Author Topic: 2.0 Bugs  (Read 15166 times)

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Offline Erik L (OP)

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« Reply #60 on: August 07, 2007, 11:16:20 AM »
The FLOP decided to take out the Andarmax Dominion. Total of around 60-70 ships between both sides.

Get a number of overflow errors in "FireShipWeapons". From what I can see, the ships do fire and inflict damage.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #61 on: August 08, 2007, 02:21:04 PM »
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #62 on: August 08, 2007, 02:50:58 PM »
Something bizarro just happened.

I sent a fleet through a unexplored jump point, and it connected to a previously explored system (on the galactic map only). In the event log, it showed a new system. As I attempted to move the systems around to prevent a line streaking across the map, I got 5 error 5 each time I moved a system.

I hit refresh, and the map fixed itself.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #63 on: August 08, 2007, 03:50:52 PM »
Decided to start terraforming a planet with zero atmo pressure. Figured I'd build to .79atm of Nitrogen, and then work from there.

The first increment of time after  this was implemented involved a number of divide by 0 errors and then a general lockup of Aurora (I terminated the process after 5 minutes).

On restart, it looks as if things are okay. The planet has .0001atm of Nitrogen (which is 122%?)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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« Reply #64 on: August 09, 2007, 10:13:50 AM »
While setting the orders for the Assault fleet to drop off their involuntary immigrants for re-education on Sol, I noticed that there were a number of officers that are not present in this game available for drop off.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline welchbloke

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Designing Fighters
« Reply #65 on: August 09, 2007, 04:47:21 PM »
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke
« Last Edit: December 31, 1969, 06:00:00 PM by welchbloke »
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Offline Erik L (OP)

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Re: Designing Fighters
« Reply #66 on: August 10, 2007, 12:58:53 PM »
Quote from: "welchbloke"
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke


You need Fighter Fire Control Range, Fighter Fuel Cell Capacity, Anti-Fighter Weapon, Fighter Engine Power, and Fighter EW (optional)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline welchbloke

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Re: Designing Fighters
« Reply #67 on: August 10, 2007, 03:29:30 PM »
Quote from: "Erik Luken"
Quote from: "welchbloke"
Hi, I've just jumped back into Aurora after several months.  I may be being a biff, but everytime I try and use the fighters button on the research screen I get an error 6 Overflow message.  The fighter design window then pops up but I have current fighter technology that is all zeros apart from dogfight weapon which is 4%.  I've had a look at the tech tree and I cannot see anything that I haven't researched regarding fighters. Am I just missing something fundamental?

Welchbloke

You need Fighter Fire Control Range, Fighter Fuel Cell Capacity, Anti-Fighter Weapon, Fighter Engine Power, and Fighter EW (optional)


Thanks, I've now found these items in the tech list.  I could have sworn they weren't there when I looked yesterday  :oops:

Welchbloke
« Last Edit: December 31, 1969, 06:00:00 PM by welchbloke »
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Offline Brian Neumann

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« Reply #68 on: August 12, 2007, 05:54:11 AM »
When using the Reasearch All button the technologies researched do not pay any attention to the prerequisites.  This is very apperant with the ECM where compact ecm 6 is researched when only regular ecm 4 has been completed.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Father Tim

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« Reply #69 on: August 12, 2007, 08:19:54 AM »
Quote from: "Brian"
When using the Reasearch All button the technologies researched do not pay any attention to the prerequisites.  This is very apperant with the ECM where compact ecm 6 is researched when only regular ecm 4 has been completed.

Brian


True, though I don't really consider it a bug.  The 'Research All' button is a convenient short-cut when setting up a race - I expect it to require fine-tuning anyway.

Though I suppose as a Suggestion, I would prefer a 'Research X Levels' of each tech button to the 'Research All' tech below X cost one we have now.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline Brian Neumann

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« Reply #70 on: August 12, 2007, 09:48:54 AM »
I agree that it is a convenient short-cut,  my problem comes in with research that has a prerequisite that has not been fulfulled.  Another example is that while compact ecm 6 has been researched, so has missle ecm 6.  This is while regular ecm is at 4.  As missle ecm is a check box, all or nothing, then the missles have better ecm than the race should have been able to research.  I checked and the same thing is happening with fighter engine strength.  In general it will happen with any technology that has a prerequisite but does not cost as much to research.  IE a derivitave technology.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Steve Walmsley

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« Reply #71 on: August 13, 2007, 08:39:08 AM »
Quote from: "Erik Luken"
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.

There are some errors in the salvage code and it is broken in v2.0 :(. I found them when I added the ability to find technology in wrecks. However, it is fixed for v2.1 as I have salvaged plenty of wrecks with no problems.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L (OP)

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« Reply #72 on: August 13, 2007, 08:43:43 AM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Salvage operations throw a number (seems to be 4x the number of ships) of Error 3265, Item not in collection.
There are some errors in the salvage code and it is broken in v2.0 :(. I found them when I added the ability to find technology in wrecks. However, it is fixed for v2.1 as I have salvaged plenty of wrecks with no problems.

Steve


I got a crapload of minerals, no tech. But I think with a couple exceptions, FLOP out-techs the Dominion in everything.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #73 on: August 13, 2007, 08:45:38 AM »
Quote from: "Kurt"
Steve -

Kind of a minor bug.  I've noticed on the ship intelligence window, where you match contacts with previously established profiles, Aurora seems to think that every ship is 8,800 tons.  No matter what the contact size is listed as, or the other factors, Aurora seems to ID all ships as 8800 tons.  

Every one is 9400 tons for me :)

It looks like I missed an SQL join in the code so it is taking the size of the first ship in the ship table rather than the one you selected. Fixed for v2.1

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #74 on: August 13, 2007, 08:46:33 AM »
Quote from: "Erik Luken"
I got a crapload of minerals, no tech. But I think with a couple exceptions, FLOP out-techs the Dominion in everything.

Yes, the ability to gain tech only appears in v2.1

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »