Author Topic: Official v6.10 Bugs Thread  (Read 53124 times)

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Offline waresky

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Re: Official v6.10 Bugs Thread
« Reply #150 on: November 06, 2012, 04:47:20 PM »
I think when the squadron launched, a fleet was created with that name and the game didn't like the apostrophe.  If you rename the fleet and fighter squadron, that should probably fix it.  So, "Outlaws Bandits #71" rather than "Outlaw's Bandits #71".
Agree ive been renamed.All done u right.
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #151 on: November 06, 2012, 06:14:50 PM »
Much as I hate to report this, when troop transport bays are destroyed troops in them are not.
 

Offline Gidoran

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Re: Official v6.10 Bugs Thread
« Reply #152 on: November 07, 2012, 02:02:06 AM »
I'm not sure if this is an intentional behavior or not, so...

I've got a squadron of Escort Carriers engaged in a running chase with a pair of NPR missile ships. I set my fighters up, who have 12 size 1 box launchers, to do impromptu point defense because I've got nothing else and it's better than losing the ships.

When I pulled the fighters back in to have them reload between waves, I forgot to pop them back out again, yet they're still firing countermissiles out, kind of like they're just... propped up in the bays. It's honestly kind of cool.
"Orbital bombardment solves a myriad of issues permanently. This is sometimes undesirable."
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Offline Cocyte

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Re: Official v6.10 Bugs Thread
« Reply #153 on: November 07, 2012, 11:52:49 AM »
Civilian fuel harvesters don't care about "ban body" settings and go happily to pillage the strategic reserves of Jupiter....
(well, it's not like ban body is very effective in general, but this is worse than usual)
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #154 on: November 07, 2012, 07:38:07 PM »
Error 3265 in damage control DAO.Fields

I have a 20,000 ton ship with armor damage landed on a fleet hangar base on Earth, the base has no MSP, but the ship has its own supply. it is repairing armor damage over time, but generating many of these errors.

and an error 6 in set npr move orders. A couple of spoiler missile ships trying to hold range on my vessels while their missiles come towards me. after killing their missiles this behavior ended and they charged my ships.
« Last Edit: November 07, 2012, 08:05:00 PM by Nathan_ »
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #155 on: November 08, 2012, 11:52:17 AM »
The turret design display incorrectly reports the ranges of advanced lasers as their non-advanced counterparts.
 

Offline Jumpp

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Re: Official v6.10 Bugs Thread
« Reply #156 on: November 10, 2012, 11:17:59 AM »
I've got a large army on a ruins site.  Two full brigades of Mobile Infantry, one brigade of assault infantry, four construction brigades, and a Division HQ over the whole thing.  During a routine defense against robots from below, I fight a round of combat:

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Ground Combat - Alpha Centauri - Ground Defence on Alpha Centauri Far.  Total Defence Strength: 176.885 Combat Ratio: 0.1046.. Chance of unit loss: 1%

Enemy Casualties - Alpha Centauri - Casualties inflicted on enemy ground unit. Estimated losses: 31%. ID: Assault Battalion #1641 (Precursors)
Enemy Casualties - Alpha Centauri - Casualties inflicted on enemy ground unit. Estimated losses: 9%. ID: Assault Battalion #1642 (Precursors)
Enemy Casualties - Alpha Centauri - Casualties inflicted on enemy ground unit. Estimated losses: 23%. ID: Assault Battalion #1643 (Precursors)

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Then seven Officer Updates about ground officers gaining ground combat bonus.
Then two messages about a minor bombardment, killing 0.25m people and doing 0.5 industrial damage.

And then...

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Reparations - Alpha Centauri - As a result of conquering a hostile pop on Alpha Centauri Far, suitable reparations to the value of 16.0123 have been appropriated and added to the total racial wealth.
Planet Looted - Alpha Centauri - Due to the loss of Alpha Centauri Far, 16.0123 has been looted by the conquering barbarians.
Population Surrender - Alpha Centauri - The alien population on Alpha Centauri Far has surrendered!

----------

The human population on Alpha Centauri Far now has a Political Status of "Vanquished."  The installations appear to be intact.  My army is...gone.  The entire division has just vanished.  It's not listed when I turn the Ground Forces pane to show All Ground Forces.  The seven officers who received ground combat bonus upgrades are all listed as unassigned and stationed on Earth.  The last entry in all of their service records is an assignment to some unit of the 1st Infantry Division.
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #157 on: November 11, 2012, 01:11:55 AM »
Minor article issue: the ruins surveyed message says "may be recovered by an construction brigade", a holdover from when it was an engineering brigade.
 

Offline Cocyte

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Re: Official v6.10 Bugs Thread
« Reply #158 on: November 11, 2012, 03:31:23 PM »
My current game is now stuck in an error loop:
"Error in UseFuel"
Error 5 was generated by Aurora
Invalid procedure call or argument

Got 60 of those errors on 5 day increments, only one on 5-sec increments.

The only "weird" action I've done was to seize those civi harvesters (Yarr!) and turned them into scrap metal in high earth orbit for future salvaging.



The human population on Alpha Centauri Far now has a Political Status of "Vanquished."  The installations appear to be intact.  My army is...gone.  The entire division has just vanished.  It's not listed when I turn the Ground Forces pane to show All Ground Forces.  The seven officers who received ground combat bonus upgrades are all listed as unassigned and stationed on Earth.  The last entry in all of their service records is an assignment to some unit of the 1st Infantry Division.

This looks like an old bug that seems to elude steve : refer to http://aurora2.pentarch.org/index.php/topic,4835.msg52533.html#msg52533

 

Offline draanyk

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Re: Official v6.10 Bugs Thread
« Reply #159 on: November 11, 2012, 11:00:49 PM »
I've just encountered an error that seems caught in an infinite loop.   This happened in the Populations and Productions window, Summary tab, when I tried to abandon a recently-conquered colony. 

Error title: Error in cmdDelete_Click
Message: Error 3420 wqas generated in DAO.  Recordset
             Object invalid or no longer set. 

I conquered this colony within the last month, but doesn't have a population, so I didn't want to keep it since it has a status of Conquered and my regular colony (with no population) has an Imperial status.   The alien colony is listed with race Human, even though it came from an alien population ("Elenteriel").   The alien colony contains: 1 x Ordnance Factory, 1 x Terraforming Factory, 96 x Infrastructure. 

After clicking Abandon, and saying Yes to the two confirmations, the above error appears.   The error appears to loop infinitely. 

Maybe related to two colonies on the same planet for the same race, which seems to have happened because the colony had no population, just defending troops (a few Construction troops and something else, maybe a garrison troop) when I conquered it?

There's another alien population in the same system that I'm going to invade, and the F9 screen (system overview, I think) tells me it has 0 population but has defending ground troops.   Looks like the same scenario.   I'll make a backup of the database in case it's useful for testing, assuming the db doesn't corrupt. 


EDIT: The backup appears not to be useful.  Relaunched the game and was able to successfully delete both colonies starting with my original human colony.  Reloaded the backup, and was also able to delete both colonies starting with the conquered colony.
« Last Edit: November 11, 2012, 11:04:59 PM by draanyk »
 

Offline sloanjh

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Re: Official v6.10 Bugs Thread
« Reply #160 on: November 11, 2012, 11:04:24 PM »
The human population on Alpha Centauri Far now has a Political Status of "Vanquished."  The installations appear to be intact.  My army is...gone.  The entire division has just vanished.  It's not listed when I turn the Ground Forces pane to show All Ground Forces.  The seven officers who received ground combat bonus upgrades are all listed as unassigned and stationed on Earth.  The last entry in all of their service records is an assignment to some unit of the 1st Infantry Division.
Just to double-check - you're playing 6.1, right?  I thought Steve thought he'd squashed this one (as mentioned by Cocyte)....

John
 

Offline Jumpp

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Re: Official v6.10 Bugs Thread
« Reply #161 on: November 12, 2012, 12:28:01 AM »
A fair question.  I'm reasonably certain that I'm playing 6.1.  Help->About brings up a dialog that says version 6.1.0.

I'm not sure if I queued a 30-day turn or just a 5-day when it went off.  I'm not sure if that matters, but something about Steve's description of the troubles underlying the bug led me to think of that.
 

Offline vonduus

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Re: Official v6.10 Bugs Thread
« Reply #162 on: November 12, 2012, 03:17:53 AM »
Error in CheckCrewMorale
Error 3421 was generated by DAO.field
This is a data type converting error (printed in danish, my OS is localized)
Please report etc.

This error turns up after every five day turn, exactly 19 times. The game is not broken per se, after acknowledging the error messages I can continue playing.

I suspect the following is happening:

Something is broken related to enemy ships; before the errors I had a long series of interrupts, SM told me that those interrupts could be the results of aliens fighting each other. When the interrupts stopped, the error messages took over.

I thought for a while that the culprit was a fighter base on an uninhabitable planet, (I had hoped I could just put a fighter wing on a base with enough crew berths and all would be fine, but it seems that if there are no night-clubs on the planet, then the pilots get homesick when their scheduled deployment time is over (in this case only 4 days)). But now I have transported all fighters back to earth, and the error messages continue. I mention it here, because it might have triggered the error spamming.

 

Offline davidr

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Re: Official v6.10 Bugs Thread
« Reply #163 on: November 12, 2012, 08:34:37 AM »
When using the design menu only a couple of menu items such as  the Active Sensors will convert to size in tonnage when the "size in tons" box is clicked at the bottom of the screen .All the other items show an HS size even when the tonnage box is ticked.

I could not see this mentioned before so hope it is not something solely with my 6.1 game.

DavidR
 

Offline Sloshmonger

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Re: Official v6.10 Bugs Thread
« Reply #164 on: November 12, 2012, 12:22:07 PM »
When using the design menu only a couple of menu items such as  the Active Sensors will convert to size in tonnage when the "size in tons" box is clicked at the bottom of the screen .All the other items show an HS size even when the tonnage box is ticked.

I could not see this mentioned before so hope it is not something solely with my 6.1 game.

DavidR

+1 for this.