Author Topic: Official v6.40 Bugs Reporting Thread  (Read 95492 times)

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Offline se5a

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Re: Official v6.40 Bugs Reporting Thread
« Reply #180 on: June 26, 2014, 07:34:29 AM »
I accidentally hauled a shipyard all over the galaxy.  Now, it has disappeared from all Tractors, and I get an error 5 with every increment.

Error 5 in Get TowedShipyardXY invalid procedure call or argument.

This has basically killed the campaign.

I got this exact same thing. I think it may have lost the shipyard when I transfered some ships from another TG in to the tug's TG.

Setting the tug to tow another ship does seem to have fixed the problem.


other things:
After capturing a ship that has civilian goods ie "Chemicals" on board. there does not appear to be any way to unload the cargo.
Capturing a ship doesn't update the tactical intel for that enemy class.
Salvage operations loose minerals when the salvage ship's cargp is full, there's also no "when cargo full, unload at nearest colony" type conditional orders.
 

Offline Dioxine

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Re: Official v6.40 Bugs Reporting Thread
« Reply #181 on: June 26, 2014, 08:52:10 PM »
This seems pretty stupid but it's a serious problem none the less. . .

I've boarded an enemy small craft with a Marine Company.  Due to previous damage, boarded ship's crew was - as I think - all killed, since each combat turn I was getting message "Error 11 - division by 0", the event log just listed my unit's strength, no combat ratio at all, and the combat stayed unresolved no matter how many turns I've advanced the game.  Well, at least for 20 turns.  My question is. . .  what the hell?
 

Offline Xeno The Morph

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Re: Official v6.40 Bugs Reporting Thread
« Reply #182 on: June 28, 2014, 06:06:02 AM »
It seems that it isn't just inhabitable Chunks (http://aurora2.pentarch.org/index.php/topic,6063.0.html) that aren't listed as possible colony sites if they fall under your gravity range but also Dwarf Planets. Neither of these are listed under 'Available Colony Sites' or show up on the Galaxy Map (under the Col cost part of the 'Planet Types' EDIT: the 'dot' display seems to work for all of them correctly).
This means you have to look through all of the listings under F9, and if the NPRs use the colony sites tool to decide on new colonies they will probably skip them, putting them at a bit of an extra disadvantage ;)

Also it seems that the Galaxy Map 'Planet Types' "Suitability x or less" lists don't include Col cost bodies of exactly x. As I have 3 Col cost 2.00 moons (2x Terrestrial, 1x Chunk) in my starting system and it only lists 1 (my home world I presume) on the "Suitability 2 or less" line and they seems to be included under the "4 or less" line.

EDIT: Hmm actually it seems that either my Col Cost 2.00 Chunk OR my Col cost 3.43 Dwarf Planet OR one of the 2 Terrestrials (1 moon + 1 planet both > Col cost 4 and less than 7, though there is also a Chunk moon! in that range as well so I'll just make a full list below as I can't figure out where it is going squiffy :-\) are listed under the "4 or less" so it seems to be a little more complex for the Galaxy Map vs the 'Available Colony Sites' screen issue.

Available bodies (Col cost <= 10):

B component:
Dwarf Planet (planet IV) 3.43
Terrestrial Planet (planet V) 0.00
Chunk Moon (planet VI) 2.00
2x Terrestrial Moon (planet VI) 2.00
Terrestrial Moon (planet VI) 2.85

C component:
Terrestrial Moon (planet II) 5.70
Chunk Moon (planet II) 6.63
Terrestrial Moon (planet II) 6.29

So I would expect to see on the Galaxy Map:

Suitability 2 or less 4
Suitability 4 or less 2
Suitability 7 or less 3
Suitability 10 or less 0

But I see:

Suitability 2 or less 1
Suitability 4 or less 4
Suitability 7 or less 1
Suitability 10 or less 0
« Last Edit: June 28, 2014, 06:37:32 AM by Xeno The Morph »
 

Offline se5a

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Re: Official v6.40 Bugs Reporting Thread
« Reply #183 on: June 28, 2014, 08:08:54 PM »
the AI seems to be building ships with 0cm Lasers.
I noticed this a bit before when I had them showing up from salvage ops, but I've just captured a ship with 84 of these seemingly useless lasers.
here's the whole class:

Deadly Reaper class Battlecruiser    23,550 tons     335 Crew     2205 BP      TCS 471  TH 768  EM 0
1630 km/s     Armour 4-73     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 12     PPV 168
Maint Life 2.96 Years     MSP 702    AFR 369%    IFR 5.1%    1YR 120    5YR 1795    Max Repair 252 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

64 EP Nuclear Pulse Engine (12)    Power 64    Fuel Use 82.8%    Signature 64    Exp 10%
Fuel Capacity 1,450,000 Litres    Range 13.4 billion km   (95 days at full power)

0cm C2 Ultraviolet Laser (84)    Range 0km     TS: 3000 km/s     Power 0-2     RM 4    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 64-2000 (3)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (38)     Total Power Output 171    Armour 0    Exp 5%

Active Search Sensor MR135-R80 (1)     GPS 20160     Range 135.2m km    Resolution 80
Active Search Sensor MR33-R20 (1)     GPS 2520     Range 33.8m km    Resolution 20
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

This design is classed as a Military Vessel for maintenance purposes


Unless I'm missing something. I searched for 0cm and returned zero results.
 

Offline IanD

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Re: Official v6.40 Bugs Reporting Thread
« Reply #184 on: July 01, 2014, 03:16:45 AM »
I had a ship with a destroyed engine go into refit which involved upgrading the engines. After refit the ship has the designed speed and the new engines but damage control still thinks it has an ion engine requiring repair! In addition other battle damage was not repaired in the refit which in reality it really should at the expense of extending the time in dockyard hands.
Regards
Ian
IanD
 

Offline Brian Neumann

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Re: Official v6.40 Bugs Reporting Thread
« Reply #185 on: July 01, 2014, 09:40:09 AM »
the AI seems to be building ships with 0cm Lasers.
I noticed this a bit before when I had them showing up from salvage ops, but I've just captured a ship with 84 of these seemingly useless lasers.
here's the whole class:

0cm C2 Ultraviolet Laser (84)    Range 0km     TS: 3000 km/s     Power 0-2     RM 4    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit

Unless I'm missing something. I searched for 0cm and returned zero results.
There is a 0cm on the advanced laser chart currently.  This is probably a bug however as previous versions had the advanced lasers working as more powerfull standard lasers.

Brian
 

Offline Kytuzian

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Re: Official v6.40 Bugs Reporting Thread
« Reply #186 on: July 04, 2014, 06:44:14 AM »
I suddenly began getting a bunch of errors when causing any amount of time to pass. 

Error 3159 was recorded by DAO.  Recordset
Not a valid bookmark. 

Error 3159 was recorded by DAO.  Field
Not a valid bookmark. 

Error 3020 was recorded by DAO.  Recordset
Update or CancelUpdate without AddNew or Edit. 

Error 3420 was recorded by DAO.  Recordset
Object invalid or no longer set. 

I can't get the error window to close, as new ones always pop up.  Also, errors do not seem to affect other saves.
« Last Edit: July 04, 2014, 06:51:20 AM by Kytuzian »
 

Offline rcj33

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Re: Official v6.40 Bugs Reporting Thread
« Reply #187 on: July 04, 2014, 01:56:55 PM »
I'm playing a 6. 43 campaign and decided to attack the other empire on my homeworld before the truce timer expired.   For some reason, I can no longer have my PD FCs auto-target inbound missiles, although I can still manually target them.   The FCs can be set to whatever I choose, there are active sensors that can see the missiles, etc.  Is this a bug in 6. 43 or is there a setting I missed?
« Last Edit: July 04, 2014, 01:59:20 PM by rcj33 »
 

Offline Rich.h

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Re: Official v6.40 Bugs Reporting Thread
« Reply #188 on: July 07, 2014, 12:35:45 PM »
In 6.43 I am now getting lots of error 94 messages each time turn. It tells me it is an error in update messages and invalid use of null?
 

Offline Steve Walmsley (OP)

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Re: Official v6.40 Bugs Reporting Thread
« Reply #189 on: July 07, 2014, 12:54:29 PM »
I'm playing a 6. 43 campaign and decided to attack the other empire on my homeworld before the truce timer expired.   For some reason, I can no longer have my PD FCs auto-target inbound missiles, although I can still manually target them.   The FCs can be set to whatever I choose, there are active sensors that can see the missiles, etc.  Is this a bug in 6. 43 or is there a setting I missed?

Check you have the other race listed as hostile. You won't auto-engage missiles unless they are from a a hostile race.
 

Offline Langer

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Re: Official v6.40 Bugs Reporting Thread
« Reply #190 on: July 07, 2014, 05:25:23 PM »
When you disassemble alien modules and get research points towards a technology that you have a scientist currently researching, if you get enough points to complete the technology, the research completes but the scientist doesn't enter back into the unassigned pool.  Twice I had to manually unassign the scientist on the F4 screen to be able to give them a new project.
 

Offline sloanjh

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Re: Official v6.40 Bugs Reporting Thread
« Reply #191 on: July 07, 2014, 07:14:20 PM »
When you disassemble alien modules and get research points towards a technology that you have a scientist currently researching, if you get enough points to complete the technology, the research completes but the scientist doesn't enter back into the unassigned pool.  Twice I had to manually unassign the scientist on the F4 screen to be able to give them a new project.

This behavior is an improvement - it used to be that the entire planet would disappear into the Phantom Zone :)

John
 

Offline se5a

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Re: Official v6.40 Bugs Reporting Thread
« Reply #192 on: July 07, 2014, 08:00:41 PM »
You can discover previously unknown systems from Successful Espionage.
however this can cause
"Error: WP Link not found in GetWarpPointData"
and
"Error in DisplayWP
Error 5 was generated by Aurora
Invalid procedure call or argument"
errors when vewing the galactic map.
 

Offline rcj33

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Re: Official v6.40 Bugs Reporting Thread
« Reply #193 on: July 08, 2014, 06:46:13 AM »
Quote from: Steve Walmsley link=topic=7012. msg74495#msg74495 date=1404755669
Check you have the other race listed as hostile.  You won't auto-engage missiles unless they are from a a hostile race.

You have to have them set to hostile anyway to target their ships and PDCs, right?
 

Offline Ocassidy

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Re: Official v6.40 Bugs Reporting Thread
« Reply #194 on: July 09, 2014, 06:31:12 PM »
Error in DisplayFleets

Error 6 was generated by Aurora

Overflow

I get this error constantly after a battle with an NPR. 

Seems to only happen when I zoom in or out of the system map or display the glitched fleet.

Any suggestions?
« Last Edit: July 09, 2014, 06:46:37 PM by Ocassidy »