitch. 

The last batch proved.  .  .   strange.   When they were loaded and the TG departed (in fact, I noticed it when I were issuing orders to pick up some engines found in the same ruins) there were 0xSorium Harvester left.   Out of curiosity, I disassembled one.   Got a "No new tech" MSGBox and .  .  .   I now had -1 (!) SH on the planet.   I scrapped it and.  .  . 
Code: [Select]
6th November 2079 01:15:01,Groombridge 34,-0.7x Sorium Harvester scrapped. Salvage from scrap: Wealth: -12.6.  Duranium: -9.5 tons.  Boronide: -3.2 tons.  Unfortunately I didn't think to look at mineral stockpiles and/or wealth before the scrap. 

UPD: Well, i looked at the Minerals screen and it really had -8 (after a couple of months - there is a deposit and a Automine) Duranium.  It'd be logical to assume that the rest also got deduced. 
« Last Edit: September 25, 2011, 07:01:13 AM by Sirnik »
 

Offline orfeusz

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Re: Official v5.50 Bugs Thread
« Reply #298 on: September 25, 2011, 08:37:35 AM »

I have no idea how to explain this, I just go forward a month and I get a fatal infinite loop of this error.

5.53


Steve give me solution to fix this bug 7-10 days ago. I think in this topic.


EDIT: here: http://aurora2.pentarch.org/index.php/topic,3895.msg39386.html#msg39386

Option #1 works for me
« Last Edit: September 25, 2011, 08:40:20 AM by orfeusz »
Only in Death does Duty End
 

Offline Jacob/Lee

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Re: Official v5.50 Bugs Thread
« Reply #299 on: September 25, 2011, 10:10:17 AM »

Steve give me solution to fix this bug 7-10 days ago. I think in this topic.


EDIT: here: http://aurora2.pentarch.org/index.php/topic,3895.msg39386.html#msg39386

Option #1 works for me
I have no clue how to do that. ::)