Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on August 07, 2022, 11:20:46 AM

Title: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 07, 2022, 11:20:46 AM
Please post potential bugs in this thread for v2.0.2

First, please check the v2.1 changes list first to see if I already fixed it.
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934

Also check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'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.

Please do not post bugs from previous versions unless you confirm they are still present in v2.0.2 and are not already fixed in v2.1

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
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is 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: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 07, 2022, 11:22:10 AM
Just a note here to mention I an aware of the crew quarters issue and the automated design issues raised for v2.0.1, but not yet fixed.

The issue with 'Raider Systems' is fixed.
Title: Re: v2.0.2 Bugs Thread
Post by: Iceranger on August 07, 2022, 11:48:59 AM
It seems the drop down on the Miscellaneous Components design screen does not contain anything, and the textbox on the right says "Cannot design component without all required technology"

This is reproducable using the DB comes with 2.0.0, in the example game.

(https://media.discordapp.net/attachments/847890434142634004/1005876269633765507/unknown.png)

SJW: Fixed for v2.1. For now (if you can edit DB), change FieldID from 6 to 10 in DIM_TechType for TechTypeID 269
Title: Re: v2.0.2 Bugs Thread
Post by: Demonius on August 07, 2022, 01:43:09 PM
Every ship or base seems to get a Hull Number even if Hull number box is not ticked

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Iceranger on August 07, 2022, 01:56:49 PM
Another potential bug for the component design screen

When choose to design jump drives (with all proper techs), the following pop-up appears.

(https://media.discordapp.net/attachments/847890434142634004/1005911937114194030/unknown.png)

The drop down list for jump drive size is by default empty, but when clicked proper size can be selected.

I can't reproduce this one
Title: Re: v2.0.2 Bugs Thread
Post by: Zhukov on August 07, 2022, 07:49:59 PM
A Naval officer was auto assigned in the Governor tab as Administrator of Earth instead of qualified Civilian Admins.

SJW: Can't reproduce and code restricts to admins. Anyone else have this problem?
Title: Re: v2.0.2 Bugs Thread
Post by: drakonbane on August 08, 2022, 02:38:33 AM
Setting naming theme for ship classes to No Theme doesnt work.  It just defaults to Name plus Number.

SJW: Working as intended. Name plus number is the default if no theme exists. A class with no name would produce errors (perhaps accompanied by the theme from The Good, the Bad and the Ugly).
Title: Re: v2.0.2 Bugs Thread
Post by: punchkid on August 08, 2022, 08:05:58 AM
Just upgraded from 2.0.1 to 2.0.2 and now I'm getting the following error on game startup on a game that worked fine on 2.0.1 before upgrade:
2.0.2 Function #1170: Object cannot cast from DBNull to other types
Followed by a lot of:
2.0.2 Function #3040: Object reference not set to an instance of an object

After getting into the game it looks like all my fleets are no longer orbiting their respective bodies, including empty fleets.
(https://imgur.com/Uhui0AQ.jpg)
So I assume the errors have something to do with this.
Telling all fleets to move to their planets again and then passing time for another construction cycle I get error:
2.0.2 Function #1550: Object reference not set to an instance of an object.
And then a bunch of error: 2.0.2 Function #3040: Object reference not set to an instance of an object
again and my fleets are again not orbiting. and are now millions of km away from the planet bodies they were orbiting.
(https://imgur.com/9m3sPxM.jpg)
Edit: added an extra screenshot
(https://imgur.com/LW84Bl0.jpg)
Title: Re: v2.0.2 Bugs Thread
Post by: cdrtwohy on August 08, 2022, 11:59:38 AM
possible visual glitch

after updating my ground Forces commanders ranks new Naval admins are pulling in the Ground forces ranks

Some testing, I can manually assign Naval officers to the mislabeled groups but they will not be auto assigned or promoted into those ranks

(https://media.discordapp.net/attachments/402321466839793664/1006243478780514384/unknown.png)
(https://media.discordapp.net/attachments/402321466839793664/1006237693098856489/unknown.png?width=703&height=701)
Title: Re: v2.0.2 Bugs Thread
Post by: Desdinova on August 08, 2022, 01:56:31 PM
When shipyards take damage, they go into negative slipways but are never destroyed. I got hit by aether raiders, my starting shipyard was showing -12 slipways.

SJW: Fixed for v2.1. Shipyards were destroyed if their slipways were reduced to 0 in a combat phase, but not if they were reduced to -1 or less.
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 08, 2022, 02:41:38 PM
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship


incidentally I am sorry to report this ship ran out of fuel because it ignored a standing order to refuel at 50% (secondary condition, primary was on hostile - clear orders) during a 30 day interval, I found it at 30% and a long list of orders from another standing order to survey 30 system bodies which seemed to override the fuel order, I am not sure if that is expected behaviour, I thought it normally worked the other way round and the fuel order superceded other orders

SJW: Working as intended. Small Craft Refuelling System can only be used to refuel ships of 1000 tons or less
Title: Re: v2.0.2 Bugs Thread
Post by: Desdinova on August 08, 2022, 02:41:53 PM
I built a conventional survey fighter with a speed of 50 km/s but it wouldn't go past 1 km/s. It appears that if the ship's speed is less than 100 km/s, it gets rounded down to 0? I unlocked it in SM and added a couple extra engines and it worked.

Fixed for v2.1. The error was caused by total engine power less than 1.
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 08, 2022, 03:20:58 PM
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship

How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 08, 2022, 04:12:48 PM
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship



How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379
ah sorry I did not know that restriction applied, it was over 1000t (2210t)
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 08, 2022, 05:32:26 PM
Just upgraded from 2.0.1 to 2.0.2 and now I'm getting the following error on game startup on a game that worked fine on 2.0.1 before upgrade:
2.0.2 Function #1170: Object cannot cast from DBNull to other types
Followed by a lot of:
2.0.2 Function #3040: Object reference not set to an instance of an object

After getting into the game it looks like all my fleets are no longer orbiting their respective bodies, including empty fleets.
(https://imgur.com/Uhui0AQ.jpg)
So I assume the errors have something to do with this.
Telling all fleets to move to their planets again and then passing time for another construction cycle I get error:
2.0.2 Function #1550: Object reference not set to an instance of an object.
And then a bunch of error: 2.0.2 Function #3040: Object reference not set to an instance of an object
again and my fleets are again not orbiting. and are now millions of km away from the planet bodies they were orbiting.
(https://imgur.com/9m3sPxM.jpg)

The errors are related to loading system bodies, colony cost and orbital movement. Have you had orbital movement turned off at some point?
Title: Re: v2.0.2 Bugs Thread
Post by: xenoscepter on August 08, 2022, 05:50:50 PM
 --- Seems to be a missing button...

(https://cdn.discordapp.com/attachments/837880336536698893/1006333380566196346/unknown.png)

Its a disabled button, rather than missing. You can't delete the last game.
Title: Re: v2.0.2 Bugs Thread
Post by: pwhk on August 08, 2022, 07:45:30 PM
Minor issue, in Commander history, entries for assignments to administration commands are duplicated. (Auto assignment to commands is ON)

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: alex_brunius on August 08, 2022, 07:46:40 PM
It appears that the base rate of 200 Commanders per Military Academy Installation in game setup was not adjusted to take into account the doubled Commander gain speed and the fact that Administrators and Scientists got their rates basically halved in this change:

http://aurora2.pentarch.org/index.php?topic=12523.msg157218#msg157218

This means a 2.0 start has effectively half as many Scientists and Administrators as 1.3 which is probably unintended.

SJW: Number of starting commanders in v1.13 was 100 per academy so rate has doubled. I'll increase minimum starting commanders from 150 to 300.
Title: Re: v2.0.2 Bugs Thread
Post by: mtm84 on August 08, 2022, 08:10:54 PM
Minor UI issue, could be a bug, could be WAI, might have been overlooked.  If you select a fleet in the Naval Organization window, then select a ship in another fleet, and then click on the Fleet tab, it will show the fleet information of the original fleet you first selected, and not the fleet of the new ship you selected.  Based on behavior, I believe the Fleet tab is only being updated when you actually select a new fleet.  If not intended then you may want to consider it, imo it would make sense to update the fleet tab to show the information of whatever fleet the current ship belongs to.

SJW: It is a 'bug', but I am going to leave it alone for now and fix when I have a lot of time to deal with the resultant consequences of changing it.
Title: Re: v2.0.2 Bugs Thread
Post by: Ragnarsson on August 08, 2022, 10:00:06 PM
This isn't really a bug, more of a visual oddity. In the System View window there is a truncated snippet of (what seems to be) an image, on the upper-right of the window. The area is highlighted on the attached image.

SJW: Can't reproduce. The window looks a different width than normal.
Title: Re: v2.0.2 Bugs Thread
Post by: joshuawood on August 08, 2022, 10:01:11 PM
There is a rare bug which causes the raiders to spawn troops on your planets (for me it's only been mars)

https://i.imgur.com/7hHWPue.png

In the pic you can see i just detect a population out of no where (if it loads) after a 1020s turn.

I can detect their ships literally days flight away from sol and in the case of their troop transports (of which i have killed many) i can detect them even further out.

On top of that i have a fleet of destroyers in orbit of mars and STOs looking for ships.

As far as i am aware there is no possible way the raiders got a ship in, landed troops and left in their ships in 1020s without me detecting them.
Title: Re: v2.0.2 Bugs Thread
Post by: mtm84 on August 08, 2022, 10:45:47 PM
This isn't really a bug, more of a visual oddity. In the System View window there is a truncated snippet of (what seems to be) an image, on the upper-right of the window. The area is highlighted on the attached image.

This is a side effect of the new "wide view" option for that window (the button is near the bottom middle of the window), it is the Race image.  Steve can probably tweak it so its better hidden on the "normal" view.
Title: Re: v2.0.2 Bugs Thread
Post by: cdrtwohy on August 08, 2022, 10:47:32 PM
This isn't really a bug, more of a visual oddity. In the System View window there is a truncated snippet of (what seems to be) an image, on the upper-right of the window. The area is highlighted on the attached image.

This is a side effect of the new "wide view" option for that window (the button is on the bottom right), it is the Race image.  Steve can probably tweak it so its better hidden on the "normal" view.

yeah thats what we came up with in the discord
Title: Re: v2.0.2 Bugs Thread
Post by: simast on August 09, 2022, 12:38:34 AM
Race Information -> Academies tab lists 5 "Officer Graduates per Year" per academy (I understand this should be 10 with new 2.0 rules).

SJW: Display Bug. Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Winged on August 09, 2022, 02:38:36 AM
This can be related to https://aurora2.  pentarch.  org/index.  php?topic=13028.  msg160997;topicseen#msg160997, although the function number is different.   

I get multiple errors when open "Create Research Project" window and check "show next tech" flag.  This is likely related to some of the drop-downs on the left being empty for some reason.  These drop-downs are mostly, or always (I'm not that familiar with the research tree yet) associated with non-researchable properties of the project, such as "Search Sensor / Missile Fire Control" drop-down list.  When "Show next tech" is checked, such drop-downs are empty, thus preventing creation of related prototype component designs.
The error number is always seems to be #2635.

Steps to reproduce:
The project types affected are:

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Winged on August 09, 2022, 03:19:03 AM
Aslo, when "Show next tech" is checked and you select a component type that has a "Capacitor recharge rate" drop-down in it, if you choose a different value other than the default one or the value that you have already researched, there is an error of varying number, depending on the component type.
The component types and their respective errors are provided below:

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 09, 2022, 04:56:33 AM
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship

How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379

btw before I forget, interesting thing I noticed about that was when I had both systems on the same ship, it still would not refuel, so the small RS check blocks the standard RS access, FYI, though I am not sure its very important as you are not likely to do that in any real play situation, unless you were tractoring a fighter refuel base with a small RS using a tanker tug with a large RS, then it might get messy, havent tested that yet (or trying to refuel between ships with both, will try it later)
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 09, 2022, 05:58:54 AM
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship

How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379

btw before I forget, interesting thing I noticed about that was when I had both systems on the same ship, it still would not refuel, so the small RS check blocks the standard RS access, FYI, though I am not sure its very important as you are not likely to do that in any real play situation, unless you were tractoring a fighter refuel base with a small RS using a tanker tug with a large RS, then it might get messy, havent tested that yet (or trying to refuel between ships with both, will try it later)

The small craft refuelling system system only works between ships of 1000 tons or less (the tanker and the ship being refueled have to be 1000 tons or less).
Title: Re: v2.0.2 Bugs Thread
Post by: punchkid on August 09, 2022, 06:11:03 AM
Just upgraded from 2.0.1 to 2.0.2 and now I'm getting the following error on game startup on a game that worked fine on 2.0.1 before upgrade:
2.0.2 Function #1170: Object cannot cast from DBNull to other types
Followed by a lot of:
2.0.2 Function #3040: Object reference not set to an instance of an object

After getting into the game it looks like all my fleets are no longer orbiting their respective bodies, including empty fleets.
(https://imgur.com/Uhui0AQ.jpg)
So I assume the errors have something to do with this.
Telling all fleets to move to their planets again and then passing time for another construction cycle I get error:
2.0.2 Function #1550: Object reference not set to an instance of an object.
And then a bunch of error: 2.0.2 Function #3040: Object reference not set to an instance of an object
again and my fleets are again not orbiting. and are now millions of km away from the planet bodies they were orbiting.
(https://imgur.com/9m3sPxM.jpg)

The errors are related to loading system bodies, colony cost and orbital movement. Have you had orbital movement turned off at some point?

No, orbital movement has been on the whole time.
I do have a system with asteroids inside the star, but that has been that way for years and didn't cause an issue before upgrade, although I have tried reverting back to 2.0.1 and am getting the same errors.
Could be caused by loading the game I presume, as the upgrade was the first time I closed and reopened the game.

Title: Re: v2.0.2 Bugs Thread
Post by: Froggiest1982 on August 09, 2022, 06:21:15 AM
Minor issue, in Commander history, entries for assignments to administration commands are duplicated. (Auto assignment to commands is ON)

This is an old one. Pretty much the problem is tgat everytime you assign a job it gets logged in. So even if by mistake manually or by automatic check, everytime there is an assignment it ends up in the log.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: pwhk on August 09, 2022, 07:26:45 AM
If jump engine size is exactly the minimum size tech, the dropdown labels it as "No Squadron Jump" but the description does have a proper Max Squadron Size

SJW: Fixed for v2.1. Display Bug only.
Title: Re: v2.0.2 Bugs Thread
Post by: joshuawood on August 09, 2022, 09:05:44 AM
There is a rare bug which causes the raiders to spawn troops on your planets (for me it's only been mars)

https://i.imgur.com/7hHWPue.png

In the pic you can see i just detect a population out of no where (if it loads) after a 1020s turn.

I can detect their ships literally days flight away from sol and in the case of their troop transports (of which i have killed many) i can detect them even further out.

On top of that i have a fleet of destroyers in orbit of mars and STOs looking for ships.

As far as i am aware there is no possible way the raiders got a ship in, landed troops and left in their ships in 1020s without me detecting them.

It has Happened multiple more times on Mars : https://i.imgur.com/PXca7zx.png
                                                                     https://cdn.discordapp.com/attachments/402321466839793664/1006535020510453780/unknown.png
Title: Re: v2.0.2 Bugs Thread
Post by: paolot on August 09, 2022, 09:58:00 AM
Seen in 2.   0.   2, in a game lasting around 25 years:
- Fleet Organization icon opens the Naval Organization window.   
- Lots of officers retires before they are 35, or at 42: is it intended?
- Shipyard Tasks tab reports a ship under fabrication, but the shipyard in the Shipyrads tab is marked with "No Activity" in the Current Activity column: is it intended?

SJW: All working as intended.
Title: Re: v2.0.2 Bugs Thread
Post by: Demonius on August 09, 2022, 10:31:20 AM
Seen in 2.   0.   2, in a game lasting around 25 years:
- Fleet Organization icon opens the Naval Organization window.   
- Lots of officers retires before they are 35, or at 42: is it intended?
- Shipyard Tasks tab reports a ship under fabrication, but the shipyard in the Shipyrads tab is marked with "No Activity" in the Current Activity column: is it intended?

All 3 are WAI and no actual bugs
- A name difference issue between the Tooltip and the Window Title , but you manage your fleets in the Naval Org window.
- lowest rank retires at early 30s, 2nd rank at mid 30s, 3rd rank at early 40s. That shows the normal fluctuation of personnel. Higher flag ranks stay quite a bit longer.
- the shipyard tabs shows actions that influence the shipyard itself, as in increasing construction size and slipway numbers.
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 09, 2022, 12:16:55 PM
OK how about this one.

I salvaged a rift raider wreck.

I got 4x 'Magnetic Mirror Fusion Reactor R4' unloaded to Earth.

I then tried to design a ship requiring exactly this and 'Use Alien Tech' via the miscellaneous checkbox for the design.

Refreshed as nothing showed up, whereupon the components list shrank and no power plants at all were visible (there is an R3 version already researched for the player race which is visible when the alien checkbox is not checked).

'2.0.2 Function #2524: The given key was not present in the dictionary.'

See screenshot Alien dictionary 01.jpg.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Foxxonius Augustus on August 09, 2022, 01:06:55 PM
When organizing fleets, it is possible to create a sub-fleet of a sub-fleet and to move them from fleet to fleet even while nested. However the organization of nested sub-fleets past the first level is not preserved following a save and restart.

Steps to reproduce.
Create 2 sub-fleets of Battle Fleet called Sub-Fleet A and Sub-Fleet B
Drag Sub-Fleet B into Sub-Fleet A so it looks like this.
 Battle Fleet
   Sub-Fleet A
      Sub-Fleet B
Save the game, close and restart aurora.
Both sub-fleets will be organized directly under Battle Fleet.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Inglonias on August 09, 2022, 02:01:33 PM
Not sure if this is something that's known already, but Mercury is listed as tidally locked in 2.0.2

It is not tidally locked IRL in the traditional sense. It is in a 3:2 resonance orbit around the sun. That is, for every three orbits around the sun, it spins twice.

This is important in terms of colony cost, since there isn't a spot where you can permanently hide from the sun on Mercury.

SJW: Aware but WAI
Title: Re: v2.0.2 Bugs Thread
Post by: canius on August 09, 2022, 03:03:43 PM
Quote from: joshuawood link=topic=13028. msg161097#msg161097 date=1660053944
Quote from: joshuawood link=topic=13028. msg161069#msg161069 date=1660014071
There is a rare bug which causes the raiders to spawn troops on your planets (for me it's only been mars)

https://i. imgur. com/7hHWPue. png

In the pic you can see i just detect a population out of no where (if it loads) after a 1020s turn. 

I can detect their ships literally days flight away from sol and in the case of their troop transports (of which i have killed many) i can detect them even further out. 

On top of that i have a fleet of destroyers in orbit of mars and STOs looking for ships. 

As far as i am aware there is no possible way the raiders got a ship in, landed troops and left in their ships in 1020s without me detecting them.

It has Happened multiple more times on Mars : https://i. imgur. com/PXca7zx. png
                                                                     https://cdn. discordapp. com/attachments/402321466839793664/1006535020510453780/unknown. png

Had this happen as well, though given what the Raiders are based off of in 40k I figured they had a webway portal or something, haha.

Title: Re: v2.0.2 Bugs Thread
Post by: Destragon on August 09, 2022, 03:19:33 PM
Maybe not technically a bug, but when placing a Deep Space Population, you get a pop up to enter its name. There's a "cancel" button that I thought should cancel the creation of the DSP, but it doesn't actually cancel it and basically just closes the pop up.

Also, the fields "NPRs generate Aeather Rifts" and "NPRs encounter Raiders" in the game creation screen are still missing info texts in 2.0.2.

SJW: Cancelling naming popup with now cancel creation. Tooltips added.
Title: Re: v2.0.2 Bugs Thread
Post by: Black on August 09, 2022, 03:19:42 PM
When organizing fleets, it is possible to create a sub-fleet of a sub-fleet and to move them from fleet to fleet even while nested. However the organization of nested sub-fleets past the first level is not preserved following a save and restart.

Steps to reproduce.
Create 2 sub-fleets of Battle Fleet called Sub-Fleet A and Sub-Fleet B
Drag Sub-Fleet B into Sub-Fleet A so it looks like this.
 Battle Fleet
   Sub-Fleet A
      Sub-Fleet B
Save the game, close and restart aurora.
Both sub-fleets will be organized directly under Battle Fleet.

This is old issue that was reported from first version of Aurora C#. I don't think Steve ever addressed this. Maybe now with squadron mechanics, this could be solved?

SJW: Fixed now
Title: Re: v2.0.2 Bugs Thread
Post by: Ragnarsson on August 09, 2022, 05:30:40 PM
I've been having a large number of game lock-ups upon system generation. This occurs when a new system is generated, and is characterized by the program "freezing", becoming unresponsive and pegging 1 core of my CPU at max utilization until I end the process via the task manager. No error numbers or popups are displayed, the program just locks up.

Replication:

- Create a new game, *deselecting "Known Star Systems"*
- Turn on Space Master mode
- Open the System View window
- Click Create System repeatedly until the lockup occurs.

I've had it lock up on anywhere from the 1st new system all the way up to the 168th. But it will always, eventually hit a system generation that causes this error.

I stumbled across this due to my penchant for creating non-Sol starts, and creating numerous new systems until I found one that met my parameters. Doing something like that makes it quite easy to stumble across - I suspect it could happen during the normal course of play during system generation via jump point exploration. This way just forces it to trigger much quicker and in an easily replicable manner.
Title: Re: v2.0.2 Bugs Thread
Post by: Desdinova on August 09, 2022, 06:16:28 PM
I had another conventional start game where I was attacked by raiders (this time, in the first year, before I even had TN tech!) and they attacked my shipyards, but reduced one to -3 slipways. I'm attaching the database this time. Also I was able to defeat the enemy ship by rushing a plasma carronade STO...

SJW: Previously reported and fixed
Title: Re: v2.0.2 Bugs Thread
Post by: db48x on August 09, 2022, 08:37:55 PM
The small craft refuelling system system only works between ships of 1000 tons or less (the tanker and the ship being refueled have to be 1000 tons or less).

The description really ought to include that information. Also, it appears that a craft larger than 1000t that has both a normal and a small–ship refueling system cannot use either. In my opinion it is always a design mistake to put more than one refueling system on any ship, so the game ought to give a warning for that the same way it does for missing bridges and engineering spaces.

SJW: Updated description and added code to prevent more than one refuelling system
Title: Re: v2.0.2 Bugs Thread
Post by: idefelipe on August 10, 2022, 05:03:01 AM
On 2.0.2. When creating a new game with Known Stars **deselected** games freeze and does not generate properly the DB.
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 10, 2022, 05:22:12 AM
The small craft refuelling system system only works between ships of 1000 tons or less (the tanker and the ship being refueled have to be 1000 tons or less).

The description really ought to include that information. Also, it appears that a craft larger than 1000t that has both a normal and a small–ship refueling system cannot use either. In my opinion it is always a design mistake to put more than one refueling system on any ship, so the game ought to give a warning for that the same way it does for missing bridges and engineering spaces.

I do get the SRS rules now and like the idea of small fighter class refuelling logistics. ;D In fact I am using it currently with small sub 1kt explorers and support/S&R tankers.

I didnt return to this because its minor and I didn't want to burden Steve with trivia but yes the small refuel system seems to prevent using a standard refuel system if they are both on the same ship. Which cannot help gameplay and only occurred due to testing in a state of confusion about rules.

I did test inter-ship refuelling just to be on the safe side and it works fine. Refuelling a ship with small refuel system from a ship with a standard refuel system works and if you try to refuel any ship size from a mixed fleet with both systems in separate ships that works too, so ... nothing to report  :)
Title: Re: v2.0.2 Bugs Thread
Post by: cdrtwohy on August 10, 2022, 05:29:29 AM
The small craft refuelling system system only works between ships of 1000 tons or less (the tanker and the ship being refueled have to be 1000 tons or less).

The description really ought to include that information. Also, it appears that a craft larger than 1000t that has both a normal and a small–ship refueling system cannot use either. In my opinion it is always a design mistake to put more than one refueling system on any ship, so the game ought to give a warning for that the same way it does for missing bridges and engineering spaces.

I do get the SRS rules now and like the idea of small fighter class refuelling logistics. ;D In fact I am using it currently with small sub 1kt explorers and support/S&R tankers.

I didnt return to this because its minor and I didn't want to burden Steve with trivia but yes the small refuel system seems to prevent using a standard refuel system if they are both on the same ship. Which cannot help gameplay and only occurred due to testing in a state of confusion about rules.

I did test inter-ship refuelling just to be on the safe side and it works fine. Refuelling a ship with small refuel system from a ship with a standard refuel system works and if you try to refuel any ship size from a mixed fleet with both systems in separate ships that works too, so ... nothing to report  :)

why would you put both types of refueling on a ship? the big one refuels all ships and the small one just fighters. there is no need to have both on a single platform
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 10, 2022, 05:52:48 AM
It appears that the base rate of 200 Commanders per Military Academy Installation in game setup was not adjusted to take into account the doubled Commander gain speed and the fact that Administrators and Scientists got their rates basically halved in this change:

http://aurora2.pentarch.org/index.php?topic=12523.msg157218#msg157218

This means a 2.0 start has effectively half as many Scientists and Administrators as 1.3 which is probably unintended.

The base rate was 100 per academy in v1.13, so there are now twice as many starting commanders in v2.0 which accounts for the reduction in scientist and admin percentages. v1.13 did have a minimum number of 150 commanders so it will cause a difference if there is only one starting academy. I will change that minimum to 300 for v2.0
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 10, 2022, 06:09:49 AM
I can see a difference between quoted development cost and actual research cost for missiles in 2.0.2 which I thought I ought to report.

Presumably cosmetic (unless both are wrong)!

e.g. 'Silverfish' see screeny, the design panel states 589 and the research window offers 383. Unless I have misunderstood the meaning of development cost in this context there appears to be a discrepancy. If I make a MFC for 102 development cost it comes out as 102 research so I am assuming they should be the same.

SJW: Fixed for v2.1. Design screen had display error.
Title: Re: v2.0.2 Bugs Thread
Post by: rainyday on August 10, 2022, 07:35:06 AM
On 2.0.2. When creating a new game with Known Stars **deselected** games freeze and does not generate properly the DB.

I'm seeing this a lot too. Even with no starting NPR or spoilers enabled. I messed around with the settings a bit trying to figure out a more specific cause without success. I did manage to get a game with 4 NPRs created after about 10 attempts and another one with 1 player race in Sol took 3 tries. This is with Known Stars off.
Title: Re: v2.0.2 Bugs Thread
Post by: simast on August 10, 2022, 07:50:44 AM
If I set reserve level for a mineral (say sorium 1000) - mass drivers stop working somehow? As a result other minerals are accumulated as well, even if their reserve level is 0.

(I have enough mass driver capacity to cover mineral production)

SJW: Fixed for v2.1. The minerals in reserve were being included in the potential amount to send, reducing capacity for non-reserve minerals
Title: Re: v2.0.2 Bugs Thread
Post by: pwhk on August 10, 2022, 08:03:34 AM
Getting multiple #3409 function error when progressing this save for 5 days. Continuing after ~10 days hostile ground forces appear on Luna instantly, no ship detection happens despite covered deep in DSTS range...
Title: Re: v2.0.2 Bugs Thread
Post by: mpf0214 on August 10, 2022, 11:43:46 AM
I can't find the checkbox to set a race as hostile/neutral in the Intelligence and Foreign Relations window.

Did it move somewhere else? or is it a bug?

Title: Re: v2.0.2 Bugs Thread
Post by: Droll on August 10, 2022, 12:05:25 PM
I can't find the checkbox to set a race as hostile/neutral in the Intelligence and Foreign Relations window.

Did it move somewhere else? or is it a bug?

For clarity - Is the race currently appearing as neutral or hostile?
Title: Re: v2.0.2 Bugs Thread
Post by: Aloriel on August 10, 2022, 01:01:48 PM
possible visual glitch

after updating my ground Forces commanders ranks new Naval admins are pulling in the Ground forces ranks

Some testing, I can manually assign Naval officers to the mislabeled groups but they will not be auto assigned or promoted into those ranks
Further related information on CdrTwohy's issues:

I have extended my naval officer rank system and suffered the same visual glitches (showing MG, LTG, GEN, and GA in naval organization). Also, it appears that my officers will not auto-promote above what used to be fleet admiral rank (R8).

I have not yet tested whether or not manually promoted officers will be assigned to commands that require those ranks.
Title: Re: v2.0.2 Bugs Thread
Post by: mpf0214 on August 10, 2022, 02:10:02 PM
Quote from: Droll link=topic=13028. msg161146#msg161146 date=1660151125
Quote from: mpf0214 link=topic=13028. msg161145#msg161145 date=1660149826
I can't find the checkbox to set a race as hostile/neutral in the Intelligence and Foreign Relations window. 

Did it move somewhere else? or is it a bug?

For clarity - Is the race currently appearing as neutral or hostile?

It is showing as neutral.  It attacked my fleets in Sol, but I cannot set it to hostile.
Title: Re: v2.0.2 Bugs Thread
Post by: Coleslaw on August 10, 2022, 05:08:02 PM
Raiders destroyed one of my fuel harvesting stations in orbit around Jupiter. I fought them off and brought in a salvaging ship to salvage the destroyed station. Despite the fuel harvesting station not having small compressed fuel storage systems, I got research points towards it. Screenshots attached.

(Very uncreative ship names, I know. :) )

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: fwskungen on August 10, 2022, 08:22:30 PM
The Ship Tonnage don't add up.

I'm assuming this is raider ships as they just appeared randomly.  Anyway the Problem is that the Sensor Tonnage of the ships and the Shown Sensor tonnage don't mach is this a bug? 
I had this happen earlier as well but i didn't notice it before i had killed the enemy so i have no evidence for this.  I believe the ships are 7100 tonne ships as the last one was quite hard to kill. 
No idea what happened.

Added picture and DB file if anybody wanna poke around

SJW: Working as intended. They have cloaks.
Title: Re: v2.0.2 Bugs Thread
Post by: JacenHan on August 10, 2022, 08:28:46 PM
The Ship Tonnage don't add up.

I'm assuming this is raider ships as they just appeared randomly.  Anyway the Problem is that the Sensor Tonnage of the ships and the Shown Sensor tonnage don't mach is this a bug? 
I had this happen earlier as well but i didn't notice it before i had killed the enemy so i have no evidence for this.  I believe the ships are 7100 tonne ships as the last one was quite hard to kill. 
No idea what happened.


Added picture and DB file if anybody wanna poke around
This sounds like it is working as intended. Cloaking devices can reduce a ship's cross-section (and apparent tonnage) to sensors. If a ship's cloaking device is destroyed, it's sensor contact will change to it's actual tonnage, and if the ship is destroyed, it's wreck will also show the actual tonnage.
Title: Re: v2.0.2 Bugs Thread
Post by: Inglonias on August 10, 2022, 08:53:11 PM
On 2.0.2. When creating a new game with Known Stars **deselected** games freeze and does not generate properly the DB.

I'm seeing this a lot too. Even with no starting NPR or spoilers enabled. I messed around with the settings a bit trying to figure out a more specific cause without success. I did manage to get a game with 4 NPRs created after about 10 attempts and another one with 1 player race in Sol took 3 tries. This is with Known Stars off.

I can also confirm that this can happen, but have had similar issues nailing down a set of reproduction steps.
Title: Re: v2.0.2 Bugs Thread
Post by: mtm84 on August 10, 2022, 09:37:06 PM
I'm having an issue in 2.0.2 with the "Show Next Tech" option in the "Create Research Project".  When I check this option on some but not all research fields, 1 or more of the tech option drop down menus will be blank, and it will throw the following error:

"2.0.2 Function #2635: Object reference not set to an instance of an object"

This happens in Active Sensors/Missile Fire Control, Beam Fire Control, Gauss Cannon, Jump Engines, and Missile Launchers.  There is no crash and unchecking the "Show Next Tech" option returns everything back to normal.

SJW: This was already reported and is in the list of changes for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Ragnarsson on August 10, 2022, 10:54:49 PM
On 2.0.2. When creating a new game with Known Stars **deselected** games freeze and does not generate properly the DB.

I'm seeing this a lot too. Even with no starting NPR or spoilers enabled. I messed around with the settings a bit trying to figure out a more specific cause without success. I did manage to get a game with 4 NPRs created after about 10 attempts and another one with 1 player race in Sol took 3 tries. This is with Known Stars off.

I can also confirm that this can happen, but have had similar issues nailing down a set of reproduction steps.
I'll add my voice, I've seen this multiple times too, when "Known Stars" is deselected. Sometimes it generates properly, many times it does not. I have to kill the game from Task Manager, and the database is thereafter corrupted.
Title: Re: v2.0.2 Bugs Thread
Post by: db48x on August 11, 2022, 12:09:43 AM
I didnt return to this because its minor and I didn't want to burden Steve with trivia but yes the small refuel system seems to prevent using a standard refuel system if they are both on the same ship. Which cannot help gameplay and only occurred due to testing in a state of confusion about rules.

why would you put both types of refueling on a ship? the big one refuels all ships and the small one just fighters. there is no need to have both on a single platform

Not everyone knows how the refueling systems work, especially the first time they play. People experiment by building ships and seeing if they work, and often that gets confusing. It is especially problematic to figure out why the refueling orders don’t show up, since there is even less information to go on in that case. Note for example that every so often someone asks if putting two refueling systems on the same craft lets them refuel two ships at a time. Sadly, it does not, so I say that there should be a design warning in that case.

Personally I recommend changing the name to “Small-craft refueling system”, to emphasize that it is _for refueling small craft_ rather than just that it _is small_.

Currently if you put one on a ship larger than 1000t you get this design warning: “Small Craft Refuelling System can only be used on ships of 1000 tons or less”. Since that includes only part of the information, I recommend extending it to say “Small-Craft Refueling System can only be used by small ships of 1000 tons or less to refuel small ships of 1000 tons or less.” (Note also the typo.)

There also should be a design warning if you select the Tanker checkbox but forget to put a refueling system; that’s also a common error. I’m sure it’s been suggested before too. Same with cargo ships that don’t have cargo shuttles, a warning there would go a long way to preventing that very common error. But I am starting to get off–topic.
Title: Re: v2.0.2 Bugs Thread
Post by: db48x on August 11, 2022, 01:08:25 AM
(Note also the typo.)

Oh wait, I just noticed that “refuelling” is the common spelling in the UK. TIL
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 11, 2022, 08:52:21 AM
Minor UI issue, could be a bug, could be WAI, might have been overlooked.  If you select a fleet in the Naval Organization window, then select a ship in another fleet, and then click on the Fleet tab, it will show the fleet information of the original fleet you first selected, and not the fleet of the new ship you selected.  Based on behavior, I believe the Fleet tab is only being updated when you actually select a new fleet.  If not intended then you may want to consider it, imo it would make sense to update the fleet tab to show the information of whatever fleet the current ship belongs to.

I've spent a few hours playing with this. At first I just changed the fleet selection when you changed the ship, but that ended up causing all sorts of other issues because the code relies on the fleet changing when you click a fleet, not as a side-effect of selecting a ship. I won't go into detail except to say I spent so long trying to fix resultant bugs, I just undid the changes :)   I also tried hiding the fleet tabs when you selected the ship and vice versa, but that caused its own problems. In the end, I decided we've got this far without this being a major issue, so I am going to live with it until I have the time to re-architect this properly.
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 11, 2022, 09:19:06 AM
Not sure if this is something that's known already, but Mercury is listed as tidally locked in 2.0.2

It is not tidally locked IRL in the traditional sense. It is in a 3:2 resonance orbit around the sun. That is, for every three orbits around the sun, it spins twice.

This is important in terms of colony cost, since there isn't a spot where you can permanently hide from the sun on Mercury.

Yes, I am aware of the 3:2 resonance orbit around the sun and I've addressed this a few times. I decided to have 'tide-locked or not' as a general principle, rather than the various possible resonance scenarios, to reduce complexity, to make it easier for players to comprehend and to allow more interesting gameplay.
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 11, 2022, 09:19:58 AM
Quote from: joshuawood link=topic=13028. msg161097#msg161097 date=1660053944
Quote from: joshuawood link=topic=13028. msg161069#msg161069 date=1660014071
There is a rare bug which causes the raiders to spawn troops on your planets (for me it's only been mars)

https://i. imgur. com/7hHWPue. png

In the pic you can see i just detect a population out of no where (if it loads) after a 1020s turn. 

I can detect their ships literally days flight away from sol and in the case of their troop transports (of which i have killed many) i can detect them even further out. 

On top of that i have a fleet of destroyers in orbit of mars and STOs looking for ships. 

As far as i am aware there is no possible way the raiders got a ship in, landed troops and left in their ships in 1020s without me detecting them.

It has Happened multiple more times on Mars : https://i. imgur. com/PXca7zx. png
                                                                     https://cdn. discordapp. com/attachments/402321466839793664/1006535020510453780/unknown. png

Had this happen as well, though given what the Raiders are based off of in 40k I figured they had a webway portal or something, haha.

They have exactly that :)
Title: Re: v2.0.2 Bugs Thread
Post by: bankshot on August 11, 2022, 10:22:45 AM
If I set reserve level for a mineral (say sorium 1000) - mass drivers stop working somehow? As a result other minerals are accumulated as well, even if their reserve level is 0.

(I have enough mass driver capacity to cover mineral production)

This may be the same reserve level issue seen in 1.13.  If you set a reserve level it seems to act as a divider on how much the mass driver can send per turn, instead of just being a floor level for how much minerals it won't touch.  Instead of subtracting the reserve level from on-hand quantities and then flinging what is left over it appears to total up the minerals on hand, subtract the reserve levels, and use the ratio between that result and the total m inerals on hand as a multiplier for how much it launches.  So minerals on hand will never be drawn down to the reserve level - the amount sent will decrease to near zero as you approach it. 

As an example - I have several comet and asteroid mines target Mars with their packets and then set reserves for Duranium, Neutronium, Mercassium, and Vendarite to ensure I have minerals for construction factory, research facility, and ground force production.  It has 10 mass drivers targeting Luna to send whatever it doesn't need there.  This should give it 50K/year capacity, or roughly 700 per 5 day production tick. It has around 12K of minerals stockpiled over reserve levels, so it has plenty to send.  But it is only sending 515/tick, not 700.  But if I reduce my reserve levels from 7K to 3K  it sends 585t packets, and eliminating reserve levels results in 695t packets.   

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Coleslaw on August 11, 2022, 10:39:21 AM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.

SJW: Cannot reproduce. Can you provide more detail on the incident? Was only one fire control affected for example, or how it was damaged?
Title: Re: v2.0.2 Bugs Thread
Post by: Icekiller on August 11, 2022, 12:47:44 PM
Changing a planets eccentricity does not save it. If you close the game and reopen it, the planet will revert back to it's original eccentricity.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Tuna-Fish on August 11, 2022, 06:05:36 PM
This is important in terms of colony cost, since there isn't a spot where you can permanently hide from the sun on Mercury.

Bit OT, but this is very wrong. While it's not tidally locked, it does have an extremely low axial tilt, and large craters on it's poles. Inside those craters, is eternal darkness, and based on MESSENGER data, probably more water than on Mars.

If we could get there easily, it would be the best colonization target in the solar system. Extremely plentiful cheap energy (Need heat? Raise a mirror over the crater rim. Need light? Raise a diffuse reflector. Need power? raise solar panels.), and all materials needed for colonization, including all the volatiles.
Title: Re: v2.0.2 Bugs Thread
Post by: Harold65 on August 11, 2022, 08:53:46 PM
OK how about this one.

I salvaged a rift raider wreck.

I got 4x 'Magnetic Mirror Fusion Reactor R4' unloaded to Earth.

I then tried to design a ship requiring exactly this and 'Use Alien Tech' via the miscellaneous checkbox for the design.

Refreshed as nothing showed up, whereupon the components list shrank and no power plants at all were visible (there is an R3 version already researched for the player race which is visible when the alien checkbox is not checked).

'2.0.2 Function #2524: The given key was not present in the dictionary.'

See screenshot Alien dictionary 01.jpg.

I also received this error. Doing same as OP did.  Checked "Use Alien Tech", clicked "Refresh Tech" and got the same error

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: db48x on August 12, 2022, 12:28:03 AM
Refreshed as nothing showed up, whereupon the components list shrank and no power plants at all were visible

'2.0.2 Function #2524: The given key was not present in the dictionary.'

I also received this error. Doing same as OP did.  Checked "Use Alien Tech", clicked "Refresh Tech" and got the same error

Me too. I got some CIWS components from some ruins, and now my component list stops at Cargo Shuttle Bay, right before the CIWS category. I’m more interested in using the Gravitational Survey Sensors I got than the CIWS, but that’s not really important.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Garfunkel on August 12, 2022, 01:07:14 AM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.
Are you sure you've moved to 2.0.2 correctly? This bug was supposedly fixed already.
Title: Re: v2.0.2 Bugs Thread
Post by: ydirbut on August 12, 2022, 07:42:04 AM
The function number: #1170 and #1550 at startup, followed by #3056 at the main screen when I zoom in or out (sometimes, not always). Occasionally the 3056 is followed by a #1618.

The complete error text:

1170: The given key was not present in the dictionary.

1550/3056: Object reference not set to an instance of an object.

1618: Collection was modified, enumeration operation may not execute.

The window affected: Main screen

What you were doing at the time
Happens as soon as I start my game. Also, the game seems to have reverted to an earlier save- I played out to 2027 or 2028 but now it is back to 2025.

Conventional or TN start
Conventional

Random or Real Stars
Random

Is your decimal separator a comma?
.

Is the bug is easy to reproduce, intermittent or a one-off?
happens every time you start the game.

I was able to load the previous DB backup and it seems to work fine.

SJW: In this instance, the problem was caused by system bodies in the database without a parent system, but I can't find a way to reproduce that situation
Title: Re: v2.0.2 Bugs Thread
Post by: Coleslaw on August 12, 2022, 08:39:43 AM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.
Are you sure you've moved to 2.0.2 correctly? This bug was supposedly fixed already.

Yes, I am sure.

Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 12, 2022, 09:13:37 AM
The function number: #1170 and #1550 at startup, followed by #3056 at the main screen when I zoom in or out (sometimes, not always). Occasionally the 3056 is followed by a #1618.

The complete error text:

1170: The given key was not present in the dictionary.

1550/3056: Object reference not set to an instance of an object.

1618: Collection was modified, enumeration operation may not execute.


Somehow you have five comets and twenty-two asteroids for a system that doesn't exist. That shouldn't be possible without something odd happening to the database because deleting a system in-game would delete the associated system bodies. Have you deleted anything from the database manually, or are you running a mod, or have you deleted a system in-game (and if so, how)?

I've added some code to handle this situation, but I would like to know how it happened if possible.
Title: Re: v2.0.2 Bugs Thread
Post by: skoormit on August 12, 2022, 10:01:17 AM
If you have more naval ranks than ground commander ranks, you won't be able to promote a ground commander to any new ground commander ranks you add.

From what I see in the database, it seems that when you add a new ground commander rank, the game is changing the Priority value of the existing ground commander ranks based on the highest Priority of all ranks, rather than of only ground commander ranks.

SJW: Unable to reproduce
Title: Re: v2.0.2 Bugs Thread
Post by: Destragon on August 12, 2022, 12:34:11 PM
Is it a bug that parent ground HQ commanders don't give their production bonus to subordinate construction vehicle formations? (2.0.2)

I have 5 formations of ground construction vehicles, each with an HQ. When I assign a commander with a 30% production bonus to one of those HQs, I can see in the industry tab of the planet that the vehicles are now producing more BP.
But when I assign that commander to the 25k HQ that is in charge of those 5 formations, then the vehicles don't get any BP bonus from it.

Maybe I'm missing something about how ground HQ chain of commands work, but I didn't see an info post about it in the C# changelist megathread.

Edit:
Found a minor typo, the game says "Subartic" instead of "Subarctic".
Title: Re: v2.0.2 Bugs Thread
Post by: Warer on August 12, 2022, 01:22:40 PM
Single Weapon BFCs limit to one weapon isn't respected by Auto Assign FC. I tested it by manually dragging and dropping and the pop up that tells you you can't assign more than one weapon to an SW BFC appeared.

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Aloriel on August 12, 2022, 07:46:25 PM
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.

SJW: There is no DB in the included file - file size is 0.06 KB.
Title: Re: v2.0.2 Bugs Thread
Post by: Marski on August 12, 2022, 07:54:31 PM
If you have multiple NPR's on earth on start, they often bankrupt themselves by endlessly building combat ships, construction factories and mines. I've had about 3 starts and this happened each time.
(https://i.imgur.com/FQknrUG.png)
And since they build more warships than their maintenance facilities can support, they are stuck on earth and wont go out to explore & expand.

is there anything I could do to unstuck the A.I from their suicidal development plan?
Title: Re: v2.0.2 Bugs Thread
Post by: pwhk on August 12, 2022, 09:56:56 PM
I got errors #1957, #1948, #1953, #460 on start, then #2147 every turn in this save.
In foreign relation window, "UK" does not show up in either "China" or "Japan" races.
I suspect it is because I named one of the factions as "UK" that is too short  :-\

SJW: What are the error messages (the text) ?
Title: Re: v2.0.2 Bugs Thread
Post by: Lornalt on August 13, 2022, 12:03:25 AM
Unable to Award Medals to Admin Commander via Fleet Organization Window

Selected Admin Command -> Award Medal -> Select Awardees (Admin Commander and so on) -> Confirm award -> Everyone selected except Admin Commander gets award.

I'm I doing things wrong or is this a bug?

SJW: Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Destragon on August 13, 2022, 06:40:14 AM
There's something weird about fleet training. I and someone else on the Discord noticed that ships that are kept in a training naval admin end up with massively negative training values as soon as their deployment time is exceeded and their morale is dropping. It happened to me with ships that have a 6 month deployment time.
Is this a bug or are you not supposed to have fleets exceed deployment time while training?
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 13, 2022, 07:45:26 AM
If you have more naval ranks than ground commander ranks, you won't be able to promote a ground commander to any new ground commander ranks you add.

From what I see in the database, it seems that when you add a new ground commander rank, the game is changing the Priority value of the existing ground commander ranks based on the highest Priority of all ranks, rather than of only ground commander ranks.

I can't reproduce this. Adding a new ground rank works fine, regardless of the number of naval ranks. The priorities are set correctly and saved correctly to the database. I've gone through the code line by line and it only changes the rank priorities for the chosen rank type. Do you definitely have an existing ground rank selected when you added the new ground rank?
Title: Re: v2.0.2 Bugs Thread
Post by: skoormit on August 13, 2022, 08:24:07 AM
If you have more naval ranks than ground commander ranks, you won't be able to promote a ground commander to any new ground commander ranks you add.

From what I see in the database, it seems that when you add a new ground commander rank, the game is changing the Priority value of the existing ground commander ranks based on the highest Priority of all ranks, rather than of only ground commander ranks.

I can't reproduce this. Adding a new ground rank works fine, regardless of the number of naval ranks. The priorities are set correctly and saved correctly to the database. I gone through the code line by line and it only changes the rank priorities for the chosen rank type. Do you definitely have an existing ground rank selected when you added the new ground rank?

The database had the types of the new ranks correct, it just had the Priority wrong.
This was done using the Netherlands theme for rank names.
Maybe there's something specific about how the Netherlands theme is set up?
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 13, 2022, 08:27:36 AM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.

There is something else going on here, as there is code to prevent the above. Its very common for fire controls to be destroyed while they are set to open fire, so if this was a general error it would be reported a lot. Can you provide more detail about the incident when this happened and how the fire control was destroyed?
Title: Re: v2.0.2 Bugs Thread
Post by: boolybooly on August 13, 2022, 09:45:49 AM
Order list is wiped if you tractor the last ship in a fleet using 'tractor any ship in fleet' order.

e.g. I set a tug to move 3 missile platforms from Moonstone Fleet in deepspace to Amethyst Fleet in Earth orbit.

I set the order once then used repeat orders x2 to move all three platforms and added a refuel and resupply order at Earth for the tug.

The tug moved two missile platforms to Amethyst correctly, then on tractoring the third and final platform it stopped in its tracks because it had no orders left. The order to release the tractored ship to Amethyst had vanished along with the refuel and resupply order.

Events notified the tug had completed orders.

I would guess its something about tractoring the last ship in a fleet, which causes the fleet to vanish, maybe before the tractor order is removed so the order list would become unintelligible, as it refers to a fleet which no longer exists. Something like that. I have seen it a few times now so replicable I feel sure. Probably already reported but you never know.
Title: Re: v2.0.2 Bugs Thread
Post by: Coleslaw on August 13, 2022, 10:27:20 AM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.

There is something else going on here, as there is code to prevent the above. Its very common for fire controls to be destroyed while they are set to open fire, so if this was a general error it would be reported a lot. Can you provide more detail about the incident when this happened and how the fire control was destroyed?

The situation surrounding the destruction wasn't entirely unique unfortunately. Just a battle between a wing of FACs and a few Aether Raiders. I looked back through the event logs for that in-game date and noticed that the 5-seconds didn't immediately begin after the destruction of the fire-control, just very shortly after it so that might be my mistake. However, regardless, the game stopped being interrupted as soon as I scuttled the ship, which makes me think maybe an enemy ship had targeted my FAC that couldn't shoot at it, whether due to the enemy's weapons being destroyed or them being out of range, but not clearing the target for some reason. My FAC design mounts particle beams and just uses its speed to stay out of range of the enemy (usually) so maybe it kept coming in and out of the enemy fire control ranges during the one second sub pulses and the AI couldn't properly target/detarget?

That's all I can really add unfortunately. I'll try to test further and see if there's a way to recreate it but I'm not a bug sleuth like some of the people on this forum.  :)
Title: Re: v2.0.2 Bugs Thread
Post by: Aloriel on August 13, 2022, 10:46:49 AM
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.

SJW: There is no DB in the included file - file size is 0.06 KB.
Let's try that again... DB *included* this time. Sorry about that.
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 13, 2022, 12:36:59 PM
Beam fire controls that are set to open fire and are then destroyed in combat do not cease their firing, resulting in forced 5-second intervals until damage controls repairs the fire control or you scuttle the damaged ship. The button on the miscellaneous tab of the tactical menu to cease fire all ships does not cease fire of destroyed fire controls.

I would assume this applies to missile fire controls also, though I haven't tested them explicitly.

There is something else going on here, as there is code to prevent the above. Its very common for fire controls to be destroyed while they are set to open fire, so if this was a general error it would be reported a lot. Can you provide more detail about the incident when this happened and how the fire control was destroyed?

The situation surrounding the destruction wasn't entirely unique unfortunately. Just a battle between a wing of FACs and a few Aether Raiders. I looked back through the event logs for that in-game date and noticed that the 5-seconds didn't immediately begin after the destruction of the fire-control, just very shortly after it so that might be my mistake. However, regardless, the game stopped being interrupted as soon as I scuttled the ship, which makes me think maybe an enemy ship had targeted my FAC that couldn't shoot at it, whether due to the enemy's weapons being destroyed or them being out of range, but not clearing the target for some reason. My FAC design mounts particle beams and just uses its speed to stay out of range of the enemy (usually) so maybe it kept coming in and out of the enemy fire control ranges during the one second sub pulses and the AI couldn't properly target/detarget?

That's all I can really add unfortunately. I'll try to test further and see if there's a way to recreate it but I'm not a bug sleuth like some of the people on this forum.  :)

Thanks for the update. I think your theory about the enemy ship somehow not clearing its targeting sounds like a potential cause.
Title: Re: v2.0.2 Bugs Thread
Post by: Coleslaw on August 13, 2022, 03:32:06 PM
I genuinely have no idea how this happened, but one of my repair yards on a colony has suddenly went from 1 slipway of repair capacity to -3. Curious as to what would happen, I told it to repair an FAC that was damaged in orbit. The available slipways became -4. Screenshot attached. The repair went without issue. Once the additional slipway was added, the number of slipways went from -3 to -2.

One thing to note, however, is that the bugged repair yard on the colony matches in terms of number of slipways to a repair yard back on my capital planet. Obviously, just turned into a negative number though. I wonder if maybe the game got confused and was somehow referencing the repair yard on the home planet instead of the repair yard on the colony and then in some way or another turned the number into a negative? No idea.

I know this isn't a lot of detail to go off of but since I never received any error messages, I didn't know this was happening until I went to repair a ship in orbit of the colony so I have no context that might elucidate when the issue took place.

SJW: Already reported and fixed for v2.1
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934
Title: Re: v2.0.2 Bugs Thread
Post by: Tavik Toth on August 13, 2022, 06:08:47 PM
Getting the error #2524: The given key was not present in the dictionary with "use alien tech" enabled in the class design screen.

SJW: Already reported and fixed for v2.1
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934
Title: Re: v2.0.2 Bugs Thread
Post by: Lornalt on August 13, 2022, 08:58:06 PM
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.
Title: Re: v2.0.2 Bugs Thread
Post by: skoormit on August 13, 2022, 09:16:48 PM
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.

Perhaps you still have the "Order Templates" radio button selected, rather than "System Locations" or "Auto-Route by System"?
Title: Re: v2.0.2 Bugs Thread
Post by: Lornalt on August 13, 2022, 10:23:25 PM
I've encountered a minor bug that is easily reproducible.

If you delete an order template, you will no longer be able to issue any orders for any fleet due to all commands going missing.

The only way to fix this is to close the Naval Org screen and open it again.

Perhaps you still have the "Order Templates" radio button selected, rather than "System Locations" or "Auto-Route by System"?

I've confirmed this as a USER error. Thanks lol...
Title: Re: v2.0.2 Bugs Thread
Post by: pwhk on August 13, 2022, 10:25:06 PM
I got errors #1957, #1948, #1953, #460 on start, then #2147 every turn in this save.
In foreign relation window, "UK" does not show up in either "China" or "Japan" races.
I suspect it is because I named one of the factions as "UK" that is too short  :-\

SJW: What are the error messages (the text) ?
Errors are (translated)
#1957 Index and length must be referencing position of String, parameter: length
#1953 Dereferencing null
#1948 Dereferencing null
looped 3 times, and then
#460 Index not in dictionary
twice,
and then #2147 Index not in dictionary shows up every time I click on any time progress buttons

Should be easily reproducible from the save I attached in the original post.

SJW: Your theory around the length of the alien race name was correct. Fixed for v2.1
Title: Re: v2.0.2 Bugs Thread
Post by: Steve Walmsley on August 14, 2022, 04:58:08 AM
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.


Found it - but it was a weird one :)

There was nothing unusual about the class design (and there was another ship of the same design that was fine). There was nothing unusual about the ship in the database, or the fleet record. Creating a new fleet or detaching the ship didn't change anything either. The movement orders were all normal. I was starting to wonder if Aurora had somehow developed a sense of humour and was just trying to wind me up :)

Eventually, I realised that the combination of ship commander, flag bridge and admin command was creating a reaction bonus more than 100%, which ended up tipping the fleet into a negative reaction score (Reaction is based on 1 - Bonus). The fleet movement code ignores fleets with negative reaction scores, so the orders were never being executed. I've added a cap to reaction bonus of 99% and now the fleet moves normally.

Title: Re: v2.0.2 Bugs Thread
Post by: Droll on August 14, 2022, 09:07:31 AM
After attempting to attack a spoiler race, I lost all fighters from a carrier. From that point on, my carrier could not move.

I tried deleting all empty squadrons, multiple types of move orders, dividing the ship out of the fleet, SM teleport to Earth, and reloading the game. Nothing will get my ship moving again. It claims to have it's full movement speed, but never goes anywhere.

In the included DB file, the ship in question is the CV-01 SFS Warrior (in a fleet of the same name) now orbiting Earth. It is attempting to refuel and will never succeed.


Found it - but it was a weird one :)

There was nothing unusual about the class design (and there was another ship of the same design that was fine). There was nothing unusual about the ship in the database, or the fleet record. Creating a new fleet or detaching the ship didn't change anything either. The movement orders were all normal. I was starting to wonder if Aurora had somehow developed a sense of humour and was just trying to wind me up :)

Eventually, I realised that the combination of ship commander, flag bridge and admin command was creating a reaction bonus more than 100%, which ended up tipping the fleet into a negative reaction score (Reaction is based on 1 - Bonus). The fleet movement code ignores fleets with negative reaction scores, so the orders were never being executed. I've added a cap to reaction bonus of 99% and now the fleet moves normally.

Oh I recall reporting this bug on 1.13 a while ago as I used quite deep naval hierarchy and had a few officers with 50% reaction bonus. For those suffering from this on any version, either use the DB to nerf the reaction bonuses of officers in the hierarchy or avoid assigning too many commanders with high reaction bonuses.