Going to have to do some speculation here, but this may help.Quote from: Elouda link=topic=10715. msg123056#msg123056 date=1586942059The 'Load Previous' and 'Second Stage' dropdown boxes in the Missile Design page are linked, meaning when you try to select a missile to use as a second stage it loads the values of that missile, overwriting everything else.
Reproduced but haven't figured it out yet :)
This bug is second only to Compressed fuel storage in annoyance value. I removed the code behind it and even deleted the box and replaced with a brand new one with a new name. Same problem :) I'll come back to this later.
var a = SomeQueryResultFromDb.ToList(); var b = SomeQueryResultFromDb.ToList();
)var a = SomeQueryResultFromDb.ToList(); var b = SomeQueryResultFromDb.Select(existingDesign => new MissileDesign(existingDesign.Id, existingDesign.Name)).ToList();
I have the following issue:
I'm adding an army through SM, I've created a brigade with four battalions and two artillery batteries. Now, as far as I know, formations under the same parent formation can support each other, and indeed, one infantry battalion, when dragged on top of another, gives support, however, I want the artillery batteries to support the infantry battalions, but whenever I drag them over to add suport, they are added as a sub-formation of the battalion. In practice, the artillery battery gets attached to the infantry battalion.
Is the artillery battery attached to the same parent formation when you drag it over the infantry formation?
Orbital Habitats dont get counted towards the Population max except on the homeworldYou need to have population on the planet for orbital habitations to count for population limit. Did any of these have any population in them?
I created a testgame with orbitals on a moon, dwarf planet and an asteroid, combinations with space port, cargo stations and the like do not make a difference
Windows
Fresh Install 1.0, Update to 1.4
Already existed in an 1.0 -> 1.1 -> 1.2 -> 1.3 install
since noone reportet anything like this in the bug report thread i post this here and test it on 1.5 again
Is it just me, or does the default game in the 1.50 database not have any systems? The main map window is blank, and I get this same error when trying to open any window:
Function #155: Object reference not set to an instance of an object.
Is it just me, or does the default game in the 1.50 database not have any systems? The main map window is blank, and I get this same error when trying to open any window:
Function #155: Object reference not set to an instance of an object.
Default Federated game loaded fine for me. Might want to delete your database and .exe and copy across the 1.5 ones again. Sounds like a corrupted DB somehow.
Something I noticed in 1. 4 and just recreated via SM:
My colonies don't create a lot of trade goods. Earth and its 600 million people produce e. g. 1000 infrastructure, Luna and its 600 million produce 12. Same for all the other trade goods.
Also, at around ~12 million, there's a shift from reasonable numbers to those really small ones. E. g. Luna with 11 million people produces 3 infrastructure a year, Luna with 13 million produces 0. 3.
My "obsolete" button for ship classes has disappeared! I know it was present in one of the early builds, but I noticed it was missing in 1. 4, and is still missing in 1. 5. I can still access the functionality by navigating the checkboxes with 'tab' and 'space'. After I posted a screenshot in the discord, somebody pointed out that my font looked weird. To the best of my knowledge, my system font settings are normal, but the font used in aurora does seem a bit janky. There are also some buttons whose text does not align properly, presumably because the whole text is wrapping onto a second line due to the strange font. (ex: the 'New Ship' button on this screenshot is probably 'new ship class')The font looks really weird
Where exactly does Aurora get it's font choice from? Perhaps there is a specific registry key or something I could inspect to see what the problem is in more detail?
Not exactly. All the numbers are down. Production and demand.
Aren't those numbers in excess of what the population uses themselves? So it follows that a larger pop has fewer free goods (to some point)
Two jump points can be generated that connect the same two systems. I've seen it in my game and another discord user has seen it as well. I'm guessing that the function that creates the links doesn't check to see if the connection already exists.
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
Holdover bug from v1. 4:
After starting a new game where you get Instant Research Points, the "Instant" button doesn't disappear once you run out of Instant RP. And there's no check to ensure you have sufficient Instant RP to research a tech.
Quote from: Saquenay link=topic=10741. msg123411#msg123411 date=1586975670My "obsolete" button for ship classes has disappeared! I know it was present in one of the early builds, but I noticed it was missing in 1. 4, and is still missing in 1. 5. I can still access the functionality by navigating the checkboxes with 'tab' and 'space'. After I posted a screenshot in the discord, somebody pointed out that my font looked weird. To the best of my knowledge, my system font settings are normal, but the font used in aurora does seem a bit janky. There are also some buttons whose text does not align properly, presumably because the whole text is wrapping onto a second line due to the strange font. (ex: the 'New Ship' button on this screenshot is probably 'new ship class')The font looks really weird
Where exactly does Aurora get it's font choice from? Perhaps there is a specific registry key or something I could inspect to see what the problem is in more detail?
The obsolete thing is not a button but a checkbox below "No Armour" check box but it seems to be missing in the screenshot. Maybe it will appear if you select an actual design?
Edit. Is the exe marked as a run in compatibility mode or anything of sort? What is your OS?
After I posted a screenshot in the discord, somebody pointed out that my font looked weird. To the best of my knowledge, my system font settings are normal, but the font used in aurora does seem a bit janky. There are also some buttons whose text does not align properly, presumably because the whole text is wrapping onto a second line due to the strange font. (ex: the 'New Ship' button on this screenshot is probably 'new ship class')
Where exactly does Aurora get it's font choice from? Perhaps there is a specific registry key or something I could inspect to see what the problem is in more detail?
Quote from: sctjkc01 link=topic=10741. msg123429#msg123429 date=1586977004
Holdover bug from v1. 4:
After starting a new game where you get Instant Research Points, the "Instant" button doesn't disappear once you run out of Instant RP. And there's no check to ensure you have sufficient Instant RP to research a tech.
Is SM mode on?
Sorry I should have said the checkbox has disappeared! My OS is windows 10. The exe is not running in any special compatibility mode, though just now I tried running it in win7 and win8 compatibility just for fun (also ran as administrator) and it did not change the font.The font also looks weird this is how it looks for me. It is using the same font as on the window title. For you it seems to have same font on the window title but the game itself is using different font all together like the letter-r in the game VS in the title.
The checkbox does not appear if a new design is selected. Note however that when a design is selected, the font of the ship description is "normal". (if anything else, the 'weirdness' of the font is that it is not using kerning, so the spacing is uniform and probably wider, hence the wraparound for some buttons).
I've got a 1.3 bug and database, but I've looked through the 1.4 and 1.5 changelogs and don't see anything related.
My civ shipping is giving me a large number of "Pickup Failed" errors, "unable to load Infrastructure from Raleigh Prime as nothing was available for pickup".
I believe this started happening right around when they finished a (matched) Supply/Demand contract for Infrastructure on my Home World and Luna, but I can't be sure about that. Even when they started sending this error there was infrastructure available (something like 230). I checked and the Supply and Demand contracts were definitely done and gone. I churned out another couple thousand Infrastructure, so there is now quite a lot available, and finally I made a new Supply contract of around 500 infrastructure without making a matched Demand, to see if the excess Supply would make them happy. Nothing had any affect and I'm still getting the errors every several days.
Saquenay
What is you locale? I sometimes run a Japanese locale, and it messes stuff up.
Steve, is it intended that Military survey vessels cannot use high-efficiency commercial engines with a military jump drive?
I've got a 1.3 bug and database, but I've looked through the 1.4 and 1.5 changelogs and don't see anything related.
My civ shipping is giving me a large number of "Pickup Failed" errors, "unable to load Infrastructure from Raleigh Prime as nothing was available for pickup".
I believe this started happening right around when they finished a (matched) Supply/Demand contract for Infrastructure on my Home World and Luna, but I can't be sure about that. Even when they started sending this error there was infrastructure available (something like 230). I checked and the Supply and Demand contracts were definitely done and gone. I churned out another couple thousand Infrastructure, so there is now quite a lot available, and finally I made a new Supply contract of around 500 infrastructure without making a matched Demand, to see if the excess Supply would make them happy. Nothing had any affect and I'm still getting the errors every several days.
When I advance the time via the manual 30 day button, time does not advance 30 days. It advances a random number of days. . . see Events in the pic I provided.
Quote from: xenoscepter link=topic=10741. msg123434#msg123434 date=1586977214Saquenay
What is you locale? I sometimes run a Japanese locale, and it messes stuff up.
Thank you for the suggestion! Although I had checked all the language settings, the system's locale was set to something different (Chinese in this case). However, note that changing the "Language for non-Unicode programs" to English was not sufficient. I also had to change the settings in "Welcome screen and new user accounts". There, the settings for the Current user were correct, but I had to use the "Copy your current settings to" buttons below to copy them over to the "welcome screen" and "New user accounts" sections. Only after that last step did the font issue get fixed in Aurora. See attached screenshot.
All this being said, it might be worth investigating (though perhaps not as a priority :) ) if Aurora could inherit it's display choices from the "current user" profile rather than the default admin profile?
Anyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
Minor (hopefully only UI) bug when creating formation templates:
Ground forces => formation template tab
If a HQ unit is not at the bottom in the element overview (bottom right) the HQ template attribut is not shown in the template overview (top right).
Quote from: Saquenay link=topic=10741. msg123463#msg123463 date=1586979845Quote from: xenoscepter link=topic=10741. msg123434#msg123434 date=1586977214Saquenay
What is you locale? I sometimes run a Japanese locale, and it messes stuff up.
Thank you for the suggestion! Although I had checked all the language settings, the system's locale was set to something different (Chinese in this case). However, note that changing the "Language for non-Unicode programs" to English was not sufficient. I also had to change the settings in "Welcome screen and new user accounts". There, the settings for the Current user were correct, but I had to use the "Copy your current settings to" buttons below to copy them over to the "welcome screen" and "New user accounts" sections. Only after that last step did the font issue get fixed in Aurora. See attached screenshot.
All this being said, it might be worth investigating (though perhaps not as a priority :) ) if Aurora could inherit it's display choices from the "current user" profile rather than the default admin profile?
I've never really messed around much with localisation, but I wonder if a lot of these UI inconsistencies could be solved by something like:
CultureInfo. DefaultThreadCurrentCulture = CultureInfo. CreateSpecificCulture("en-GB");
The DefaultThreadCurrentCulture property gets or sets: "The default culture for threads in the current application domain, or null if the current system culture is the default thread culture in the application domain. "
https://docs. microsoft. com/en-us/dotnet/api/system. globalization. cultureinfo. defaultthreadcurrentuiculture?view=netframework-4. 8
Typing a '+' character into the input box for intended deployment time within the ship design window causes a fatal exception and crash.
Its a bit of an out there one but christ just lost a good hour of progress due to that mistype.
The Sector Governor field within the Economics window under "Summary" doesn't show the sector governor even if one has been assigned.
Orbital Habitats dont get counted towards the Population max except on the homeworld
I created a testgame with orbitals on a moon, dwarf planet and an asteroid, combinations with space port, cargo stations and the like do not make a difference
Windows
Fresh Install 1.0, Update to 1.4
Already existed in an 1.0 -> 1.1 -> 1.2 -> 1.3 install
since noone reportet anything like this in the bug report thread i post this here and test it on 1.5 again
Recurring issue since the beginning with setting support relationships with ground units. The functionality of units supporting units seems to work - I've been setting artillery units to set up infantry units in the same brigade and I see the text colors change to orange and blue and a text saying who the artillery is supporting - BUT, I can't unset the relationship and turn it back to supporting no one (white text). I can change who that unit is supporting but I can't set it back to an not supporting state. I have tried removing the unit from the same hierarchy and I have even tried deleting the hierarchy but still orange/blue.
V1.50 on a fresh installation and 5 years into game. No errors previous in game play.
The 'Theme' dropdown on the Overview tab of the Galactic Map doesn't appear to function properly. Assuming it's the same thing as the System Theme set in the Race Information window, it isn't set to the right value and doesn't do anything when changed.
Didn't get to post in the 1. 4 thread.Quote from: Steve Walmsley link=topic=10715. msg123201#msg123201 date=1586962053Going to have to do some speculation here, but this may help.Quote from: Elouda link=topic=10715. msg123056#msg123056 date=1586942059The 'Load Previous' and 'Second Stage' dropdown boxes in the Missile Design page are linked, meaning when you try to select a missile to use as a second stage it loads the values of that missile, overwriting everything else.
Reproduced but haven't figured it out yet :)
This bug is second only to Compressed fuel storage in annoyance value. I removed the code behind it and even deleted the box and replaced with a brand new one with a new name. Same problem :) I'll come back to this later.
Assumption:
You are passing the same list / array object to both dropdowns. Or are setting both lists from the same source (Ex:Code: [Select]var a = SomeQueryResultFromDb.ToList(); var b = SomeQueryResultFromDb.ToList();
)
This results in both lists effectively being the same thing (i. e. pointers to same memory location of actual primitives. )
The dropdown UI elements set some variable in the list of objects to true to indicate which one is selected. Since both (inadvertently) point to the same list, they both share the same 'select'.
If I copy a design, I am able to select the design from the 'Refit From' dropdown menu, even if there aren't any ships build of it. If I select refit, it creates a 'divide by zero' error for function #2185. This is repeated every time I enter the economics window and when I pass time I get a 'divide by zero' error for function #2097.
Furthermore, I can't see built ships, orbiting Earth, in the dropdown menu for refitting.
Why is there a (P) after the scientist's name?
Posted in V1.40, but still exists in V1.50 (just tested):
In the Industry tab, if you queue several things (Queue C1, Queue C2, Queue C3...), and then you remove one item, you can't move items up or down on the queue if they would go "over" the removed item. So if you remove C5, then you can't move up in priority C6, or down in priority C4.
Very minor "Select System Name" bug: I started a new game in Sol, went to System View, clicked "Select Name" to try out the new button, then I clicked "Cancel" instead of choosing a name.
This erased Sol's name, which is the bug I'm reporting. However, I manually renamed the system back to "Sol". Then I tried to reproduce the "Select Name" + "Cancel" bug again, but it didn't happen again. The system stayed named Sol.
Also, thanks for adding this button! :)
Minor typo: I was curious and went through the buttons along the top of the map with Windows narrator running. The auto turns button says "OAtmated Turns". I'm guessing there's a typo?
The missile design form doesn't refresh after completing research on a missile design. You have to close the window and then open again to see it.
Need to add a "refresh" button to all forms so we can force a refresh without having to close and open again. This would save a lot of window moving as having to click on the system display buttons to ge tthe form back puts everything else behind that form.
Also, the "Load previous" and "second Stage" drop downs are still linked... <noted above in time lag posting...>
Why is there a (P) after the scientist's name?
I'm seeing this too now. I don't know what this is, and it has no relation to their specialty field.
I haven't updated from v1.4 yet, but I didn't see it mentioned anywhere so I will assume it hasn't been changed. The ground unit summary you get when clicking on a planet or star in "Location" mode does not correctly merge the counts of different formations. I have attached a picture of what it looks like in my game. From this change log (http://aurora2.pentarch.org/index.php?topic=8495.msg109760;topicseen#msg109760), I believe it is supposed to have one entry for each unit type. Is this true for anyone else?
When clicking "redo minerals" on Jupiter in the Fed nations game, I get this error. Looks like the bug wasn't fixed from 1.4. Again, minor bug, but it exists.
Function #1586: An item with the same key has already been added.
It takes a few tries to get the same error in a new game, but it does happen.
Quote from: Erik Luken link=topic=10741. msg123396#msg123396 date=1586974963Not exactly. All the numbers are down. Production and demand.
Aren't those numbers in excess of what the population uses themselves? So it follows that a larger pop has fewer free goods (to some point)
It seems like the population per capita income develops normally until it is larger than ~10 million people, then it seems to be fixed at 1, with the according reduction in trade goods, except on the home world.
Or I am totally misunderstanding how the economy works, but it works fine on your home planet and happens regardless if your colony has 0 industry or everyone employed. In the 3rd and 4th screenshot, all the colonists are employed. The only thing that changed was the population growth greater than ~12 million.
Ships don't overhaul if they have 0 MSP. Description of the resulting behaviour (copied from the 1.40 bug report thread):QuoteIf I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
To reproduce, set the Ferdinand Magellan to a supply ship in the class design window, order it to transfer its MSP to Home World and then order it to overhaul at Home World.
I'm not sure if this is a bug or intended behaviour, but it seems that if the overhaul takes MSP from the population first then either a ship with 0 MSP should be able to be overhauled or an overhaul should automatically resupply the ships as part of its task.
Holdover bug from v1. 4:
Create Research Project, of type Engine (Ion Drive, 100%, 0. 8L/h, 100%, 10HS). Go to Research section of Economics, and delete the newly created project. Attempt recreation of project in the Create Research Project Window (Ion Drive, 100%, 0. 8L/h, 100%, 25HS), receive error on Function #1051: An item with the same key has already been added.
Holdover bug from v1. 4:
After starting a new game where you get Instant Research Points, the "Instant" button in the Research section of Economics doesn't disappear once you run out of Instant RP. And there's no check to ensure you have sufficient Instant RP to research a tech.
I didn't notice that. It makes sense, though I personally think the screen would be more useful if the morale was the average of all units of that type, or something similar. I'm not sure if there is any other way to get an easy summary of stats like "I have 563 tanks on Earth".I haven't updated from v1.4 yet, but I didn't see it mentioned anywhere so I will assume it hasn't been changed. The ground unit summary you get when clicking on a planet or star in "Location" mode does not correctly merge the counts of different formations. I have attached a picture of what it looks like in my game. From this change log (http://aurora2.pentarch.org/index.php?topic=8495.msg109760;topicseen#msg109760), I believe it is supposed to have one entry for each unit type. Is this true for anyone else?The morale is different for each one. Can't remember if that is WAI.
Ground Forces window > Unit Class Design tab
Clicking the column heading "Base Unit Type" in the upper left panel gives:
Function #2608: Object reference not set to an instance of an object.
Function #1838: Object reference not set to an instance of an object.
Yeah I know, just don't click it. . . :)
Edit: When this is selected, the same errors are thrown when selecting any of the components in the bottom left panel. Error is not thrown when no component is selected in bottom left panel and Base Unity Type is clicked.
Here's a couple combat bugs:
1. Auto-assign BFC doesn't seem to work, and haven't tested MFC. Can reproduce by using the attached DB and trying to fly to Mars and auto assign with the battle fleet to try to kill aliens.
2. Moving to a contact seems bugged, at least for the situation I have the DB saved at where there is a battle fleet at Earth and a NPR survey fleet at luna. Giving a move order to battle fleet to move to Garf 001 the fleet at Luna then moving in 5s intervals causes the battle fleet to take a wierd parabolic trajectory and then not actually "go" to where the alien fleet is, stopping about 10000 to 50000 km out. I was even able to make it move away from the fleet in some circumstances.
EDIT: Here is a gif of it in action:
https://i.gyazo.com/7f922e3fb39e1032fc1c9759b6f435a7.mp4 (https://i.gyazo.com/7f922e3fb39e1032fc1c9759b6f435a7.mp4)
Here's a couple combat bugs:
1. Auto-assign BFC doesn't seem to work, and haven't tested MFC. Can reproduce by using the attached DB and trying to fly to Mars and auto assign with the battle fleet to try to kill aliens.
2. Moving to a contact seems bugged, at least for the situation I have the DB saved at where there is a battle fleet at Earth and a NPR survey fleet at luna. Giving a move order to battle fleet to move to Garf 001 the fleet at Luna then moving in 5s intervals causes the battle fleet to take a wierd parabolic trajectory and then not actually "go" to where the alien fleet is, stopping about 10000 to 50000 km out. I was even able to make it move away from the fleet in some circumstances.
EDIT: Here is a gif of it in action:
https://i.gyazo.com/7f922e3fb39e1032fc1c9759b6f435a7.mp4 (https://i.gyazo.com/7f922e3fb39e1032fc1c9759b6f435a7.mp4)
You can't auto-assign unless you have hostile targets. Parabolic course is because fleet is trying to intercept the last course.
I think this was reported today, but on v1.5 it seems discovered ruins don't show on the System Map tab "Artifacts":
(https://i.imgur.com/dKoTOBv.png)
Pushing the "refresh the tactical map window" button doesn't add ruins to this tab, nor does switching to another system and then switching back.
However, if you save and restart Aurora, the "Artifacts" tab populates correctly:
(https://i.imgur.com/QGG5C7M.png)
If I copy a design, I am able to select the design from the 'Refit From' dropdown menu, even if there aren't any ships build of it. If I select refit, it creates a 'divide by zero' error for function #2185. This is repeated every time I enter the economics window and when I pass time I get a 'divide by zero' error for function #2097.
Furthermore, I can't see built ships, orbiting Earth, in the dropdown menu for refitting.
I didn't notice that. It makes sense, though I personally think the screen would be more useful if the morale was the average of all units of that type, or something similar. I'm not sure if there is any other way to get an easy summary of stats like "I have 563 tanks on Earth".I haven't updated from v1.4 yet, but I didn't see it mentioned anywhere so I will assume it hasn't been changed. The ground unit summary you get when clicking on a planet or star in "Location" mode does not correctly merge the counts of different formations. I have attached a picture of what it looks like in my game. From this change log (http://aurora2.pentarch.org/index.php?topic=8495.msg109760;topicseen#msg109760), I believe it is supposed to have one entry for each unit type. Is this true for anyone else?The morale is different for each one. Can't remember if that is WAI.
In the Class Design window, Miscellaneous tab, Total Crew HS Required is listed as 9.81, Crew HS Available is listed as 9.8. Crew Berths is 135 (matching the Class Design tab of 135 crew listed), but spare berths is listed as -1. No errors popping up that I can see, so possibly just a rounding display error?
1.4 not 1.5, but it seems you can unlock ships that are currently in use in the design window, change the components and lock it again, all without using the Space Master mode. Ships automatically update to include the new components.
This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.QuoteAnyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
Bit of a weird one, might not technically be a bug but definitely should be classed as behaviour to be changed:
If you assign a empty fleet standing orders such as "Survey Next Three System Locations" it will actually populate orders and move the fleet around the solar system as even empty fleets with no ships technically have a speed of 1km/s.
Can you show the pop summary for those population - any issues with your pop production modifiers? Summary middle bottom.
Minor (hopefully only UI) bug when creating formation templates:Confirmed. Here is HQ listed first in the bottom right, which then doesn't properly show the HQ status in the upper right:
Ground forces => formation template tab
If a HQ unit is not at the bottom in the element overview (bottom right) the HQ template attribut is not shown in the template overview (top right).
On loading the game, it shows Function 1170: The given key was not present in the dictionary. It repeats that command and loads the game, but with no bodies whatsoever showing on the map, apart from the sun.
Quote from: Steve Walmsley link=topic=10741. msg123529#msg123529 date=1586986534
Can you show the pop summary for those population - any issues with your pop production modifiers? Summary middle bottom.
Oops, sorry, that was it. :o
So ~10 million is when they start to feel unsafe and want to be protected by the military.
I missed this amongst all the "Unrest is rising due to overcrowding" events. I only looked at the event type, not the text and ignored those because more infrastructure was already on the way.
Once political instability hit the lowest level, there is no event warning about decreasing stability anymore because political instability hit rock bottom.
Maybe a "Unrest is as bad as it could be, do something!" event would be helpful?
Different bug, so different post. You can't type numbers in the format 0.N in the max atmospheres field for terraforming. Well, you can, but it's... weird. You can't type "0.". The game won't let you. You can type, say "03" and then modify it to say "0.3", but... It's weird.
Also, if the number in that field is invalid (as it often is when you start typing something like .5 or .7), an exception is thrown.
The Change Image/Station/Hull/Flag buttons in the Race Information window throw errors if you attempt to load an image from anywhere other than the Flags/StationIcons/ShipIcons/Flags folders (respectively).
The 'Change Hull' and 'Change Station' buttons on the Miscellaneous tab of the Galactic Map don't do anything (applies to SM Mode as well).
The 'Theme' dropdown on the Overview tab of the Galactic Map doesn't appear to function properly. Assuming it's the same thing as the System Theme set in the Race Information window, it isn't set to the right value and doesn't do anything when changed.
1.4 not 1.5, but it seems you can unlock ships that are currently in use in the design window, change the components and lock it again, all without using the Space Master mode. Ships automatically update to include the new components.
Yes, that's fine. It is to allow the player to correct mistakes. It can be abused, but there are may ways in Aurora to cheat at Solitaire if so desired.
Fighters that are landed on a carrier cannot move unless individually detached using Detach button. If you drag & drop them into another fleet, they move at 1 km/s.
Detaching a single fighter and drag & dropping others into its fleet works until you order that fleet to land again. Upon landing, only the fighter that was detached lands, while drag & dropped fighters remain as is in a separate fleet.
Why is there a (P) after the scientist's name?
The accessible name for the mining summary button in the galactic map calls it a "mining smumary.”
Also on the galactic map, the "refresh," button says "refreash."
I keep having NPRs spawn 1 jump next to Sol. I even selected 30 LY min distance this time. And in Alpha Centauri, no less, and thats about 4 LY away :p sigh...
Here it is. As a little more background, I got this too on 1.4, which is why I noticed the original report. I then started a new game on 1.4 and it worked. Then a new game on 1.5 and it happened again.This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.QuoteAnyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
Can you post db?
I don't know if this is a bug or intentional, but I was able to add multiple spinal lasers to the same class. I don't remember being able to do that in the previous version.
Here it is. As a little more background, I got this too on 1.4, which is why I noticed the original report. I then started a new game on 1.4 and it worked. Then a new game on 1.5 and it happened again.This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.QuoteAnyone able to create Medals?
I suddenly get Error 2471, Value can't be NULL although I have filled out all fields and selected an Image.
Can you post db?