Author Topic: Official v6.10 Bugs Thread  (Read 53118 times)

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Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #180 on: November 16, 2012, 08:41:11 PM »
Both new groundforces officers and civilian admins seem to still interrupt repeat turns.
 

Offline draanyk

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Re: Official v6.10 Bugs Thread
« Reply #181 on: November 16, 2012, 09:34:01 PM »
I'm not sure if this is a bug or a feature. Can anyone clarify? ExChairman posted something similar to this earlier today in http://aurora2.pentarch.org/index.php/topic,5587.0.html.


I'm messing around with all tech in SM mode, and a race of aliens has persistently been sending in one or two small ships at a time through one of Sol's jump points, despite being annihilated every time without even returning fire (max cloak plus max thermal sig reduction plus max ecm makes me wonder if they can even see me at 1 mil km distance). Anyway, I just had a hostile translation notice, but no ship appeared, so I sent my cruiser squadron through the JP to see if they were on the other side, and they weren't. Then I received a new contact notification in Sol, so I send my cruiser squadron back through the JP, and there's my contact, 433 mil km from the jp. Now, my fleet would have had to pass really close to them. The fleet doesn't have actives, but has ridiculous passives, and Earth's PDC has ridiculous (really, really ridiculous) actives on. I don't see how the contact could have not been seen. Earth is about 2 bil km from the jump point.

Here's the ship that passed near their ship (Actives are OFF, but passives should pick it up):
Code: [Select]
Star Knight class Scout Cruiser    30,000 tons     671 Crew     56687 BP      TCS 3  TH 90  EM 90000
15000 km/s     Armour 9-86     Shields 3000-300     Sensors 3750/3750/0/0     Damage Control Rating 91     PPV 0
Maint Life 0 Years     MSP 1181    AFR 7200%    IFR 100%    1YR 244365    5YR 3665479    Max Repair 11250 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Tractor Beam     

4500 EP Photonic Drive (2)    Power 4500    Fuel Use 3.84%    Signature 45    Exp 9%
Fuel Capacity 1,500,000 Litres    Range 234.4 billion km   (180 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (5x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor (Starship) (1)     GPS 18000     Range 1,350.0m km    Resolution 100
Active Search Sensor (Missile) (1)     GPS 360     Range 270.0m km    Resolution 1
Active Search Sensor (Fighter) (1)     GPS 1800     Range 426.9m km    Resolution 10
Thermal Sensor TH50-3750 (10%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECM 100

This design is classed as a Military Vessel for maintenance purposes


And here's the sensor PDC on Earth (Actives are ON on two of these):
Code: [Select]
Sensor Array class Sensor Outpost    12,400 tons     395 Crew     83570 BP      TCS 248  TH 0  EM 0
Armour 34-47     Sensors 1/9000     Damage Control Rating 150     PPV 0
Intended Deployment Time: 3 months    Spare Berths 0   

CIWS-1000 (5x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
PDC Active Search Sensor (Missile) (1)     GPS 9000     Range 6,750.0m km    Resolution 1
PDC Active Search Sensor (Starship) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
PDC Active Search Sensor (Fighter) (1)     GPS 90000     Range 21,345.4m km    Resolution 10


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 5 sections

Just to be clear, the contact, which is 2400 tons, is well within the range of the PDC's resolution 1 sensor (which actually covers every planet in Sol). And if you're curious about the designs, the idea is that since Earth has a huge thermal and EM signature anyway, no point in trying to hide it. But since it can paint anything in the solar system, nothing else needs to use actives, so can possibly attack without being seen if the cloak is working like I think it is.
 

Offline tryrar

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Re: Official v6.10 Bugs Thread
« Reply #182 on: November 17, 2012, 02:40:05 AM »
.....you do realize if your REZ 1 sensor is covering all the planets in sol, you don't need any other sensor? (HOLY CRAP!!!) :o

as for the issue.....you think they might have developed cloaking tech?  ???
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #183 on: November 17, 2012, 05:33:43 AM »
Fighters in PDCs located in an inhospitable environment suffer morale penalties when their intended deployment period is exceeded. As fighters typically have very, very short deployment times, this means that ground-based fighter facilities are no longer feasible, unless within range of a populated planet.

Carriers can venture deep into empty space without its fighter pilots getting morale penalties, no matter how short their intended deployment period is. A PDC with hangar capacity should be able to keep them happy the same way, no matter where it is placed.

What was the deployment period of the PDCs?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #184 on: November 17, 2012, 05:36:58 AM »
They were terraformers :). I mentioned them since they were the ones that most clearly slowed that it was not a 'simple' bug. The old ships (1-40) have been around for decades without causing an error. But any new ones (even of the same class)spawn errors as soon as their timers need to be updated. The fuel harvesters were either the cause of the first victims of this bug, while any older ships were fine.

Is there any difference at all between the designs of the 1-40 ships and the 41+ ships?

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #185 on: November 17, 2012, 05:39:34 AM »
Both new groundforces officers and civilian admins seem to still interrupt repeat turns.

Fixed for v6.20

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #186 on: November 17, 2012, 06:01:46 AM »
Much as I hate to report this, when troop transport bays are destroyed troops in them are not.

Fixed for v6.20

Steve
 

Offline vonduus

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Re: Official v6.10 Bugs Thread
« Reply #187 on: November 17, 2012, 06:03:25 AM »
What was the deployment period of the PDCs?

Steve

120 mnths.

Code: [Select]
Turtle-10 class Planetary Defence Centre    32,150 tons     319 Crew     4001.2 BP      TCS 643  TH 0  EM 0
Armour 19-90     Sensors 1/160     Damage Control Rating 0     PPV 6
Intended Deployment Time: 120 months    Flight Crew Berths 247    
Hangar Deck Capacity 15000 tons    

10cm Railgun V2/C4 (2x4)    Range 20,000km     TS: 4000 km/s     Power 3-4     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
PDC Fire Control S00.5 18-4000 H70 (1)    Max Range: 36,000 km   TS: 4000 km/s     72 44 17 0 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Medium Range Sensor MR45-R20 (1)     GPS 2560     Range 45.8m km    Resolution 20
Long Range Sensor MR128-R100 (1)     GPS 16000     Range 128.0m km    Resolution 100


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 13 sections

« Last Edit: November 17, 2012, 06:06:34 AM by vonduus »
 

Offline Falcon

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Re: Official v6.10 Bugs Thread
« Reply #188 on: November 17, 2012, 06:04:33 AM »
No, the 41st ship was of the same exact class. I can send you the database if it would help you diagnose the problem.
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #189 on: November 17, 2012, 06:07:33 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.

Cool but definitely not intentional :)

Fixed for v6.20

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #190 on: November 17, 2012, 06:10:52 AM »
No, the 41st ship was of the same exact class. I can send you the database if it would help you diagnose the problem.

That would be useful, thanks. Please send it to stevewalmsleyxx007xx@xxgmail.com (without any of the x's)

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #191 on: November 17, 2012, 06:18:09 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)

Fixed for v6.20

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #192 on: November 17, 2012, 06:31:32 AM »
That would be useful, thanks. Please send it to stevewalmsleyxx007xx@xxgmail.com (without any of the x's)

Steve

Thanks - database received and problem found. I'll reply to the original bug post

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #193 on: November 17, 2012, 06:35:00 AM »
Error in CheckCrewMorale
Error 3421 was generated by DAO.field
Data type conversion error.
Please report etc.

Error seems to be caused by ships with long maximum deployment times (120 months) being away from a population. Each such ship generates one of these reports every 5 days.

Ignore that, seems all new ships cause error reports every 5 days, while older ships don't - even when the two designs are identical.

The problem is that I am using a long variable instead of a double to store the last launch time (which is stored for all ships even if they never enter a hangar). Because your game has been running for a long time, the number of seconds passed the game has exceeded the capacity of the database field. This is fixed for v6.20 but will continue to affect current games.

If anyone wants to fix this for a current game and has Access, you need to change the data type of the LastLaunchTime in the Ship table to Double (or currency).

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #194 on: November 17, 2012, 07:01:45 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!

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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.

Has there been any previous ground combat on the same planet before this robot attack?

The first two messages are for both sides. Are you in designer mode by any chance at this point?

Finally the "The alien population on " message only appears as a result of orbital bombardment. Where you bombarding the alien ground troops at the same time?

Steve
« Last Edit: November 17, 2012, 07:21:43 AM by Steve Walmsley »