I started a fresh Game with patch 2.1.1 and got exactly two (2) Civilian Administrators, one of which does not even have any bonuses.
That doesn't seem right. Looks like a rare RNG bug.
Can provide DB if needed.
Including these two there are 300. So that seems ok.
Now i'm wondering, is there a minimum number for Scientists and Administrators?
Is it correct that the cargo space usage for the Spaceport is 1,000,000?
I'm pretty sure that it was 2,000,000 in 1.13, but I can't find any change notes for this.
Weird, it doesn't show up when using the "search" function. ???
Its in the first post of the v2.0 changes thread.
http://aurora2.pentarch.org/index.php?topic=12523.0
"Halved the transport requirements for naval headquarters and spaceports to 10 and 40 cargo holds respectively."
Weird, it doesn't show up when using the "search" function. ???
Its in the first post of the v2.0 changes thread.
http://aurora2.pentarch.org/index.php?topic=12523.0
"Halved the transport requirements for naval headquarters and spaceports to 10 and 40 cargo holds respectively."
Weird, it doesn't show up when using the "search" function. ???
I assume Terraformer installations have been resized to 75,000, since my cargo fleets of total capacity of 500,000 can now transport 6.67 at a time.
New installation of v2.1.1
I assume Terraformer installations have been resized to 75,000, since my cargo fleets of total capacity of 500,000 can now transport 6.67 at a time.
New installation of v2.1.1
Yes, they will be resized again to 50,000 in v2.2 to prevent rounding issues.
The Order Filtering checkbox in Naval Organisation > Fleet > Movement Orders does not appear to work (more accurately, unticking it does not seem to stop it working).
I think I'm right in saying that in VB6, unticking this showed you every order that was valid on the target, even if your fleet wasn't capable of it - can be handy occasionally, when you're setting up a chain of orders where the fleet only acquires the capability to perform a desired later order part way through (eg Salvage Wreck -> Unload All Components).
When I loaded my game this morning I got a string of errors:
function #484 database disk image is malformed
function #1145 an item with the same key has already been added
function #3248 an item with the same key has already been added
function #483 database disk image is malformed
function #1147 object reference not set to an instance of an object
function 1301 an item with the same key has already been added
I also got some errors when saving last night but did not think to write them down.
I've included aurora.db, auroraSaveBackup.db, and AuroraDBPreviousSaveBackup.db in the attached .7z.
If you open aurora.db you will get the errors, and most fleets are gone. If you open aurorasavebackup.db you get a slightly different set of errors, and some fleets are gone but most appear intact.
function #484 database disk image is malformed
function #1145 the given key was not present in the dictionary
function #3248 an item with the same key has already been added
function #483 database disk image is malformed
function #1147 object reference not set to an instance of an object
function #483 database disk image is malformed
function #1168 object reference not set to an instance of an object
aurora.db is from November 3rd 2047, and the backup saves are from July 23 2047. time was not advanced between the backup saves but I might have made changes.
Errors occur on game load
TN start
random stars
I was most likely changing research priorities and modifying class designs. I also changed environment settings on Menzoberranzan-A I (CO2 removal was completed just after July 23rd) and issued build orders for Minas Tirith III. I may have issued orders to fleets and set civilian transport orders.
Edit: this is the same game as prior reports, it was created in 2.1 and upgraded to 2.1.1
Since my issue appears to be a one-off I'll revert to the AuroraDBPreviousSaveBackup.db. At this point my empire is still small and I'm mostly waiting for construction and terraforming projects to complete so it isn't a big loss. I won't lose enough to risk trusting my game to a database repair.
I get in random intervalls the error message: 2.1.1 Function #2092: The value for a decimal was to big or to small.
It happens on the tactical view when advancing time 1 Day with autoturns.
additional info:
Conventional start
Real stars
decimal separator is "."
The campaign is now 87 years long (starting NPR = 0 and I have not left Sol yet)
*edit: It seems to occur when officers change, like retirement/assignment/skill change but could be coincidentally.
I get in random intervalls the error message: 2.1.1 Function #2092: The value for a decimal was to big or to small.
It happens on the tactical view when advancing time 1 Day with autoturns.
additional info:
Conventional start
Real stars
decimal separator is "."
The campaign is now 87 years long (starting NPR = 0 and I have not left Sol yet)
*edit: It seems to occur when officers change, like retirement/assignment/skill change but could be coincidentally.
#2092 is related to the creation of mass driver packets. Do you have any that are unusually large or small?
In that same game an actual gamebreaking bug.
I have come to a point where no matter which backup of my DB I load, on the 31st of May 2097, 72 years into the campaign I encounter 3 errorsThis just happens on the normal progression of time.
- 2. 1. 1 Function #1954: Object reference not set to an instance of an object
- 2. 1. 1 Function #1943: Object reference not set to an instance of an object
- 2. 1. 1 Function #478: Object reference not set to an instance of an object
In a TN campaign with random stars, and my decimal separator is a dot and i have not found a way to progress any further.
Quote from: Fobin link=topic=13078. msg162322#msg162322 date=1663193151In that same game an actual gamebreaking bug.
I have come to a point where no matter which backup of my DB I load, on the 31st of May 2097, 72 years into the campaign I encounter 3 errorsThis just happens on the normal progression of time.
- 2. 1. 1 Function #1954: Object reference not set to an instance of an object
- 2. 1. 1 Function #1943: Object reference not set to an instance of an object
- 2. 1. 1 Function #478: Object reference not set to an instance of an object
In a TN campaign with random stars, and my decimal separator is a dot and i have not found a way to progress any further.
It seems to be related to identifying an alien ship. Have you deleted anything that would not normally be deleted in the normal course of play - database edits, editing NPR ships, etc or deleted a hull type?
Fleet commanders are not being automatically assigned. Attached photo shows I have naval commanders of the right rank with the reaction skill, and all the ship captains and officers got assigned, but auto-assignment didn't assign fleet commanders to the 3 ships with flag bridges.
Database is attached, in case that matters
IIRC Flag Bridges are not subject to auto-assignment so this is WAI I believe.Not even when a fleet has only 1 flag bridge? If it is WAI then I guess I'll have to put it as a suggestion
IIRC Flag Bridges are not subject to auto-assignment so this is WAI I believe.Not even when a fleet has only 1 flag bridge? If it is WAI then I guess I'll have to put it as a suggestion
I created a custom medal for my game. Every time I load the game, I start to get an error "No Image found for Meda: Epsilon Eridani I Campaign". This is a custom medal I created for a battle in my campaign. If I go to the medals screen, I get the following error: "2.1.1 Function #1070 C:\Aurora4x-2.1.1\Medals\war_ribbon_1b.png". This persists until I assign a new image to the medal and it works fine after that. The obvious issue is that the medal war_ribbon_1b.png is not in the Medals directory. It's in a subdirectory. It appears the medal isn't storing the fact that it's in a subdirectory. If I move that image to the medals directory, I don't get the error anymore.
I have a couple of Salvagers which are classed as a Commercial Vessel and a Salvager but have no Jump Drive.
I put them on the Standing Order of "Salvage Nearest Wreck", which will let them travel throughout my entire space to salvage wrecks.
That's really convenient, so I don't have to search for all the wrecks I produce. :)
But...
1: they are ignoring the fact that a system only has a stabilised entry WP, but not an outward WP. They trap themselves.
2: they completely ignore the "Military Restricted System" flag.
I consider both things as bugs, because this can't be WAI. ;)
While I can see that the first one is probably ok-ish, I disagree with your second explanation. ;)I have a couple of Salvagers which are classed as a Commercial Vessel and a Salvager but have no Jump Drive.
I put them on the Standing Order of "Salvage Nearest Wreck", which will let them travel throughout my entire space to salvage wrecks.
That's really convenient, so I don't have to search for all the wrecks I produce. :)
But...
1: they are ignoring the fact that a system only has a stabilised entry WP, but not an outward WP. They trap themselves.
2: they completely ignore the "Military Restricted System" flag.
I consider both things as bugs, because this can't be WAI. ;)
Actually, it can be!
The former is, while probably not desired, well within the rather simple logic of conditional orders - simply put, the salvagers have no way of knowing that you won't put a stable jump gate in that system while they're there, so they just blindly follow orders. I suspect that Steve considers the "blindly following orders" thing a feature rather than a bug since it forces a measure of player attention, whether this is a good thing or not is an open question I won't answer.
The latter is WAD, player-controlled ships are not subject to the military restriction on systems, that restriction primarily restricts civilian ships IIRC.
While I can see that the first one is probably ok-ish, I disagree with your second explanation. ;)
First, by applying a standing order I actually no longer player-control the ship. I give the control to the AI.
Second, there is a checkbox at the movement orders tab, "Check Danger Level" (checked by default), which prevents my own units, which I actually control right now, to go to certain systems, because they are potentially dangerous. But my automatic Commercial units happily go to Military restricted systems with reported enemy presence.
Sorry, but that can't be WAI or WAD.
At least my Commercial units have to respect my decision to restrict a system to Military units.
While I can see that the first one is probably ok-ish, I disagree with your second explanation. ;)I have a couple of Salvagers which are classed as a Commercial Vessel and a Salvager but have no Jump Drive.
I put them on the Standing Order of "Salvage Nearest Wreck", which will let them travel throughout my entire space to salvage wrecks.
That's really convenient, so I don't have to search for all the wrecks I produce. :)
But...
1: they are ignoring the fact that a system only has a stabilised entry WP, but not an outward WP. They trap themselves.
2: they completely ignore the "Military Restricted System" flag.
I consider both things as bugs, because this can't be WAI. ;)
Actually, it can be!
The former is, while probably not desired, well within the rather simple logic of conditional orders - simply put, the salvagers have no way of knowing that you won't put a stable jump gate in that system while they're there, so they just blindly follow orders. I suspect that Steve considers the "blindly following orders" thing a feature rather than a bug since it forces a measure of player attention, whether this is a good thing or not is an open question I won't answer.
The latter is WAD, player-controlled ships are not subject to the military restriction on systems, that restriction primarily restricts civilian ships IIRC.
First, by applying a standing order I actually no longer player-control the ship. I give the control to the AI.
Second, there is a checkbox at the movement orders tab, "Check Danger Level" (checked by default), which prevents my own units, which I actually control right now, to go to certain systems, because they are potentially dangerous. But my automatic Commercial units happily go to Military restricted systems with reported enemy presence.
Sorry, but that can't be WAI or WAD.
At least my Commercial units have to respect my decision to restrict a system to Military units.
I've been unable to generate a new game with random stars. Game freezes after player race creation, and when I reload I just get a blank screen where clicking on anything throws an error from Function $155. With real stars turned on it works okay. DB attached, I don't believe I've done any modding beyond tweaking a few tech or component names/values. I recall there was a bug about this in v2.0 - maybe something in that wasn't completely fixed?I think this is an intermittent problem with all system generation in random stars games. I reported a similar bug in v2.0.2 that I believe to be a different manifestation of the exact same issue, and I don't think it was ever addressed.
Firstly designing a prototype using 'next tech' seems to result in the prototype not detecting that the missing research to allow it has been completed leaving it forever as a 'Future Prototype' even when you can recreate it without any extra theoretical tech. It can be worked around by recreating the exact settings for a new research project/prototype, but it means that you can't tell the previous itteration to be made into a research project for your queue.
The second one I believe has been spotted, or at least there's a couple of threads on something similar. UK officer ranks, some organisation set up with the various Admin Commands having their lowest rank as Commodore (rank 4). Currently no ships requiring above Rank 1 resulting in the admin commands not having anybody taking control because nobody is reaching Commander (Rank 2), much less Captain or Commodore. Realisitic promotions on and it's around 50 years in.
Found an odd bug.
This one is a known behavior, technically is is WAD and should be a suggestion but either way it would be nice to have this work more smoothly.
Not a bug, this is 100% WAD and WAI (http://aurora2.pentarch.org/index.php?topic=12523.msg157362#msg157362). You need to have roles at the intermediate ranks for the promotions-on-demand system to work.
Im not dead certain, it is hard to be, but ive heard from multiple people plus my current game, it doesnt seem to be generating JP's to "local systems" In that i cannot find the 5 other NPR's on a 250 star map and in 2 games where ive explored 50-60 stars, havent had a single system loop back to one id already explored. not one. I have seen 2-3 other people mention that they havent had any either in their games on the discord.
Im playing with known stars cause the game crashes like crazy when you try start a game with it off.
yeah i can live without jump loops, but my concern is that its cause the local system generation is borked, and if it is then that would be why im not running into NPR's, as the systems we discover arent being looped to systems they discover. So you practically have to brute force find their systems as theres no chance for it to link it instead of generating a new system.i've run a test in Known Stars:
I've come to the inescapable conclusion that there IS something wrong with system generation / loop generation logic.
While this conclusion may be correct for Known Stars, per the preceding discussion, what you've shown here is exactly what I would expect if the system ID# for Random Stars generation was treated as periodic (i.e., counting as ..., 998, 999, 1000, 1, 2, 3, ...).I didn't mean to suggest the sequencing of system ID's was unusual; it's precisely as I'd expect, too. System 1000 connecting to System 2 was unremarkable, as they'd be within the 5 system threshold. I was only attempting to show loops are not impossible which was really my point, but with the important observation of the probability-defying dearth of connections to pre-existing systems (which I observed later, but is not shown in the image above), even when the odds heavily favor such connections over a large number of iterations - and to demonstrate that the lack of loops is affecting games which do not use Known Stars, whereas most reports above were concerning games in which Known Stars were used. It doesn't seem to matter which is used, the same issue seems to be occurring regardless.
Yes, there is no doubt that loops are possible in Random Stars, at least if Local generation chance is cranked up to 95+. In Known Stars however I strongly suspect they are notI can lend weight to the observations discussed here. I had it at settings of 50/15 in random stars and got 2 loops within the first 20 systems in 2.1. My current game of 75/30 known stars has expanded nearly as far and seen none, where I also had two loops in a previous 2.0 known stars game at that point.
I also have the problem with game freezing. It also sometimes happens when a ship jupms to a new system.Quote from: nuclearslurpee link=topic=13078. msg163139#msg163139 date=1667784352I've been unable to generate a new game with random stars. Game freezes after player race creation, and when I reload I just get a blank screen where clicking on anything throws an error from Function $155. With real stars turned on it works okay. DB attached, I don't believe I've done any modding beyond tweaking a few tech or component names/values. I recall there was a bug about this in v2. 0 - maybe something in that wasn't completely fixed?I think this is an intermittent problem with all system generation in random stars games. I reported a similar bug in v2. 0. 2 that I believe to be a different manifestation of the exact same issue, and I don't think it was ever addressed.
hxxp: aurora2. pentarch. org/index. php?topic=13028. msg161111#msg161111
I am running what I think is 2.1.1 (Aurora.exe dated 8/6/22, but can't figure out how to find out in the program). I'm running a normal (not conventional) start. Currently I'm only in Sol. When I start Aurora I get this error:
2.0.1 Function #3040: Value was either too large or too small for a Decimal.
I hit OK and it's fine. However I get this error whenever I try to open the System View (LOTS of times - I hold down the Enter key for a minute or so) and Mining Survey Window and search (about a dozen times).
In this attached game, a Raider has recently opened fire with its railguns against my Habitat space station. The Habitat is simply Ark Modules with "no armour" ticked and some CIWS + civ radar.
I would have expected that, with no armour, the railguns would make very short work of the Habitat (Habitat hull number 33 in game, the HAB-08 TG). . Instead the events simply report penetrating hits, with no crew lost, no damaged components, no ark modules broken.
So I think it's bugged that firing upon an unarmoured space station is not really causing any damage to the station.
In this attached game, a Raider has recently opened fire with its railguns against my Habitat space station. The Habitat is simply Ark Modules with "no armour" ticked and some CIWS + civ radar.
I would have expected that, with no armour, the railguns would make very short work of the Habitat (Habitat hull number 33 in game, the HAB-08 TG). . Instead the events simply report penetrating hits, with no crew lost, no damaged components, no ark modules broken.
So I think it's bugged that firing upon an unarmoured space station is not really causing any damage to the station.
- The "Armour Status" screen for a "no armour" space station is a blank screen, there's no armour showing.
I would have expected that *any* penetrating shots on an unarmoured space station would result in crew deaths and component damage, but the 1 million residents of Hab-33 will be quite happy to learn if that's not the case.
Thank you
I am running what I think is 2.1.1 (Aurora.exe dated 8/6/22, but can't figure out how to find out in the program). I'm running a normal (not conventional) start. Currently I'm only in Sol. When I start Aurora I get this error:
2.0.1 Function #3040: Value was either too large or too small for a Decimal.
I hit OK and it's fine. However I get this error whenever I try to open the System View (LOTS of times - I hold down the Enter key for a minute or so) and Mining Survey Window and search (about a dozen times).
All newly discovered ruins do not require the Xeno Team to be surveyed and all belong to the same TL2 aliens.
For a long time, I was stuck on 5h turn.That sort of thing seems like it could be in the SM event list. It would be very helpful for people who are less good with the DB to have that pointed out so they can find it and sort it more easily.
After some investigation in the database I've found that one of the NPR set up a supply of automines that were not present on their homeworld and the "pickup failed" order was interrupting the game.
For each increment, I have several of the following errors: Function #1954, Function #1943, Function #478
It happens when raiders appear.
I have attached the Save.
When trying to set a minimum rank for automated assignment to naval admin commands, it seems that setting the rank is trying to select the ground commander rank instead of the (listed) naval commander rank, which then fails to work with automated assignment. See attached image for visual explanation - no, my abbreviation for Admirals is not "GG", this is the abbreviation for my equivalent ground commander rank (Grand General). Same happens for lower ranks, but Grand Admiral (rank 7) and higher seem to work okay, as do R2 through R4 - so whatever is happening seems very inconsistent.
Save, quit, and restart does not correct this. I've searched and have not seen a report or 2.2.0 bugfix for this.
EDIT: Looking at the FCT_Ranks table in the DB, it looks like the issue is happening where the ground commander rank (RankType 1) has a lower RankID than the equivalent naval commander rank (RankType 0), which is the case for my R5 and R6 ranks where I am having the problem. Guess that means the workaround is to delete and re-make the R5 and higher ground commander ranks, and the fix is to select only RankType 0 in whatever routine is handling this.
Does the “Transfer Fuel to Fuel Hub” order work? I have a tanker with 100% fuel and I want to put the fuel into a fuel hub. The tanker completes the order on the next subtick and no fuel is transferred. How does this interact with refueling priorities? The hub has a raised priority so that my fuel harvester platforms in the same fleet will refuel it. (and that does work, though the refueling rate is odd).
The same game as before, I'm drawing heavily on a swarm of small (1k-sized) survey ships for all geo and grav survey duties. I designed a (cheap) jump tender for their size, and placed one at every jump point, and clicked the "Assume Fleet is Jump-Capable". However, the surveyors entered a system whose JP was being stabilized, and when they finished their work they couldn't find their way out. I checked that the jump tender was placed at the entry point, tried again, and they continued complaining. I ordered them to move elsewhere and they went through the JP with no problem at all. I believe this "Assume Fleet is Jump-Capable" setting is not working. I wasn't tracking where the surveyors went so I can't be absolutely sure, but it seems they only plotted routes through JPs that were at least partially stabilized.
I couldn't find any report about this, either as a bug or feature. I'll try to reproduce this later in a new clean game.
2.1.1 fresh install, windows 10, my decimal separator is a dot.
I start a new game with the settings in the attached screenshot.
A popup for the creation of a race appears, I select "conventional empire" and press "create race".
I've done this quite a few times. About half the times, a new game is created within a few seconds. The other half of the time, the game freezes, and the game screen and the "new game creation" screen stay visible but the program becomes completely unresponsive and stays that way until I kill the program.
I do a fresh reinstall from the source files every try.
There seems to be something wrong with the calculations for fleets meeting up.
To reproduce do the following: Have a fleet(F1) following another fleet(F2) and then you give a 3rd fleet(F3) the order to join F1.
I think the issue is that the speed of F1 in this case is the fleets max speed and not the speed for F2 which it is following. In my case F2 is a lot slower then F1 and F2 and F3 have the same speed.
So it seems like its calculating the meeting point to be somewhere very far ahead.
See attached screenshot for an example.
Edit:
It looks like it sort of fixes itself once F3 gets in front of F1, it will then turn back around to join F1. So its mayube not as big of a problem as I first thought. It just mens the fleet thats trying to join will make a sort of swing around the fleet its joining insted of heading straight for it. and so will use quite a bit more time then it maybe could have.
Missile Size: 1 MSP (2.5 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 3,200 km/s Fuel: 100 Flight Time: 1,305 hours Range: 15,037.7m km
Active Sensor Strength: 0.29 EM Sensitivity Modifier: 11
Resolution: 10 Maximum Range vs 500 ton object (or larger): 2,170,967 km
Cost Per Missile: 0.484 Development Cost: 110
Chance to Hit: 1k km/s 32.0% 3k km/s 10.7% 5k km/s 6.4% 10k km/s 3.2%
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal. But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval. There were multiple ships working in there though, so I thought nothing of it. But then it happened again. And then again. And again. I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system. Of the 30 Survey locations, 18 of them have been surveyed.
This has to be a bug, right? Save file is attached.
Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.
Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal. But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval. There were multiple ships working in there though, so I thought nothing of it. But then it happened again. And then again. And again. I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system. Of the 30 Survey locations, 18 of them have been surveyed.
This has to be a bug, right? Save file is attached.
The system in question appears to be a black hole (according to the DB; I've examined it but not loaded it up in-game). Black holes, per Steve:Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.
Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.
The listed mass in the DB is 60, so I assume it is capable of generating quite a massive number of jump points indeed! Not a bug, though.
When a ship joins a fleet or sub-fleet of a fleet which is set to travel below maximum speed, the fleet reverts to maximum speed.
[...]
It also does this, i.e. resets max speed, if you (manually detach and) manually add ships to the fleet in the same location.
I'd like to add my weight to the Local System Generation issue.
Troop transports don't require shuttle bays in order to transfer troops to / from a planet without a spaceport or orbital shuttle bays. As per http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591 (http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591) troop bays are said to follow another rule, but I couldn't find the follow up post regarding troops bays, so I'm not sure if this is intended behaviour.
Situation is two S&R ships (Little Flower Groovey Baby Swift class) with 200 cryo each, giving 400 cryo fleet total, scooped 2 lifepod signs of NPC ally, total 327 survivors.Known issue,
Instead of filling all cryo in fleet, the game put all survivors into one ship and none into the other, leading to the accommodation warnings, see screen and excess wear and deployment.
Expected behaviour would be to use all available cryo space in the fleet with the rescue order.
Has this already been reported?
If you have a railgun with 5.25 power requirement and a power plant with 5.26 power production, it should work right?
However if you put these together in a ship design you get a warning message because the power calc goes on the gun charge rate instead of the gun power requirement.
When designing a railgun you can only use intervals of 0.5 charge rate e.g. 5, 5.5, 6 , there is no 5.25 charge option. So the gun is using 5.25 power but has to be researched with charging at 5.5 to get RoF5.
However a 5.26 power plant should power it, so the error message is in error. Is that right? (I have never actually fired one of these things.)
2.1.1 Function #1050: Object reference not set to an instance of an object.
On selecting jump engine research design after researching minimum jump engine size 8.
This did not happen before researching minimum jump engine size 8.
I checked, by reloading previous saves. Research design defaulted to size 15 & 10 OK but not 8, when size is left blank and name not updated until you manually select a size.
I have a glitch in a VB6 game, and there doesn't seem to be an active thread for it.
For some reason, I can no longer place waypoints at all, neither in space nor at a body. I used them earlier in the game for recon missiles, and I may have bugged it by removing waypoints that recon missiles were loitering at. Is there a way to reset it so waypoints can be placed again?
May I gently suggest you try playing a non-obsolete version? There's not much point reporting bugs for a game that hasn't been worked on in over 3 years, right?
I have a strange situation in 2.1.1 where dragging a repair shipyard (default size 10,000) through a jump point using a tractor tug chain with one module between the tug and the SY, caused the SY to be recognised as a new race of the player species and triggered a new listing in the intelligence window named "civilians" with diplomacy rating 10,000 and all available checkboxes.
I am not sure what happened here. I dont allow civ construction yet in this game. Even if I did I would not expect a civ ship or structure to be treated as a separate race.
What I noticed before this happened was the shipyard when being towed by the middle module did not show in the ship listings but was itemised in the fleet info.
It is a bug even without a tug chain.
As mentioned before the game (2.1.1) created a new race "Civilians" when I tugged a repair shipyard through a JP, it declared they had been spotted as if an alien race and the intel window showed them with 10k diplomacy points and all race images identical to my player race.
Just now I ordered a troop drop on a precursor planet cleared of ships and the game gave the victory to them but the planet and its contents were transferred to Civilians, see screeny. Is that normal? Its my first invasion.
I ended up with two colonies on the same planet both named Iota Horologii IV after the planet, one marked with 2xDST and the other containing a ruined outpost and my troops. I was able to retrieve the troops and drop them in the 2xDST pop then delete the empty pop and the 2xDST pop showed the ruined outpost buildings so I didnt lose anything but am just confused about what happened?
Is this a bug?
This is a frustrating NPR behavior which I've been going back and forth on whether it is a bug or merely an undesired behavior, but I think this is a poor enough game experience since v2.0, for reasons given below, that it should be considered a bug:
...
Not sure if it has been reported here yet or if I am doing something wrong my occasionally my Naval admin command will switch their minimum rank requirements to Ground force ones and reassign ground force commanders, which naturally causes them to provide no bonus. I have seen this happen most often with a training type admin command and have been able to fix it by deleting the old one and remaking it but its still odd and requires me to constantly check to make sure things are working in my admin commands
I'm having a problem with combat colliers. My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo. Normally I attach them as a subfleet but I also tried moving it to the main fleet. I also tried both reload and replace options. The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance.
See Battle Fleet in Camlann which is currently out of range of all known contacts. Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system. It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM. DD-3 has fired all 90 of her Albacore 3x but isn't reloading. It does refuel the fleet.
I am running a Real Stars game (no mods) with 3 factions on Earth (2 NPRs).
After about 5 years the 2 NPRs started a war between them and when the loser surrendered, they surrendered to me instead of to the victor.
During a travel though some jump points, is it possible that a ship class increases its mass? an increase that prevents the next jump(s)?
I have ordered a fleet, made of two ships of the same class, to perform 4 jumps.
After 3 jumps, just when the fleet has to enter the last JP, the game event is saying to me:
"Battle Fleet cannot carry out a transit as there is no available jump drive capable of allowing the fleet's military engined ships to enter the jump point".
This is the class:
Regolo-2 class Assault Ship 40,090 tons 1,142 Crew 8,277.2 BP TCS 802 TH 1,875 EM 4,800
4677 km/s JR 3-50 Armour 1-104 Shields 160-400 HTK 234 Sensors 0/12/0/0 DCR 2 PPV 70
Maint Life 0.98 Years MSP 35,258 AFR 6429% IFR 89.3% 1YR 36,154 5YR 542,304 Max Repair 2319.3 MSP
Capitano di Corvetta Control Rating 1 BRG
Intended Deployment Time: 9 months Morale Check Required
J40000(3-50) Military Jump Drive Max Ship Size 40000 tons Distance 50k km Squadron Size 3
Ion Drive EP375.00 (10) Power 3750 Fuel Use 116.91% Signature 187.5 Explosion 15%
Fuel Capacity 2,000,000 Litres Range 7.7 billion km (19 days at full power)
Gamma S20 / R400 Shields (8) Recharge Time 400 seconds (0.4 per second)
30cm C4 Soft X-ray Laser (7) Range 256,000km TS: 5,000 km/s Power 24-4 RM 60,000 km ROF 30
CIWS-160 (10x4) Range 1000 km TS: 16,000 km/s ROF 5
Beam Fire Control R256-TS8000 (50%) (2) Max Range: 256,000 km TS: 8,000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor R28-PB30 (2) Total Power Output 56.2 Exp 15%
Active Search Sensor AS32-R20 (50%) (1) GPS 840 Range 32.9m km Resolution 20
ELINT Module (2) Sensitivity 12 Detect Sig Strength 1000: 27.4m km
ECCM-2 (2) ECM 20
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
The anomaly is in the class mass (40,090 tons) vs. the jump drive capability (Max Ship Size 40000 tons).
If this was true at the first jump point, the fleet couldn't even enter it. Instead the ships did 3 jumps, before this message.
How is it possible?
P.S.
In the system where my battle fleet should arrive after the last jump, there could be a fleet of an unknown alien race that destroyed one my survey ship few days ago. My fleet is going there to rescue the lifepods, and attack the enemy ships.
I've been unable to generate a new game with random stars. Game freezes after player race creation, and when I reload I just get a blank screen where clicking on anything throws an error from Function $155. With real stars turned on it works okay. DB attached, I don't believe I've done any modding beyond tweaking a few tech or component names/values. I recall there was a bug about this in v2.0 - maybe something in that wasn't completely fixed?
yeah i can live without jump loops, but my concern is that its cause the local system generation is borked, and if it is then that would be why im not running into NPR's, as the systems we discover arent being looped to systems they discover. So you practically have to brute force find their systems as theres no chance for it to link it instead of generating a new system.
Bug: If a fleet of beam-armed ships is ordered to sync fire, they will not fire even when all ships are ready to fire. Every ship in the fleet will indicate that it "is waiting for other ships in the same fleet to confirm their readiness before firing."
I'm guessing this occurs because the Sync Fire control only checks if ships are ready to fire missiles, since it is almost never used for beam fire.
https://i. imgur. com/TICq8yN. png
"2. 1. 1 Function #917: Value was either too large or too small for an Int32. "
Occurred when setting a civilian contract to move automines to C/2017 K2, which is quite a far distance away from Earth actually. This appears thousands of times and renders the game unplayable, forcing deletion of the game. Actually, since the default behavior is to load your most recent game, I had to reinstall the entire game. I couldn't stomach going through 4,000 message box prompts to see if there was a way to fix this.
I think it is probably some type of check that is failing due to overflow because of the huge distance involved.
The same game as before, I'm drawing heavily on a swarm of small (1k-sized) survey ships for all geo and grav survey duties. I designed a (cheap) jump tender for their size, and placed one at every jump point, and clicked the "Assume Fleet is Jump-Capable". However, the surveyors entered a system whose JP was being stabilized, and when they finished their work they couldn't find their way out. I checked that the jump tender was placed at the entry point, tried again, and they continued complaining. I ordered them to move elsewhere and they went through the JP with no problem at all. I believe this "Assume Fleet is Jump-Capable" setting is not working. I wasn't tracking where the surveyors went so I can't be absolutely sure, but it seems they only plotted routes through JPs that were at least partially stabilized.
I couldn't find any report about this, either as a bug or feature. I'll try to reproduce this later in a new clean game.
EDIT: The surveyors are all using default orders to either geosurvey bodies in the system or do gravsurvey, according to their type, then proceed to another system needing surveying. That's my attempt to automate the surveying, with a dozen of FAC-sized survey craft of each type in a 10% survey speed game. However, when all survey is done in a border system, the survey craft ignore the jump tender in the JP and complain they can't apply the default orders, no matter whether the "Assume Fleet is Jump-Capable" is set or not.
I've also verified that when one survey craft completed their job and chose another system to go to, they'd cross my entire map for months to go to another system through a path connected with stabilized JPs, rather than cross a single JP with a jump tender available.
Adding a standard jump engine would require a full redesign and lots of refits, and would go counter the idea I'm following in this game. So, in order to avoid lots of micromanaging surveyors, I've now edited the DB (oops) to have a new miniaturized jump engine specifically for the survey craft, SM-edited their designs to include it, and I'm now waiting to see if they'll finally go to the closest system to do their jobs.
It's quite possible I misunderstood the meaning of the "Assume Fleet is Jump-Capable", and that it wasn't meant to apply to default orders... If so, please, Steve, could you consider it for a future version?
I'd like to add my weight to the Local System Generation issue.
Me as well... Two different games with Known Stars not seeing any loops with ~100 systems explored in each. In one, I had two starting NPRs set for 25-50 LY distance, haven't seen them. Two discovered NPRs doing their own exploring that I can't see, but no reconnections to my areas.
Did a quick test with these settings (does the max number of systems/local chance even matter for Known Stars)?
Max Systems 10
Local Chance 100%
Local Spread 5
No NPRs
Attaching screenshots of some of the settings, plus the map I got using SM to explore.
Not sure if this has been reported yet? When a jump point stabilization module is combined with a tractor beam on the same ship, the ship will not do the jump point stabilize function.
Is this intentional?
I can't speak to Known Stars, but on Random Stars there is a definite issue with having no connections to existing systems (loops), or dead-ends. To demonstrate, I loaded up a fresh copy of 2.1.1, started a new game with the only alteration to system generation being to set it to Random Stars. I then SM explored 150 systems. Attached is the screenshot of what the system map looked like. As you can see, there are no loops and there are no dead-ends.I'd like to add my weight to the Local System Generation issue.
Me as well... Two different games with Known Stars not seeing any loops with ~100 systems explored in each. In one, I had two starting NPRs set for 25-50 LY distance, haven't seen them. Two discovered NPRs doing their own exploring that I can't see, but no reconnections to my areas.
Did a quick test with these settings (does the max number of systems/local chance even matter for Known Stars)?
Max Systems 10
Local Chance 100%
Local Spread 5
No NPRs
Attaching screenshots of some of the settings, plus the map I got using SM to explore.
Screenshot shows 45 systems, so 44 explored. The ones directly connected to Sol will not have a chance of connection, so there is about a 6% chance of no connections after 41 subsequent systems explored (based on the 6.67% chance of connection to an existing system). That 6% is a little higher in reality due to the 'Avoidance of Closed Universe' change in v2.1.1, which will ignore the chance of connection if you explore the last open jump point.
Max Systems, Local Chance and Local Spread have no effect in Known Stars games. If you mouse over these options on the Game window, the information section at the bottom explains these do not affect Known Stars games.
I can't speak to Known Stars, but on Random Stars there is a definite issue with having no connections to existing systems (loops), or dead-ends. To demonstrate, I loaded up a fresh copy of 2.1.1, started a new game with the only alteration to system generation being to set it to Random Stars. I then SM explored 150 systems. Attached is the screenshot of what the system map looked like. As you can see, there are no loops and there are no dead-ends.
In 150 systems, this is... highly improbable, in the absence of some kind of system generation and selection issue.
EDIT: In the image, System#891 appears to be a dead-end; this is merely a display issue due to it being the final system I SM explored and the galaxy map not updating to show it. I checked and it does indeed have an unexplored jump point.
This is a frustrating NPR behavior which I've been going back and forth on whether it is a bug or merely an undesired behavior, but I think this is a poor enough game experience since v2.0, for reasons given below, that it should be considered a bug:
I've noticed in several instances that NPR ships/fleets which appear to have an objective set that requires them to go to a particular planet have a janky interaction if they detect a player ship or fleet at that planet which they deem sufficiently threatening, usually when hostilities exist between the two races. What happens is the following:This creates a situation where the player must either (1) attack and destroy, or at least chase off, the NPR ship, or (2) use short increments ad infinitum until the player is in a position to do (1). For various reasons, including roleplay, (1) may not be possible or desirable which forces the negative play experience of (2) unless the player prefers to use SM/DB means to resolve the issue. For example, in my current game this is occurring near a colony which is guarded by one ship, and while my knowledge of the NPR AI tells me that it is fine to go attack and destroy the other ship, in-character it wouldn't make sense to leave the planet unguarded in the face of a possible bait-and-switch trap, thus I am gritting my teeth and using automatic increments to advance time slowly but surely.
- NPR ship on approach to the planet detects the player's ship or fleet.
- NPR ship changes course to retreat.
- NPR ship apparently "forgets" that they have a known contact for the player fleet at that planet.
- NPR ship approaches the planet and detects player's ship or fleet.
- Repeat ad infinitum.
I have noticed this behavior in the past but it is significantly more common since the introduction of the Raiders in v2.0, as the Raider scouts absolutely love to do this kind of thing all the time, since they are naturally hostile to every other race and have rock-checking missions hardcoded into their AI. This leads me to seriously question if I want to play with Raiders active, simply because I don't enjoy having to pass between construction cycles using 5-minute increments. I have also noticed complaints about this phenomenon on the subreddit.
Note that if the player does not use a short increment, the NPR ship will at some point cover sufficient distance to reach the planet from "out of sensor range" in one big step, so just using a large increment is not a workaround.
My suggested fix is that NPRs should remember the sensor contact for the player's fleet for an appropriate amount of time (8 hours, 1 day, or 5 days all seem reasonable to me) and behave as if it expects there to be an enemy ship there, instead of getting surprised again every two increments. Alternatively or additionally, NPRs could increment their danger level for a system if they detect a player fleet and consider them hostile, which should eventually convince them to either retreat and try again somewhere else, or else commit a force to battle instead of dancing back and forth at the edge of sensor range.
Not sure if it has been reported here yet or if I am doing something wrong my occasionally my Naval admin command will switch their minimum rank requirements to Ground force ones and reassign ground force commanders, which naturally causes them to provide no bonus. I have seen this happen most often with a training type admin command and have been able to fix it by deleting the old one and remaking it but its still odd and requires me to constantly check to make sure things are working in my admin commands
I built a spacestation and it was assigned to a civilian fleet.
Ive searched the forum and see this is previously reported bug from many versions ago (1.5.1).
Ive just experienced it in v 2.1.1
I can't speak to Known Stars, but on Random Stars there is a definite issue with having no connections to existing systems (loops), or dead-ends. To demonstrate, I loaded up a fresh copy of 2.1.1, started a new game with the only alteration to system generation being to set it to Random Stars. I then SM explored 150 systems. Attached is the screenshot of what the system map looked like. As you can see, there are no loops and there are no dead-ends.
In 150 systems, this is... highly improbable, in the absence of some kind of system generation and selection issue.
EDIT: In the image, System#891 appears to be a dead-end; this is merely a display issue due to it being the final system I SM explored and the galaxy map not updating to show it. I checked and it does indeed have an unexplored jump point.
I just ran a similar experiment to yours, tracking all the generated system numbers and stepping through the code. I didn't find any links in 45 systems. Changed to 100% local chance (so I am not jumping around the whole 1000 systems) and hit a connection within 4 attempts.
I've added some extra code to the AI. This is a tricky area and will require playtesting, but in essence once a fleet decides to run away it will maintain that state for a few days unless the balance of forces changes in the system. The length of time it will run has a random element, plus modifications for Xenophobia (longer) and Determination (shorter). It will prevent fleets checking out points of interest while in this state, or moving to a central location, but will not prevent them attacking if they judge things to be in their favor.
When towing a ship (or presumably any other object e.g. a space station etc) with no engine (i.e. a speed of 1km/s), if the towed ship takes any fire from an enemy, it is "detached from parent fleet due to damage". This is presumably due to the normal logic of detaching ships which lose their engines in combat so as not to cause the rest of the fleet to stop. However, in this case the towed ship had shields and didn't even take any damage to armor or components, just some light shield damage, and it was still booted from the fleet.
Context: I was experimenting with building a floating point defense barge to be towed towards spoilers with strong missile capability. The idea was that I'd normally park these things near my capital and/or big colonies as PD, but upon need could tow them out to soak up ASMs and AMMs from spoilers. Doesn't work that well if they stop dead in their tracks any time they take a stray shield hit from a pidly AMM.
Update: I did some experimenting by turning on SM and adding a small engine to my PD barge so it's speed wasn't 1km/s. Any damage still results in getting kicked out of the fleet. I think it must be because it's under tow. I assume this is still not intended behavior?
Assuming 1000 stars, with Local Chance at 50 and Local Spread at 15, there is a 50% chance that the JP will connect to a system number within 15 of the start system. That doesn't mean it will connect to an existing system - just to that number. It will only connect to a system if one is already occupying that system number slot.I'm familiar with the math.
There are also some restrictions on connections. A jump point can't connect to a system if the two systems are already connected - which affects exploration from both systems. Also, the last unlinked jump point can't connect to an existing system.
So 50% of the time, any system from 1-1000 will be chosen. Early on, that means a very low chance of connection. The other 50% of the time, it will be a system within a 30-system-number range centered on the existing system, but again unless those numbers contain existing systems there won't be a connection. Of course, every time you don't get a local chance hit, you move to a new area with none of the 30 local spread slots filled in. As you are moving around 50% of the time, most of the time you are in fairly barren local spreads. In fact, the second system within any local spread won't connect to the first one - because the connection already exists, so you are more likely to be in a new local spread before the current one can connect. Plus every time you hit a new system, the 'local spread' moves to include new unexplored slots. Even after 150 systems, you have only filled in 15% of the total slots, so the result you have is unlikely but possible.
For known systems, there is a fixed chance of finding a connection, but in random systems the total number of systems plays a large part. With 1000 systems, the chance of randomly hitting one of the filled-in slots is pretty low.
I just ran a similar experiment to yours, tracking all the generated system numbers and stepping through the code. I didn't find any links in 45 systems. Changed to 100% local chance (so I am not jumping around the whole 1000 systems) and hit a connection within 4 attempts.
Assuming 1000 stars, with Local Chance at 50 and Local Spread at 15, there is a 50% chance that the JP will connect to a system number within 15 of the start system. That doesn't mean it will connect to an existing system - just to that number. It will only connect to a system if one is already occupying that system number slot.I'm familiar with the math.
There are also some restrictions on connections. A jump point can't connect to a system if the two systems are already connected - which affects exploration from both systems. Also, the last unlinked jump point can't connect to an existing system.
So 50% of the time, any system from 1-1000 will be chosen. Early on, that means a very low chance of connection. The other 50% of the time, it will be a system within a 30-system-number range centered on the existing system, but again unless those numbers contain existing systems there won't be a connection. Of course, every time you don't get a local chance hit, you move to a new area with none of the 30 local spread slots filled in. As you are moving around 50% of the time, most of the time you are in fairly barren local spreads. In fact, the second system within any local spread won't connect to the first one - because the connection already exists, so you are more likely to be in a new local spread before the current one can connect. Plus every time you hit a new system, the 'local spread' moves to include new unexplored slots. Even after 150 systems, you have only filled in 15% of the total slots, so the result you have is unlikely but possible.
For known systems, there is a fixed chance of finding a connection, but in random systems the total number of systems plays a large part. With 1000 systems, the chance of randomly hitting one of the filled-in slots is pretty low.
I just ran a similar experiment to yours, tracking all the generated system numbers and stepping through the code. I didn't find any links in 45 systems. Changed to 100% local chance (so I am not jumping around the whole 1000 systems) and hit a connection within 4 attempts.
Attached below, the same experiment continued onward up to 302 systems. Still no loops or dead-ends. The map layout is different than the previous simply due to having to fit an additional 152 systems. I shall continue on and do it up to 500 systems later today, if I have the time and if it's necessary.
I just ran a new random stars map using 90 Local Chance and 10 Spread. There is a loop after three systems. Are you running any mods, or have you edited the DB at all? Also, its very odd (or very lucky) that you have generated 300 systems without running into the bug that causes a freeze in random stars games in v2.1.1. What version are you running?The database is the latest version, freshly unzipped, as is the .exe. Nothing has been modded or in any other way altered. Both the .exe and the .db are the latest versions available.
BTW I'm not sure what you are asking me to do, but I am plainly not going to spend a lot of time chasing a bug that doesn't exist when I run the game.
EDIT - this situation was exacerbated by another problem. I just realised that I was using Sol Diameters for the size of Stars, when everything else is in AU. That meant for the purposes of the above calculation, the stars were assumed to be 100x larger than their actual diameter, which lead to the min-max problem happening far more often. Aaargh! This went unnoticed for so long because I don't play random stars games.
During a travel though some jump points, is it possible that a ship class increases its mass? an increase that prevents the next jump(s)?
...
Were the other jump points stabilised? The ship should not be able to jump otherwise.
I just ran a new random stars map using 90 Local Chance and 10 Spread. There is a loop after three systems. Are you running any mods, or have you edited the DB at all? Also, its very odd (or very lucky) that you have generated 300 systems without running into the bug that causes a freeze in random stars games in v2.1.1. What version are you running?The database is the latest version, freshly unzipped, as is the .exe. Nothing has been modded or in any other way altered. Both the .exe and the .db are the latest versions available.
BTW I'm not sure what you are asking me to do, but I am plainly not going to spend a lot of time chasing a bug that doesn't exist when I run the game.
I have run into the bug that causes freezes upon system generation - many times. I have saved approximately every 10 systems I generated, and when the bug occurred I killed the process through the task manager and continued onward from the point at which I saved. Irritating, but able to be worked around.
If I were to speculate, and I'm no programmer so take that for what it's worth, it's something to do with the default settings (50% chance local / 15 spread) that's causing the problem. Loops can be generated with excessively high % chance, as you've shown, but the lower chances seem not to. I couldn't even begin to guess as to why.
(EDIT: Or the "avoidance of closed universe" changes that came in v2.1.1, as the issue does not exist when using v2.1.0).
I'm not asking you to do anything, this is your project and I'm simply an enjoyer of it. I am reporting an issue that exists when I run the game, an issue that has been encountered by many people as reported in this bug thread.
if (LocalChance > 0 && LocalSpread > 0)
{
if (GlobalValues.RandomNumber(100) <= LocalChance)
{
if (GlobalValues.RandomNumber(2) == 1)
DestinationNumber = StartSystem.SystemNumber + GlobalValues.RandomNumber(LocalSpread);
else
DestinationNumber = StartSystem.SystemNumber - GlobalValues.RandomNumber(LocalSpread);
}
else
DestinationNumber = GlobalValues.RandomNumber(NumSystems + 1) - 1;
}
else
DestinationNumber = GlobalValues.RandomNumber(NumSystems + 1) - 1;
Could you try using 90% local chance and see what happens?Happy to. Attached is the map resulting from that test.
Could you try using 90% local chance and see what happens?Happy to. Attached is the map resulting from that test.
- 90% local, Spread of 10
- 39 systems explored.
- System numbers 992,993,996-999,2-8,10-15,17-21,23,24,27 along with Sol of course and a smattering of non-local systems which don't seem relevant to this test, but can be seen on the map image. No dead-ends, no loops.
I suppose it's possible it was already fixed via some other change or fix, and I'm perfectly happy to just re-test after 2.2.0 is released to see if the issue persists. It makes no sense to waste time on something you can't replicate.
Side note: BUG REPORT
I got error #1654 in some cases when generating systems while doing these tests. Not sure if this is unique to Random Stars, but I don't recall seeing it in Real Stars games. I have all spoilers off, so it's not the error that happens when Rakhas generate sometimes.
Was there any NPR is the affected systems?
Known Star Systems
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The 80 system limit clearly doesn't work, and I'm unable to find the NPRs. So I considered the game broken and quit playing the current version.
Known Star Systems
...
The 80 system limit clearly doesn't work, and I'm unable to find the NPRs. So I considered the game broken and quit playing the current version.
The limit on number of systems only works for Random Stars games, this is clearly stated on the tooltip when you set up the game options. Not a bug. The way to get the desired effect is to turn off the Known Stars option once you have about the desired number of systems - at least, this should work, if it doesn't then there is a bug.
Most likely there are NPRs, you just have not run into them yet. Depending on your settings at the start of the game, it can be somewhat rare to encounter NPRs until you've explored quite a lot of systems - and other times they may show up on your front door. It's quite random.
Okay but after visiting 81 systems I haven't even met the first of my 3 starter NPRs. This means I would need to explore and play.. hundreds of systems? Over a thousand? Sorry, but I have more to do this decade.
Bug Report: Civilian colony ships don't check for other inbound ships when loading colonists, resulting in repeated depopulation of colonies.
TN Start, random stars, 52 years in. I have about 50 populated colonies in 9 systems. I have only 3 colony fleets build as I mostly rely on civilian transport to move colonists around. If you scroll back to the beginning of September in the event log you will see repeated alerts from civilian colony ships unable to pick up colonists from Waddeson Asteroid #132. I had previously opened this asteroid to colonization, and by June it had around 35M colonists, so I switched it from destination to source of colonists. As there are limited sources available, the colony ships swarmed the asteroid, totally depopulating it. When it switched back to destination, the colony ships changed their targets to Veron III. If you advance time until November 9th it will also generate errors as it is depopulated.
At minimum, civilian colony ships loading colonists should check for other inbound civilians and not issue a load order if it would take the colony below the minimum to be designated a colony source - 10M or the maximum carrying capacity of the colony if lower.
As a feature request there should be a population reserve level. This could either be a static amount, the number of colonists currently employed, or some number/percentage in addition to the employed value. Normally I'm trying to move unemployed colonists to places where either free land (pop below 10M) or work is available (population shortage).
I didn't read the whole thread, but did a few searches and nothing came up.
Renaming an Admin Command eliminates everything but the renamed text. I.e. if I create a new 'Naval 1' Naval Admin Command, it will show as 'NAV Naval 1 (CDR) - Earth'. Listing as usual the type of command, the required minimum rank, and population it's based on. If it is renamed to 'Naval 2' it will just say 'Naval 2'. NAV, CDR, Earth are all gone so to make it display correctly you really can't rename admin commands after the fact.
Restoring retired or dead Commanders are not working.
When i click Restore, Commander/Scientist/Administrator is going back up to active but when i close the Commanders window and open it again this person is back in "Retired / Dead section but all the buttons at he bottom are set up as he is active:
And even when I assign that restored person to a position, it is noted in his history but he is no assign.
I haven't tried this, so I am going by previous experiences with changes that inpact on the active database. Most of the times, to make these change active, you should save the gane, exit, and then restart. After this operation the new DB should be loaded up with the proper set.
Now, I am not saying that is ideal or WAI, just giving you an extra hint to see if you can get it going.
Miscellaneous Components can now be researched normally and will appear in the Logistics category.
Terraforming installations are counting as one fewer than the number I actually have.Sounds like you lost a portion of an installation at some point. You could fix it in SM mode by setting the number of installations at each location to an integer value, or you could just wait and see if the "missing" installation appears once all installations have been transported and all the decimals get added up.
I'm not sure if this is a bug, or just something I don't understand. But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length) and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range. It's too quick for them to be transiting an unknown warp point and coming back, right? Let me know if there's anything else that'd be useful.
Quote from: IceKobold link=topic=13078. msg165808#msg165808 date=1694613927I'm not sure if this is a bug, or just something I don't understand. But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length) and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range. It's too quick for them to be transiting an unknown warp point and coming back, right? Let me know if there's anything else that'd be useful.
This is not a bug. These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...
Check your decimal separator.
Terraforming installations are counting as one fewer than the number I actually have.Sounds like you lost a portion of an installation at some point. You could fix it in SM mode by setting the number of installations at each location to an integer value, or you could just wait and see if the "missing" installation appears once all installations have been transported and all the decimals get added up.
I found that when you move terraforming installations you need to either have more cargo holds than required for all of them or you'll want to have a fleet with cargo holds in multiples of 3. Since it takes 3 cargo holds to transport one installation it will transport .333333... and then when you come back for the rest you get .66666... and .99999... the leftover bit can get lost.This will be changed in the next version, as per the notes at http://aurora2.pentarch.org/index.php?topic=13090.0
Terraforming Installations changed to 50,000 cargo points.
After researching minimum squadron jump size 8, the tech design screen is not auto-filling jump engine size, and is kicking out a "function 1050: object reference not set to an instance of an object", presumably in relation to that empty field for jump engine size.
Conventional start, random stars, decimal is a decimal point, and it's reproducible—it keeps popping up after closing and re-opening the project window as well as after closing and re-starting the game.
Um, and only 9 years in. I have research set globally to 400% if that matters.
Doesn't seem to be any problem with functionality; once I fill in the blank I can design & research jump drives.
Is anyone else noticing that when you display fire controls the text label reports 20x their range? (Plus it uses a k for units.) e.g. FC range 128,000 km reports as 2560000k.
Is anyone else noticing that when you display fire controls the text label reports 20x their range? (Plus it uses a k for units.) e.g. FC range 128,000 km reports as 2560000k.
I can confirm this.
OK, thanks that is useful to know. I was beginning to worry about my instal.
It would probably be worth mentioning this is BFCs, MFC range display seems to be functioning as expected.
Yes, there is no doubt that loops are possible in Random Stars, at least if Local generation chance is cranked up to 95+. In Known Stars however I strongly suspect they are not
SJW: Jump loops are fine in Known Stars
Hello, I would like to post some additional considerations and add some more test results to this report. Thank you Steve for taking the time to review this, I wouldn't want my post to look like i'm denying your expertise, rather i would like to think that i'm adding new information to this search.
"2.1.1 Function #1954: Object reference not set to an instance of an object."
"2.1.1 Function #1943: Object reference not set to an instance of an object."
"2.1.1 Function #478: Object reference not set to an instance of an object."
I'm not sure if this is a bug, or just something I don't understand. But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length) and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range. It's too quick for them to be transiting an unknown warp point and coming back, right? Let me know if there's anything else that'd be useful.
This is not a bug. These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.
Steve - It might make sense to change this AI behavior even though it's not a bug. This is the same kind of thing as the AI jumping through a jump gate every 5 seconds and that was changed as it leads to a similarly poor gameplay experience. Maybe this is already fixed in 2.2 though, I recall there is a change so the AI remembers contacts for a while now.
I have had a loong game that while I saved last time, started throwing up many error messages, don't remember now, but almost all my systems jumppoint information is lost, well that would have been a fun "happening", rediscover the empire... Perhaps making them free and having to conquer again..., but you cant use the existing jumppointinformation, getting error #3102, need to regen the systems jumpoints and then its new jumppoints will go to new systems... Most info about the game is still there... Trying the fleet window, error "" then moving time, getting error #3476, followed by# 700, #697, #3312, restaring the error string...
Well so sad, the game is busted...
A possible bug, though it may also be `the wonders of space': I've found a planet of unusually low density - included in the attached screenshot, it has the same gravity as Mars but over 13 times the volume. By my calculations, it has a density of a little under 0. 29g/m3. For comparison, pumice has a density of 0. 25 g/m3. Maybe it's a Naboo-style planet with a cave system at its centre?
By my calculations, the planet in question appears to have a density of 2. 2 g/cm3 which seems reasonable. Mars is 3. 9 g/cm3 for comparison.
Quick maths:
M = (ag * D2) / (4 * G) where G = 6. 67E-11 in SI units.
V = (PI / 6) * D3
rho = M / V = (3 * ag) / (2 * PI * G * D)
Mars: rho = (3 * 0. 38 * 9. 81) / (2 * PI * 6. 67E-11 * 6. 8E6) = 3. 9 g/cm3.
Tau Ceti VII: rho = (3 * 0. 91 * 9. 81) / (2 * PI * 6. 67E-11 * 29E6) = 2. 2 g/cm3.
Note that the gravity isn't actually the same as Mars (0. 91 Gs vs 0. 38 Gs), but if it were the density would still be a comfortable 0. 92 g/cm3.
You can also check the density in SM mode by selecting the body and clocking the "Modify Body" button in the lower-right panel. I'm fairly sure this density is used to compute the gravity, not vice-versa, so you can be assured that the range of values is reasonably realistic. ;)