Author Topic: Official v6.40 Bugs Reporting Thread  (Read 95631 times)

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Offline JOKER

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Re: Official v6.40 Bugs Reporting Thread
« Reply #285 on: October 08, 2014, 12:32:21 AM »
Ver 6.43

Encountered a serious bug about Event log. Ended the processes of Aurora when I clicked "Auto turns" incorrectly, which I have done many times without any problem.  Then the window of "Events update" can't be displayed.  Restarted the game several times, but it doesn't help.  Any ideas?
 

Offline IanD

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Re: Official v6.40 Bugs Reporting Thread
« Reply #286 on: October 08, 2014, 10:32:01 AM »
Not sure whats going on but I get the following message 3 times.

Aurora

No new technology was discovered during the disassembly of this component


After pressing ok thrice I get the following message

Aurora

Wreck not found in CompleteWreckSalvage



1 click on ok and the game runs as it should to the next 30 day cycle, there seems to be a variation of the above messages ... I presume its an "leak" from an NPC or something...

Apart from that the game works as it should...

Confirming this bug. It appears when an NPR attempts to salvage a wreck. In addition I get several

Error in Wreck ID
Error 91 was generated by Aurora
Object variable or With block variable not set
Please report etc.

That message is interspersed with

Error in Wreck ID
Error 3061 was generated by DAO.database
Too few parameters. Expected 1.
Please report etc.

Ian

Edit: Had a look in designer mode and it appears NPRs are assigning multiple salvage vessels for the same wreck which probably leads to the error messages when one or more salvage vessels are left without a wreck to salvage.
« Last Edit: October 15, 2014, 10:07:20 AM by IanD »
IanD
 

Offline JOKER

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Re: Official v6.40 Bugs Reporting Thread
« Reply #287 on: October 09, 2014, 11:52:56 PM »
The problem is, I can "open" the Event log with Ctrl+F3 or other normal ways and see it on taskbar, but it can't be displayed correctly. The window doesn't appear when clicked, and when I move my cursor onto it on taskbar, it shows a blank subscreen.
 

Offline Erik L

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Re: Official v6.40 Bugs Reporting Thread
« Reply #288 on: October 10, 2014, 08:39:54 AM »
The problem is, I can "open" the Event log with Ctrl+F3 or other normal ways and see it on taskbar, but it can't be displayed correctly. The window doesn't appear when clicked, and when I move my cursor onto it on taskbar, it shows a blank subscreen.

From the main game window, reset window positions.
 

Offline JOKER

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Re: Official v6.40 Bugs Reporting Thread
« Reply #289 on: October 10, 2014, 10:03:12 AM »
From the main game window, reset window positions.
Doesn't work. Maybe a programme problem caused by ended the processes of Aurora with task manager.

Finally solved the problem. Started a new game, opened the event log, then used "Game info" button to switch to the original game, and the bug is nuked.
« Last Edit: October 10, 2014, 10:39:56 AM by JOKER »
 

Offline Bgreman

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Re: Official v6.40 Bugs Reporting Thread
« Reply #290 on: October 10, 2014, 12:53:36 PM »
There is a male/female column in the database, but as far as I know, the code does not reference it.

This is correct.  Moreover, many of the name themes do not include male/female information at all, so all commanders are generated as male.
 

Offline Akhillis

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Re: Official v6.40 Bugs Reporting Thread
« Reply #291 on: October 11, 2014, 12:02:53 AM »
Version 6.43

If you accidently assign a ground unit as its own headquarters (i.e. assign the 1st Brigade as headquarters of the 1st Brigade), the unit will disappear from the Ground Units screen. It will continue to show up on other screens (i.e. assign leaders and load ground units) and continue to function, but remains "invisible".
The Sorium must flow
 

Offline Witty

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Re: Official v6.40 Bugs Reporting Thread
« Reply #292 on: October 11, 2014, 05:58:20 PM »
For 6.43

Was about four years into a campaign when this error message started periodically appearing, typically within a 5 day interval of time lapse.

Error in NPRPopPlanning
Error 3021 was generated by DOA.Field
No current Record

After about 20 clicks of the OK button, the message disappears and the time lapses as normal.

Is there anything I can do to salvage this? It pretty much renders the game unplayable, and I really don't want to start another campaign because of this.

edit: Deleting a newly uncovered system seems to fixed the issue. It had a few decent planets, which is a shame.
« Last Edit: October 11, 2014, 06:30:36 PM by Witty »
 

Offline Bremen

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Re: Official v6.40 Bugs Reporting Thread
« Reply #293 on: October 22, 2014, 01:08:59 PM »
6.4.3

The game lists the hotkey for the fighter window as F7. This works when the main game menu is active, but doesn't seem to work from other windows, like the economic or events windows (though other hotkeys, like F8 for the battle control window, still do).
 

Offline IanD

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Re: Official v6.40 Bugs Reporting Thread
« Reply #294 on: October 27, 2014, 08:10:27 AM »
Aurora 6.43. Game 40 years in, multiple NPR Sol start.

I am now seeing "Error in GetMaxPotentialSensor Range  Error 6 was generated by Aurora  Overflow etc" for every NPR combat, many times per 5 sec increment, probably at least one per NPR ship engaged. It is very irritating but can be OKed through. This error was also seen in v5.56.

Ian
IanD
 

Offline 83athom

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Re: Official v6.40 Bugs Reporting Thread
« Reply #295 on: October 27, 2014, 10:43:19 AM »
Ver.   6.  43
Using the auto route planning between populations (worked fine in past) and my fleet went to the star instead of the population.   They were only traveling through two systems so it should have been fine, but I only noticed because I was taking a look at sensor ranges and saw the sensors off-set of the planet. 

Edit: Happened again, but this time it put a station (tugging) that was supposed to be over my colony a distance from the jump in the opposite direction in space.
« Last Edit: October 29, 2014, 11:14:28 AM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline ExChairman

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Re: Official v6.40 Bugs Reporting Thread
« Reply #296 on: October 29, 2014, 12:49:00 PM »
Ver 6.43

I seem to have lost an enemy system...

I sent my fleet to interrogate some survivors of some enemy ships, one of the things I learned was a unknown system...  Good I thought, but when I went in to my Galactic Map I got an error

Error: WP link not found in GetWarpPointData

The next error shows up 2 times and is:

Error in DisplayWP

Error 5 was generated by Aurora


But most strange of all is that the system I found out throe my POWs are on the other side of my known space...

But the missing enemy home system is in the galactic map and in system generation (F9) but when I go to system map there is only a star in that system.... All planets and ships are gone, I can order my fleet to move to the differnt planets and so on...
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline GreatTuna

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Re: Official v6.40 Bugs Reporting Thread
« Reply #297 on: November 05, 2014, 12:04:28 PM »
Game version is v6.43.

One of my NPRs is designing weird\broken ships.

Take a look:

Code: [Select]
Devastator class Jump Battlecruiser    25 350 tons     476 Crew     5963.4 BP      TCS 507  TH 3750  EM 0
7396 km/s    JR 4-250     Armour 10-76     Shields 0-0     Sensors 11/22/0/0     Damage Control Rating 12     PPV 6
Maint Life 0.92 Years     MSP 1764    AFR 428%    IFR 6%    1YR 1921    5YR 28815    Max Repair 800 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 233   

J25600(4-250) Military Jump Drive     Max Ship Size 25600 tons    Distance 250k km     Squadron Size 4
125 EP Magnetic Fusion Drive (30)    Power 125    Fuel Use 100.62%    Signature 125    Exp 12%
Fuel Capacity 8 200 000 Litres    Range 57.9 billion km   (90 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (1)    Missile Size 6    Rate of Fire 30
Missile Fire Control FC751-R90 (3)     Range 751.4m km    Resolution 90
Spiral Anti-ship Missile (38)  Speed: 32 400 km/s   End: 319.9m    Range: 622m km   WH: 13    Size: 6    TH: 108/64/32

Active Search Sensor MR834-R90 (1)     GPS 72000     Range 834.8m km    Resolution 90
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECCM-2 (1)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Phoenix Hawk class Jump Destroyer    8 450 tons     163 Crew     1846.5 BP      TCS 169  TH 1250  EM 0
7396 km/s    JR 4-250     Armour 8-36     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 4     PPV 0
Maint Life 3.09 Years     MSP 546    AFR 142%    IFR 2%    1YR 86    5YR 1284    Max Repair 160 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

J8800(4-250) Military Jump Drive     Max Ship Size 8800 tons    Distance 250k km     Squadron Size 4
125 EP Magnetic Fusion Drive (10)    Power 125    Fuel Use 100.62%    Signature 125    Exp 12%
Fuel Capacity 2 900 000 Litres    Range 61.4 billion km   (96 days at full power)

Size 4 Missile Launcher (0)    Missile Size 4    Rate of Fire 20
Missile Fire Control FC105-R4 (1)     Range 105.6m km    Resolution 4
Kasturi Anti-ship Missile (0)  Speed: 29 000 km/s   End: 162.9m    Range: 283.4m km   WH: 12    Size: 4    TH: 96/58/29

Active Search Sensor MR35-R4 (1)     GPS 640     Range 35.2m km    Resolution 4
Active Search Sensor MR83-R90 (1)     GPS 7200     Range 83.5m km    Resolution 90
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-2 (1)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

The first design is *just* combat-ineffective (only 1 launcher at 25.5 ktons), but second design has 0 launchers, making it completely useless and broken.
 

Offline IanD

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Re: Official v6.40 Bugs Reporting Thread
« Reply #298 on: November 06, 2014, 02:34:57 AM »
v6.43
A Precursor transport dropped 12 marine units on a newly occupied planet. Everything started normally with them taking damage, slowly reducing their readiness state. then in two consecutive 5 day increments my division destroyed one precursor battalion. The next 5 day increment and they have all gone. There should have been ten battalions left, but nothing. I even checked in designer mode and they are definitely gone.

Ian
IanD
 

Offline Mastik

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Re: Official v6.40 Bugs Reporting Thread
« Reply #299 on: November 16, 2014, 12:55:14 PM »
Aurora 6.43. Game 40 years in, multiple NPR Sol start.

I am now seeing "Error in GetMaxPotentialSensor Range  Error 6 was generated by Aurora  Overflow etc" for every NPR combat, many times per 5 sec increment, probably at least one per NPR ship engaged. It is very irritating but can be OKed through. This error was also seen in v5.56.

Ian

Got this now too.