Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 15, 2020, 12:27:09 PM

Title: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 12:27:09 PM
Please post bugs in this thread for v1.5 (out shortly)

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
Title: Re: v1.50 Bugs Thread
Post by: Wieseltrupp on April 15, 2020, 12:31:57 PM
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
Title: Re: v1.50 Bugs Thread
Post by: UberWaffe on April 15, 2020, 12:40:00 PM
Didn't get to post in the 1.  4 thread. 

Quote from: Steve Walmsley link=topic=10715.  msg123201#msg123201 date=1586962053
Quote from: Elouda link=topic=10715.  msg123056#msg123056 date=1586942059
The '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. 
Going to have to do some speculation here, but this may help. 

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'. 

Solution (If assumptions are true):
Do a deep copy of the list before assigning it to the second dropdown. 
Code: [Select]
var a = SomeQueryResultFromDb.ToList(); var b = SomeQueryResultFromDb.Select(existingDesign => new MissileDesign(existingDesign.Id, existingDesign.Name)).ToList();

Unrelated minor (non-fatal) UI bugs:
In the Ground Forces window, in the Unit Class Design tab, if you click the first entry (The headers) of the list, you get error #2608 and #1838 "Object reference not set to instance of object.  " in both cases. 

Note: This is from the 1.  3 version, but I haven't seen anyone else mention it.   (Also very minor, so only really reporting it for keeping track.  )
Title: Re: v1.50 Bugs Thread
Post by: Ektor on April 15, 2020, 12:41:59 PM
Steve, I'm continuing from the 1.4 thread since it got locked. This was our exchange:

Quote from: Me
    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.

Quote from: Steve
Is the artillery battery attached to the same parent formation when you drag it over the infantry formation?

The answer is yes.
Title: Re: v1.50 Bugs Thread
Post by: AlitarSemiramis on April 15, 2020, 12:44:21 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: L0ckAndL0ad on April 15, 2020, 12:47:23 PM
Oh. I was posting a bug report with DB file (loading too long) for 1.4 when the thread was locked. I'll post it here in case it may be useful somehow. Otherwise, don't mind me.


Off-Topic: show
1) When assigning target (in range) and then assigning it to the fleet (Naval Organization window / Ship Combat tab), I keep getting Function #2737 Object reference error, very consistently.

"Open Fire Fleet" also gives the same error.

Attaching DB file. Select "TF 1 Lightning" fleet and target nearby enemies with gunnery FCS.

2) "Assign to Sub Fleet" FCS targeting order goes into nearby sub-fleet, that is another fleet with the same class ships under the same higher level sub-fleet formation (ie Same Destroyer Squadron, but different Destroyer Division). Or, maybe, it just goes to the whole fleet, I'm not sure.

DB file (1.4). (https://drive.google.com/file/d/1stgpaRJROgjIIbWQ7-1R0y2JvrkuIYoB/view?usp=sharing)
In the same DB, you can see sub-fleets DesDiv 1 and DesDiv 2 under DesRon 1 sub-fleet. Giving "Assign to Sub Fleet" orders to one division gives it to the ships in the other division.
Title: Re: v1.50 Bugs Thread
Post by: Randy on April 15, 2020, 12:48:32 PM
Not a bug per se, but it would be real nice if the create game function asked if we really wanted to call the new game we are creating the default name if we click "Create' before changing it...

3 times out of 4 so far I remembered about a 10th of a second after clicking create... doh!
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 12:53:02 PM
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!  :)
Title: Re: v1.50 Bugs Thread
Post by: Inglonias on April 15, 2020, 12:54:43 PM
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?
Title: Re: v1.50 Bugs Thread
Post by: Doren on April 15, 2020, 12:57:45 PM
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
You need to have population on the planet for orbital habitations to count for population limit. Did any of these have any population in them?
Title: Re: v1.50 Bugs Thread
Post by: Randy on April 15, 2020, 12:58:20 PM
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...>
Title: Re: v1.50 Bugs Thread
Post by: Resand on April 15, 2020, 01:01:52 PM
This "works" in 1.5 to

Might just be "don't do that, stupid" thing, but I managed to completely lock the game.

1. Created 2 Admin command under a third one
2. Moved one of the new ones in under the other.
3. Realized I'd arranged them in the wrong order, so I tried to move the upper one in under the lower one with drag and drop.
4. Profit
Title: Re: v1.50 Bugs Thread
Post by: Tikigod on April 15, 2020, 01:06:10 PM
Only been able to produce this once so far, but when creating a new game, after the player race creation has been done and the game is loading up the new start if I click on any other window than Aurora it seems possible trigger a 'Out of Memory' error immediately on bringing window focus away from Aurora.

New game settings were:

Real Stars.
1500 maximum stars.
4 NPRs
1 Player Race.
50LY NPR minimum, 150LY NPR maximum.


System settings
Ryzen 3700x.
16GB DDR3 @ 3600Mhz
Game Running off of my secondary HDD, not my OS SSD.

If it matters at all, I tend to leave my computer running for days at a time if I am off from work, so the machine has been running all week across probably around 16-20 different instances of playing Aurora across this week.

It looked like the game managed to create the new game after the out of memory error, though I started a new game to be safe which loaded fine with no error.
Title: Re: v1.50 Bugs Thread
Post by: db48x on April 15, 2020, 01:08:57 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Tikigod on April 15, 2020, 01:09:57 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: db48x on April 15, 2020, 01:15:05 PM
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.

Yea, I nuked it and tried again and it worked fine. Really weird problem.
Title: Re: v1.50 Bugs Thread
Post by: Randy on April 15, 2020, 01:15:23 PM
Just updating two things I had previously posted:
- Still haven't found the name file that was generating the company name errors. The quest continues...
- currently can't reproduce the error from creating a component then deleting it from research - it seems to work now. So  not sure what conditions lead to that problem.

If I find either of these again, I'll post. Just wanted to let ya know I wasn't ignoring you, but trying to find the problem :-)


Title: Re: v1.50 Bugs Thread
Post by: vyser1on on April 15, 2020, 01:17:58 PM
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.     
Title: Re: v1.50 Bugs Thread
Post by: HeroicHan on April 15, 2020, 01:22:04 PM
The Academy Commandant position still always appears even when ticking the 'available only' box.
Title: Re: v1.50 Bugs Thread
Post by: Erik L on April 15, 2020, 01:22:43 PM
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.     

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)
Title: Re: v1.50 Bugs Thread
Post by: JacenHan on April 15, 2020, 01:25:12 PM
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?
Title: Re: v1.50 Bugs Thread
Post by: GL on April 15, 2020, 01:31:58 PM
Not sure if it's a bug or not. 

When, designing a fighter with pod bays: "Ship has missile fire control weapons but no missile launchers"

I thought I remembered reading the pod bays needed a missile fire control?
Title: Re: v1.50 Bugs Thread
Post by: Inglonias on April 15, 2020, 01:32:34 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Saquenay on April 15, 2020, 01:34:30 PM
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')

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?
Title: Re: v1.50 Bugs Thread
Post by: TeSparg on April 15, 2020, 01:38:45 PM
1. 4 and 1. 5
Can't assign sector command.  (I clicked assign , and on the top right it said he was assigned, if I assign someone else he is relived from command ,all good here. )
The bonus doesn't apply and you can't see anyone assigned next to the planetary governor .
( tested this using someone with pop growth and didn't see the rate change , only did this with starting 1. 5 earth and a guy that had 15% bonus and the growth was the same 2. 02% ).
Also the green text doesn't become gray.
Title: Re: v1.50 Bugs Thread
Post by: Doren on April 15, 2020, 01:42:39 PM
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')

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 font looks really weird

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?
Title: Re: v1.50 Bugs Thread
Post by: RagnarVaren on April 15, 2020, 01:44:54 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: monorkin on April 15, 2020, 01:45:30 PM
An issue that has propped up between 1. 4 and 1. 5

STO units apparently can not be assigned weapons of any type, nor can it be assigned turrets.
Title: Re: v1.50 Bugs Thread
Post by: vyser1on on April 15, 2020, 01:48:09 PM
Quote from: Erik Luken link=topic=10741.    msg123396#msg123396 date=1586974963

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)
Not exactly. All the numbers are down. Production and demand.   
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.
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 01:48:30 PM
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.

I just want to point out, Ragnar's problem was two jump points in ONE system that both lead to the same destination system. He posted this screenshot:

(https://i.imgur.com/bRSLQ4S.png)
Title: Re: v1.50 Bugs Thread
Post by: 01010100 on April 15, 2020, 01:49:10 PM
Ships don't overhaul if they have 0 MSP. Description of the resulting behaviour (copied from the 1.40 bug report thread):
Quote
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."

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.
Title: Re: v1.50 Bugs Thread
Post by: sctjkc01 on April 15, 2020, 01:56:44 PM
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. 
Title: Re: v1.50 Bugs Thread
Post by: Erik L on April 15, 2020, 01:58:02 PM

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?
Title: Re: v1.50 Bugs Thread
Post by: Saquenay on April 15, 2020, 01:58:33 PM
Quote from: Doren link=topic=10741. msg123416#msg123416 date=1586976159
Quote from: Saquenay link=topic=10741. msg123411#msg123411 date=1586975670
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')

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 font looks really weird

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?

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 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).
Title: Re: v1.50 Bugs Thread
Post by: Vivalas on April 15, 2020, 01:59:10 PM
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)
Title: Re: v1.50 Bugs Thread
Post by: xenoscepter on April 15, 2020, 02:00:14 PM
Saquenay

What is you locale? I sometimes run a Japanese locale, and it messes stuff up.
Title: Re: v1.50 Bugs Thread
Post by: db48x on April 15, 2020, 02:00:26 PM
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?

It uses a sans-serif font on my computer:

(http://db48x.net/temp/Screenshot%20from%202020-04-14%2003-13-23.png)

I also have problems with button labels and other things wrapping and becoming misaligned or invisible. Do you ever get a number after the Exact Size at the top-left corner of the class design window?
Title: Re: v1.50 Bugs Thread
Post by: sctjkc01 on April 15, 2020, 02:00:50 PM
Quote from: Erik Luken link=topic=10741. msg123430#msg123430 date=1586977082
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?

Spacemaster mode was OFF when it occurred.   The only way to remove the button after emptying your available points is to close the window and reopen it.
Title: Re: v1.50 Bugs Thread
Post by: Doren on April 15, 2020, 02:08:50 PM
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 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).
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.

Honestly have no idea what could cause this issue.  :-\
Title: Re: v1.50 Bugs Thread
Post by: Yonder on April 15, 2020, 02:15:14 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: mike2R on April 15, 2020, 02:16:56 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: mtm84 on April 15, 2020, 02:21:57 PM
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?
Title: Re: v1.50 Bugs Thread
Post by: Hazard on April 15, 2020, 02:25:19 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Caplin on April 15, 2020, 02:30:37 PM
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.

Can you reproduce it on 1.5? There was a civi infrastructure bug fix in 1.4.
Title: Re: v1.50 Bugs Thread
Post by: smoelf on April 15, 2020, 02:32:26 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Saquenay on April 15, 2020, 02:44:05 PM
Quote from: xenoscepter link=topic=10741. msg123434#msg123434 date=1586977214
Saquenay

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?
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 02:46:30 PM
Steve, is it intended that Military survey vessels cannot use high-efficiency commercial engines with a military jump drive?
Title: Re: v1.50 Bugs Thread
Post by: muzzlehead on April 15, 2020, 02:49:15 PM
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.   

Title: Re: v1.50 Bugs Thread
Post by: greatmustachio on April 15, 2020, 02:56:56 PM
Quote from: Ancalagon link=topic=10741. msg123464#msg123464 date=1586979990
Steve, is it intended that Military survey vessels cannot use high-efficiency commercial engines with a military jump drive?

Yes, that seems to be intended.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 02:57:32 PM
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.

Fixed in v1.5.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 02:58:39 PM
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.

Yes, that is working as intended. Something happened to shorten the increment.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 03:01:30 PM
Confirmed bug in v1.5 that prevent creation of STO weapons. I mean to prevent prototypes being used, but actually prevented non-prototypes :)
Title: Re: v1.50 Bugs Thread
Post by: mike2R on April 15, 2020, 03:13:10 PM
Quote from: Saquenay link=topic=10741. msg123463#msg123463 date=1586979845
Quote from: xenoscepter link=topic=10741.  msg123434#msg123434 date=1586977214
Saquenay

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
Title: Re: v1.50 Bugs Thread
Post by: buergerjoh on April 15, 2020, 03:16:36 PM
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).
Title: Re: v1.50 Bugs Thread
Post by: dr125 on April 15, 2020, 03:16:51 PM
This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.

Quote
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.
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 03:24:18 PM
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).

Confirmed. Here is HQ listed first in the bottom right, which then doesn't properly show the HQ status in the upper right:

(https://i.imgur.com/LjmBQEx.png)

And here is the HQ deleted and readded to be last on the list in the bottom right, which then does properly show the HQ status in the upper right:

(https://i.imgur.com/K2wkWHR.png)
Title: Re: v1.50 Bugs Thread
Post by: Tikigod on April 15, 2020, 03:25:46 PM
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.

(https://i.imgur.com/BG6ddJU.jpg)
Title: Re: v1.50 Bugs Thread
Post by: Inglonias on April 15, 2020, 03:31:59 PM
spooky ghost fleets
Title: Re: v1.50 Bugs Thread
Post by: Kristover on April 15, 2020, 03:34:30 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Ekaton on April 15, 2020, 03:35:19 PM
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.

(https://i.ibb.co/CmvWzvF/4ntitled.png)

It's impossible to load crew's profiles - it always gives the Function 384 error: object reference not set to an instance of an object. Trying to advance time results in the game trying to divide by zero and giving the function 4 error.

This is the second save I've lost since switching to Aurora C#. Both the save and the backup have the same result.

This is the .db file - https://gofile.io/?c=CRNmTO
Title: Re: v1.50 Bugs Thread
Post by: AlitarSemiramis on April 15, 2020, 03:36:14 PM
Quote from: Saquenay link=topic=10741. msg123463#msg123463 date=1586979845
Quote from: xenoscepter link=topic=10741.  msg123434#msg123434 date=1586977214
Saquenay

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

Ideally you would one of either:

- Run with InvariantCulture (which is kind of like English). This allows you greater control of how things look on the screen, so you can make sure that strings fits in labels, buttons...

- Run with the culture of the OS running the application. Looks better for each user in the sense that if you are used to use , or . as decimal separators, you will see whatever you are used to. If it's just numbers then you will not have to worry a lot about things fitting right, although we can see with dates that it can be an issue. If at some point Aurora is localized to other languages, this is the way to go, but good localization is a really hard problem (particularly because English is extremely terse as a language, nearly everything else uses more letters to say the same than English).
Title: Re: v1.50 Bugs Thread
Post by: SomewhatAccurate on April 15, 2020, 03:38:59 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: buergerjoh on April 15, 2020, 03:40:19 PM
Known anomalies are not shown in the tactical view => artifacts tab. Saving and reloading fixes the issue.
Title: Re: v1.50 Bugs Thread
Post by: Inglonias on April 15, 2020, 03:47:04 PM
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.

Confirmed, but exception was not fatal for me. I just hit continue and kept going.
Title: Re: v1.50 Bugs Thread
Post by: Inglonias on April 15, 2020, 03:49:04 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: SomewhatAccurate on April 15, 2020, 03:50:12 PM
The Sector Governor field within the Economics window under "Summary" doesn't show the sector governor even if one has been assigned.
Title: Re: v1.50 Bugs Thread
Post by: Tikigod on April 15, 2020, 03:59:16 PM
The Sector Governor field within the Economics window under "Summary" doesn't show the sector governor even if one has been assigned.

Not strictly a bug, as the reason it shows none is because by default the home system where the sector command was built is no longer automatically assigned to the sector.

So you need to go to the sector window, select the sector then add Sol to it. You should then see the Sector governor displayed as their bonus is now being applied to Sol.
Title: Re: v1.50 Bugs Thread
Post by: thashepherd on April 15, 2020, 04:01:13 PM
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.

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).
Title: Re: v1.50 Bugs Thread
Post by: L0ckAndL0ad on April 15, 2020, 04:03:39 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:04:07 PM
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

It only appears if population > 0. Not figured out why yet :)
Title: Re: v1.50 Bugs Thread
Post by: Hernanduer on April 15, 2020, 04:04:18 PM
I'm still seeing this bug:
Removing something from the research queue doesn't return it to the list of available technologies to research if you're on the category of research it belongs to.   You have to use the dropdown to change between categories before it appears again.

Something similar occurs when working in the Commanders window.  In the bottom right table, switching between Civilian Administrator and Naval Officer (for example) doesn't update the table's contents.  It'll continue to show civilian admins until you change one of the trait dropdowns.  The contents of the dropdowns update, just not the table values.

When changing from a military commander type (Naval Officer or Ground Commander) to a civilian commander type, the to-from rank dropdowns keep whatever value they had and are now empty.  Would it be better to gray these out?
Title: Re: v1.50 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 04:07:15 PM
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.

Hi, I have reported this on 1.4 http://aurora2.pentarch.org/index.php?topic=10715.msg123099#msg123099 and you can check Steve's reply that would have bee fixed by adding a button. Do you have 1.5 installed?
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 04:09:15 PM
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.

I've used the "Theme" dropdown to successfully cause newly explored systems in that chain to be named after the different Themes I selected for them.

But I've had a bug where I tried to set one system's dropdown back to "No Theme", which ended up breaking something minor behind the scenes with how that dropdown selection box worked. It was like it maybe stored an erroneous "Theme" value for that system. It didn't hurt anything, and I fixed it later by just selecting another theme. I haven't been able to reproduce or track this down, but there was definitely something minor and funky with the "Theme" dropdown box.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:11:28 PM
Didn't get to post in the 1.  4 thread. 

Quote from: Steve Walmsley link=topic=10715.  msg123201#msg123201 date=1586962053
Quote from: Elouda link=topic=10715.  msg123056#msg123056 date=1586942059
The '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. 
Going to have to do some speculation here, but this may help. 

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'. 

Yes, that was exactly it. Thank you !!
Title: Re: v1.50 Bugs Thread
Post by: alvin853 on April 15, 2020, 04:13:24 PM
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.

To expand on this, I copied my GEV design to give it a new engine, left everything else the same so it can be built from the same shipyard without retooling. Tried refitting a ship from the old design to the new one, but can't select the old design in the "Refit From" dropdown. Created the task anyway, now all my shipyard tasks are gone from all shipyards and I'm getting the same 'divide by zero' erros as mentioned above.

So I guess bug #1: "Refit From" doesn't show the design the shipyard is currently tooled for, and bug #2: "Create Task" should not be clickable if no ship to refit is selected.
Title: Re: v1.50 Bugs Thread
Post by: Aezel on April 15, 2020, 04:13:31 PM
Haven't seen this one yet, I don't think it is intended behaviour:

Mass drivers will only send the top most mineral, as long as there is supply and it is above reserve amount.  SM 1,000,000 of each mineral on a planet and mass drivers will only send Duranium, instead of dividing it equally as it used to.
Title: Re: v1.50 Bugs Thread
Post by: Desdinova on April 15, 2020, 04:14:45 PM
(https://i.imgur.com/nC3Py6q.png)

Why is there a (P) after the scientist's name?
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 04:16:57 PM

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.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:17:42 PM
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.

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:19:12 PM
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!  :)

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:20:26 PM
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?

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:23:31 PM
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...>

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Randy on April 15, 2020, 04:26:12 PM

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.

Obviously, it means they are prototypes...  :-) :D

Or maybe it indicates a promotion??
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:26:23 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:30:35 PM
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.

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:35:34 PM
Quote from: Erik Luken link=topic=10741.    msg123396#msg123396 date=1586974963

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)
Not exactly. All the numbers are down. Production and demand.   
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.

Can you show the pop summary for those population - any issues with your pop production modifiers? Summary middle bottom.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:41:15 PM
Ships don't overhaul if they have 0 MSP. Description of the resulting behaviour (copied from the 1.40 bug report thread):
Quote
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."

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.

It isn't the zero MSP. It is that supply ships don't make use of maint facilities. Still a bug though. Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Caplin on April 15, 2020, 04:47:46 PM
The accessible name  for the mining summary button in the galactic map calls it a "mining smumary.”
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:51:22 PM
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.

Reproduced and fixed for the Create Research bug.

Instant button now vanishes when Instant RP done
Title: Re: v1.50 Bugs Thread
Post by: Caplin on April 15, 2020, 04:52:23 PM
Also on the galactic map, the "refresh," button says "refreash."
Title: Re: v1.50 Bugs Thread
Post by: JacenHan on April 15, 2020, 04:54:23 PM
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.
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".
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 04:56:44 PM
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.

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:02:43 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Vivalas on April 15, 2020, 05:05:12 PM
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.


Ah I see, thank you. There still seems to be some wierdness though. The fleet stops short of the enemy fleet, not actually landing on the same exact position, and in some cases telling to go intercept will make it go the opposite direction.
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 05:16:18 PM
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)
Title: Re: v1.50 Bugs Thread
Post by: Demonius on April 15, 2020, 05:17:51 PM
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...
Title: Re: v1.50 Bugs Thread
Post by: Vivalas on April 15, 2020, 05:18:24 PM
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)

I think all of the tactical map menu stuff works like that. for me I had to select the player race in the dropdown and it updated
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:21:17 PM
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.

Its fine to select classes that don't have ships yet. However, it is a bug that you can create a refit (or repair or scrap) without a target ship. Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 05:23:23 PM
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.
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".

You may have to translate forces to text. Not sure if it works I haven't tried myself yet as not really possible to AAR or Fiction every day (sometimes twice)

:-)

PS: Thanks Steve the support has been amazing so far so please don't stop
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:23:48 PM
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?

That sounds like rounding error. That section is just for display purposes in case you are curious about the calculation.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:24:54 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:26:02 PM
This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.

Quote
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.

Can you post db?
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:28:47 PM
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.

Fixed. No standing order checks for empty fleets.
Title: Re: v1.50 Bugs Thread
Post by: vyser1on on April 15, 2020, 05:33:10 PM
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?
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:34:50 PM
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).
Confirmed. Here is HQ listed first in the bottom right, which then doesn't properly show the HQ status in the upper right:

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:36:16 PM
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.

Have you manually created any ruins?
Title: Re: v1.50 Bugs Thread
Post by: Ancalagon on April 15, 2020, 05:37:24 PM
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?

I second this, since v1.0 there is no message if Political Stability Modifier reaches its lowest level (1%) and stays there. If unrest is at rock bottom, it should probably keep alerting the player.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:38:51 PM
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.

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:40:34 PM
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).

You need to move new images into the folders as that is where the game is expecting to find the images when it loads.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:45:17 PM
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.

Change buttons fixed. Theme sets the theme for any systems discovered from the selected system, so you can run multiple naming themes.
Title: Re: v1.50 Bugs Thread
Post by: Froggiest1982 on April 15, 2020, 05:45:58 PM
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.

True, what is the difference to unlock and change a design AFTER pushing the Spacemaster button? and don't tell me you pushed unlock design by mistake ;-)
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:46:07 PM
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.

Do you know you can mass select and detach on the ships list?
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:50:23 PM
Why is there a (P) after the scientist's name?

Could he be a prototype scientist?

If not, bug fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:51:02 PM
The accessible name  for the mining summary button in the galactic map calls it a "mining smumary.”

Fixed.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:51:52 PM
Also on the galactic map, the "refresh," button says "refreash."

Also fixed. Typing accuracy was competing with impending dinner :)
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 05:52:57 PM
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...

Are they definitely NPRs and not swarm or precursors?
Title: Re: v1.50 Bugs Thread
Post by: dr125 on April 15, 2020, 05:55:06 PM
This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.

Quote
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.

Can you post db?
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.
Title: Re: v1.50 Bugs Thread
Post by: non sequitur on April 15, 2020, 05:56:00 PM
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.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:01:51 PM
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.

Fixed in the next release.
Title: Re: v1.50 Bugs Thread
Post by: Steve Walmsley on April 15, 2020, 06:29:24 PM
This was posted (not by me) in the 1.4 thread. I just got the same thing with 1.5.

Quote
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.

Can you post db?
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.

You have a blank medal image for Survey Medal. You also have eight additional identical survey medals with the same image.

I've changed the code to give warnings for blank images rather than you losing the whole list. This will be in the patch after 1.5.1.