Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on September 05, 2022, 12:48:11 PM

Title: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 05, 2022, 12:48:11 PM
Please post potential bugs in this thread for v2.1.1

First, please 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 v2.1.1

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: v2.1.1 Bugs Thread
Post by: db48x on September 06, 2022, 08:01:30 AM
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).
Title: Re: v2.1.1 Bugs Thread
Post by: db48x on September 06, 2022, 09:32:36 AM
I must have done something weird, because most of the time double–clicking on a waypoint moves the fleet to the waypoint, but this time I got an error in function #3210. It was unable to cast an object of type 'ha' to type 'i7'.

(http://db48x.net/temp/Screenshot%20from%202022-09-06%2007-28-37.png)

In fact, I get the same error if I double–click on anything in that list. No idea what has gone wrong though.

Edit: whatever was wrong was fixed by selecting a different fleet and then reselecting this one.
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 06, 2022, 09:45:24 AM
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.

SJW: Probably WAI given lack of similar reports
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 06, 2022, 09:56:37 AM
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.

How many total commanders do you have? They already have one bonus each - their admin level - and its possible for commanders not to have bonuses, so it doesn't look like a bug. You were just unlucky.
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 06, 2022, 10:12:47 AM
Including these two there are 300. So that seems ok.

Now i'm wondering, is there a minimum number for Scientists and Administrators?
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 06, 2022, 11:43:40 AM
Including these two there are 300. So that seems ok.

Now i'm wondering, is there a minimum number for Scientists and Administrators?

No, with 300 you should have about 12 admin on average and 12 scientists but there is no minimum. If you are very unlucky at game start you can always use Replace All in SM mode.
Title: Re: v2.1.1 Bugs Thread
Post by: Danton on September 06, 2022, 12:25:17 PM
There seems to be no population growth on ships with ark modules.  I created a space station with a single ark module, loaded 100000 pops (half its capacity) and waited a year, but the population stayed at 100000.
Title: Re: v2.1.1 Bugs Thread
Post by: Destragon on September 06, 2022, 05:54:43 PM
Can you please comment on these two probable bugs, Steve?

http://aurora2.pentarch.org/index.php?topic=13051
http://aurora2.pentarch.org/index.php?topic=13052

SJW: First one fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: rainyday on September 07, 2022, 12:03:49 PM
I have another minor bug in the System Designer that's been annoying me for a while:

The Add Planet window has checkboxes for "Random Moons" and (on gas giants) "Random Trojans." The help text suggests that there should be a text input box to specify the number but it's outside the form. (See Screenshot)


Also, not sure it's a bug, but the behavior of "Specify Minerals" is odd. If you set the minerals to a high number (say 500000) and the accessibility to something high like 0.8, after the first construction tick or two the accessibility will nosedive immediately as if the minerals were nearly exhausted. I've looked in the database and both the initial mineral value and half value are set correctly. I haven't been able to figure out what causes the accessibility to drop so fast but it's very consistent. This obviously doesn't happen with planets that "naturally" generate with these values and the db records look identical. This makes 'Specify Minerals' pretty useless. The only work around I've found is to manually set the half value in the database to something very low. This seems to result in a more natural progression of accessibility decline.

SJW: Add Planet window is working for me with textboxes present. Are you using a different Windows scaling than 100%?
SJW: Specify Minerals Bug fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 07, 2022, 01:04:23 PM
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.

SJW: Working as intended
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 07, 2022, 02:30:26 PM
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.

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."
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 08, 2022, 05:28:22 AM

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.  ???
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 08, 2022, 06:23:40 AM

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.  ???

Here is a screenshot from that post with the change highlighted

(http://www.pentarch.org/steve/Screenshots/ChangesList.PNG)
Title: Re: v2.1.1 Bugs Thread
Post by: db48x on September 08, 2022, 09:22:48 AM
Weird, it doesn't show up when using the "search" function.  ???

That is indeed really hard to search for. The problem is that “transport”, “naval”, “headquarters”, and “spaceport” are used over and over and over again by everybody.

If I search for “transport spaceport” then the 25th result is your question and Steve’s answer, and the results don’t include Steve’s 2.0.0 changes post at all.

If I search for “transport naval headquarters” then the 15th result is Steve’s changes post, but by then my eyes had glazed over and I missed it until I searched each page of the search results for “halved”, which is cheating. Putting quotes around “naval headquarters” in the search brings it up to the second result, which helps.

Not precisely a bug in the game though :)
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 08, 2022, 10:44:10 PM
Current surface temperature can exceed max colony temp.  First reported in here: 2.1.0 https://aurora2.pentarch.org/index.php?topic=13050.msg161744#msg161744

Note this is the same game as my first report, but now upgraded to 2.1.1.  I have a small colony on Menzoberranzan-A I which is still reporting surface temperatures and colony costs in excess of maximum when it hits Perihelion.

To duplicate: open the attached database, go to the summary tab for Menzoberranzan-A I.  Note planetary suitability of 3.0287.  On environment tab note Perihelion colony cost of 3.017, surface temperature of 110.720, and max temperature of 110.430.  CO2 is being removed from the atmosphere which is slowly cooling the planet and reducing max colony cost.

Edit: could this be due to the >100C Perihelion temperature causing the hydrosphere to start boiling off and thickening the atmosphere after regular terraforming calculations?  And would you like a save from just before perihelion?  I just added a save from 14 days prior in case seeing the progression would make things easier. 
Title: Re: v2.1.1 Bugs Thread
Post by: IanD on September 09, 2022, 06:49:27 AM
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
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 09, 2022, 07:08:53 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: StarshipCactus on September 10, 2022, 03:12:53 AM
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.

This is the best change ever.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 10, 2022, 03:37:03 PM
I found an odd bug when cancelling research projects.  In the attached db Capacitor Recharge Rate 3 is being researched on Earth by Korneli Rosiak.  There are 1,573 RP remaining.  If you cancel this project it shows up as 2,839 remaining out of 4,000.  If you create the project it is created with 2,839 remaining.  But if you cancel again it goes back to 1,573 remaining.  At this point the loop resets, and you can bounce between 1,573 and 2,839 by repeatedly cancelling and restarting the project. 

Economics tab, TN start, random stars, 21 years in. 

SJW: I think I already found this myself and fixed it
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on September 10, 2022, 05:16:22 PM
bankshot, I have experienced the same error where cancelling and restarting research results in two alternating amounts of research points remaining. I believe it applies to projects which gained research from disassembly of salvaged components. Not sure why, though, but definitely a bug.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 10, 2022, 09:13:14 PM
That's probably what's going on then.  I disassembled some lasers I found in ruins a few years back and gained research from them but haven't completed research yet. 
Title: Re: v2.1.1 Bugs Thread
Post by: smoelf on September 11, 2022, 04:00:26 AM
Version 2.1.1

The "Reassign All Admin Commands" in the Admin Command window under Naval Organization does not reassign admin commands, but instead reassigns all civilian governors, on those colonies automated assignment is turned on.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on September 11, 2022, 01:08:39 PM
I had both the design tech and the design turret windows open, and was designing a BFC and a quad laser turret. I "created" the BFC and then made a prototype of the turret. When I went to research the BFC, it appears to named the same as the turret, but listed under the Sensors and Control Systems tech grouping. I know this isn't the turret itself, which is still a prototype and not a research prototype yet. I assume there's some mixup when you open both the design tech and design turret windows at the same time.

Note, I'm still playing 2.0.2 but I don't recall this specific bug being listed in the change logs since then.
Title: Re: v2.1.1 Bugs Thread
Post by: mike2R on September 11, 2022, 03:40:19 PM
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).
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 11, 2022, 04:31:39 PM
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).

I have occasionally been disappointed by this when I want to give a fleet an order I know it will be able to do but can't at the time I give the order (usually dropping off captives from alien lifepods is a common example).
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 12, 2022, 09:13:13 AM
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

SJW: This is a problem with SQLite rather than Aurora
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 12, 2022, 11:44:17 AM
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

It seems to be a corruption in SQLite rather than an Aurora bug. The link below has some suggestions, but I have never encountered this problem before.
https://www.nucleustechnologies.com/blog/fix-sqlite-database-disk-image-is-malformed/

Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 12, 2022, 12:13:02 PM
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. 
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 12, 2022, 01:09:47 PM
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.

It might be worth checking the size of your database and running a compact if it is getting very large.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 12, 2022, 01:19:22 PM
Currently 10,831KB, my 1.13 game got up to 46,643KB so I'd say it is still small-ish. 
Title: Re: v2.1.1 Bugs Thread
Post by: Black on September 12, 2022, 01:35:15 PM
I encountered strange issue with order of planets in system. I added some new planets through SM mode and later noticed this:

(https://i.ibb.co/5Yv0K8g/bug.png) (https://ibb.co/XypQYsr)

I renamed planets to have correct number that corresponds to the position in the system, but originally the names were doubled. So there we two planets with same number I-V.

Real stars game and no modifications to the database.
Title: Re: v2.1.1 Bugs Thread
Post by: Inglonias on September 12, 2022, 05:49:41 PM
I tried using a flag outside the Aurora folder. Not sure if this is how things are supposed to be and the game doesn't let me do this for safety, or what, but I don't recall this being known behavior...

Function #2578: C:\Games\Aurora 4X\Flags\Fay flag.png

SJW: You can only use flags from the Flags folder
Title: Re: v2.1.1 Bugs Thread
Post by: Heb on September 12, 2022, 06:15:41 PM
Single stage missiles with sensors that are targeted at waypoints do not search for new targets.  I remember this being possible in VB6.  These missiles can detect the thermal contact at over 3 million km, but never change their target from the waypoint, even if the waypoint is deleted.  Doing it the conventional way by getting an active sensor lock to target the missiles, then turning off the active sensor when they are within thermal sensor range does make them reacquire the contact as expected and kill it.

I am unsure if this is a bug or working as intended and single stage missiles with sensors are now only supposed to be used as probes.  If it is intended then I should move over to suggestions for a way to specify during missile design (say, if it has a warhead) whether you are making a probe that should only move to a waypoint, or a missile that should chase new contacts.  I am aware that blind firing is possible with 2-stage missiles, but wish it worked without that added complexity.
Title: Re: v2.1.1 Bugs Thread
Post by: CharonJr on September 13, 2022, 03:14:32 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Zerkuron on September 13, 2022, 05:34:52 AM
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.

SJW: Related to manned mines on Venus (see below). Added check to prevent this in future.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 13, 2022, 07:04:48 AM
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?
Title: Re: v2.1.1 Bugs Thread
Post by: Zerkuron on September 13, 2022, 07:17:06 AM
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?

Thx for the reply. The issue seems to be resolved.

I checked all my colonies. One of them, Venus, had CMC and a population with mines. The manufacturing efficiency was at 0%. It seems that the CMC mass driver was trying to send mineral packages of from the manned mines, which do not produce, due to the unavailability of manufacturing workforce.

I removed the manned mines and the error did not pop up since.
Title: Re: v2.1.1 Bugs Thread
Post by: MaxKaladin on September 13, 2022, 11:00:56 AM
I got "Object reference not set to an instance of an object" errors twice.   Both were in the same game session (the game had not been shut down in between them) so this could be something that was just a fluke and won't happen again.   I'm embarrassed to say I didn't grab a screenshot of either error. 

I can tell you exactly what I was doing both times.   On both occasions, the error occurred when a survey ship explored a new jump point and a new system was generated.   In both cases, there were habitable (CC <2) planets in the system with inhabitants on them.   In both cases, no fleets were generated for those alien races. , just populations.   

In one case, they seem to have nothing and won't talk to me despite me having a diplomatic ship over their planet with active sensors and friendly transponder on for years.   When I say they won't talk to me, I mean I'm not even getting any message about them refusing to communicate or not being unable to translate or anything like that.   Just no messages at all.   There is a dormant construct on a different planet in the system.   Maybe they're some kind of spoiler?  I don't know if it's possible to find "primitive" races that don't have technology.   If so, maybe it's that.   

The other one is a bit stranger.   As I approached the planet, I detected a second population on the planet (and I think I got the same error message but it was late and a few days ago so I can't remember).   They did have a small amount of ground forces and some STOs that shot at my survey ship.   I also parked a diplomatic ship nearby and I did get messages about one race refusing to talk.   No messages about the other.   I also had a ship with ELINT gear parked outside of range and it never got any intelligence on them.   Seeing how they shot at me and won't talk and, er, well, their planet is so nice and their ground forces were so small, I decided to dump a large ground force on the planet to take it.   Bad, bad idea, apparently.   Turns out one of those races is called "Rhakas" or something like that and they slaughtered over 150k tons of ground forces without taking any casualties that I can tell.  I can tell because I got combat reports while fighting that said that various ground units had been identified as rhakas (whatever) but no casualty reports for them.   The other race on the planet doesn't appear to be interacting with me or the rhakas at all.

My guess is that something is going on with generating new NPRs or what people call "spoilers".   (Speaking of which, I have not encountered the new "spoiler" despite having a couple dozen systems explored.   

I had originally encountered an NPR that appears to have been generated normally.   I only got one jump point in SOL and I made more with SM after encountering the first NPR and I got these errors after while exploring beyond those so maybe that's connected?

I've continued to explore in hopes of generating the error again so I can get a screenshot but I have not found any new NPRs since.   

I have copies of the database from after the first but before the second error.   I tried exploring the same jump point as the second again from the save but didn't get the same system or an NPR or an error.   I also have more recent copies of the database and I believe I still have a copy of the database I made before I generated the extra jump points.   I can provide any of those if you think f they will help.   

Editing to add:  I reloaded the save from before the failed invasion.  I SM moved the invasion fleet to the other NPR that threw an error when I entered the system. Invading them showed they were a regular NPR with some token ground forces but nothing else.  Not even any ground installations. So the error isn’t just confined to spoilers.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 13, 2022, 09:14:50 PM
Hazy, non-specific "me too" post, I've noticed in general that when the game generates a certain spoiler race known as Rakhas errors tend to be thrown. My suspicion has been that it happens when they try to generate on the same body as a NPR but I cannot confirm this.
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on September 13, 2022, 11:28:06 PM
After transferring a ship from one player race to another, I get an error (unfortunately didn't screen shot it). Then when I try to have the ship that was transferred move to another ship it can see with active and passive sensors, it says cannot complete order, target cannot be found. The opposite doesn't seem to be the case, i.e. the ship that was transferred can be moved to by other ships.
Title: Re: v2.1.1 Bugs Thread
Post by: Fobin on September 14, 2022, 07:53:38 AM
I conquered a colony where I already had a population and the NPR thought it clever to colonize as well.  I conquered their colony subsequently and now have 2 races in my empire.  Since then creating a colony from the mineral screen asks for which race to do so for, the system view or from fleet organization does not.   Moreover the race selection from the mineral screen is bugged, no matter which race I select it does not create a colony, and there are 2 misplaced checkboxes with no text.   I recall once seeing the 2 lower of the 3 GF field position prompts there, "Set field position only for subordinate formations" & "Set all formations with same template at same population", the position of the checkboxes was still the same just now with that text next to them.   Attached a screenshot with the empty checkboxes, still haven't seen the GF text again. 
Title: Re: v2.1.1 Bugs Thread
Post by: Fobin on September 14, 2022, 05:05:51 PM
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 errors
This just happens on the normal progression of time.
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 14, 2022, 05:26:15 PM
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 errors
  • 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
This just happens on the normal progression of time.
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?
Title: Re: v2.1.1 Bugs Thread
Post by: Fobin on September 14, 2022, 06:45:17 PM
Quote from: Steve Walmsley link=topic=13078.  msg162325#msg162325 date=1663194375
Quote from: Fobin link=topic=13078.  msg162322#msg162322 date=1663193151
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 errors
  • 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
This just happens on the normal progression of time.   
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?

Only 2 things might be possible.  I have altered only the player interrupts, cut a lot of them out for myself so that the late game carries on a bit less tediously, but it should have left NPRs unaffected.  I see odd increments still, which I assume to be NPR fighting or doing other things.
Even less likely to be impactful has been a bit of SM to merge 2 conquered colonies into one.   They were still bringing in colonists after i conquered them the first time before they stopped trying.   Maybe some ships were headed to one of the colonies that i folded into the other via SM adding the pop and installations of one to the other and then deleting the now empty pop with the normal Delete Pop option.   Since there are still populations (mine and the combined one) there but not the one they were expecting maybe that is throwing them for a loop.   Otherwise i have no clue. 

SJW: As the DB has been modified, I am not going to track this one further.
Title: Re: v2.1.1 Bugs Thread
Post by: Inglonias on September 15, 2022, 07:50:13 AM
When in the ground forces window and the "location" checkbox is not checked, civilian ground forces are visible, even if the civilian checkbox is not checked.

SJW: Can't recreate this one.
Title: Re: v2.1.1 Bugs Thread
Post by: Inglonias on September 15, 2022, 11:20:24 AM
I don't know if you can fix this on your end, but I found on my multi monitor desktop, where monitor 1 was not my primary monitor, Aurora would fill monitor 1 (which is, again, not the primary), and when I dragged it over to the larger 1080p screen, the tactical window dots would be cut off. I have solved this problem on my end by swapping monitor cables around. It's a little hard to explain, so here are reproduction steps for the issue:


EDIT: After another test, I was unable to reproduce the issue. Odd. I suspect this is a weird hiccup that won't be an issue going forwards.
Title: Re: v2.1.1 Bugs Thread
Post by: mike2R on September 15, 2022, 05:47:44 PM
I think there is a problem with the Launch Ready Ordinance order.  I've been laying sensor buoys, and have been having a lot of issues with it failing silently - I'd queue up a string of drops, and some would happen and some wouldn't.  I'm as sure as I can be that it isn't user error :)  I'm moving to the point I want to drop the buoys before firing, and adding delays if reloading or jump shock could be an issue.

I think it has to do with the order being executed during long increments - a workaround I've found is to make the fleet send a message immediately beforehand.  The Launch Ready Ordinance then executes right at the beginning of the next increment, and this seems to be 100% reliable.
Title: Re: v2.1.1 Bugs Thread
Post by: smoelf on September 17, 2022, 03:21:15 AM
I'm getting a game crash error for a rather specific use case when working with setting up support for ground forces after combat. Hopefully the explanation makes sense.

1) When a superior formation in the ground forces hierarchy loses its HQ in combat, the hierarchical structure is still maintained.
2) When transporting said formation from enemy planet to home planet, the support setup is reset, so you have to redo it.
3) When trying to drag a superior formation (without an HQ) to provide support to a subordinate formation, the game freezes and crashes.

It has happened in few different games, but it was only this time that I noticed that it only happened on those superior formations where the HQ was missing for some reason. I also tested it on a formation where I set up the hierachy, dragged the HQ element out, and setup up support, which led to freeze and crash.
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on September 17, 2022, 12:38:36 PM
Pretty sure this is a bug, never seen it before and doesn't seem like it should be this way: I just received a message reporting "New Combat Contact: 9x Energy Weapon Impact: Strength 1" for a system which I have explored but do not currently have any ships in. I know there are ground based spoilers on the planet where the combat contacts were reported, so I suspect it is an NPC vs spoiler or spoiler vs spoiler interaction, but in either case I wouldn't have expected to see the energy weapon impacts without a ship in sensor range, much less without a ship even in the system.

Note, I am using 2.0.2 but I've not heard of any bug fixes addressing this since then.
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on September 17, 2022, 03:33:11 PM
If you have a GFCC at a location with no population, and assign it a ground force construction task, the game throws an error immediately plus every turn thereafter, or if you click on the colony in the colony list, about dividing by zero. Additionally, it does not display the build order on the GU training tab, probably because the bug happens while creating the text. I suspect this is because it's trying to calculate the build time, and since you have zero pop but demand for 1M workers, your production efficiency is zero. Classic divide by zero error. The error persists even if you delete or move the GFCC.

Error message is: "2.0.2 Function #2186: Attempt to divide by zero."

Obviously from the message I'm using 2.0.2, but have not seen a bug fix for this listed since then.

Update: If you use SM to set the population to 1 instead of 0, the bug goes away and the GU training tab now shows the ground unit build order. Deleted the build order and setting the pop back to zero, and the bug stays gone, so I can confirm this is caused by establishing a ground unit build order on a pop with zero population due to efficiency of zero causing divide by zero error.
Title: Re: v2.1.1 Bugs Thread
Post by: ExChairman on September 18, 2022, 03:45:42 AM
Fighting a "spoiler race" all my weapons are affected by a strange defensive device, its not perfect but 9 out of 10 ships have -17% to -22% to hit, 1 out of 10 around +108% to hit, both missile as energy weapons. All ships are trained to 100%. My poor capital ships is going of as firecrackers in space...

Wasn't this a bug in an earlier version?
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 18, 2022, 01:12:28 PM
Minor bug:  When stabilizing Lagrange points for planets with highly eccentric orbits the Lagrange point is initially created outside of the orbit.  This automatically corrects itself upon game reload or on the next production cycle. 

To duplicate - load the attached db then go to Dawn-B III and advance time 1 day to allow the stabilization job to complete without triggering a production cycle.   LP3 is created outside of the orbit.
Title: Re: v2.1.1 Bugs Thread
Post by: GhostIsGone on September 18, 2022, 02:05:14 PM
Failure to create a new game on a database containing another game. When hitting the create race button Aurora stopped responding, left it running for about 10 minutes to no avail. When forcefully restarting, it did in fact create a new game but it has nothing in it and doing pretty much anything throws a bunch of errors. Database has been attached.
Title: Re: v2.1.1 Bugs Thread
Post by: Lix0ne on September 19, 2022, 06:24:19 AM
The conditional Order list has been like in the screenshot for as long as i remember playing Aurora C#:
No Condition
Fuel tanks full
Fuel less than 20%
Fuel less than 10%
Current Speed not equal to Max
Supply Points less than 20%
Supply Points less than 10%
Hostile Active Ship Contact in System
Fuel less than 30%
Fuel less than 40%
Fuel less than 50%
Deployment Exceeded

but when i look in the DB table i see a column named DisplyOrder that does not seem to influence the list in UI, and based on the values in it i would expect the UI list to be:
No Condition
Fuel less than 50%
Fuel less than 40%
Fuel less than 30%
Fuel less than 20%
Fuel less than 10%
Fuel tanks full
Deployment Exceeded
Current Speed not equal to Max
Supply Points less than 20%
Supply Points less than 10%
Hostile Active Ship Contact in System

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: GhostIsGone on September 19, 2022, 01:54:31 PM
Fleets with the "Investigate closest point of interest" standing order assigned to them block the game to complain about not having a POI to fly to. From reading the wiki, it seems to me that fleets are supposed to have the "Investigate closest point of interest" standing order applied to them at all times if that's what the player wants their fleets to do. Right now I would have to place a POI, find a fleet that is available to investigate said POI, give it the "Investigate closest point of interest" standing order, allow the fleet to fly to that POI and do whatever it needs to do, and once that fleet is done investigating the POI, remove the "Investigate closest point of interest" from that fleet. This seems rather counterintuitive given that this closely resembles the workflow of creating a waypoint, finding a fleet that is available, tell the fleet to fly to the waypoint, do whatever the fleet needs to do, remove the waypoint, send the fleet home.
Title: Re: v2.1.1 Bugs Thread
Post by: captainwolfer on September 19, 2022, 02:38:22 PM
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

SJW: WAI. Flag bridges are not assigned automatically.
Title: Re: v2.1.1 Bugs Thread
Post by: Droll on September 19, 2022, 03:05:42 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: captainwolfer on September 19, 2022, 05:05:48 PM
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
Title: Re: v2.1.1 Bugs Thread
Post by: Droll on September 19, 2022, 08:14:50 PM
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 never recall having flag bridges auto-filled, other bridge positions were fine but not flag bridges.
Title: Re: v2.1.1 Bugs Thread
Post by: MaxKaladin on September 19, 2022, 09:15:29 PM
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.

SJW: WAI. Medals need to be in the Medals folder.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 19, 2022, 09:17:05 PM
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.

Not a bug per se, the game simply doesn't (can't?) look in subdirectories for medal images, presumably due to how they are stored in the DB (it has no problem opening the files in-game when you first assign the image to a medal). It is quite annoying though.
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 20, 2022, 10:51:53 AM
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.  ;)

SJW: Both WAI. 'Military-restricted' bans civilian ships, not player ships.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 20, 2022, 09:42:42 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Elminster on September 21, 2022, 03:02:33 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 21, 2022, 07:03:22 AM
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.

"Danger Level" is a completely different mechanic which is determined based on enemy military activity (basically it is set based on damage taken by your ships in that system from enemy fire). It is not a setting that the player controls.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 21, 2022, 08:24:47 AM
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.

As explained by nuclearslurpee, it is working as intended. If you want to debate that the game should be implemented differently, that is for the suggestions thread. This particular bugs thread has a lot of non-bug posts, which makes it more time-consuming for me to work through it, which in turn means less time for development.
Title: Re: v2.1.1 Bugs Thread
Post by: Garfunkel on September 21, 2022, 08:14:26 PM
I would recommend everyone to make a new thread in this sub-forum if they aren't certain that something is a bug. That way this thread does not get cluttered and other players can also weigh in on the issue. Just like the Discord server for Aurora has a bug-discussion channel for the exact same purpose.
Title: Re: v2.1.1 Bugs Thread
Post by: mike2R on September 22, 2022, 03:12:17 PM
Display Bug:  If you have two copies of the Naval Organization window opened (ie with Shift-Click) with them both opened to Ship Combat, and you drag a contact from one window to a firing control on another, the contact is removed from the tree in the first window - a refresh brings it back.
Title: Re: v2.1.1 Bugs Thread
Post by: Lazygun on September 23, 2022, 09:13:42 AM
After deleting a naval admin command, any subordinate admin commands remain in the database, just inaccessible to the user interface.   The game effect is that commanders keep getting automatically appointed to the defunct admin commands, eventually retiring and getting replaced.   I discovered this after deciding I could only defend one survey expedition at a time, 20 or 30 in-game years ago. 

Steps to reproduce:
* start a new game
* create a naval admin command Level-1
* create a naval admin command Level-2 inside Level1
* create a naval admin command Level-3 inside Level2
* ensure all naval admin commands are set to automatically replace leaders, and then enable automatic replacements using the leaders window
* advance time: note that all three commands get a leader assigned.   Make a note of their names. 
* In the leaders window, unassign leaders of Level-2 and Level-3
* in the naval window, delete Level-1 entirely.   Advance time. 
* Note that leaders are re-appointed to Level-2 and Level-3

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: LemonGambit on September 23, 2022, 01:05:59 PM
Adding ground commander ranks or renaming ground commander ranks makes the Fleet Admin Commands use ground commander ranks and breaks the auto-assignment system.  Commanders can still be assigned manually through the officer window.  This bug existed in at least 2. 0 and 2. 1 as well, but this is the first time I've reported it.  It has been tested on a clean install as well and is easily reproducible as far as I can tell even from a brand new game or an existing one.
Title: Re: v2.1.1 Bugs Thread
Post by: mike2R on September 23, 2022, 02:52:11 PM
The fleet action Absorb seems to remove all remaining orders once it executes, and the fleet fires an Orders Completed event.  I believe the intended behaviour is that it should just continue with the rest of its orders (if its not, it should probably generate an error rather than Orders Complete).

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: rainyday on September 24, 2022, 11:58:30 AM
I have a ship with multiple fire controls that were all destroyed by microwaves. "Cease Fire All Ships" seems to be ignoring this ship. I had to go into the database and disable its fire controls manually to stop interrupts.

The ship is HMS Mars, ShipID #47970.
Title: Re: v2.1.1 Bugs Thread
Post by: Ush213 on September 28, 2022, 06:13:10 AM
Hi
went away from my game for about 2 weeks and when I loaded it back up I keep getting error 2.   1.   1 function #2097: object reference not set to an instance of an object.   

it appears every few in-game days.    not sure what caused it.    I did notice some of the ships had been deleted though.    I had a few fuel harvesters in separate fleets.    their parent fleets were still there but the ships themselves were gone.    it's strange because I would not have gone into each fleet to delete them on my own

edit 1: just to add just started getting errors #2185 now also.   

edit 2: just noticed even though I'm currently building a few ships nothing is appearing under the shipyard task.  I think these errors could be related. 
Title: Re: v2.1.1 Bugs Thread
Post by: paolot on September 28, 2022, 08:07:49 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Kaiser on October 09, 2022, 01:17:53 PM
I don't know if it is a bug or not, but let's say I moved 20 terraformer installations from Earth to Mars (so I have a supply contract on Earth and demand contract on Mars), years later I want move 10 terraformer installation from Mars to another planet. When I create the supply contract on Mars, the contract goes to the existent demand contract instead and it keep adding it as if you are editing the demand contract.

In the end, deleting the terraformer demand contract on Mars, solve the issue and I can create the correct supply contract.

The issue appears also on other bodies, except Luna where first in the game the transformers were brought in and later moved elsewhere.

I think it has something to do with the percentages, for example on Luna even if it now shows me 0 terraformers (but it shouldn't show if they are 0), when I try to edit the old demand contract it shows me like 0.0000000002

Known issue and should be already fixed for next version - Garfunkel
Title: Re: v2.1.1 Bugs Thread
Post by: rainyday on October 09, 2022, 03:27:33 PM
This is related to recent fights with the Star Swarm in my AAR:


The standard swarm of FACs is a bit toothless at the moment because of how easy it is to disable one of their engines. This drops them all to 1 km/s until the damaged one is killed. It might make sense for NPRs to hold formation around a damaged ship but doesn't really fit the image of a ravenous swarm. If they were able to detach injured units and continue chasing you at full speed they would be properly terrifying at low tech.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on October 09, 2022, 05:58:18 PM
When issuing orders with an order delay, if the order involves a LP transit, the order delay is applied to the order following the LP transit, when the desired behavior is (probably) to delay the movement towards the LP instead. Example in the image below:

(https://i.imgur.com/LdGiZE7.png)

In this case, the desired behavior was to remain in orbit of the body for 24 hours after arrival, instead the ship will immediately move to the LP, transit, and then wait a day at this otherwise unimportant point in space.
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on October 15, 2022, 09:38:06 AM
When transferring a fleet to an NPC (admittedly in version 2.0.2, but haven't seen this addressed in the change lists), three error messages occur:

First, a single instance of 2.02 Function #5: Object reference not set to an instance of an object.
Second, multiple instances of 2.02 Function #2328: Object reference not set to an instance of an object.
Third, a single instance of 2.0.2 Function #11: Object reference not set to an instance of an object.

I got into this situation because the Raiders were about to attack my stationary fuel harvester. I figured I'd surrender it, since there was no chance of defending it and they'd just blow it up. Since the harvester is stationary, I figured they wouldn't be able to (and/or aren't programmed to) bring it a tug fast enough to move it before I could try to retake it with boarders who could arrive in a few days. I was excited to try that, since it's a fun and novel situation engendered by the new NPC and my own laxity in defending my new harvester. I'll repost after I figure out if the bugs are going to continue after I recapture the harvesters, which would be too annoying to prevent me from going back to my last save and just letting them blow up the harvesters.

Update: After I recaptured the fuel harvesters, the error messages went away. I also captured the Raider ship and sent it home to my scrapyards. I do love my heavily armored sprint-destroyers full of marines :)

SJW: Its not really worth reporting bugs from older versions (see first post in this thread).
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on October 15, 2022, 10:15:40 AM
As part of dealing with the Raider incursion discussed below, I used some smallish (7k) civie tugs to tug my fast destroyers (used for boarding) out to the system of interest since the destroyers don't have the range to get there with their highly boosted engines. During that movement, the ships being tugged consumed their fuel, which was annoying but expected since, as I understand it, that's WAI.

However, the other ship I tugged out there, a destroyer with particle beams for fighting Raiders, did NOT consume its fuel while being tugged. Clearly one or the other behavior is a bug. Personally I hope it's the fuel consumption of the ship under two, since I'd like to be able to use tugs to move faster ships to their destination (e.g. a combat area or a planet for garrison duty) without having to keep filling up their tanks and/or getting Out of Fuel notices.
Title: Re: v2.1.1 Bugs Thread
Post by: superstrijder15 on October 15, 2022, 02:52:00 PM
Right now I constantly have a popup saying "2.1.1 Function #917: Value either too large or too small for an Int32." as an error. Most recent save attached, which happened after the first time it happened but before it became continous. (inbetween I have only given a single move order to the fleet that finished a grav survey in the most recent time increment) I think it became continous when I clicked somewhere on the solar system map.

TN start, real stars, seperator is... the right thing, I've already had to change that earlier. Have not tried to reproduce or stop the game (am going to have to task manager kill it because the popup doesn't let me close it). Campaign length so far is only ~20 years.

Update: Issue keeps occuring on reload but I guess I did something different because I did not get the constant popups even after running a time increment, just one per increment.

Big Update:
I just saw that Freighter Fleet 2, a fleet moving to bring some mines to an asteroid in the Kuiper belt, has "Error" for its Distance to travel and ETA, so I think they might be the issue. I looked at their specific orders and the distance said "7.558,2 b km" and a travel time of "86.187 days" I didn't realize it was this far when I created the colony. It must have gotten mineral surveyed on game start. I think that these huge distances and times may have been the problem? The object (C2017 K2) is literally the furthest from the sun from everything in Sol by an order of magnitude (and 2 orders of magnitude from #3). Perhaps a fix can be to simply delete it?
Title: Re: v2.1.1 Bugs Thread
Post by: dgibso29 on October 26, 2022, 10:46:04 AM
I've done some searching in the discord server & forums but haven't hit on anything useful, so apologies if this is a known issue.

I am running into an issue consistently in which destroying what I presume to be a raider ship (the first one I have seen or destroyed) results in a large number of repeating errors (attached) when its fellows arrive shortly thereafter. These errors appear tied to the sensor check, as they don't occur when I disable sensors in system via SM. I have been able to replicate this consistently by reverting to a backup before engaging the vessel.

As it's a null-ref error, I assume this is probably a game breaker, but any insight appreciated! I would rather delete the raiders entirely if possible (or just their presence on Sol) if it solves the problem, so guidance there would also be welcome.

Info for Steve:
Function Numbers: 1954, 1943, 478
Complete error text for all three: Object reference not set to an instance of an object.
Window Affected: System View / Main Game Thread
What I was doing: As stated above!
Conventional Start
Real Stars
Decimal separator is a period
As noted, this is consistently reproduceable. I have attached the database from shortly *before* destroying the ship in question.
This is year 47 of the campaign.

(https://cdn.discordapp.com/attachments/699684612380688465/1034634075497046016/unknown.png)
(https://cdn.discordapp.com/attachments/699684612380688465/1034634076054896681/unknown.png)
(https://cdn.discordapp.com/attachments/699684612380688465/1034634076667269170/unknown.png)

Thanks!
Title: Re: v2.1.1 Bugs Thread
Post by: Treahblade on October 27, 2022, 05:11:08 PM
I have a odd one.
I moved a repair shipyard from earth to Mars which is another colony and once it arrived it spawned another shipyard for a new race which has the same race portrait and everything as me with the highest diplomacy rating.
You will get a notification that a new race has been detected after the order to move the yard is complete and the new one spawns in.
Another odd thing is that if you then move time along it wont move with the planet on the 5th day but will snap back to the planet if you increment time by 5 seconds or something, like it has engines.

Attached are 2 screenshots of the issue.

This is a Real Stars game and is 53 years in.
I was running the AuroraPatch mod with the Solaris Theme orginally but did test this out on a Vanilla version and had the same thing occur.

Steps to reproduce.
Build a repair shipyard
Tow it to another colony.
It will spawn a new one either when it arrives or while in transit.

Another person on discord also tried this and had the same result.

SJW: I can't reproduce this one.
Title: Re: v2.1.1 Bugs Thread
Post by: Jeltz on November 03, 2022, 12:36:58 PM
I think this is the right place for post...

At a certain point in the game, if I open the Create Research Project window and select Jump Engines, the error "Function #1050" is generated (screenshot in  attachment).
As you can see, the drop down text box relating to the Engine Size is empty: if I click OK in the error message and choose a Jump Engine Size value, the error is not generated and the game seems to continue normally.

I did some testing: the problem seems *certainly* caused when it is discovered the "Minimum Squadron Jump Engine Size - 8" technology:
- until it is completed the error does not occur,
- as soon as the technology is completed the error is generated,
- if I pause the development of the technology the error is not generated ...

The error is easily reproducible (I can supply the database) simply by allowing the necessary time to pass.


Complete error text: "2.1.1 Function #1050: Object reference not set to an instance of an object"

System:
Windows 10 21H2
Decimal separator: dot
Aurora version: 2.1.1 vanilla, no mod. (added only some flags an ribbons)
Conventional start
Real star

Regards
-J-

SJW: Fixed for v2.21 - just ran into this myself.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on November 06, 2022, 07:25:52 PM
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?

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on November 06, 2022, 09:14:36 PM
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.

http://aurora2.pentarch.org/index.php?topic=13028.msg161111#msg161111

SJW: This should also be fixed now
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on November 19, 2022, 05:05:19 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Gyrfalcon on November 22, 2022, 05:58:10 AM
I'm also experiencing this same exact issue.
Title: Re: v2.1.1 Bugs Thread
Post by: Ghrathryn on December 05, 2022, 01:18:41 PM
I'm not sure if this has been spotted and reported before or not, but I've got two issues at present.

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.

Hopefully issue 2 will self-resolve soon since I'm close to building ships requiring Commanders and likely not too far from needing active Captains since I believe this is from the rank ups as required change in the program still needing some tweaks.

If you want them, I've dropped a copy of the save (Commonwealth Rising) and a screen of the prototype issue on the post.
Title: Re: v2.1.1 Bugs Thread
Post by: lumporr on December 05, 2022, 02:13:24 PM
Found an odd bug.

In attempting to make a save of a specific scenario to revisit, I found that hostile ground forces would cease to oppose mine if I copied the DB, renamed it, and then copied it back to the Aurora folder and renamed it back to AuroraDB.db.

I have reproduced this bug three times in a row. Each time, I confirmed the opposing NPR was indeed hostile and fired on them using STOs, at which point they retaliated with ship-based weapons, but never with ground forces. Eventually, the population surrenders (or in the case of insufficient occupation forces, shows the relevant message), even though I confirmed in the database that enemy ground forces were present. To clarify - upon creation of the NPR, hostile ground forces oppose mine as normal - however upon saving, moving the file and reloading, they do not.

I have attached the database after the moving, renaming, and re-renaming, if that would be of any help, but the bug is easily and consistently reproducible, so one could test it on their own if they'd like. (The scenario I'm working on is pretty cool though, and has a lot of work put into it, so you could check that out if you're inclined - it's mostly why I felt the need to post this bug - because I want to eventually want to share it without incident, while being able to name the file something other than AuroraDB).

v2.1.1, unmodded.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 05, 2022, 02:35:15 PM
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.

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.

Quote
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.

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.


Found an odd bug.

I've also recently been struggling with some DB corruption problems. I have assumed these were due to either an ill-advised DB modification or a problem with my hard drive or other aging hardware (neither of which is reportable, of course), but if there is actually some weirdness about copying and renaming the DB file that would explain a lot.
Title: Re: v2.1.1 Bugs Thread
Post by: Ghrathryn on December 06, 2022, 05:40:55 AM
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.

Fair enough, though it'd be nice to be able to do a prototype with the next tech level active and be able to research the prototype once you've researched whichever techs were missing from it. I'm not sure how you'd code things to recognise when a project can be researched if you make a prototype without all the required tech, but it'd certainly be useful to have it recognise, particularly for people part way through researching a tech that they need for a future tech prototype when they make said prototype.

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.

So probably worth mentioning in the suggestions thread about having the on demand promotions allowing promotions through ranks that don't have things to do in order to fill upper ranks if there's a requirement for those?
Title: Re: v2.1.1 Bugs Thread
Post by: Blacklight on December 08, 2022, 12:31:23 AM
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.

SJW: This is working fine in my own games - looks like RNG rather than a bug.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 08, 2022, 12:47:19 AM
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.

This happens a lot on the default settings. The JP network is generated completely randomly, so it is not uncommon to get maps that are different than expected or hoped for, indeed every so often we see someone who explores a handful of systems and finds no further JPs leaving them basically trapped in known space. On random stars, this is compounded because there is no rule about how "near" or "far" the starting NPRs might generate, since the distance settings only affect Real Stars games, but even in Real Stars some weirdness could happen. Basically, if there is a bug it is difficult to say for sure because it is much more probable to be a quirk of randomness. If this were a bug and not just a rare random occurrence, we would expect to see a lot more players reporting it.

What are your system generation settings? In Real Stars it is not terribly uncommon to not see loops generating for even a large number of systems, but in Random Stars there are some settings you can tweak.
Title: Re: v2.1.1 Bugs Thread
Post by: Blacklight on December 09, 2022, 08:08:18 PM
These are the settings for this game, so far ive found 1 NPR and it was a generated one.   Im playing with known stars cause the game crashes like crazy when you try start a game with it off.   39 stars explored, my other game is similar settings tho a few more stars total, it has 48 systems explored with no NPR's found at all. 
I have heard of the whole people getting locked in with no JP's etc, but i felt this was different cause its happened twice to games on  the new versions, there was also 3 people on the discord who also commented that they had zero loopbacks on the discord and i suspect theyre hitting a similar issue.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 09, 2022, 08:15:41 PM
Im playing with known stars cause the game crashes like crazy when you try start a game with it off.

@Steve plz

But yeah, Known Stars is usually pretty bad for jump loops, especially if you don't get one or two in the first 15-20 systems which is far from guaranteed.
Title: Re: v2.1.1 Bugs Thread
Post by: Blacklight on December 09, 2022, 08:55:09 PM
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.

SJW: Jump loops are fine in Known Stars
Title: Re: v2.1.1 Bugs Thread
Post by: nanomage on December 13, 2022, 07:36:15 AM
Quote from: Blacklight link=topic=13078. msg163347#msg163347 date=1670640909
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:
1.  create several close star systems - in my case Sol, α Cen, Proxima Cen, and WISE-1639-6847
2.  in each of them, create several dozen JP's (i was using 20), and explore them all
in my test, this created 4 non-connected star graphs.  All these systems are quite close to Sol, and so to each other, yet they never interconnect
It looks like the probability for the game to link a newly explored JP to an already generated system is low enough that it's not observed, even for very close systems. 
This behaviour seems to make for boring loopless maps in Known Stars, and makes ever encountering starting NPR's very unlikely.

SJW: Jump loops are fine in Known Stars. Chance for connection is 6.7%.
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on December 13, 2022, 11:02:17 PM
In reference to the question of whether or not Jump Point loops are forming in the current version, I can definitively say they are (at least in games that do NOT utilize Known Stars). That said, they are not forming at the proper rate (see below).

The test I conducted:
- Created a new game
- Deselected Known Stars (finally got the game to properly generate after the 3rd attempt, but that's a different bug...)
- Set Local System Generation % to 100 and Spread to 5

These settings should limit any given system to connecting to the 10 closest systems. As I was not using Known Stars, this is the 10 closest systems by System Number. To see what system numbers were generating I used no system naming theme, thus making it apparent which system numbers were generating.

In the attached image, System #1000 connected to System #2.

I suspected loops might be forming only when they had no other choice; for example, if all other systems within 5 had already been generated. As can be seen from the attached image, that is not, however, the case. Valid options for System #1000 to connect to should be Systems #0-4 and #995-999 (I'm fairly certain Sol is counted as System #0, though if that's the case it shouldn't have been able to generate System #995 given the range of System Spread of 5... honestly, I don't know what the hell is happening there). System #997 has not yet been generated, and would have been a valid choice.

I continued my exploration for a while past what's shown in the screenshot. And I've come to the inescapable conclusion that there IS something wrong with system generation / loop generation logic. The number of times an unexplored jump point had (for example) an 80% chance of connecting to an existing system and a 20% chance of connecting to a new system, and yet generated a new system defies random chance.

Time after time, no matter the odds against it, a new system was generated rather than a connection to an existing one.

I strongly suspect this problem began due to the "Avoidance of Closed Universe" changes in 2.1.1, as I haven't observed it previously.

Hopefully this is somewhat helpful.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 13, 2022, 11:43:15 PM
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, ...).

However I do share your suspicion about the avoidance-of-closed-universe changes as this does seem like it could be related, at least for Real Stars (would be unsurprised if it was also causing a different bug leading to the generation problems for Random Stars).
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on December 14, 2022, 01:50:33 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: nanomage on December 14, 2022, 03:53:56 AM
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
Title: Re: v2.1.1 Bugs Thread
Post by: Vandermeer on December 14, 2022, 04:37:33 AM
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
I 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.
Title: Re: v2.1.1 Bugs Thread
Post by: vesisko on December 16, 2022, 09:56:23 AM
Quote from: Ragnarsson link=topic=13078. msg163140#msg163140 date=1667790876
Quote from: nuclearslurpee link=topic=13078. msg163139#msg163139 date=1667784352
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.

hxxp: aurora2. pentarch. org/index. php?topic=13028. msg161111#msg161111
I also have the problem with game freezing.  It also sometimes happens when a ship jupms to a new system.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: James Patten on December 18, 2022, 05:18:16 PM
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). 
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 18, 2022, 06:06:34 PM
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).

Do you have a very small number of mines on some planet (Venus, for example) with a very high quantity of low-accessibility elements? I've seen this before, either in a game of my own or in a previous bug report by someone else, and the cause had to do with some value being calculated related to mineral use or exhaustion which, due to the extremely low mining rate, caused some overflow or underflow in a calculation. Check if you have any colonies with a very low mining rate (if you can't access the mining screens you may have to guess based on how many mines you have at that site) as these could be the source of the issue.

Another possibility might be if you have an incredibly small number of colonists (say, less than 100) somewhere, as this might underflow the population value which is measured in millions for most cases. In general, any case where you have a colony with a really low number of some sort is a candidate to cause this bug.
Title: Re: v2.1.1 Bugs Thread
Post by: James Patten on December 18, 2022, 06:09:42 PM
There are two privately owned mines, with 2 or 3 mines each.  I get the message every few days, I'm sure it's got to do with the amount of minerals mined each time.  However I was getting it in System View/Mining view before these showed up.
Title: Re: v2.1.1 Bugs Thread
Post by: sneer on December 21, 2022, 08:51:15 AM
2.1.1 function #1414 Value was either too large or too small for a Decimal from 5-6 to 40-60 times

year 2075 pretty standard configuration TN game , disaster 0.01 au


self edit
I have decided to close game and open again
got DB null error twice function#1170 and #3248
after this function #2477
all celestial bodies are erased except Mercury
Title: Re: v2.1.1 Bugs Thread
Post by: AbsolutelyNoFires on December 21, 2022, 09:24:38 AM
In this game, about 10 years ago, a ship ("DDA-03 Paladin 003") suffered a parts failure with empty engineering supplies and blew up in Sol.

Lots happened in the meantime, but now, a totally different ship ("SC-05 Explorator 005") just fired it's missile tube in 'Aikhibba'.  And I got the event - "Damage Report - Sol - DDA-03 Paladin 003 Damage Report: Ship Destroyed".

Maybe the scout ship was supposed to suffer a parts failure from the missile launch?

But the event points to a ship which stopped existing a decade or so ago.
Title: Re: v2.1.1 Bugs Thread
Post by: AbsolutelyNoFires on December 21, 2022, 09:29:42 AM
In the attached game, there are no NPRs / invaders / swarm and I haven't seen any Precursors.  Just two Raider ships.

My empire has discovered around 10 systems.  So there's not all that much going on and the game has been running buttery smooth. . . until the first Raider showed up.  Now it takes ~1 hour for a 20 minute turn.

So the bug here, is that, possibly due to Raiders, something is happening (very recently in-game) which is causing normally very sharp turn times to become ~1 hour per click.
Title: Re: v2.1.1 Bugs Thread
Post by: AbsolutelyNoFires on December 21, 2022, 09:38:17 AM
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.



I have one final bug to report, but I dont have a save file handy, although the orders are still in the TG history of TNK-01 in this save, happening around 2021.
I have another space station which is pretty much simply refueling hub + large fuel tanks.
And I have a ship which had a refueling system.  The ship was ordered to refuel from a colony, travel to the station, and"Transfer Fuel to Refueling Hub".
The bug was that - with these orders on loop - I was filling the station more than 100%.  I would have expected the task to fail when the station is filled, yet instead the tanker was transferring unlimited amounts to the station.
Title: Re: v2.1.1 Bugs Thread
Post by: Droll on December 21, 2022, 09:47:47 AM
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.

Do you know how big the railgun (damage-wise) and habitat is? I don't recall the HTK of an ark module but if the HTK is very high vs the damage of the railgun I can imagine it taking a while. Especially if there are a lot of ark modules that the railgun randomly cycles through.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 21, 2022, 09:53:35 AM
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.

Ark Modules actually have 25 HTK which is a pretty high amount, so it is possible that the hits are working correctly but are not rolling well enough to destroy a component Particularly if some of the damage is being ablated by the "no armour" layer, since I think for mechanical purposes a station with "no armour" still gets 1 layer of armor which has to be penetrated (it just can't be more than one layer thick). I haven't tested this so could be wrong though.

Do you know how many penetrating hits the station has taken? If only a few hits, there's not enough evidence of a bug, but if you have watched a couple hundred rounds hit the station with no effect then there could be a problem. Also check the Armour Status tab for that station and see if there are some red blocks in the big long line of white blocks to indicate correctly receiving the hits?
Title: Re: v2.1.1 Bugs Thread
Post by: AbsolutelyNoFires on December 21, 2022, 11:04:05 AM
Sorry, I don't know enough about damage to know whether this is a bug - or if the shots were just "absorbed" by the large components.  Hopefully this info helps.

- The railgun, according to my intel screen, does 4 damage, and the ship has 4 of them.  However - from the range it was fired at - each shot was doing 1 dmg.

- The Hab has five Ark Modules, each HTK 25. 

- The "Armour Status" screen for a "no armour" space station is a blank screen, there's no armour showing.

- The Hab received a total of 17 shots on-target, of which all were penetrating hits

- The "Damage Control" screen for the Habitat in question is identical to any other in its class, there are no damaged components 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
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 21, 2022, 03:49:10 PM
- The "Armour Status" screen for a "no armour" space station is a blank screen, there's no armour showing.

This is technically a glitch in the UI, because there is an armor bar for "No Armour" ships, but Ark Modules are so large that the armor pips will not display. If you make a smaller station (~100k tons) you will see the pips.

However, it is academic since they do not do anything. I've tested and any shot goes right through, as one would expect (TIL!).

Quote
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've tested this and was actually able to destroy an ark module on the very first salvo of fire, so I think you have just gotten unlucky. With 17 penetrating shots at 1 damage each, the odds of not destroying any modules is actually about 50% due to how statistics work, so...keep getting shot at I guess?

I did however find a different bug which I'll double-post to keep it separated.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on December 21, 2022, 03:51:36 PM
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.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: AbsolutelyNoFires on December 21, 2022, 07:14:51 PM
When a shipyard is set to "auto-refit", the "use components" box is only obeyed for the first production run.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: James Patten on December 23, 2022, 06:30:23 AM
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).

This is probably a false alarm.  I downloaded 2.1.1 and found the date for the exe different than the date for the one I had.  Haven't had the 2.0.1 function error again.
Title: Re: v2.1.1 Bugs Thread
Post by: Kiero on December 30, 2022, 07:40:33 AM
All newly discovered ruins do not require the Xeno Team to be surveyed and all belong to the same TL2 aliens.

SJW: Working as intended. Systems close together may have ruins from the same race.
Title: Re: v2.1.1 Bugs Thread
Post by: Black on December 30, 2022, 11:16:13 AM
All newly discovered ruins do not require the Xeno Team to be surveyed and all belong to the same TL2 aliens.

That is not a bug. You simply found ruins of same species in different systems. So you are able to recognize them after first one is surveyed.
Title: Re: v2.1.1 Bugs Thread
Post by: Froggiest1982 on December 30, 2022, 07:32:45 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: MaxKaladin on January 02, 2023, 12:22:48 AM
I'd like to add my weight to the Local System Generation issue.  I've had several abandoned starts (with maybe 10-20 stars) under 2.1.1 and two games that went to 81 stars discovered and 110 (my current game).  No loops in any of them.  This is 2.1.1 with Known Stars and the default settings for Local System Generation (I didn't change them since the game says the settings don't work for Known Stars).  I also did an experiment in the 81 star game similar to the one described earlier.  In that game, I had Alpha Centauri and Proxima Centauri discovered along with Sol and a couple of dozen other stars near Sol.  I saved the game, quit Aurora, started again, turned on SM and generated several jump points in both systems then explored them trying to loop back to Sol or one of the other systems near Sol.  I repeated this dozens of times without success. 

I posted about this on the discord and others there had noticed the issue and a couple of people mentioned doing their own experiments with similar results. 

I know people have said that loops are rare with Known Stars but I did see them in 1.x games.  Just not a single one in 2.1.1.   

SJW: Not sure where this problem is originating - I play only Known Stars, including a huge game on this version, and always have plenty of loops.
Title: Re: v2.1.1 Bugs Thread
Post by: Kiero on January 22, 2023, 06:09:29 AM
For a long time, I was stuck on 5h turn.
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.
Title: Re: v2.1.1 Bugs Thread
Post by: StarshipCactus on January 23, 2023, 02:06:22 AM
For a long time, I was stuck on 5h turn.
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.
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Alphard on February 08, 2023, 01:34:40 PM
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.   
Title: Re: v2.1.1 Bugs Thread
Post by: verraka on February 08, 2023, 08:31:38 PM
Quote from: Froggiest1982 link=topic=13078.    msg163470#msg163470 date=1672450365
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.   

I have a similiar-ish issue to the quoted reply.    I only have star swarm and NPRs enabled however, no raiders.    When I attempt to advance time I get the same three function number errors as they do and it states "Object reference not set to an instance of an object. " after each function number.     Unlike, the above poster I am unable to progress past them as they continually reappear in a loop.     After I close one error message the next will pop up.     The errors pop back up again after I clear them, forcing me to force close aurora with the task manager.     I tried just spam clicking through the errors but if there is an end to them I can't reach it lol.   

This was a conventional start, with random stars, decimal separator is a period, year is only 2082.     I made backups, edited the DB to let me control the NPRs, and attempted to go through the NPRs to see if they were causing the issue.     I did see issues with fuel shortages and impossible civilian fleet pickups in the NPRs, so I deleted the offending fleets and civilian lines.     This seemed to allow me to progress for a few more days, but then the cycling errors returned.     

Earlier in this game I had gotten a singular error message with the same text about "Object reference not set to an instance of an object.    ", but was able to just click okay and continue the game.     This happened maybe 3-5 times spaced out by years before I hit this impassable wall of the three error messages cycling.     

I've attached the DB file.   

Title: Re: v2.1.1 Bugs Thread
Post by: Akhillis on February 17, 2023, 05:49:39 AM
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.

I ran into the same bug and found an alternative workaround.

The bug occurred after I added a new naval rank, and adding a new ground forces rank appeared to resolve it.
Title: Re: v2.1.1 Bugs Thread
Post by: dsedrez on February 18, 2023, 10:45:28 AM
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).

I've started a new game, and tried to use tankers to transfer fuel to a colony. The colony has a spaceport but the order to transfer fuel to the colony doesn't appear in the fleet orders. I set the conditional order to transfer fuel to *a* colony (which is not what I want, I want a specific colony) but in the next tick it says the order is complete, and the tanker still has full fuel tanks.

Version is 2.1.1, and I don't remember ever having this problem before. Though it's been a while since the last time I played.

EDIT: Added snippet from events

EDIT 2: I somehow forgot to add the refuelling system, ugh!!!  :P
Title: Re: v2.1.1 Bugs Thread
Post by: xenoscepter on February 23, 2023, 11:10:28 AM
 --- Are we ever going to get a fix for fighter-sized colony ships not unloading at planets? I'd really like to have fighters that can load colonists from a mothership and ship them to various planets.
Title: Re: v2.1.1 Bugs Thread
Post by: dsedrez on February 23, 2023, 09:58:53 PM
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?

SJW: "Assume Fleet is Jump-Capable" is used to filter potential destinations when using Fleet Auto-route.
Title: Re: v2.1.1 Bugs Thread
Post by: Laurence on February 24, 2023, 11:21:13 AM
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.

While I didn't face your exact problem, when I've (rarely) had ships refusing to go through a WP, canceling their orders, making a Way Point close by, and having the ship go to the WP then back to the JP worked.
Title: Re: v2.1.1 Bugs Thread
Post by: xenoscepter on March 10, 2023, 12:24:00 PM
(https://cdn.discordapp.com/attachments/837880336536698893/1083815226627084308/image.png)

So this a weird bug in turret design. The laser is a Far Gamma Ray wavelength, btw.

To reproduce it, prototype a 30cm Far Gamma Ray Laser. Then use that in a single, 0km/s turret with 1 armor and prototype it. Then take THAT prototype and use it in a twin, 0km/s turret with 1 armor and portotype it. Then use THAT in any turret as shown above and THIS happens.

Weird, eh? Attached the DB.
Title: Re: v2.1.1 Bugs Thread
Post by: Noriad on March 16, 2023, 01:09:28 AM
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.

SJW: If this is a Random Stars game, then should be fixed now.
Title: Re: v2.1.1 Bugs Thread
Post by: punchkid on March 16, 2023, 06:38:22 AM
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.

SJW: WAI. The intercepting fleet is checking current course and speed, not future movement orders (which would be extremely complex).
Title: Re: v2.1.1 Bugs Thread
Post by: AJS1956 on March 16, 2023, 09:02:46 AM
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.

Hi Noriad,

There is a known bug with starting a game with 'Known Star Systems' turned off. You can get around it by;

1) Setup your game as you wish but put the tick in 'Known Star Systems'
2) Create Game and accept the default race.
3) You can now go to 'View Current Game' (third icon from the right on the icon bar) and take the tick out of 'Known Star Systems.'
4) Turn GM on.
5) Open 'System generation and Display.'
6) Create a new system from the buttons at the bottom right until you get one you like (or close enough, you can edit the bodies individually to suit).
7) 'Create Race' after clicking on your race's soon-to-be home world.
8) Make sure you having clicked on HW Minerals on that world. Rename the system and all the bodies as you prefer.

Normally I would say start the game, delete the 'Player' race and go. however, I notice your game has only 80 systems and has 3 NPRs. In this case delete any systems you have created before the one you chose as your home. Also switch to the 'player' race and delete Sol. Now go to the Race window, switch to the player race (i.e. not the race you have created for your game) and delete it. You will be good to go now. Doing all the above actually takes less time that I took writing it down!

Hope this helps,

Andy
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on March 16, 2023, 09:07:58 AM
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.

It's not so much a bug as the calculation is a bit screwy. Basically it only looks at the heading and speed of the destination fleet and computes an intercept based on that - the game doesn't try to follow the rabbit hole of the destination fleet's orders to make a more accurate prediction, which is probably fair as I imagine Steve would tell you this way lies bugs and disappointments as he usually does when the orders list is involved.  ;)
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on March 17, 2023, 10:21:17 AM
if you set a waypoint at a planet and launch a probe (i.e. a missile with active sensor operating in flight not a buoy), to the waypoint, the waypoint orbits with the planet and the probe hits, stays with the planet a few days and vanishes as expected

if you delete the waypoint, the probe stops orbiting with the planet and stops dead in space which is unexpected, I would expect it to stay in orbit like buoys

Code: (Example Probe) [Select]
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%
Title: Re: v2.1.1 Bugs Thread
Post by: LiquidGold2 on March 17, 2023, 04:39:38 PM
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. 

SJW: As nuclearslurpee points out below, a black hole system can have a LOT of jump points.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on March 17, 2023, 08:04:38 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: LiquidGold2 on March 17, 2023, 09:00:27 PM
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.

I think you might be right. This is my first time seeing one pop up; I'd forgotten they were a thing. Thanks.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on March 20, 2023, 07:09:25 AM
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.

Expected behaviour would be the fleet joining adopts the speed orders for the fleet it is joining.

e.g. I set a sensors ship fleet also containing a tanker and FAC subfleets to follow LP1 at 18 km/s because this is about the average speed of the planet it is following. I want to keep LP1 in sensors range because I am using a Raider scout wreck on the other side of a long jump to LP2, following an orbit around the second star of a binary system, as bait to lure a raider salvage fleet and cull the predators. This LP represents a system choke point they will need to use. When a reinforcement FAC joins the FAC subfleet of the sensor fleet, the speed of the fleet immediately jumps from 18 to 4508 which is the maximum fleet speed. This is because while the "use maximum speed" box is unchecked the set speed has reverted to maximum for the sensors ship which is currently the core ship of the fleet.

It also does this, i.e. resets max speed, if you (manually detach and) manually add ships to the fleet in the same location.
Title: Re: v2.1.1 Bugs Thread
Post by: LiquidGold2 on March 20, 2023, 02:15:55 PM
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.

Relatedly, a fleet with less than max speed set will reset to max speed after overhauling. This has been especially annoying when trying to tune escorted tanker speeds (sidenote, it would be great to have an order equivalent to "Load All Minerals Until Full" for fuel).
Title: Re: v2.1.1 Bugs Thread
Post by: Laurence on March 22, 2023, 02:35:11 PM
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.

SJW: Known Stars are working fine in all my own games, so likely RNG rather than bug
Title: Re: v2.1.1 Bugs Thread
Post by: hammer58 on March 22, 2023, 04:33:24 PM
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? 
Title: Re: v2.1.1 Bugs Thread
Post by: LiquidGold2 on March 24, 2023, 12:09:40 PM
If the main window is shrunk down or resized, the zoom/center point stays in the same location (pixel offset?), as opposed to moving to the new true center of the window. This is annoying if you don't want the main window taking up your entire display for one reason or another, or if you have a multi-monitor setup with different resolution monitors.

Relatedly, the main window seems to always open on the main display in a multi-monitor setup (and always fullscreen), instead of remembering what display it was last open on.
Title: Re: v2.1.1 Bugs Thread
Post by: Exultant on March 29, 2023, 07:49:31 PM
This isn't an error message, but nuclearslurpie mentioned that this is likely unintended behavior and a bug, so I am posting hit here to hopefully be addressed:

Behavior of escorting fleets using Formation Orders:

Rules as derived through experimentation:

1.) Escorts must be in their own fleet. You assign an 'anchor fleet' to the escorting fleet, and a distance and bearing.

2.) Bearing is relative to the toggles of Specific Threat, Nearest Hostile Warship/Contact, or Anchor Fleet destination

3.) When multiple toggles are selected, priority given to higher ones on the list.

For example, if distance is set to 1mkm, bearing is set to 0, and Nearest Hostile Contact and Use Anchor Destination are both set to yes, the escorting fleet will attempt to position itself 1mkm out from the anchor fleet first in the direction of the nearest hostile contact then, if no hostile contacts are known, 1mkm out toward the anchor fleets current movement destination.

The problem is that if the anchor fleet is not moving, and a hostile target isn't visible, the escorts return to 0 distance from the anchor fleet.

This means, if you want to have sensor escorts that form a ring of detection around your main fleet to take advantage of the efficiency of smaller sensors, it will only work if you already see hostile craft (which means you don't need the sensor escorts). If you are not moving and do not already have hostile contacts (such as using a carrier group that doesn't want to close on potential targets when you first jump into a potentially hostile system), the escorts will stay at distance 0 defeating the purpose of using a sensor net instead of one massive large passive in the parent fleet.

TL;DR The system as-is will work when moving your main fleet, but once you have your fleet where you want them, you have no ability to maintain the escort unless already detecting hostiles.

Current Jury-rigged solution: Fleets following Formation Orders and 'Use Anchor Fleet Destination' will maintain their bearing and range as long as the game sees the anchor fleet as moving. A follow command is considered movement, even if no distance was traveled during the last pulse. This works whether you are following another fleet or a planet or a DSP. You can emulate desired behavior (escorts always maintain distance and bearing, even when stationary) by having the parent fleet issue a 0 distance follow order on a stationary object. Currently, the best way I've determined this to work is to create a temporary Deep Space Population where I want my parent fleet to situate (You can't issue a follow order on a waypoint). This adds additional micromanagement whereby I need to clean up DSPs after combat.

The tactical downside of this is that bearing is relative to the target destination while moving, but then reverts to Bearing 0 = 'Due East' once the anchor fleet arrives at the DSP. This can create the unlikely but potential situation where an anchor fleet traveling 'due west' on the tactical map arrives at its destination, whereby all escorting fleets now switch sides relative to the anchor fleet (as Bearing 0 is now 'due east' instead of 'due west') and during this transition time, where escorts are out of position, hostile contacts stumble on the anchor fleet.

Proposed Solutions:
1.) When none of the toggles are set to Yes, Desired Bearing Offset is relative to cardinal directions on the tactical map. For example, if I have 4 escorts set to 0, 90, 180 and 270 bearing offset, I'll have escorts at the four cardinal directions, where 'up' is 'north' on the map. Currently, the game defines Bearing 0 as "due east" on the map when not relative to a specific target. This will allow for sensor nets that do not change their position relative to the anchor fleet. This is important, as a sensor net needs coverage, and moving to keep position relative to contacts can create situations where ships are busy redeploying rather than maintaining coverage if, for example, a hostile warship on the opposite side of the fleet suddenly becomes the closest contact, all escorts will redeploy relative to that new target, creating sensor gaps.

2.) Additionally, when none of the toggled options are true, or no options are toggled, escorting fleets maintain their desired distance. Thus, stationary anchor fleets who do not currently see hostile targets are capable of maintaining their escorts' positions.

2a.) If current functionality is desired (such as having non combat craft stay with the fleet during normal times, but run away from the closest hostile when they are found) implement a toggle such as "Always Maintain Distance" which will allow conversion between behaviors
Title: Re: v2.1.1 Bugs Thread
Post by: GhostIsGone on April 01, 2023, 07:17:58 PM
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.

SJW: Working as intended. See Nuclearslurpee response below.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on April 01, 2023, 08:33:31 PM
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.

They do not require cargo shuttles, but will work very slowly without them. I believe this mechanic exists to allow things like loading a boarding party after they have captured a ship, but can also be used for small marine detachments that take control of enemy sensor outposts and the like when there is no opposition but you don't want to transport a whole brigade all the way out there.
Title: Re: v2.1.1 Bugs Thread
Post by: Laurence on April 07, 2023, 02:12:10 PM
Apologies if I missed this being reported earlier. I searched but maybe poorly.

Multiple Player Race start on Earth, when ground combat results in a population being conquered, it is being transferred to the largest population on the planet, not the Race attacking.

Example
Races Russia & Europe fighting
Europe loses and immediately conquered by Race China, who was not involved, but is the largest in both population and ground forces, and was currently set to Friendly to Race Europe.

A second issue is that seems to be using China's ground forces to determine the actual surrender, as Russia does not seem to have sufficient ground forces remaining to force a surrender.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on April 07, 2023, 03:24:43 PM
I set a tug Tangerine Dream to follow another tug Sgt Pepper from Sol because the former had a higher speed than the latter but I wanted them to stay together so I could organise an escort at their destination but didnt want to risk messing up their tractor caravans.

When they traversed a JP with a jump tender to Wolf 359 from Sol Sgt Pepper continued with orders to travel but Tangerine dream which was following, reversed course and is heading back into the Sol system even though it still has the follow order for Sgt Pepper which is in Wolf 359.

Maybe this is another instance of the "mirror universe" bug where ships end up on the wrong side of a JP behaving as if inside the system on the other side.

Save 78Mb would not upload fyi
https://www.dropbox.com/s/7mpeutth313ggyg/AuroraDB.db?dl=0

I recall that was fixed for 2.2 but I thought I would report it anyway, just in case it is different.

Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on April 09, 2023, 01:27:07 PM
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.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Garfunkel on April 10, 2023, 08:40:27 AM
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.

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.
Known issue, supposed to be fixed in 2.2 if I remember correctly.

Actually I can't see a mention of it being fixed in the 2.2 changes post. I thought it was supposed to be fixed already but it might have been the bug where survivors were not placed into cryo at all.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on April 15, 2023, 02:19:35 PM
here is a strange one

ECM2 was researchng on Earth.

Excavations turned up 13xECM2 on Lalande 21185 II. (unlucky for some)

if you disassemble the ECMs on Lalande it creates research points e.g. in the order of 3300 but these do not apply to the project on Earth.

If you then stop the project on Earth which was at this point at 3420/10000, the project then reverts to 6700/10000... on both Earth and Lalande.

If you reload and stop the project at Earth before disassembly on Lalande it remains at 3420. Whats more, if you restart the project on Lalande with a spare research lab and the same scientist who just stopped researching it, it continues from 3420 and if you disassemble the ECM 2s the points are applied to the project, which can even complete due to the points being applied if the RND factor favours it.

The second version is working as expected but the first version is not. The project tally should not revert to the 6700 on Earth because 3300 was deducted from 10000 on Lalande. Expected behaviour in that case would be the project continues from 3420 on Earth and 6700 on Lalande.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on April 19, 2023, 11:52:29 AM
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.)

Title: Re: v2.1.1 Bugs Thread
Post by: Density on April 20, 2023, 09:53:10 AM
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.)

This is "working as designed." The warning messages on that screen are for the player, and won't prevent the ship from being built or the ship from operating as built. That particular message is telling you that the total power supplied is less than the total capacitor rates of the weapons. Since, in this case, you intentionally put a capacitor on the gun that is larger than the power needed to fire, and you know the power plant is supplying enough power, you can ignore that message and everything should work the way you expect it to. (And if it doesn't, that would be a completely different bug.)
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on April 22, 2023, 12:29:45 PM
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.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Jeltz on April 22, 2023, 07:10:54 PM
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.

Yes, already reported here: http://aurora2.pentarch.org/index.php?topic=13078.msg163104#msg163104 (http://aurora2.pentarch.org/index.php?topic=13078.msg163104#msg163104) , or at least it seems to me the same problem  ;)

-J-
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on May 04, 2023, 11:26:32 PM
Fractional capacitor recharge rates do not seem to work for the High-Power Microwave weapons. Only integer values are used to determine the weapon ROF.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Michael Sandy on May 05, 2023, 01:43:09 AM
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?

SJW: I haven't worked on the VB6 version since 2016. I don't even have the VB6 code loaded on my current PC, so I won't be fixing bugs or creating new versions.
Title: Re: v2.1.1 Bugs Thread
Post by: Snoman314 on May 05, 2023, 04:11:10 PM
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?
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on May 05, 2023, 04:18:30 PM
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?

To be fair, some people prefer the VB6 mechanics for some reasons or others, there's no problem with playing the old version.

However, Snoman is correct that this is not a VB6 bugs thread and Steve will not be working on any VB6 bugs, so there is no point in reporting any here.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on May 17, 2023, 05:43:36 AM
I know its holiday season and I am not trying to badger but felt it was my duty just to add this to the thread, having discussed it a bit in the questions not worth their own thread thread.

In an effort to save energy, I will just copy paste what I wrote there.

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?
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on May 18, 2023, 10:48:05 PM
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.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Snoman314 on May 19, 2023, 01:38:39 AM
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:
...

AI dancing back and forth at the edge of sensor ranges, and at jump points (possibly also due to sensor coverage?), is really annoying. +1
Title: Re: v2.1.1 Bugs Thread
Post by: Xanithas on May 21, 2023, 08:12:40 PM
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

SJW: Probably fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on May 21, 2023, 08:53:01 PM
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've reported this. It seems to happen because the admin command rank grabs the first rank of that level from the DB without checking if it is a naval rank. Should be an easy fix if it's not in already.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on June 02, 2023, 11:02:35 AM
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. 
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on June 02, 2023, 12:56:04 PM
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.

Do the ships have a correct ammo loadout specified? I can't check your DB right now but this is the most common reason for this issue.

The other thing to check is if the fleet reloads after refueling. I don't know the mechanics here, but it may be that only one of those things can happen at a time. I've never used a hybrid tanker/collier to check this.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on June 02, 2023, 01:38:59 PM
Good thought, but it did not reload after refueling was complete.  Mad Max has one 500 capacity commercial magazine with the following loadout:
100x Albacore 3x ASM (size 4)
100x Sundew 4 CM (size 1)

The Andenes ASM 2 loadout is as follows:

90x Albacore 3x ASM (size 4)
405x Albacore 4 ASM (size 4)

Maybe because the Mad Max has both ASM and AMM, or the Andenes has two types of missiles it won't load?  I'll have to experiment with that after this battle is over.

I didn't build enough ordinance factories to fully resupply with the new missiles, but the old ones are faster (12 damage) where the new ones are slower 16 damage, so it does make some sense to have both, but the micromanagement to load 45 missile tubes manually is annoying so after this fight I think I'm going to scrap the old 3x missiles. 

I also have non-combat tanker/supply ships and they have been able to refuel and resupply survey ships without issue.  But those tankers don't carry ordinance.

I haven't been able to reliably duplicate it yet but I'm also seeing some hangups with issuing a refuel/resupply/reload order when the ships have an odd magazine size (re: 97% full but can't load another missile).  The order seems to get stuck waiting for the reload to complete but it never does because it can't load another missile to get to 100%. 




Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on June 02, 2023, 11:40:06 PM
Joining a mad max to the fleet post-battle it transferred the 100x Sundew CMs but would not transfer the Albacore ASMs.  With only one shuttle MSP transfer is slow, so I'm not sure whether it started immediately or waited until after the missiles were transferred.  This was done while refueling was in progress. 

So the issue may be with multiple missile types on a collier.  But I tried detaching just one ASM that needed reloading along with the collier after it had offloaded the Sundews and it still wouldn't reload.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on June 04, 2023, 09:24:41 AM
After removing and re-adding the missile loadouts for both the support ship and destroyer and a save and load it started working.  So there is probably some interaction between what order you specify the ordinance in the class design and whether or not it will see the missiles to load them.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on June 11, 2023, 12:59:52 AM
It is possible to assign a waypoint as a target for a beam fire control and then fire on that waypoint, generating energy weapon impact contacts - which are placed at the position of the system primary, not the waypoint. I feel sure that some or all of what I've described is not intended, particularly since beam weapons firing at a waypoint do nothing unlike missiles.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on June 14, 2023, 02:26:59 PM
Salvaged weapons are not added to the observed weapon list of enemy craft.

I destroyed a Mastadon class craft in Camlann.  Salvaging the wreck returned 4 working size 4 missile launchers but did not add missile launchers to the list of observed weapons.  Similarly when recovering a working TH 1-11 thermal sensor from a Bavern class craft on September 10 2071 it was not added to the list of observed technologies.  Components that are working/can be reused should automatically add to your knowledge of the ship class.  I can see where those which are not working may or may not add to your knowledge.

The salvage notice is in the current day's event log in auroraDB.  To duplicate: load the AuroraSaveBackupDB.db and advance time 8 days.   

SJW: Intact components recovered from wrecks will add weapons, sensors and technology to the respective Alien Class in v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: joshuawood on June 15, 2023, 05:07:38 PM
Hitting "create colony" on a gas giant in the system view creates an actual colony, not a DSP (which is the suspected correct outcome)

This means you can put ground units and installations on gas giants, including auto-mines.

2 people tested known in 2.1.1

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: nakorkren on June 18, 2023, 11:05:09 PM
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?

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: stabliser on June 21, 2023, 08:34:38 AM
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
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 07:56:26 AM
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.

Was that a population surrender or ship surrender, or both?
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 09:04:47 AM
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.

Were the other jump points stabilised? The ship should not be able to jump otherwise.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 11:20:05 AM
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?

Finally tracked this one down. There is a rare potential problem in random stars system generation for systems with at least three stars. This affects all system generation, not just at start, and explains similar reported bugs in earlier versions. The reason it affects game startup quite frequently is that the game generates a lot of systems to find a suitable NPR starting system, so there is a lot more system generation happening in game creation than is obvious.

The system generation code tries to enforce a minimum and maximum distance between stars. For example, if Component C orbits Component B (which itself orbits A), then the Maximum Orbital Distance is 1/3rd of the distance from C to A. If C orbits A, then the Minimum Orbital Distance will be at least 3x further out than B. This gets more complex with four stars. There is also a secondary consideration, which is that the minimum distance between two stars cannot be less than the combined diameters of the stars involved.

The bug is caused by rare situations involving massive stars in trinaries and quaternaries where the minimum distance is greater than the maximum distance, so the code that keeps trying orbits until it finds a suitable one goes into an endless loop.

I've added some new code that will intervene at this point and either use the average of the min and max, or the combined diameters plus 20%, whichever is greater. It might result in the occasional cramped system, but it should be fine in general (and much better than the current situation).

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 11:34:45 AM
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.

On average, 1 in 15 systems in Known Stars will connect to a known system. This is not connected to Local System settings as those only apply to Random Stars games.

Check this post on a recent Known Stars campaign. The loops became even more complex soon after.
http://aurora2.pentarch.org/index.php?topic=11100.msg163024#msg163024
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 01:16:33 PM
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.

The code is checking the beam ships, but never actually checks if the delay is zero before creating the event :)

Fixed for v2.2.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 02:23:08 PM
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.   

This is a weird one because there aren't any int variables in the function, which is used to calculate time to destination. Anything odd about the civilian ships? Are they very slow for example?
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 02:27:28 PM
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?

"Assume Fleet is Jump-Capable" is used to filter potential destinations when using Fleet Auto-route.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 02:40:21 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 13, 2023, 02:43:46 PM
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?

Do you mean it won't carry out the order, or you can't give it the order?
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on July 13, 2023, 10:07:14 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Hari on July 14, 2023, 12:37:26 AM
I built a ship with mobile repair bays. I sent it to a DSP : all is fine, shipyard is present at DSP.

Then I deleted the DSP. The shipyard was deleted too : ship remains, with its mobile repair bay, but when I move it to any location, there is no shipyard anymore. Deleting the population (DSP) seems to also delete the "shipyarding" capacity of the repair bay.

Not tested at other population type, maybe the same.
Title: Re: v2.1.1 Bugs Thread
Post by: serger on July 14, 2023, 05:27:55 AM
http://aurora2.pentarch.org/index.php?topic=11298.msg134165;topicseen#msg134165

Not a bug report but rather a note: this old inconsistent WAI is still here. That is: sometimes towed ships are using their engines, sometimes they aren't, depending on a tug design and some other factors I cannot catch (the testing shows that for the first try they usually aren't, contrary to the explained WAI, yet with the subsequent designes of tugs they usually are).
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 05:32:13 AM

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.

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.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 06:17:47 AM
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:
  • 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.
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.

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.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 09:27:27 AM
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

It's been reported a few times, but I hadn't tracked it down. However, I just found something that could cause it, so potentially fixed now.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 09:53:01 AM
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 had a quick look at the 1.5.1 bug reports but couldn't find it. Also, it would probably be reported a lot over the last intervening three years if it was a common problem. Is the civilian fleet set as your space station destination fleet? Are there any mods running, or have there been any DB edits?
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 14, 2023, 10:07:45 AM

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 usually change the random stars generation settings to 60 and 12 to encourage loop formation, I haven't done it too often lately because of the bug Steve mentioned earlier, but to my recollection this worked reasonably well.


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.

Thanks Steve! This should make the new spoilers a lot less frustrating in 2.2+!  ;D
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 12:22:54 PM
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?

I've changed the tractor rules. They should be simpler overall and will eliminate this problem.
http://aurora2.pentarch.org/index.php?topic=13090.msg165464#msg165464
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on July 14, 2023, 02:07:53 PM
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.

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.
I'm familiar with the math.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 02:20:00 PM
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.

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.
I'm familiar with the math.

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?

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on July 14, 2023, 02:31:33 PM
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?

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.
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.

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.
Title: Re: v2.1.1 Bugs Thread
Post by: db48x on July 14, 2023, 03:51:09 PM
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.

I love good bug stories like this. Thanks for sharing!
Title: Re: v2.1.1 Bugs Thread
Post by: paolot on July 14, 2023, 04:03:20 PM
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.

Really thank you Steve of the response.
No, the other jump points were not stabilised. I prefer each ship can travel on its feet and I don't use JP stabilisation.
Unfortunately, I cannot help you as I can't recall the DB of the game I was playing at that time, to post here. Sorry!
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 05:06:45 PM
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?

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.
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.

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.

I've explained above why the 50% chance doesn't really generate local systems, so you are effectively just generating random numbers from 1000. Higher chances have a much greater effect. However, all that number does (50 or 90) is change the random chance - it doesn't affect how the game runs or how systems are generated. The actual code that references it is shown below. All changing the LocalChance number does is change the chance that the associated piece of code runs.

Quote
                    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;

Even given the above, it does seem odd that you have not generated any links in 300 systems in a clean game. The only other explanation I can envision is that there was a bug, but at some point I fixed it. Although I don't use Random Stars and I haven't posted any bug fixes to that effect, so maybe I fixed it by accident when looking at something else. Could you try using 90% local chance and see what happens?

Does anyone else use random stars and are they generating loops? I accept that a few people may have no loops, but unless no one at all is getting loops it doesn't seem likely to be code-related

I think one conclusion from this is that the default Local Chance should be higher, but that is probability rather than a code issue.
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on July 14, 2023, 06:32:50 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 14, 2023, 07:12:56 PM
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.

Thanks for the testing. Although I can't prove it, I think the most logical conclusion is that a bug existed in v2.1.1, but sometime between the release of v2.1.1 and now I accidentally fixed it (and didn't realise).

Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 14, 2023, 08:35:35 PM
I've done a quick test with 90/5 settings, and I think I have worked out what is probably causing the observed behavior (see attached map):

I generated about 25 systems before getting a loop, which was from System #4 to System #1. This loop was only generated after all systems with IDs within ±5 had been generated (999, 1000, 1, 2, 3, 5, 6, 7, 8, 9). My guess is that this is probably related to the change to prevent dead-end star maps, and I agree with Steve that he probably fixed it accidentally as there were a couple of bug reports which I recall were found to be related to that new code.

Steve reported getting a loop within 4 connections at 100% local chance, which imples the bug was fixed unless the settings were something like 100/2, so I would guess it is indeed fixed by accident.


----

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.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 15, 2023, 03:48:38 AM
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.

That is the CreateNewRace code. It could be related to the creation of shipping lines for pre-industrial populations, as I fixed that now. Was there any NPR is the affected systems?
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 15, 2023, 12:35:18 PM
Was there any NPR is the affected systems?

I did not check at the time, but the DB shows a pre-industrial race generated in that game so I think you've got the right of it.
Title: Re: v2.1.1 Bugs Thread
Post by: ExChairman on July 16, 2023, 02:29:47 AM
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...

Title: Re: v2.1.1 Bugs Thread
Post by: Noriad on July 19, 2023, 08:06:09 PM
A few months ago I started a new game. Version 2.1.1. Max systems 80, Known Star Systems, 3 starting NPRs, conventional start. Known Star Systems selected because I like to restart a few times until I have a good starting position and without Known Star Systems selected, half the times during generation the game would freeze forever.
 
I decided that 80 systems is the most micromanagement I could tolerate, 3 NPRs (non-player races) would be a decent challenge (I assume), and if I would manage to effectively conquer all 80 systems, I would consider the game won.

However, after a few weeks of playing, I have discovered 81 systems, with a few dozen unexplored jump points, and aside from a few "spoilers", I have not made any contact with any NPR. So my desired setup failed. And unlike earlier versions of the game, no cross-links between system branches were found on the Galactic Map. The whole Galactic Map was just star connections branching out further and further.

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.

SJW: The system limit doesn't apply to Known Stars games, as per the associated tool-tip. There are 4500 systems in Known Stars games, with NPR proximity to Earth set in game options.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 19, 2023, 08:10:06 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Noriad on July 19, 2023, 08:59:22 PM
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.

Fair enough. But that still leaves my game without NPRs.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 19, 2023, 09:18:20 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Noriad on July 19, 2023, 10:48:20 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 20, 2023, 08:06:10 AM
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.

Usually, I set the min and max distance for the starting NPRs to be lower than default values. The default 25 to 50 LY band gives 745 star systems where a NPR could, in principle, start (in practice some of these systems will be too small of stars for an NPR to spawn, so not quite so many), which means if you get unlucky you may spend quite a while exploring before you find anyone. Even changing the range from 25 to 40 LY brings this number down to "only" 350 systems, although to be frank your odds are probably better if you also reduce the minimum - at some risk of discovering a NPR at the front door!
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on July 25, 2023, 12:17:06 PM
Bug Report: Ground unit formations remain at deleted populations.

I created a population at Mercury, used SM mode to build ~30 ground unit formations to that colony (if you're curious, I was trying to increment the automatic formation number without having to edit the DB), and deleted the population at Mercury. I expected that this would also delete the ground units at that population. Instead, the ground units seem to remain in existence as on the next increment my remaining ground force commanders were auto-assigned to command these formations.

I can also see these formations in the Ground Forces window if I uncheck the "Location" box, so this isn't game-breaking as I can manually delete the formations, but it doesn't seem like the correct behavior.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on July 29, 2023, 05:12:17 PM
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).   
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on July 30, 2023, 04:55:55 AM
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).

Its not a bug as the civilians did what they were supposed to under the rules. Probably best to add the suggestion of a reserve level to the suggestions thread, so I will be reminded when I review that thread.
Title: Re: v2.1.1 Bugs Thread
Post by: superstrijder15 on August 05, 2023, 01:35:04 PM
I did not encounter any black holes until now, then encountered 4 in a row. If they have a roughly 2% chance of occuring (as per http://aurora2.pentarch.org/index.php?topic=12523.msg160659#msg160659, it is a real stars game), then that is *very* unlikely to happen like this (chance around 1 in 6.250.000). I saved right after the most recent one and attached the save.

I have edited the DB *but* only the table containing the coordinates of the galactic map, only those coordinates, and I have no problems with the map itself.
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on August 06, 2023, 03:33:03 PM
CMC colony mass drivers do not fully respect mineral reserve levels.  If a target is set all ore mined by the CMC is sent.  The mass driver does appear to respect reserves for existing ore stockpiles and for player-installed mines.

To duplicate: note the ore levels on Dawn-B V moon 14 Block Minerals and Icewind Dale III Kokot Ventures.  Set a target of Icewind Dale V for Icewind Dale 3 Kokot Ventures  Set gallicite reserve to 0 on ID 3.  Advance time 5 days.  Note the mineral levels on ID3 are static, except the galicite which is now zero.  Mineral stocks on Dawn-B V moon 14 increased slightly.  Zoom in on the tactical map and you will note two mineral packets were just created.  Advance time 5 minutes to separate them.  You will see that one ID3 mineral packet is gallicite only (the stored materials) at high speed and the other is all minerals at 1000 km/s.  For dawn-B V moon 14 the high speed packet appears to be minerals newly mined by the standard mines, and the low speed is from the CMC mines. 
Title: Re: v2.1.1 Bugs Thread
Post by: Bryan Swartz on September 02, 2023, 09:19:03 AM
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. 

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 02, 2023, 10:23:35 AM
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.

This is purely a visual bug - if you Refresh the Naval Organization window the other bits will show up again.
Title: Re: v2.1.1 Bugs Thread
Post by: Bryan Swartz on September 02, 2023, 11:53:38 AM
ah, good to know. 
Title: Re: v2.1.1 Bugs Thread
Post by: Kiero on September 04, 2023, 05:26:38 AM
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.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Froggiest1982 on September 04, 2023, 05:02:57 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Kiero on September 05, 2023, 12:58:55 AM
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.

Nope, not working.

Update: It is working when i mark this commander to be "Retain".
So when you would like to get a commander back, you need to:
- mark him as "Retain"
- "Restore" him/her
- Save and close Aurora.
- Open Aurora.
Title: Re: v2.1.1 Bugs Thread
Post by: Zeebie on September 05, 2023, 12:23:15 PM
I've received the following error whenever I advance time: "2.0.3 Function #1414: The given key was not present in the dictionary."  The window with the message needs to be dismissed a few dozen times (seems to vary from turn to turn).  Any thoughts on what might be causing this? I have cleared all orders from my ships.

SJW: This looks like an earlier version if the error messages includes 2.03
Title: Re: v2.1.1 Bugs Thread
Post by: Bryan Swartz on September 06, 2023, 05:02:28 AM
Something is very weird with distances, at least in Sol.  This is a freshly generated default settings game.  McNaught-Russell sits right on Saturn orbit (1.4b km), yet it says it's 18.7b km away.  Not all are this egregious, but most of the comets are lying about where they are, either in the data or visually. 

Running the sim forward about 15 years, it moves several billion km out past most of the asteroids.  The displayed distance has not changed. 

Edit:  Machholz and Encke are also good examples, insisting they are hundreds of millions of km away even when they are at least as close as Mercury.  From what I can tell, the listed distance for the comets just never updates to reflect their actual position, even though they do move in their orbits.  It turns out this isn't just a comet thing.  Mercury's orbit ranges from 46m to 70m km, but it always reads as 58.1m km, never changing. 

I did do the whole refresh thing, re-clicking on the bodies in question, etc. 

Edit Again:  I've also confirmed that the colony cost is changing as bodies with eccentric orbits move.  That's another point in favor of the Current Distance display just being off, but the rest of it working as it should. 

SJW: I've checked and this is working as it should. I may have fixed it in the meantime.
Title: Re: v2.1.1 Bugs Thread
Post by: Kiero on September 07, 2023, 01:20:04 AM
Quote
Miscellaneous Components can now be researched normally and will appear in the Logistics category.

Miscellaneous components do not appear in the Logistic Tab anymore.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Bryan Swartz on September 10, 2023, 09:15:52 PM
Terraforming installations are counting as one fewer than the number I actually have. 

Mars w/5 installations has a capacity of 0.0045 atm;  Luna with 1 has no capacity. 

I move one of them: 

Mars w/4 has 0.0034, a reduction of a fourth rather than a fifth.  Luna with 2 has 0.0043. 

I move another: 

Mars w/3 has 0.0023, one-third lower instead of one-quarter.  Luna with 3 has 0.0086, a doubling rather than a 50% increase. 

And so on. 

SJW: Probably caused by rounding problems when transporting 1/3rd of an installation. Terraforming Installations have been changed to 50,000 cargo point in v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: kyonkundenwa on September 10, 2023, 11:18:17 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: Bryan Swartz on September 11, 2023, 01:22:43 AM
Thanks - I didn't think it would affect two different locations if it was just a rounding error, but SM says it is.  That will go away in 2.2 then. 
Title: Re: v2.1.1 Bugs Thread
Post by: IceKobold on September 13, 2023, 09:05:27 AM
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.

SJW: Probably Raiders. Not a bug, but I have changed their behaviour for v2.2 to address this situation
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 13, 2023, 09:40:27 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: IceKobold on September 13, 2023, 12:27:36 PM
Quote from: nuclearslurpee link=topic=13078. msg165809#msg165809 date=1694616027
Quote from: IceKobold link=topic=13078. msg165808#msg165808 date=1694613927
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.

Oh.   That explains why they first appeared in the Sol system then, I guess.   I thought I had Raiders turned off, though. . . oops, no, I left them on this game.
Title: Re: v2.1.1 Bugs Thread
Post by: ExChairman on September 14, 2023, 05:39:04 AM
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...

SJW: Confirmed below as decimal separator issue
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on September 14, 2023, 05:52:25 AM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: ExChairman on September 14, 2023, 08:40:54 AM
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.

Upgraded to win 11 and totaly forgot about that...
Title: Re: v2.1.1 Bugs Thread
Post by: bankshot on September 17, 2023, 08:11:15 PM
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. 

SJW: It's been changed to 2 cargo holds for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Ragnarsson on September 17, 2023, 09:27:22 PM
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

Quote
Terraforming Installations changed to 50,000 cargo points.
Title: Re: v2.1.1 Bugs Thread
Post by: IceKobold on September 27, 2023, 12:42:31 PM
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.

SJW: Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on September 27, 2023, 01:33:16 PM
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.

Yes, its a known bug with a fix already in the next version.
http://aurora2.pentarch.org/index.php?topic=13090.0
Title: Re: v2.1.1 Bugs Thread
Post by: HeroicHan on October 05, 2023, 05:40:08 PM
When a fleet is in a training admin and goes past it's deployment time, Training starts to go down and can go negative.
This doesn't happen in other situations where ships are beyond their deployment time or at 25% morale. Only when in a training admin.

A little awkward since even when the ships are overhauling their deployment clock doesn't rewind. (Which does rewind during overhaul outside of a training admin)
Makes the micro a little heavy with low deployment fleets.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on October 08, 2023, 07:57:54 AM
Not sure whether the mirror universe bug has been quashed in 2.2 (where a ship acts as if in a different system from the one it is drawn in) but here is a related example of it showing up in ship orders.

Note the screenshot orders list, the list of orders has been given while the ship (TG-AT Ocean Blue) is in Sol and proceeds out of Sol to V1216 Sagittarii, at which point, in order to complete an order to board a disabled enemy ship (AS Ant 063) in V1216 Sagittarii it tries to use the LP shortcuts from Saturn to Venus available in Sol but not found in V1216 Sagittarii. So it must be referring to the wrong system map to plan the route.

This only occurs with orders which directly refer to the enemy contact such as attempt boarding action or move to. An order which refers to any other object e.g. wreck, waypoint, planet or fleet proceeds as expected, after which the boarding order for the enemy vessel still shows the bug if given from a location which would want to use the LP. e.g. if you order a move to a wreck in V1216 Sagittarii near AS Ant 063 then order the boarding action while TG-AT Ocean Blue is still in Sol then no LP move shows because it is close by the target, but if you order the move to the wreck then back to the entry JP then give the boarding order, the LP move in Sol is added. So the origin location of the move can obscure or reveal the bug, which persists if orders referring to the enemy contact AS Ant 063 are given while the order recipent TG-AT Ocean Blue is in Sol.

If the same orders are given to TG-08 Creedence which is a tug with the same flight plan to Sol as TG-AT Ocean Blue but which is currently located in V1216 Sagittarii, then any orders referring to the enemy contact do not try to use Sol LPs. So the contextual location info for orders referring to enemy contacts appears not to be updated in the way it is for other orders.

Save in 7Z format attached. Hope this is helpful if it isn't redundant.

SJW: Fixed for v2.2. Thanks for the detailed explanation
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on October 09, 2023, 12:20:26 PM
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.

Or has my game become corrupted somehow? (I deleted the example game EDIT OK I checked my backup before the delete and a client backup I made earlier and same thing was happening, so its not that).

See screeny.

(https://imgur.com/ufgX1kC.jpg)

SJW: This seems to be working now, so I assume I fixed it at some point during v2.2 development
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on October 09, 2023, 04:25:06 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on October 09, 2023, 05:48:09 PM
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.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on October 09, 2023, 07:22:29 PM
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.

If I had to guess, this is probably a combination of (1) a holdover visual glitch from VB6, when listed BFC range was 50% of maximum range, and (2) an extra zero getting tacked on somehow. I can't readily think of any other ways for a factor of 20 to show up in BFC ranges.
Title: Re: v2.1.1 Bugs Thread
Post by: boolybooly on October 11, 2023, 04:25:24 AM
STOs on a planet without DST installations do not display weapon range.

This is the same issue I raised as a question not worth its own thread.
http://aurora2.pentarch.org/index.php?topic=11545.msg165953#msg165953

I dont know if this is a bug or intentional but my reasoning is that since STOs have their own active sensors and passive sensors (in DSTs) do not contribute to the function of weapons you would expect weapon ranges to display for STOs with active sensors regardless of whether or not there was a DST at the same pop.

So I am reporting it as a bug, FYI, just in case.

SJW: Yes it's a bug. Fixed for v2.2
Title: Re: v2.1.1 Bugs Thread
Post by: TheSpartacus on October 29, 2023, 11:02:03 PM
The function number: # 99
The complete error text: "2. 1. 1.  Function #99: Sequence contains no elements"
The window affected: Main
What you were doing at the time: If I take a turn the error will pop up at somewhat random intervals during the turn, but it always occurs.  Error pops up twice in a row then some time passes on the turn before it pops up again, typically ~2-6 errors per 30 day turn. 
Conventional or TN start: TN
Random or Real Stars: I don't know, first game. 
Is your decimal separator a comma?: .
Is the bug is easy to reproduce, intermittent or a one-off?:Yes.  It is every turn. 
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: <20 yrs

SJW: I haven't reproduced it, but I did find some logic that might produce it in rare situations so I have added a fix for that.
Title: Re: v2.1.1 Bugs Thread
Post by: nanomage on October 31, 2023, 09:31:16 PM
Quote from: nanomage link=topic=13078. msg163367#msg163367 date=1671011636
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.

I have run a further several tests, by using a version of Aurora patched (exe+db replacement) to 2. 1. 0.  I have it set up with two executables:
the 2. 1. 1 . exe from 6. 9. 22, and
the 2. 1. 0 . exe dated 16. 8. 22.
I have used those 2 executables, running them from the same aurora folder, to generate several Known Stars maps (50 stars each).  The 2. 1. 0 executable generates looped maps quite reliably, but the 2. 1. 1 executable does not, instead it always creates a new system for every jump point, with the amount of tries that i think should at this point exclude considering RNG as a reason.
I'm attaching 2 sample maps, and here are my numbers:
the 210 executable was used to generate 50 systems, and made 3 connections to pre-existing ones, remarkably close to the 0. 065 rate.
the 211 executable was used to generate 177 systems in the last test, creating 0 loops.  If the rate of looping back to known system was indeed 0. 065, the chance of this happening can be calculated as (1-0. 065)^177, a very small number close to 7/1000000
related or not, another thing i never observed it creating are deadends
Thank you again for taking time to look into this matter Steve.
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on November 01, 2023, 02:39:13 PM
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.

I think the discussion concluded that there was a bug (or multiple) in 2.1.1 that Steve "accidentally" fixed while working on 2.2. IIRC Steve has observed expected jump loops in his playtests.
Title: Re: v2.1.1 Bugs Thread
Post by: ChubbyPitbull on November 02, 2023, 10:55:31 AM
Stuck in never-ending loop of "2.1.1 Function #1954, #1943 and #478: Object reference not set to an instance of an object." errors.

EDIT: After searching a bit better, saw Steve's post about it maybe being related to detection. I opened the game again and SM-moved my two Player Empire surveillance ships which were approaching the Cylon colonies back to Earth, and now I can advance time without the errors appearing. Sending even one ship back to the planets causes the errors to start appearing as time advances; once the ship arrives on station in detection range the error loop continues forever. Re-opening again, and turning the active sensors off on the Mk. II Cylon BDB's still triggers some errors, but they stop after holding down Enter for a second or two and time advances.

In a second test, I SM-ed away my surveillance frigates (which carry thermal sensors, EM sensors, and an ELINT module. I then sent a commercial Tug to within 1m KM of the new Cylon colonies, and no errors appeared. It wasn't until I sent a surveillance ship to join the Tug that the error cycle returned. Surveillance ships at older Cylon colonies in Sol do not have the issue.

In a third test, deleting the Mk. II Cylon BDB's allowed the surveillance ship to get within 1km of the colony without errors. Insta-building a Mk. II Cyclon BDB into a fleet located at the colony the Surveillance ship was within 1km of caused the error cycle to begin again.

Last update, it seems as if a surveillance frigate approaches a Mk. II Cylon BDB the errors begin. I instead insta built 4 of the original Cylon BDB desisgns at the colon 1M by the frigate, and no errors occur.


DATABASE MODIFICATION: All Particle Beam sizes (except for PB-2) set to a size of 300 tons prior to game creation, similar to the upcoming v2.2.0

TN Start
Random Stars (Starting Sol System)
86000 Construction Cycle Time
20% Research Speed
Local System Gen chance 50%
Local System Generation spread 15%
NPR Generation Chance (by Player) 75%
NPR Generation Chance (by NPR) 10%
Ruin Generation Chance 50%
All spoiler generation enabled for Player and NPR
One Second Sub Pulse Enabled


Game in the DB is titled "Waiting for 2 dot 2" and is just shy of 13 years into a play-through with 2 Human players, one main empire and then 1 general boogeyman (Cylons) that I use to spawn a defense colony with a ton of ground forces on newly discovered planets with minerals or alien ruins. I also generated 1 NPR at game creation, but have not encountered an NPR yet in game. Maybe about 5-years into the game, I also imported Froggiest1982's excellent medal pack from here: https://aurora2.pentarch.org/index.php?topic=11424.0 , and it has been working great auto-awarding medals.

I recently explored my JP #1 in the starting Sol system. When I first tried to explore it, the game hung processing, and after ~15 minutes I used end task to stop. I restarted the game and explored JP#1 again, generating the new Proxima Centauri system. I then used Space Master to switch to the Cylon empire and did the following:

1. Explored the same Jump Point for the Cylons to see the new system (2 Planets, 1 Dwarf Planet with 1.9 colony cost).
2. Spawned a ruin and HW minerals on the Dwarf Planet.
3. Created Colonies on 1 planet with a large amount of minerals (Proxima Centauri I-A) and the dwarf planet (Proxima Centauri II-A).
4. SM-edited the environments of both planets to be habitable from the Economics window.
5. Edited the Diameter of the dwarf planet (Proxima Centauri II-A) in the System window using "Modify Body" to first change it from 400 to 500, then 500 to 600.
6. Went through the Civilian tab of Proxima Centauri I-A to spawn a pile of colony buildings, including auto mines, military academies, naval HQ, financial centers, etc.
7. Used "Edit Pop" to set a I-A's colony pop to 50M.
8. Used the GU training tab in Economics to build a large army (~55 formations).
9. Used instant research to increase Cylon technology in Particle Beam strength and armor.
10. Copied the Cylon "Salamander" Beam Defense Base Class to create an updated Mk. II version of the class with the new PL-9 beams, updated the armor, and added a power plant.
11. Went to Cylon Fleet Organization and created 2 new Defense fleet for Proxima Centauri I-A and II-A, used the miscellaneous tabs to move the empty fleets to their respective planets
12. Insta-built 2 BDB Salamander Mk. II's into the Proxima Centauri I-A's defense fleet, and 1 into Proxima Centauri II-A's defense Fleet.
13. Enabled Active Sensors and shields for the two new defense fleets.
14. Went to the Civilian tab of Proxima Centauri II-A to spawn a pile of colony buildings, including auto mines, military academies, naval HQ, financial centers, etc.
15. Used "Edit Pop" to set II-A's colony pop to 50M.
16. Used the GU Training tab to build a large army (~30 formations)
17. Edited I-A's Pop up to 75M.
18. Went to the ground units tab and designed v2 versions of the Cylon ground forces to use the new armor and racial weapon score.
19. Marked the original ground force versions as obsolete
19. Created v2 versions of the Cylon Ground Formations, did not obsolete the original ground formations.
20. Insta-GU-trained a limited number of the v2 formations on all existing Cylon Colonies in Proxima Centauri and Sol.
21. Switched back to Player Empire, sent two surveillance frigates to set up positions 1M km from Proxima Centauri I-A and II-A.
22. Advanced time, got a few pop-ups of "Object reference not set to instance of object" errors until time stopped with the enemy Cylon pops being detected.
23. Saved :-[
24. Now attempting to advance time even 5 seconds produces a constant cycle of the following errors. I can hold down enter as long as I want and the errors never stop, I need to "End Task" to exit Aurora. Re-opening Aurora and trying to advance time repeats the same series of errors.

"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."
Title: Re: v2.1.1 Bugs Thread
Post by: Iron_Hide4 on November 20, 2023, 07:28:51 PM
Civilian designed ships are showing up in my Class Design screen even though "Civilian" is unchecked.   Checking it shows all of them as its supposed to, it's just that some are leaking in.   It seems to be happening slowly over time, and my working theory is salvaging and scrapping their parts, or deleting them from the Naval Organization screen is what makes them appear.   I periodically delete Civilian fleets to help with lag and when I checked the designer the types I deleted where there.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on November 21, 2023, 04:26:54 AM
Quote
"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."


The error codes relate to identifying alien ships. This is relatively short code that runs all the time without issue, so there must be something unusual in this case. The only option seems to be that the attempt to identify is looking at a ship without either a parent class or a parent race somehow. It could be related to your manual creation of the ships, but even that is not particularly unusual.

Unfortunately, I don't have a v2.1 version of the code to test this on and your current DB won't work with the v2.2 code.
Title: Re: v2.1.1 Bugs Thread
Post by: ChubbyPitbull on November 22, 2023, 10:11:58 AM
Entire Population of Ganymede Disappeared

DATABASE MODIFICATION: All Particle Beam sizes (except for PB-2) set to a size of 300 tons prior to game creation, similar to the upcoming v2.2.0

TN Start
Random Stars (Starting Sol System)
86000 Construction Cycle Time
20% Research Speed
Local System Gen chance 50%
Local System Generation spread 15%
NPR Generation Chance (by Player) 75%
NPR Generation Chance (by NPR) 10%
Ruin Generation Chance 50%
All spoiler generation enabled for Player and NPR
One Second Sub Pulse Enabled


Game in the DB is titled "Waiting for 2 dot 2" and is 29 years into the game. Humanity has taken the main colonies back from the Cylons, including Ganymede. I have been working on terraforming Ganymede for a while now, adding Aestuisum to the atmosphere to bring the temperature up, and colony cost has gotten down to ~0.54. There was already a pile of infrastructure at the colony, so it was a bustling populace of 100M+ population.

All I was doing was advancing time in 5 day jumps as I was prepping armies to start re-capturing a new system, when I noticed an odd entry in the Event Log: "Giorgiou Small C6 085 (FLT: CS Giorgiou Small C6 085) was unable to load colonists from Ganymede as none were available for pickup."

Opening the population window, Ganymede is now just listed as an automated mining colony with 100x AM. All other facilities, environment, infrastructure, and troops on the planet are still there intact, but every single colonist is gone. Nothing else in past events gives any indication that anything occurred that caused the disappearance. Ganymede is marked as a Destination of Colonists, but this game has been going on for so long I'm honestly not sure if it's because the colony fell below the pop threshold to be considered a Source of Colonists and it auto-defaulted to Destination.

Advancing time, colonists remain gone, and more events show up about civilian colony ships failing to load colonists at Ganymede as none were available, which may mean for some reason they evacced the planet? My civilian fleets are a decent size due to the length of the game, is it possible that with enough civilian colony ships, they can queue orders to load more colonists  from a source colony than that colony actually has? I've simply been advancing time for awhile building troops.
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on November 25, 2023, 10:19:14 AM
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've added some new Raider mechanics to address this:
http://aurora2.pentarch.org/index.php?topic=13090.msg166201#msg166201
Title: Re: v2.1.1 Bugs Thread
Post by: Steve Walmsley on November 25, 2023, 12:00:41 PM
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...

In the game directory is a file called AuroraDBSaveBackup.db. This is your previous save. If you delete Aurora.db and rename AuroraDBSaveBackup.db to Aurora.db, it will restore your previous save. I realise its too late for this game, but mentioning it for others in a similar situation.

Also, if you get errors on a save, the database will be corrupted as a lot of the existing data is deleted and replaced by data from the game. However, the data is still in memory so if you leave the game running and figure out what is causing the problem, you can save again and fix it. Otherwise, revert to the previous save as above.
Title: Re: v2.1.1 Bugs Thread
Post by: jamac41 on November 25, 2023, 06:40:18 PM
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?
Title: Re: v2.1.1 Bugs Thread
Post by: nuclearslurpee on November 25, 2023, 07:06:01 PM
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.  ;)
Title: Re: v2.1.1 Bugs Thread
Post by: jamac41 on November 25, 2023, 07:28:38 PM
Quote from: nuclearslurpee link=topic=13078. msg166214#msg166214 date=1700960761

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.   ;)

You're right, I was meaning Venus and typing too late at night.  And its density is indeed . 4 of Earth's, which is 2. 2g/cm3 as you say.  I think I was just thrown off a bit by the 62b max population, which is about three times higher than the next largest I've seen, at a lower gravity than Earth's.