Using both the existing "Imperium of Man" game and a new game, when I go to the Commanders window, change the filter to Civilian Administrators and then back to Naval Officer, the minimum and maximum ranks are all replaced with "bs". Switching to filter other than Civ Admin and then back to Naval Officer (or reopening the window) fixes the problem until I pick Civ Admin again.
The filters appear to still work, it's just the display text that is wrong.
Fuel Storage Costs
I've realised that fuel storage is very expensive in Aurora compared to other 'storage' modules. In terms of cost per HS they are more expensive than hangars or magazines, three times as expensive as cryo, seven times as expensive as troop transport bays and sixty times more expensive than cargo bays. They are also about six times more expensive than most productive modules (Terraform, Salvage, Harvester, Jump Point Stabilisation, etc.). BTW I realised this by wondering why a tanker was taking so long to build. The reason was that because build time is based on cost but modified by size, high 'cost density' ships take a long time and that was greatly exacerbated by the fuel storage.
On that basis, I am reducing the cost of fuel storage considerably for C# Aurora, although it is staggered so the cost benefit of larger modules is improved.
Fuel Storage - Tiny: 5,000 litres, 0.5 BP
Fuel Storage - Small: 10,000 litres, 0.8 BP
Fuel Storage - Standard: 50,000 litres, 2 BP
Fuel Storage - Large: 250,000 litres, 5 BP
Fuel Storage - Very Large: 1,000,000 litres, 10 BP
Fuel Storage - Ultra Large: 5,000,000 litres, 25 BP
This is a weird one, and quite possibly only impacts screen reader users.
The function number: NA
The complete error text: NA
The window affected: Tactical map/see below
What you were doing at the time: Passing time
Conventional or TN start: Either.
Random or Real Stars: Either.
Is your decimal separator a comma? No.
Is the bug is easy to reproduce, intermittent or a one-off Intermittent?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well Not long.
Sometimes, when passing time, my screen reader focus jumps back to the last window I had open. That is, I hit "30 days," on the tactical map, and the screen reader jumps back and starts reading the economics dialog or event window. This only seems to happen when windows are open as time advances.
I wondered if it might be WAI or at least a consequence of the way window refreshing works. It's minorly annoying but I only noticed it when I started playing with several game windows open at once.
Aberdeen class Destroyer 12 000 tons 259 Crew 4 342.9 BP TCS 240 TH 3 840 EM 0
16000 km/s Armour 5-46 Shields 0-0 HTK 62 Sensors 0/0/0/0 DCR 10 PPV 18.9
Maint Life 2.41 Years MSP 2 262 AFR 115% IFR 1.6% 1YR 534 5YR 8 005 Max Repair 960.00 MSP
Magazine 403
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
Inertial Fusion Drive EP1920.00 (2) Power 3840.0 Fuel Use 34.45% Signature 1920.00 Explosion 15%
Fuel Capacity 711 000 Litres Range 31 billion km (22 days at full power)
Filler (1) Total Power Output 0 Exp 5%
Size 3.0 Missile Launcher (30.0% Reduction) (21) Missile Size: 3.0 Rate of Fire 650
Missile Fire Control FC362-R100 (3) Range 362.9m km Resolution 100
Test Dummy 3/0/20k/13377M/ECM/ECCM (134) Speed: 20 000 km/s End: 7.7d Range: 13 377.4m km WH: 0 Size: 3.00 TH: 66/40/20
Active Search Sensor AS362-R100 (1) GPS 60000 Range 362.9m km Resolution 100
Compact ECCM-5 (4) ECM 60
(...)I can confirm the results (not the intent).
Commanders in a formation above another do not give the children formations any bonuses.
The HQ only needs to be as large as the formation NOT as large as the formation and it's children.
Ground combat Command score is the same, only needs to be as large as the formation not including it's children.
(...)I confirm the same result in my tests. I'll add to it, that units don't recover their supply levels from logistics elements.
Ground units with no supply units to get supplies from will fire at a quarter of the rate even if their supplies is above 0 percent and will still lose supplies. Easy to test in attached DB.
(...)I confirm the same result in my tests, reported in an earlier version.
After using the formation element transfer to move elements out of a formation, the now empty formation is not auto deleted and in ground combat can be selected as a target causing the above divide by 0 error.
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: testing galaxy generation
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? simple but time consuming
New systems in the galaxy map use their parent system's longest connection line to determine their location. This causes automatic mapping to spread out to an extreme degree. Automatic mapping should either use a fixed length and only extend beyond that if free space can't be found or it should use the shortest existing connection from the parent system as a guide instead of the longest.
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galaxy map
What you were doing at the time: testing galaxy generation
Conventional or TN start: TN
Random or Real Stars: random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? simple but time consuming
New systems in the galaxy map use their parent system's longest connection line to determine their location. This causes automatic mapping to spread out to an extreme degree. Automatic mapping should either use a fixed length and only extend beyond that if free space can't be found or it should use the shortest existing connection from the parent system as a guide instead of the longest.
Do you happen to have a db or at least a picture showing this?
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galactic map
What you were doing at the time: checking star system distances.
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: it is bugged since pretty much the start of the game
Another issue I found is that the distance in the galactic view is wrong.
If you look at the distance from Sol to Allier, it shows 8.6. Distance to one system further, Apennins is 8. If I take a random fleet starting from Earth (Mass driver), it will take 30 days to go to Allier and 70 to go to Appenins, using autoroute by system. Another system linked to Allier, Alpes Maritime shows the same distance than Allier, (8.6), and a system farther, Bouches du Wesser is at 8.3 distance. I know time is relative, but that looks a little bit too relative to me.
What happened is that I discovered a connection beetween Horses and Allier that did not exist when I generated the Horses system. I wonder if generating the new connection, which is a shortcut to Appenins did not lead to a correct updating of all the system distances.
There are more distances which look wrong, but that one is pretty obvious. Another exemple could be system Aube, which is supposedly farther away than Frenchmen but I need to cross Aube to go to Frenchmen.
Missiles unexpected lost target and self-destruct when firing missiles at shipyards. This is first brought up in http://aurora2.pentarch.org/index.php?topic=11574.0 (http://aurora2.pentarch.org/index.php?topic=11574.0)
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: testing
Random or Real Stars: Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easy to reproduce.
In the attached DB, Earth Federation's Battle Fleet is targeting Martian shipyards. Order them to fire, and the missiles will self-destruct 1 tick after launch.
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: Galactic map
What you were doing at the time: checking star system distances.
Random or Real Stars: Random
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: it is bugged since pretty much the start of the game
Another issue I found is that the distance in the galactic view is wrong.
If you look at the distance from Sol to Allier, it shows 8.6. Distance to one system further, Apennins is 8. If I take a random fleet starting from Earth (Mass driver), it will take 30 days to go to Allier and 70 to go to Appenins, using autoroute by system. Another system linked to Allier, Alpes Maritime shows the same distance than Allier, (8.6), and a system farther, Bouches du Wesser is at 8.3 distance. I know time is relative, but that looks a little bit too relative to me.
What happened is that I discovered a connection beetween Horses and Allier that did not exist when I generated the Horses system. I wonder if generating the new connection, which is a shortcut to Appenins did not lead to a correct updating of all the system distances.
There are more distances which look wrong, but that one is pretty obvious. Another exemple could be system Aube, which is supposedly farther away than Frenchmen but I need to cross Aube to go to Frenchmen.
This might not actually be a bug. As I understand, the displayed transit distance and time are calculated from the primary of the staring system to the primary of the destination system, so this might happen if the jump points along the way are close enough together.
I currently have a save where every time I try to open the game it gives me a few error messages.
1. 11. 0 Function #1333: The given key was not present in the dictionary
1. 11. 0 Function #1341: The given key was not present in the dictionary
This only began after the above bug with AI ships attempting to ram and failing. Again, I have a save that will produce these errors the moment you load the game.
Bugs:
If you apply any special capabilities that are not infantry-only to an infantry unit, all special capabilities for that unit are removed ... not just visually, but in battle as well. Their cost is retained; you pay, but don't get. If you apply only infantry-only capabilities to such a unit, it will keep the special traits. So genetically enhanced mountain troops or marines work just fine, but try using extreme temperature or low gravity, and you'll just get plain infantry.
Missing features:
Officers commanding superior formations have no effect on the performance of subordinate formations. At a minimum, they provide no training, offensive hit chance, defensive hit chance, artillery, or construction bonuses. At a blow, the most important reason to have any formation hierarchy at all disappears.
Morale bonuses from training are extremely advantageous in combat, as they affect both hit chance and chance to be hit. However, if an officer commanding a formation is replaced for any reason, and if the next commander lacks a sufficient bonus to training, then all morale above the cap for that commander is reset to 100 in the next build phase. What takes a year to earn is lost in five days. There is, in fact, no such thing in Aurora as training; there are only temporary boosts.
Quote from: baronjutter link=topic=11565. msg135653#msg135653 date=1590976032I currently have a save where every time I try to open the game it gives me a few error messages.
1. 11. 0 Function #1333: The given key was not present in the dictionary
1. 11. 0 Function #1341: The given key was not present in the dictionary
This only began after the above bug with AI ships attempting to ram and failing. Again, I have a save that will produce these errors the moment you load the game.
Could you post that save? and also the previous one showing the failing ramming attempts if that was a different one. The load error may be unrelated to the ramming, but seems worth to look into in case it is not.
Edit: Never mind, see now you did.
Hmm, I am pretty sure that I saw this mentioned before, but failed to see it while scanning the bug reports here - I want to confirm it:"Training" status is fleet training, not crew training. I don't think anything is supposed to modify that except for being put into a training Naval Administration.
Crew Training rating of commanders in the Naval Admin Command chain does not help with training. I have put single fighters produced at pretty much the same time in different commands (GEN, NAV (4 step chain), SRV, IND and LOG), each with a 0 training commander and they reached 100% training status pretty much at the same time.
The function number: 222, 224, 2339, 2608, 1654The function number: 222, 224, 2339, 2608, 1654
The complete error text: object reference not set to an object instance
The window affected: Starmap
What you were doing at the time: Crossing an unex JP
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? one-off, though experienced same in 1. 10. 0 campaign
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: short Campaign, 7yrs
When crossing the JP from Wolf 358 to Teegardens Star, a series of error Messages popped up - at least 6 or 7 repeats of 222, 224, 2339 an 2608 followed by a single 1654.
I assumed this was a NP creation with some Errors. Flying over the indeed available N/O Prairie world in the System Shows a 22500t Ground Force and a Th 1315 EM 13123 Population.
No star ships at all, though. Either these are Raksha? (Pic in Diplo Shows somethign that Looks aquatic) or the NPR failed to create their space Forces due to the Errors.
DB added, my Jump Ship in Orbit of Teegardens Star II, wondering what just happened.
Addendum: Just noticed the game created 2 distinct races on that same planet. It's really getting mysterious.
Reported
What you were doing at the time: Moving fleets around
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced with my current game, have not tested more generally
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22 years
A fleet composed of a self-jumping-only commercial ship and a non-jump-drive commercial tanker is able to traverse a non-stabilized jump point at will. See fleet CV-AUX Aestuum 002, which as of the saved DB just came from Byrd and can readily be sent back. (It may fail on the first few minutes after loading since it literally just came through and needs to let the drive cycle.)
The tanker was added to the fleet by instant build, using residual build points from the game start. I wouldn't expect that to be related but mentioning for the sake of completeness.
I have Rakhas generation turned no
What you were doing at the time: Moving fleets around
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma? point
Is the bug is easy to reproduce, intermittent or a one-off? Easily reproduced with my current game, have not tested more generally
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 22 years
A fleet composed of a self-jumping-only commercial ship and a non-jump-drive commercial tanker is able to traverse a non-stabilized jump point at will. See fleet CV-AUX Aestuum 002, which as of the saved DB just came from Byrd and can readily be sent back. (It may fail on the first few minutes after loading since it literally just came through and needs to let the drive cycle.)
The tanker was added to the fleet by instant build, using residual build points from the game start. I wouldn't expect that to be related but mentioning for the sake of completeness.
'Self-jump only' refers to squadron jump. So as long as your JD on any of those ships is large enough for the tanker, they can do normal jump fine. This should be WAI.
'Self-jump only' refers to squadron jump. So as long as your JD on any of those ships is large enough for the tanker, they can do normal jump fine. This should be WAI.
To see this for yourself, go to the Naval Organisation and look at the top-most fleet, "FF Guildenstern", and observe it seems to be unable to stop its destroyed BFC from firing.
The function number: NoneSomething similar happens in my experience if your fire control is damaged - the assigned weapons vanish with it.
The complete error text: No message
The window affected: Naval Organization
What you were doing at the time: Refitting ships
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If you perform a refit on a ship that replaces its beam fire controls, any weapons that were previously assigned to it on the "Ship Combat" tab will disappear. To reproduce:
1) Create a ship class "Test Class" with a BFC and beam weapons.
2) Instant build a Test Class ship.
3) Go to Naval Organization/Ship Combat, and assign some of the ship's beam weapons to the BFC.
4) Create a refit class "Test Class Refit" that replaces the BFC with new ones.
5) Perform the refit on the ship.
6) Look at the Ship Combat screen for the new ship. The weapons that you had assigned to the BFC will be missing. Weapons not assigned to the BFC will remain.
Restarting Aurora does not fix the issue. I haven't tested this with a missile fire control and launchers, but it may affect that too.
See the attached DB in which I've already performed the above steps as a demonstration.
Something similar happens in my experience if your fire control is damaged - the assigned weapons vanish with it.Yup, just tested it and the autoassign button makes the missing weapons reappear. So it seems the weapons aren't being deleted from the ship, they're just not getting repopulated into the unassigned list when something happens to the FC.
I got them to come back to the unassigned pool somehow in that case. Possibly hitting the auto-assign button did it?
1.11.0Try saving and restarting Aurora, I suspect you'll find it works again. (If so, it's probably the same as what I reported a couple posts up.) I can confirm that when I launch Aurora I can use select name to give names to both classes and individual ships - but I've seen that functionality break down before.
native period
easy to reproduce
I am not sure if it has been highlighted yet but at the moment there is no way you can rename a Ship using the SELECT NAME command. It does not work in ANY of the tabs:
shipyard
classes
naval tab
The only working function ATM is rename ship and Rename All and Renumber All under ship ion class tab.
1.11.0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: advancing time while exploring a galaxy
Conventional or TN start: T/N
Random or Real Stars: Random
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? one-off or rare
Freeze with 100% CPU still possible during system generation. No error message occurred. Memory use remained constant. Aurora was completely unresponsive so I was unable to save.
100 system max, 100% local, 15 system spread. Two Player races in different systems (one in Sol, the other in an SM generated system), no NPRs or spoilers.
I had 30 gravsurvey ships exploring and had a few ordered to explore different jump points when the freeze happened.
The function number: N/A
The complete error text: N/A
The window affected:Intelligence and Foreign Relations
What you were doing at the time:Blasting some precursors with plasma fire, and realizing they were set to neutral, that being less than optimal.
Conventional or TN start: Conventional
Random or Real Stars: Started as Real stars, decided numbers dont make good names, changed to random with 0% local sistem gen chance and 15 spread.
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off: easily to reproduce
Campaign is about 37 years long
I cant set Precursors to hostile, the option doesn't even appear.
I do have a Neutral race, basically unedited.
edit: I found a workaround, if you give the neutral race some sensors, the bug goes away.
The function number: n/a
The complete error text: n/a
The window affected: Economics/environment
What you were doing at the time: conquering a conventional npr
Conventional or TN start: TN
Random or Real Stars: real stars
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: 2nd time in as many games, shouldn't be too hard to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 30 years in
The planet the NPR was on had too much CO2 and a colony cost of 2 for them.
@Droll: I think this is WAI. Survey sensors are small but expensive, and retooling is dependent on cost. My survey ship with a size 60 commercial engine and two sensors is about 4,300 tons and costs 357 BP. Of that total 200 BP is sensors - over half. Six sensors bumps the cost to over 3/4 of the total. So way over the 20% limit.
You might try retooling for a template ship with both 6x geo and grav sensors. I used that trick in VB6 to make my three versions of missile ships - the template had all three sensor packages. But I haven't tried that in C# or with survey ships, and the difference may be too extreme in this case.
You might try retooling for a template ship with both 6x geo and grav sensors. I used that trick in VB6 to make my three versions of missile ships - the template had all three sensor packages. But I haven't tried that in C# or with survey ships, and the difference may be too extreme in this case.That would trip over the new 20% size difference limit.
1.11.0, no nos, real stars, conventional start, 84 yearsI was never able to confirm or reproduce the tech error, but I suspect that what happened with me was that I somehow managed to create two research tasks for the same prototype.
About an in-universe month before, I had encountered an error while downloading salvaged tech (reported before in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160 (http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160))
Now, on saving, the following error:
1.11.0 Function #1429: constraint failed
UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
FCT_PausedResearch.PopulationID
The db loads, but on reloading, it produces:
Function #1333: The key was not present in the dictionary.
and all contact/intelligence information about other races is gone. There had been three before saving (Ramanathapuram=allied NPR, Grandeel=hostile NPR, Atlanteans=precursors), and from what I can gather in the db from the 'AlienRace' table, the contact information seems still to be there, but in the 'Race' table, all but the player race seem to be gone.
The same 1429 save error, but with different context and result, was reported by SpikeTheHobbitMage in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021 (http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021)
The attached is the one saved with error.
The last intact save I have before that is roughly half an in-universe year back; at that point, the salvage ship already contains the tech data that will go over the remaining RPs for one project, in case the tech salvage error is really related to the save error.
If you want to avoid missing image errors, use:
- Father Tim's named flags pack http://aurora2.pentarch.org/index.php?topic=11296.0 (http://aurora2.pentarch.org/index.php?topic=11296.0), but added on top of the numbered flags because I had already started,
- plus the zipped RL-France-based custom ribbons. [And no, that's not a peace sign. Well, of course it actually is; but in this universe, it's the symbol of the Republic with a backstory.]
1.11.0, no nos, real stars, conventional start, 84 yearsI was never able to confirm or reproduce the tech error, but I suspect that what happened with me was that I somehow managed to create two research tasks for the same prototype.
About an in-universe month before, I had encountered an error while downloading salvaged tech (reported before in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160 (http://aurora2.pentarch.org/index.php?topic=11298.msg134160#msg134160))
Now, on saving, the following error:
1.11.0 Function #1429: constraint failed
UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
FCT_PausedResearch.PopulationID
The db loads, but on reloading, it produces:
Function #1333: The key was not present in the dictionary.
and all contact/intelligence information about other races is gone. There had been three before saving (Ramanathapuram=allied NPR, Grandeel=hostile NPR, Atlanteans=precursors), and from what I can gather in the db from the 'AlienRace' table, the contact information seems still to be there, but in the 'Race' table, all but the player race seem to be gone.
The same 1429 save error, but with different context and result, was reported by SpikeTheHobbitMage in 1.9.5: http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021 (http://aurora2.pentarch.org/index.php?topic=11298.msg135021#msg135021)
The attached is the one saved with error.
The last intact save I have before that is roughly half an in-universe year back; at that point, the salvage ship already contains the tech data that will go over the remaining RPs for one project, in case the tech salvage error is really related to the save error.
If you want to avoid missing image errors, use:
- Father Tim's named flags pack http://aurora2.pentarch.org/index.php?topic=11296.0 (http://aurora2.pentarch.org/index.php?topic=11296.0), but added on top of the numbered flags because I had already started,
- plus the zipped RL-France-based custom ribbons. [And no, that's not a peace sign. Well, of course it actually is; but in this universe, it's the symbol of the Republic with a backstory.]
Ah, if the salvage tech is unrelated, that is a possibility. I had been designing a new generation of some beam ship classes in that year (I'm doing it all over right now, but in different order). Though I don't know how it could have happened; most of the time, I'm not too fiddly with designs, and I have yet to get used to the C# prototype system, so I use it rarely at all. I did prototype a few things in this universe, but wouldn't have needed to because I usually got what I wanted on the first try – not too many options at our tech level... Could things such as accidental double clicks be involved?I have no idea. Sorry.
1.11.0 Function #1429: constraint failedAfter going back to the intact db, Aurora saved without trouble several times. But then I've hit the same 1429 error again at a different point. Attempt to reload produced 1333 and all knowledge of NPRs is extinct. And then again at a third point. Now, I managed to bypass it again in a fourth fork run.
UNIQUE constraint failed: FCT_PausedResearch.TechSystemID,
FCT_PausedResearch.PopulationID
Attached database has two candidate races in "System #12". While I don't have any species data for them, both of their home-worlds have dangerous atmospheres by human standards, and one also has a reduced hydrosphere. I believe that I've seen a home-world with 0% hydrosphere before but don't have a database for it anymore.The function number: n/a
The complete error text: n/a
The window affected: Economics/environment
What you were doing at the time: conquering a conventional npr
Conventional or TN start: TN
Random or Real Stars: real stars
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: 2nd time in as many games, shouldn't be too hard to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: about 30 years in
The planet the NPR was on had too much CO2 and a colony cost of 2 for them.
Has anyone else seen this happen? Anyone who has the possibility please check in your games.
I'm expecting it to still have that 40b+ range when tractoring something, just that it takes a lot longer. This was how it was in VB6 (iirc), the tugging ship does not burn more fuel, it just slows down, but it's range did not reduce (now there's argument that the range should reduce, but it wasn't like that afaik).
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?
Ships with damaged engines moving at 1km/s seem to still act as if they are moving at their top speed when it comes to hit chance in combat. This is with a spoiler race invaders so maybe they have something I don't know about.
Attached is DB to check it out. Their engines were shot out by missiles.
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?
Do not have the DB but can confirm the same thing happened to me:
1- Design a missile ship with 2 or more FCs (each with ECCM - you might test without for completeness). My ships also had a BFC for gauss weapons set to final defensive
2- Have a certain amount of missile tubes (exact number doesn't matter but I had an even count for symmetry)
3- Use auto-assign FC on that ship
In my case I had a ship with 20 tubes and 2 MFCs, what happened is that the ECCM was fine, but for some reason only the 1st 5 leunchers were assigned to MFC1 and tubes 5-10 were assigned to MFC2. For some reason tubes 19-20 were visible under unassigned launchers but 11-18 were rendered invisible in the UI.
I resolved this problem by manual assignment on another ship of the same class and using the class assignment button, this correctly assigned all weapons on the affected ship.
Note: I also have AMM ships with 30 tubes and 2 MFCs. For some reason this bug did not happen on MFCs that auto-assign designates point defence modes for.
Did you see this happen in v1.11.0?
Byron, if you have a db to reproduce the above it may help. Any mods or db edits involved?No mods or DB edits. Everything is pretty much normal.
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.
2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.
2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.
Thanks, db made it much easier. Will tinker some more with your ship then report it.
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.
2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.
Thanks, db made it much easier. Will tinker some more with your ship then report it.
You might also try messing around with the DDG Guardian and FFG Phalanx classes - those are my AMM Destroyer and AMM Frigate classes respectively they also have a 2 MFC 1 BFC layout.
Yes sir. I got the DB here. You want to look at TG1: 1st Missile Group, there are two CGs, HSS Eagle and HSS Republic. Go to any of those and press "auto assign FC" you will notice that some of the assigned launchers will vanish.
2 will appear in unnasigned, there will be 6 assigned to each MFC, that gives 14 launchers on a 20 launcher ship. I think the game is trying to assign the other 6 launchers to the BFC (an even split if there were 3 MFCs) which of course is causing issues.
Thanks, db made it much easier. Will tinker some more with your ship then report it.
You might also try messing around with the DDG Guardian and FFG Phalanx classes - those are my AMM Destroyer and AMM Frigate classes respectively they also have a 2 MFC 1 BFC layout.
I guess this bug is essentially the same issue that caused http://aurora2.pentarch.org/index.php?topic=11565.msg135426#msg135426. Since you have 2 different types of ECCM, and the one being chosen has only 1, so it confuses the auto assignment.
The function number: N/ALPs in Aurora should always be trailing at 60°. If you advance 5 days does it correct itself?
The complete error text: N/A
The window affected: Main screen
What you were doing at the time: Stabilizing Lagrange point in Alpha Centauri
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, possibly one off
Campaign length: Continuation of imperium campaign
I have stabilized a planetary Lagrange point in Alpha Centauri for planet B VI, but the location of the Lagrange point does not seem to match the normal position of Lagrange points. The new Lagrange point appears approximately 120 to 150 degrees around the orbit (nearly on the opposite side), normally they are about 60 degrees round, see attached image.
A quick check of wikipedia shows that the 60 degree position is normal. Additionally there are several other stable Lagrange points in the game, all of which appear to be around the 60 degree point, several others in Alpha Centauri, 3 in Sol, 3 in Kapteyn's star, 2 in Helios.
The only thing I'm not sure about is whether this particular Lagrange point is the first to be created by a stabilization ship after I took up the game. I think that all the ones are either natural or generated before I started but I'm not certain.
Whether this is something wrong with the DB, my installation or an issue with the game code I have no idea.
It does now that you mention it, my first thought was to post the report and then I got distracted.The function number: N/ALPs in Aurora should always be trailing at 60°. If you advance 5 days does it correct itself?
The complete error text: N/A
The window affected: Main screen
What you were doing at the time: Stabilizing Lagrange point in Alpha Centauri
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: unknown, possibly one off
Campaign length: Continuation of imperium campaign
I have stabilized a planetary Lagrange point in Alpha Centauri for planet B VI, but the location of the Lagrange point does not seem to match the normal position of Lagrange points. The new Lagrange point appears approximately 120 to 150 degrees around the orbit (nearly on the opposite side), normally they are about 60 degrees round, see attached image.
A quick check of wikipedia shows that the 60 degree position is normal. Additionally there are several other stable Lagrange points in the game, all of which appear to be around the 60 degree point, several others in Alpha Centauri, 3 in Sol, 3 in Kapteyn's star, 2 in Helios.
The only thing I'm not sure about is whether this particular Lagrange point is the first to be created by a stabilization ship after I took up the game. I think that all the ones are either natural or generated before I started but I'm not certain.
Whether this is something wrong with the DB, my installation or an issue with the game code I have no idea.
It does now that you mention it, my first thought was to post the report and then I got distracted.That they are positioned wrong initially is still a bug, just self-correcting.
The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied.
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.
Is your decimal separator a comma?: yes.
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.
If this is a long campaign: I'm in the year 2080
Game saving 'appears' to be working. I haven't exited yet to try. The time stamp on the AuroraDB updated as expect when saved.
Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied.
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.
Is your decimal separator a comma?: yes.
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.
If this is a long campaign: I'm in the year 2080
Game saving 'appears' to be working. I haven't exited yet to try. The time stamp on the AuroraDB updated as expect when saved.
Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?
I'll also point out that you should change your decimal separator to a period otherwise the game will do and show weird things, although I would imagine that is not causing this specific.Quote from: Droll link=topic=11565. msg137097#msg137097 date=1592163365Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied.
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.
Is your decimal separator a comma?: yes.
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.
If this is a long campaign: I'm in the year 2080
Game saving 'appears' to be working. I haven't exited yet to try. The time stamp on the AuroraDB updated as expect when saved.
Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?
The game is sitting on an external drive with exFAT, so no NTFS permissions. Seems to have been an I/O error. After rebooting the error doesn't appear.
For some reason the same day that my lead GC researcher gets an illness, all the basic GC researches which the game starts with are notified researched.
This is about 49 years into the game 2074 as can be seen in the screeny which shows the tactical report and the events window showing the same events.
Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree. Bug occurs again after closing game.
Reproduced the bug in 1. 9. 5 and 1. 11.
Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree. Bug occurs again after closing game.
Reproduced the bug in 1. 9. 5 and 1. 11.
Do you happen to have a db where I could see this happening?
Quote from: dalmi link=topic=11565. msg136152#msg136152 date=1591324280Underway replenishment doesn't work after loading up a game.
It works again after researching the next upgrade in the tech tree. Bug occurs again after closing game.
Reproduced the bug in 1. 9. 5 and 1. 11.
Do you happen to have a db where I could see this happening?
I have the same problem (and some additional info) as the one Ektor already posted in v 1. 40 thread ( hxxp: aurora2. pentarch. org/index. php?topic=10715. msg123331#msg123331 ) but was never resolved.
When organizing ground formations, trying to set my artillery formation to provide support to another unit (armoured battalion) by dragging it onto the unit I want supported only causes it to become a subformation of the unit - BUT I can do it the other way around (set armoured battalion to support artillery). Both units are directly subordinate to the same brigade HQ formation, so there shouldn't be a problem in theory.
What I did manage to figure out (and test as well) is, that the unit doing the supporting needs to have a larger HQ capacity than the one being supported - I made another artillery formation with larger HQ capacity than tank battalion's and this time new artillery unit could support armoured one but armoured couldn't support the new artillery unit anymore.
I think this is WAI from a code perspective. IMO I agree with the premise that the "smart" drag and drop isn't always as smart as one hopes but that is a suggestion not a bug.Yeah, I already made my artillery units with oversized HQ, I mostly wanted to point it out for others that will encounter the same issue. :)
Fortunately for you there is a work around - make your artillery formation:
Have the same parent formation
Have the same HQ size
If you fulfill those two criteria you will be able to have the artillery support the armour and vice versa.
During Play, the System Information Window (with the Planets and Moons) does not open. The Taskbar shows a white window, but nothing opens.That looks like your AuroraDB.db file either got deleted or moved to a different folder. Aurora then created a new empty file when it started and then panicked when there was no data in it.
From then on starting Aurora creates the following error messages:
1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #139: The object reference was not set to an object instance
1.11.0 Function #138: The object reference was not set to an object instance
Then the Main Display opens. It is white, with the Taskbars there. The "Display" Sidebar no longer has any boxes checked. Along with it is the next Error code:
1.11.0 Function #142: The object reference was not set to an object instance
Closing this Error/Pressing OK makes the System View the normal blue.
Opening any window makes the Error
1.11.0 Function #155: The object reference was not set to an object instance
EXCEPTION: Opening the Game Setting Window creates the Error
1.11.0 Function #483: SQL Logic Error or missing database no such table: FCT_Game
1.11.0 Function #1699: The object reference was not set to an object instance
And opens an empty Game Information Window.
Closing it brings up the Errors
1.11.0 Function #140: The object reference was not set to an object instance
1.11.0 Function #155: The object reference was not set to an object instance
TN start
Random Stars
decimal separator is period
This is a long campaign (60-65ish yearts)
Normal Play up to then (Only noteworthy things:
-long ago I deleted a Fleet that had ships in them, but that hadnt caused any visible problems, and I could open the System View Window normally
-I discovered more Systems that had no Planets)
Disappearing Jump point and ShipsEdit:That took me way to long to find. It looks like you found an NPR and it didn't generate properly. That or the repeated attempts to save/restore then somehow ate all gravsurvey data for your game. The jump points are still there, you just can't see them. If I delete their system then the 3248 error goes away, but I can't restore your gravsurvey data even in SM mode. Steve might want to take a look, but I'm afraid that your database is borked.
Game year 77 No Aliens in game yet
Problem First started when i explored a new Jump point. Received Error 1.11.0 FUNCTION #3248 THE KEY GIVEN WAS NOT PRESENT IN THE DICTIONARY. The new system name did not show on galactic map.
after a couple of saves/restarts ( should of saved a DB) did not resolve problem, next all jump lanes and ships disappeared They are running in background as they appear on events.
I forwarded game until my tankers were built. on movement screen it still doesn't show jump points. I have attached DB just before tankers are built. I have not got a DB before problem started
The function number: 900, 2899, 2241, 2216
The complete error text: Value was either too large or too small for an Int32
The window affected: When designing ships, or inputting numbers using SM
What you were doing at the time: Adding fuel storage to a ship class, Accessing fleet in Fleet Organization, Adding pop in SM mode
Conventional or TN start: TN
Random or Real Stars: Has occurred in both
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Should be doable if value inputted exceeds what is allowed
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Managed to do straight at the start
When designing a ship class, couldn't add more fuel than 2,000,000,000 litres as it would give the 2899 error. The amount of fuel won't go up once that error shows up, no matter how many fuel storage you add. The same error would occur if the total amount of fuel in a fleet exceeded that value I assume, as no other module would cause this error so far. In this case, attempts to click on the fleet would cause the 900 error to pop up, but I could still modify the fleet afterwards. Both have the same message. When modifying the fuel of a single ship, if different modules are used (for example, a large number of Ultra Large and Super Large) instead of having an error, the fuel value would just disappear from the list entirely.
Also, if a number is large enough when inputted into the Edit Pop option in SM mode (I think number number increasing number of digits should do the trick), the 2241 error pops up, and after the 2216 error (same message). Then the population does change. However, an attempt to return the population to 0 changes the total pop to 0, but make the pop working agriculture some large value, and the pop working manufacturing the same number but negative. Although I haven't tested this one again, you can cause and error in SM mode when editing or adding things in the civilian economy window.
I think these errors are probably the same, so I put them in one report. Are they errors, or just limits to the game?
I have attached a DB with all the fleet related errors
There are three ship classes in them, two with the class related errors of Fuel Modules. For the one with too much of the same fuel storage type, there should be more fuel storage than the amount of fuel the ship can carry suggests.
The last class is to show the fleet related error, and there is a fleet made which also has that error
During Play, the System Information Window (with the Planets and Moons) does not open. The Taskbar shows a white window, but nothing opens.That looks like your AuroraDB.db file either got deleted or moved to a different folder. Aurora then created a new empty file when it started and then panicked when there was no data in it.
From then on starting Aurora creates the following error messages:
...
TN start
Random Stars
decimal separator is period
This is a long campaign (60-65ish yearts)
Normal Play up to then (Only noteworthy things:
-long ago I deleted a Fleet that had ships in them, but that hadnt caused any visible problems, and I could open the System View Window normally
-I discovered more Systems that had no Planets)
Is this a bug? The Isofindir missles shows two different speed, 18750km/s in the technology view and 24000 in the missles panel.
The function number: N/A
The complete error text: N/A
The window affected: Missles project panel and technology view
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: more than 150y long
The other two missles seem to have a correct speed in both panels.
Is this a bug? The Isofindir missles shows two different speed, 18750km/s in the technology view and 24000 in the missles panel.
The function number: N/A
The complete error text: N/A
The window affected: Missles project panel and technology view
What you were doing at the time: N/A
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Not sure
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: more than 150y long
The other two missles seem to have a correct speed in both panels.
Have you perhaps gained technology since you designed the original Isofindir missile?
When you load a historical design in the missile designer, it loads the design, but the stats are for a new-made missile using that design. So if you've gained main engine technology it will be faster than the original version, etc.
EDIT: If you look, you'll see the design window also has a better MR and higher damage than the Isofindir.
Hello,
I didn't read the whole thread so if it's duplicated I will delete, and I'm sorry!
The function number: None
The complete error text: None
The window affected: None
What you were doing at the time: Deleting a population
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I believe so.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Yes, 175 years.
Details:
Created a colony to drop my Ground Combat Units. After the planet was conquered in the Colony Summary Tab there were two colonies with the same name. The conquered one and the one that I created.
When deleting the one that I created all my ground units just vanished.
This is WAI - you are expected to empty and then delete the duplicate colony that you had made. On the ground OOB you can actually drag formations from one pop to another as long as they are on the same body so you don't have to wait for them to get picked up.
When you delete a colony a confirmation popup asks you to confirm your decision - this is because population deletion is actually supposed to delete everything that's on it. IMO there should be a way to transfer installations between populations on the same body without using ships but that is a suggestion, not a bug.
Also regarding duplicate bug reports - Don't worry about those, duplicate reports are actually appreciated and helps the bug mods narrow down bugs for Steve.
This is WAI - you are expected to empty and then delete the duplicate colony that you had made. On the ground OOB you can actually drag formations from one pop to another as long as they are on the same body so you don't have to wait for them to get picked up.
When you delete a colony a confirmation popup asks you to confirm your decision - this is because population deletion is actually supposed to delete everything that's on it. IMO there should be a way to transfer installations between populations on the same body without using ships but that is a suggestion, not a bug.
Also regarding duplicate bug reports - Don't worry about those, duplicate reports are actually appreciated and helps the bug mods narrow down bugs for Steve.
I will say though that although it's WAI, it's pretty obscure. I can absolutely understand why people would report this as a bug. It's completely normal to assume that you are going to be left with only one colony, and/or that your troops won't be deleted.
The function number: N/A
The complete error text: N/A
The window affected: Economics
What you were doing at the time: Building ground training facilities
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: easy
Campaign length: 3 years
The game doesn't properly handle it when new ground facilities are built while you have units in the queue. I'll have 10 or more units waiting to go, but if a new facility is built, it just sits there, even over multiple build cycles. I have to build something manually to get the game to recognize it.
The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Testing sensor buoys
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy with attached database
Passive sensor buoys don't work.
In the attached database there are seven players. DSTS were removed from players A-F as some targets were within range.
A-C have sensor ships stationed at Mercury and Ceres. Mercury has strength 0.5 sensors. Ceres has strength 1.0 sensors.
D-F have sensor buoys with identical sensors at those same locations.
Z has fleets of target ships with various EM and TH strengths stationed at and around those bodies. Some targets should be detectable while others should not.
The sensor ships all work as advertised, able to detect all of the targets that they should and unable to detect any of the targets that they shouldn't. The TH equipped ships also detect each other and the buoy droppers despite being engineless.
The sensor buoys detect exactly nothing.
Tested with Team D but not shown:
Strength 8 EM/TH buoy at Ceres. Detected nothing despite all Ceres targets being well within range.
EM sensor ship at Ceres. Detected EM as expected, but the buoys were unable to detect the TH components of those revealed contacts.
This appears to be similar to an error reported on page 7 of the 1. 9. 4 bug thread, Reply #91, relating to terraformed planets. If the cause is DB corruption as mentioned later in the thread, I'm happy to try any suggestions on how to edit the DB to correct the problem and to report back.
GOT IT! You are also using active sensor buoys. Contacts don't have to be in range of them, but their presence makes passive sensor buoys work. Thank you!The function number: N/A
The complete error text: N/A
The window affected: Tactical map
What you were doing at the time: Testing sensor buoys
Conventional or TN start: TN
Random or Real Stars: N/A
Is your decimal separator a comma? '.'
Is the bug is easy to reproduce, intermittent or a one-off? Easy with attached database
Passive sensor buoys don't work.
In the attached database there are seven players. DSTS were removed from players A-F as some targets were within range.
A-C have sensor ships stationed at Mercury and Ceres. Mercury has strength 0.5 sensors. Ceres has strength 1.0 sensors.
D-F have sensor buoys with identical sensors at those same locations.
Z has fleets of target ships with various EM and TH strengths stationed at and around those bodies. Some targets should be detectable while others should not.
The sensor ships all work as advertised, able to detect all of the targets that they should and unable to detect any of the targets that they shouldn't. The TH equipped ships also detect each other and the buoy droppers despite being engineless.
The sensor buoys detect exactly nothing.
Tested with Team D but not shown:
Strength 8 EM/TH buoy at Ceres. Detected nothing despite all Ceres targets being well within range.
EM sensor ship at Ceres. Detected EM as expected, but the buoys were unable to detect the TH components of those revealed contacts.
Spike, see attached DB file. My Blue Team thermal and EM sensor buoys at Jupiter detect Red Team's Alexei Leoniv ship as expected. Jupiter is well outside of all Blue Team active sensors and MFC ranges. Blue Team only has geo, thermal, and EM sensors near Jupiter.
Blue Team loses contact with Alexei Leonov near Mars orbit, and picks it up again once Leonov enters passive sensor buoy range near Jupiter.
DB file is from version 1.10.
See here for additional information: http://aurora2.pentarch.org/index.php?topic=10790.15
EDIT:
OK I checked db and I found the error. 2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors. The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp. They looked so bad I removed both records, now it works for me. I attached fixed db save.
Quote from: S1mancoder link=topic=11565. msg137989#msg137989 date=1593035891
EDIT:
OK I checked db and I found the error. 2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors. The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp. They looked so bad I removed both records, now it works for me. I attached fixed db save.
Yep, the fixed DB works like a charm, much appreciated.
I'm going to play around with system creation and see if I can work out how to reproduce the error.
There are three asteroids around the same star with smaller orbital distances that don't have problems, however both affected comets have negative current distances.Quote from: S1mancoder link=topic=11565. msg137989#msg137989 date=1593035891
EDIT:
OK I checked db and I found the error. 2 comets got created with NULL surface temp and they were stopping process of loading system bodies from database that caused the errors. The comets have current distance negative (so they are inside the sun???), super high base temperature and negative (overflow because sun core temp? no idea) surface temp. They looked so bad I removed both records, now it works for me. I attached fixed db save.
Yep, the fixed DB works like a charm, much appreciated.
I'm going to play around with system creation and see if I can work out how to reproduce the error.
This bug existed in VB.
The problem is that random system generation will sometimes create a comet or asteroid with an orbital distance that is less than the radius of the star it orbits.
This may be fixable in SM mode by altering the orbital distance of the offending bodies.
This is a known issue. When a slipway is destroyed, a randomly selected task gets deleted. Unfortunately, that random task is not scoped to the shipyard in question. It can be any task, at any shipyard, anywhere in the galaxy, belonging to any race.
The function number: 1. 11. 0
The complete error text: 1. 11. 0 Function #1550 Object reference not set to an instance of an object
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? decimal
Is the bug is easy to reproduce, intermittent or a one-off?: Intermittent/constant
got this on the last few time increments click ok and it goes away.
Edit
Just noticed I have lost all planetary bodies and colonies in Ross 780! All that's left are the jump points. Also lost all other colonies outside Sol and Tau Ceti. should have DSTS in EZ Aquarii, Lallande 21185 and Luyten 726-8.
Does the sub pulse act as an interrupt for detection?
Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111Does the sub pulse act as an interrupt for detection?
Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.
Simply put, your sensors only check for contacts at the end of every subpulse.
Quote from: skoormit link=topic=11565. msg138483#msg138483 date=1594131769Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111Does the sub pulse act as an interrupt for detection?
Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.
Simply put, your sensors only check for contacts at the end of every subpulse.
According to what you said, it should check every sub-pulse. But even when I manually set the sup-pulse to 5 seconds it does not see to honor this.
Hello,
The function number: N/A
The complete error text: N/A
The window affected: Ground Forces
What you were doing at the time: Adding ground support
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce
Has reported in http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831 (http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831) when adding Ground Support the fighters don't stay organized in a fleet they appear as single units.
Is this WAI? Am I doing something wrong?
I reported a bug related to Fighters being unable to land on planets way back in 1.9.5... has this ever been resolved?
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
^OP Here
http://aurora2.pentarch.org/index.php?topic=11298.msg132131#msg132131
^Confirmation of bug being investigated Here.
Not directly a bug, but probably unintended behavior and something of an exploit:
If you conquer another population on a body you have a colony at you can just have your civilians "ship" the population from one colony to the other, bypassing the need to wait for pop status raises.
Maybe prevent non-imperial populations from being set as a source of colonists?
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game
In race creation window you have 4 modifiers, all by default set to 1,00. But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population. Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0
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 (http://aurora2.pentarch.org/index.php?topic=10637.0)
Quote from: Ultimoos link=topic=11565. msg138592#msg138592 date=1594373212The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game
In race creation window you have 4 modifiers, all by default set to 1,00. But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population. Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0
Please read the first post of this thread:QuotePlease check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
hxxp: aurora2. pentarch. org/index. php?topic=10637. 0
Thanks, I feel stupid now.
Not sure if this classifies as a bug, but the AI keeps sending survey and jump stabilization ships into a system it knows is hostile.
Getting instantly blown up by me on the other side.
I've attached the DB where I have just blown up a few ships, and had one survey ship surrender.
Game Name is Commonwealth of man
In Russian version windows by default decimal separator is virgule, not a dot.
If in windows decimal separator set as virgule, game have bugs:
1)Research about 100 times faster(see attachment)
2)Need more tests, but i think other building speeds and changing not integer values(as change build 1.5 factories to 2.5) not correct too.
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
The function number : no
Screen : main screen
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can be reproduced with my database.
If this is a long campaign - around 57yrs old
I encountered strange behavior from one of my fleets. Force A orbiting Sol refuses to execute commands (currently set to move to Mars). They are not in overhaul, all ships have fuel and no damage. It seems the problem is caused by one of the ships: TFN Raimondo Montecuccoli. If I detach this ship, rest of the fleet starts to do the command and also the detached ships will obey normally.
I don't see anything wrong with the affected ship and it starts to move if detached as well, so maybe there is some hidden issue that is worth checking out?
Just a warning if someone will try to use the database, I am using custom medals: http://aurora2.pentarch.org/index.php?topic=11424.0 so it may throw some errors if you do not have them.
This sounds similar to the reaction bonus overflow bug earlier in the thread. Does the detached ship have a fleet commander on a flag bridge with a high reaction bonus? It appears that if a fleet receives too large of a total reaction bonus (combination of incomplete fleet training, admin command reaction bonus, and fleet commander bonus), it starts to suffer infinite delays. The solution is to reduce the total reaction bonus somehow, either by removing the Fleet commander (such as by detaching the ship he is on) or changing the admin command setup.
The one thing that is different here is that if you detach the affected ship, the affected ship can move normally. Does the affected ship have 100% fleet training, while the original fleet does not? I hypothesize that this infinite delay only happens if the fleet has less than 100% fleet training.
The function number: 1333I had the exact same thing happen. I disassembled precursor components, then completed the research project (I used instant rather than a scientist). Then all the AI opponents and their wrecks vanished.
The complete error text: it is in German but it says the key wasn't found in the dictionary
The window affected: n/a
What you were doing at the time: booting the game up
Conventional or TN start: TN
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? probably hard
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 87 years
I lost all AI controlled opponents. There used to be precursors, there last known presence was in GJ 1028, and there was an NPR in 82 Eridani that also claimed the neighbouring system of Giclas 9-38. Nothing in the Intelligence window either, as if they never existed.
The previous save still has the AI opponents. I got error messages when disassembling things from scrapped precursor ships. Not sure if that is related, but I think that was already before the last save with working opponents and might have been when the disassembly would have given enough RP to finish the tech. But I still had to do the last couple of RP with a scientist (which would be appropriate, someone who knows what they are doing should look over the data. :D)
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041As someone who used tiny rescue shuttles in combat back in VB6 with great results, I second that! Would really appreciate this to be settled.
Fighters still fail to load or unload Cryogenic Storage - Emergency at planets w/o a Cargo Shuttle Station despite being able to load / unload Troops. If they can land on planets, I don't see why they shouldn't be able to unload colonists from cryo.
I know I'm being a bit of a pain in the arse about this, but I really wanna use fighters to drop Ground Unit Construction to build Infra, then have fighters ferry colonists to the new world. Yes, I know I could "just use a regular ship", but I really wanna Role-Play tiny shuttle ferries in a budding Earth empire...
When choosing the "Scrap" options on a shipyard, you have the options to chose civilia
(https://i.postimg.cc/Sxr2bRxx/2020-07-26-17-06-48-Window.png)
Tankers can not refuel its fleet in transit.
attached DB. Ursae Majoris, 4 Gelugon tankers with varied fuel levels are stuck because one of the tankers is OoF
The function number : no
Screen : Naval Organization - Movement Orders
The complete error text : no error
Conventional or TN start : TN
Random or Real Stars : Real
Is your decimal separator a comma? no
Is the bug is easy to reproduce, intermittent or a one-off? Can reproduce it easily every time.
If this is a long campaign - around 57yrs old
I am unable to create colony from Naval Organization - Movement Orders
I have two different species in my empire (second is recently conquered NPR). If I try to create colony from Movement Orders (Naval Organization) - Create Colony button, there is table to choose species. I select the species (does not matter which), click OK and nothing happens. There is also checkbox with no text on select window. But it changes nothing if I check it. It worked correctly before I got the second species.
I attached database if it is needed.
Version 1.9.5 started as 1.9.0
The function number: 478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (not copletely sure about this one, it is translation from my language)
The window affected: NA
What you were doing at the time: I discovered Precursor space forces via thermal sensor. While conducting gravitational and geological survey of the system.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce
I encountered infinitete series of these three errors. They continue to happen and it is necessary to force Aurora to close.
So I've been getting an error message when trying to salvage some wrecks orbiting my home planet.
I haven't seen the function number anywhere else so I thought I'd put it up here.
"1. 11. 0 Function #828: Object reference not set to an instance of an object. "
Conventional start with Real Stars. My decimal separator is a full stop/period.
Every time I try to salvage the wrecks of two different classes in orbit the message pops up on the system map while the salvage timer is going down.
I'm about 250 years into this game.
EX Erik the Red 001 (Erik the Red class Exploration Ship) 59,987 tons 1,726 Crew 12,407.3 BP TCS 1,200 TH 8,000 EM 3,570
6668 km/s JR 3-50 Armour 1-136 Shields 119-476 HTK 282 Sensors 550/700/0/0 DCR 76 PPV 15
Maint Life 2.00 Years MSP 9,824 AFR 379% IFR 5.3% 1YR 3,283 5YR 49,248 Max Repair 2725.3 MSP
Magazine 305
Captain Control Rating 1 BRG DIP
Intended Deployment Time: 12 months Morale Check Required
J70000(3-50) Military Jump Drive Max Ship Size 70000 tons Distance 50k km Squadron Size 3
Magneto-plasma Drive EP1600.00 (5) Power 8000 Fuel Use 12.65% Signature 1600 Explosion 10%
Fuel Capacity 4,000,000 Litres Range 94.9 billion km (164 days at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
15.0cm C6 Far Ultraviolet Laser (2) Range 120,000km TS: 6,668 km/s Power 6-6 RM 50,000 km ROF 5
CIWS-200 (3x6) Range 1000 km TS: 20,000 km/s ROF 5
Beam Fire Control R120-TS10000 (1) Max Range: 120,000 km TS: 10,000 km/s 92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor R18 (1) Total Power Output 18.1 Exp 5%
Size 5 Missile Launcher (1) Missile Size: 5 Rate of Fire 20
Missile Fire Control FC103-R100 (1) Range 103.7m km Resolution 100
Belleau Thermal Sensor 11.6m Buoy (50) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 5 TH: 0/0/0
Béarn Anti-Ship Missile (10) Speed: 30,080 km/s End: 16.1m Range: 29.1m km WH: 10 Size: 5 TH: 140/84/42
Active Search Sensor AS366-R100 (1) GPS 140000 Range 366.6m km Resolution 100
EM Sensor EM50-700 (1) Sensitivity 700 Detect Sig Strength 1000: 209.2m km
Thermal Sensor TH50-550 (1) Sensitivity 550 Detect Sig Strength 1000: 185.4m km
ELINT Module (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Compact ECCM-1 (1) ECM 20
Cargo Capacity 50,000 (15,000)
Cargo Capacity 50,000 (40,000)
The function number N/A
The complete error text N/A
The window affected: main map display
What you were doing at the time: N/A
Conventional or TN start: conventional
Random or Real Stars: real stars
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? reproducable
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: just started campaign
1. The event log won't show up on the map display. I have the "Events" toggled on in the Display options box.
2. The completion dates are being cut-off in the Research tab. It is giving a full date format i. e. Tuesday, March 4 2020. Except I'm getting Tuesday, Mar. . . . Can't see the year.
Note: I'm running on Windows 7
I was hit with a bug that I reported for previous version:
Version 1.11.0
The function number: 478, 1943, 1951
The complete error text: 478 - Object reference not set to an instance of an object, 1943 - Object reference not set to an instance of an object, 1951 - An item with this key has already been added (text is translation from my language)
The window affected: NA
What you were doing at the time: I discovered alien species homeworld.
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Unable to reproduce.
I discovered system with colony cost 0 world. I setup a waypoint and send probe with active sensor to investigate. When it reached sensor range infinite series of errors occurred. It is possible to click through the errors to continue turns. I was running 1 hour autoturns so I was waiting for interrupt to save the corrupted game. Unfortunately for some reason even when I was hit with interrupt, game continued on autoturns so I had to kill the process.
After reloading database in a moment when the probe was already on its way, it reached the planet without any errors. So again it is impossible to reproduce the bug. Database is in attachment.
Edit: I am using medal pack: http://aurora2.pentarch.org/index.php?topic=11424.0, so there will be most likely errors if you don't have it
Version 1. 11. 0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I am trying to get Xeno Archaeology on a Planet
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't know, Database attached
Load the game Nations of Earth. I have been trying to recover the ruins on Alpha Centauri now for several years (5+) there are no advancement made. I am playing with 5% survey which I am sure it does not affect ground survey as it takes a few days to complete but it is may affecting the Xeno?
The database is attached, game is quite straightforward and fast you can let another year or so pass at 30 days increment (I tried but after another 5 years without progress, I thought there was something going on).
Version 1. 11. 0
The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: I am trying to get Xeno Archaeology on a Planet
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Don't know, Database attached
Load the game Nations of Earth. I have been trying to recover the ruins on Alpha Centauri now for several years (5+) there are no advancement made. I am playing with 5% survey which I am sure it does not affect ground survey as it takes a few days to complete but it is may affecting the Xeno?
The database is attached, game is quite straightforward and fast you can let another year or so pass at 30 days increment (I tried but after another 5 years without progress, I thought there was something going on).
Xeno digs can take years.
Details here (http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167).
Does your formation have an HQ element?
There is a problematic NPR behavior. Two commercial ships of two hostile to each other NPRs jumping back and forth at jump point and thus reducing 30 days increments to 6 hours 5 days to 2 hours. Eventually something happens and they stop doing that and increments become normal. But this could drag for months and years and after that somewhere else this could start again.
I smuggled some tracking stations into that system with back and forth jumping so I able to notice it.
Not sure if bug or WAI.
If you change population density of the race the population growth scales weirdly. I would expect that basically the growth would be the same as if the population was (growth multiplier) times lower, but that is not the cas. For example the game gives you 10% population growth until you reach 10m people. If I increased the population density threefold I would expect to have 10% growth until I reach 30m people, but it starts dropping at 10m, as if density wasn't changed.
Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth).
Population Density Modifier. This affect max population capacity, infrastructure capacity and orbital habitat capacity. Some species prefer more open environments while some can accept higher population densities than normal.
Not sure if it's a bug or working as intended.
You can add multiple spinal lasers as long as they're all different sizes.
System Herschel 5173. JP2 Giclas 148-13 NPRs.
This could be a great find. A lot of people have experienced increment reduction like this, and it can go on for years.
If you could post a db, it might help Steve be able to debug it.
It is possible to create colonies on gas giants from the Fleet Orders screen. Just select a fleet, then a gas giant, and you will see the "Create Colony" button works. 99% sure it shouldn't since there's nothing you can do with that colony.
It is possible to create colonies on gas giants from the Fleet Orders screen. Just select a fleet, then a gas giant, and you will see the "Create Colony" button works. 99% sure it shouldn't since there's nothing you can do with that colony.
You can put installations on it.
Specifically, putting a Refuelling Station on it allows your harvesters to unload fuel to the colony, which keeps your harvesters from getting full if your tanker fleet gets disrupted.
To me, this is a feature, not a bug.
It is possible to create colonies on gas giants from the Fleet Orders screen. Just select a fleet, then a gas giant, and you will see the "Create Colony" button works. 99% sure it shouldn't since there's nothing you can do with that colony.
You can put installations on it.
Specifically, putting a Refuelling Station on it allows your harvesters to unload fuel to the colony, which keeps your harvesters from getting full if your tanker fleet gets disrupted.
To me, this is a feature, not a bug.
I think Steve may disagree - these two entries are in the bugfixes list:
- Prevented creation of colonies on gas giant on the Minerals window.
- Prevented SM random ruins being created on gas giants
After moving mines onto a colony, got this error:
1. 11. 0 Function #2184: Value was either too large or too small for a Decimal
Error is visible when selecting the colony in question, the Mining screen under Economics is entirely broken, the top section is completely missing, the rest displays garbage.
When advancing time, the population of the colony will kill off its entire Manufacturing sector each tick.
TN start, Real stars, numbers are 12,345. 67
Not sure if the bug is reproducable from other games, but I have a DB which consistently errors after advancing a few 5-day ticks.
Notes:
This is about 75 years into a peaceful campaign
This game was played using Mono on Linux. Haven't had issues up until now, but if this DB won't repro the error on other systems, that may be why.
Attached DB. Observe population of Barnards Star-A I, advance several 5-day ticks.
So it's not that the population is killing off the manufacturing sector.Sorry, just to check, are you not seeing the population decrease with each tick? 5 days ago in this save it was 24M, now it's 18M, if I advance again it goes 12. 6M, 12. 08M, 3. 48M.
It's that so many people have to work at making food that nobody is left to build things.
Quote from: skoormit link=topic=11565. msg139918#msg139918 date=1597353190So it's not that the population is killing off the manufacturing sector.Sorry, just to check, are you not seeing the population decrease with each tick? 5 days ago in this save it was 24M, now it's 18M, if I advance again it goes 12. 6M, 12. 08M, 3. 48M.
It's that so many people have to work at making food that nobody is left to build things.
Maybe it's just already something corrupted from the error, but it doesn't seem right for the population to be diving like this.
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
Bug 2: "Move to System Requiring Geo and Grav" when there are more than two scanning systems, the ship keeps moving between them,even when orders are given.
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
Bug 2: "Move to System Requiring Geo and Grav" when there are more than two scanning systems, the ship keeps moving between them,even when orders are given.
bug one: I am sure you need to flag to use prebuilt components somewhere.
bug 2: I had same issue, u have the orders the wrong way so you end up in a loop. First order should be survey nearest body and second order should be move to system that requires geosurvey. Or same for grav just with relative change.
I dont have aurora on atm so I apologize if the above is not what you were reporting.
Bug 1: Auto refit don't use components when it starts to refit another ship automatically.
bug one: I am sure you need to flag to use prebuilt components somewhere.
Bug One: I checked this option. And they did use the components, but only on the first ship. With subsequent ships, it does not do that anymore.
I have no idea how this happened but my pop growth is way WAY higher then it should be. I started with 500m in 2025 as usual and now it is 11000m in 2027.
Reproduced! If the tech retrieved from the mine is the active research project at the head of a queue, other techs in the queue are lost from (at least) the gui and error in processing function #21x9 is reported upon opening research/econ pane.
You better check your ship. even with commercial engines a ship with survey modules will flag as militaryDoesn't matter in C#.
I am not sure if this is already reported. If you assign a taskforce with leaders to a custom fleet admin it crashes the game. Assigning task force without any leader works, however assigning leaders after assigning the task force to the custom fleet admin also crashes the game.
SELECT FCT_Ship.ShipID,
FCT_Fleet.FleetName,
FCT_ShipCargo.CargoTypeID,
FCT_ShipCargo.CargoID,
FCT_ShipCargo.Amount
FROM FCT_Fleet LEFT JOIN
FCT_Ship USING (FleetID) LEFT JOIN
FCT_ShipCargo USING (ShipID) LEFT JOIN
FCT_MoveOrders USING (FleetID)
WHERE FCT_MoveOrders.MoveActionID=176 AND
FCT_ShipCargo.Amount > 0 AND
FCT_Ship.ShippingLineID != 0 AND
FCT_Fleet.RaceID = 197;
DELETE FROM FCT_ShipCargo
WHERE ShipID IN (SELECT FCT_Ship.ShipID
FROM FCT_Fleet LEFT JOIN
FCT_Ship USING (FleetID) LEFT JOIN
FCT_ShipCargo USING (ShipID) LEFT JOIN
FCT_MoveOrders USING (FleetID)
WHERE FCT_MoveOrders.MoveActionID=176 AND
FCT_ShipCargo.Amount > 0 AND
FCT_Ship.ShippingLineID != 0 AND
FCT_Fleet.RaceID = 197);
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.
I dont think you can SM stuff into cargo holds directly but if you go to the menu where you do civilian contracts on the installation list of the selected population you can "SM add", "SM delete" and "SM edit". You should be able to do something with that.
Automatically assigning weapons to fire control causes the launcher to disappear (missing size 6 missile launcher)
v 1.11
I was training my first group of destroyers and I was advancing time by 30 day intervals manually to monitor their progress when I noticed the deployment time of the ships increases by 2 instead of 1, I tested them in other scenarios and it only increases by 2 in a single 30 day time period when they are training. Not sure if this is a bug or a feature to do with training.
The two images show the fleet before a 30 day increment and after the 30 day increment
Fleet
-> Taskforce sub-fleet
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
Fleet
-> Taskforce sub-fleet
-> Empty
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
I have a fleet that consists of deeply nested sub-fleets. While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.
Example:Code: [Select]Fleet
-> Taskforce sub-fleet
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
becomesCode: [Select]Fleet
-> Taskforce sub-fleet
-> Empty
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
I have one fleet where this happens and it happens every time I restart the game.
Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign. Not sure if using this mod previously could have any bearing on what is happening now.
Quote from: Dalamar42 link=topic=11565. msg140664#msg140664 date=1599341259I have a fleet that consists of deeply nested sub-fleets. While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.
Example:Code: [Select]Fleet
-> Taskforce sub-fleet
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
becomesCode: [Select]Fleet
-> Taskforce sub-fleet
-> Empty
-> Carrier sub-fleet
-> Carrier Ship
-> Fighter sub-fleet
-> Fighter
I have one fleet where this happens and it happens every time I restart the game.
Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign. Not sure if using this mod previously could have any bearing on what is happening now.
If the bug was observed running the vanilla . exe then your fine to report it. Aurora in general doesn't seem to handle deep nested fleets very well in terms of automation so I tend to avoid deep naval hierarchies - instead I rely on unmanned admin HQs to help with UI organization.
DE Anthony (Menelaus Mk3 class Destroyer Escort) 10,000 tons 228 Crew 2,154.7 BP TCS 200 TH 370 EM 0
5280 km/s Armour 6-41 Shields 0-0 HTK 52 Sensors 11/11/0/0 DCR 6 PPV 61.84
Maint Life 2.89 Years MSP 1,688 AFR 133% IFR 1.9% 1YR 298 5YR 4,474 Max Repair 462 MSP
Trierarch Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
EP-528 / HS-33 / M (2) Power 1056 Fuel Use 33.03% Signature 184.80 Explosion 10%
Fuel Capacity 632,000 Litres Range 34.4 billion km (75 days at full power)
Twin Gauss Cannon R400-100 Turret (4x8) Range 40,000km TS: 20000 km/s Power 0-0 RM 40,000 km ROF 5
Beam Fire Control R64-TS20000 (70%) (1) Max Range: 64,000 km TS: 20,000 km/s 84 69 53 38 22 6 0 0 0 0
Wasp M-120 AMM (183) Speed: 35,000 km/s End: 2.6m Range: 5.5m km WH: 1 Size: 1 TH: 140/84/42
Active Search Sensor AS23-R1 (1) GPS 210 Range 23.1m km MCR 2.1m km Resolution 1
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
I've just noticed that Oumuamua isn't moving fast enough.
While we're on the topic of solar system inaccuracies, it's been bothering me a bit that Mercury is listed as tidally locked in Aurora. In the past this was assumed to be the case, but in reality it spins three times for every two rotations around the sun, meaning it doesn't have the "eternal twilight" band between light and dark side that the tidal lock means in aurora gameplay terms.
https://en.wikipedia.org/wiki/Mercury_(planet)#Spin-orbit_resonance
The "resupply from colony" option isn't available at colonies which lack cargo handling capability (spaceport or shuttle facility), even if the vessel attempting to resupply has cargo shuttles. A supply ship with shuttles can transfer supplies down without issue but can't bring them back up. This can make it difficult to obtain maintenance supplies which were recovered from ruins as you need to get cargo handling infrastructure on site.
Issue
- I had a type of DE that carried AMMs
- Design new version of the ship without launchers or magazines and with no missiles assigned to it on the ordnance & fighers screen
- Refit existing ships to the new type
- Refitted ships still carry the missiles they had before even though they have no magazines
- Ordering the ships to unload or reload ordnance has no effect on these ships
There appears to be a bug with maintenance failures - if the failure is unable to find a valid roll on the DAC after 20 attempts due to rolling components which cannot fail (hangars, fuel tanks, etc) then it destroys the ship in the same manner that it would if it was unable to find a valid roll after 20 attempts due to rolling destroyed components.
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.
Minor thing, not sure if intended or not:
The "delete empty" option deleted me a colony which didn't have any installations or anything on it, but still had mineral stockpiles (even if just 67 Boronide). One would expect mineral stockpiles being present to count as "not empty".
My use case here is asteroid mining. You get a bunch of "empty" colonies with nothing but mineral stocks waiting to be shipped off on them whenever the miners move on.
This is a pretty ordinary game. I salvaged a precursor wreck, and it worked perfectly fine. Then I salvaged the wreck of two of my own ships in the same system and it called them an "unknown class" in the event. See
Not sure if it's a bug or working as intended.
You can add multiple spinal lasers as long as they're all different sizes.
It seems like armourless stations actually do have 1 layer of armour.
My small armourless station was just attacked by an enemy scout.
He fired two shots.
One hit, with strength two.
The damage report says I took 1 point of armour damage, a cargo shuttle bay was destroyed, and my current armour is 92%.
Could be that the damage report is just incorrect, but that station has no component with HTK > 1.
If I had taken 2 points of internal damage (which I should have if the station has no armour), at least 2 components would have been destroyed.
DB attached.
Fleet in question is "SS IMP-IGU Shell4 004".
The attack occurred 5-20-2078 08:47:30A.
Tech awarded from command and control tech items (CIC, flag bridge etc) is awarded to Aux control research or just lost if aux control tech is already known.
Required Power in Ship Design Display tab in Naval Organization window (if you pick individual ship from a fleet and look at the Armour, Shields, Engines, Req Power, Crew Grade... section - all in percent) seems to take into account shields as well.
When you shipyard-repair a ship that still had open repair tasks in the damage control screen it will keep repairing the now undamaged components once you load new MSP.
You now have to remove the repair tasks one by one.
If you delete an Admin Command without unassigning the officers the officers will retain the position unless you unassign them.
It seems that beginning an Overhaul at a Fleet (rather than a colony) causes the fleet doing the overhaul to stop in space, while the celestial body carries on.
So I noticed that some of the gas giants have moons that are numbered wrong. For example giant has 24 moons but they are numbered as 39 - 63. There are no moons numbered 1 - 38. I believe those are always giants with trojan asteroids. I noticed that sometimes trojans are numbered as the missing moons would be, so for example they have numbers 1 - 38 and then moons are 39 - 63. But unfortunately its not that way always so it may just be coincidence.
http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
Fighters still fail to load or unload Cryogenic Storage - Emergency at planets w/o a Cargo Shuttle Station despite being able to load / unload Troops. If they can land on planets, I don't see why they shouldn't be able to unload colonists from cryo.
I know I'm being a bit of a pain in the arse about this, but I really wanna use fighters to drop Ground Unit Construction to build Infra, then have fighters ferry colonists to the new world. Yes, I know I could "just use a regular ship", but I really wanna Role-Play tiny shuttle ferries in a budding Earth empire...
When choosing the "Scrap" options on a shipyard, you have the options to chose civilians
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map.
* Buoy does not have sensor range (and does not contribute to detection)
1.11
Period native
Easy to reproduce
Potential bug: I don't think the survey speed does actually impact ground survey teams.
I have been checking for a while and still not 100% sure, but I think will be relative easy for the moderators to double check.
I notice that if still takes few months for me to fully survey a body with a ship (correct as I use 5% survey speed), my teams still need only few days or weeks to actually fully survey the surface. At the moment I role play it pretending that teams only check existing deposits with very advanced machinery, but I still believe it should take longer...
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map.
* Buoy does not have sensor range (and does not contribute to detection)
Do the second stage missiles have their own sensors?
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map.
* Buoy does not have sensor range (and does not contribute to detection)
Do the second stage missiles have their own sensors?
I don't think any kind of mine does actually work in C#, bit I could be wrong. I stopped trying any design since 1.6 and a timid try on 1.9.5.
I reckon there was a problem with some sensors (thermal maybe) which were not working unless there were other sensors of same kind, so maybe the problem is related to tg
hat? Not sure.
If mines are now working I apologize as as I said long time since I tried.
2 stage buoy, with one stage containing no engines, nothing but active sensor. Secod stage consist of 8 missiles 20M km separation and 25M km range.
Launched via "launch ready ordinance" order near the jump point.
* Ordinance is spent, but missile does not show up
* Buoy designed with active sensor does not show up on system map.
* Buoy does not have sensor range (and does not contribute to detection)
Do the second stage missiles have their own sensors?
I don't think any kind of mine does actually work in C#, bit I could be wrong. I stopped trying any design since 1.6 and a timid try on 1.9.5.
I reckon there was a problem with some sensors (thermal maybe) which were not working unless there were other sensors of same kind, so maybe the problem is related to tg
hat? Not sure.
If mines are now working I apologize as as I said long time since I tried.
I know that 2-stage active sensor bueys do work in 1.11 since I've deployed them but also know that passive sensors don't work well on them - has to be active. Actual mines that are supposed to blow up also don't IIRC.
I conquered a precursor pop and found some of their missiles, but I can't actually load them onto any of my ships as they don't show up in the class or ship ordnance screens.
Again, I modified my DB slightly, but I imagine it should be reasonably easy to reproduce if you can debug in a precursor pop. People's Republic of Luna empire, Procyon's Rest is the ex-precursor pop if you wanna look.
This is a known bug or at least it has been discussed in other threads if not here. Right now alien missiles are unusable and can only be scrapped. Also if you post with a modified DB or anything please explicitly mention explicitly what the modification(s) is(are), even if you think its completely unrelated, let Steve/the bug mods decide that.
This is a known bug or at least it has been discussed in other threads if not here. Right now alien missiles are unusable and can only be scrapped. Also if you post with a modified DB or anything please explicitly mention explicitly what the modification(s) is(are), even if you think its completely unrelated, let Steve/the bug mods decide that.
Ah, it's good to know others have already reported it. I've actually gotten them usable with more DB modification, after the point at which the DB was saved.
Let's see, what did I change?
- Components with sizes (engineering spaces, fuel tanks, maintenance bays etc.) are renamed: Tiny Engineering Space -> Enginering Space (5t)
- Tractor beam changed to 1 HS instead of 10
- I changed the flag for an NPR once
- And I disabled the player interrupt for discovering a JP. I think that's it.
What is going on with tugs and fuel use?
A while back, we confirmed that a tugged ship doesn't use fuel by dragging a slow ship with engines to Jupiter and back - the tug used fuel, the tugged ship did not.
Today, I spent about an hour on stream tearing my hair out.
Two identical ships, two identical tugs, one uses fuel when tugged the other doesn't, and I for the life of me can't figure out why, so I'm reporting it as a bug.
For reference, S1 is the ship that's thirsty.
I have tried:
T1-S1;T2-S2;same fleet
T2-S1;T1-S2;same fleet
T1-S1;T2-S2;different fleets
T2-S1;T1-S2;different fleets
Deleting T1 and respawning via SM
Deleting S1 and respawning via SM
Recreating both fleets about three times
confirming the tug relationship (which I had to do in the DB because it doesn't explicitly tell you anywhere else)
Fuel use is otherwise normal for all ships when not tugged, and putting S1 and S2 through combat did not make any difference.
No matter what I do, Ship 1 uses fuel, Ship 2 doesn't, and there seems to be no reason for this discrepancy.
Database is attached from after all the above tests - Eisenhertz is the thirsty ship.
1.11, no mods.
The function number 2169
The complete error text "Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt." the english error message should be "Object reference not set to an instance of an object"
The window affected Research Window
What you were doing at the time Checking why the next queued research did not start after researching "Ion Drive Technologie" was researched
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? No "."
Is the bug is easy to reproduce, intermittent or a one-off? Forum Search showed that this bug has been reported for 1.8.0 (http://aurora2.pentarch.org/index.php?topic=10990.msg128435#msg128435), 1.9.5 (http://aurora2.pentarch.org/index.php?topic=11298.msg134827#msg134827) and 1.10.0 (http://aurora2.pentarch.org/index.php?topic=11539.msg135192#msg135192) but I don't know how to reproduce.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well ~13 years
I had many Research Topics queue, but after this bug only three where shown. After saving and loading, the error disappears and most research topics are again shown in the queue,
but the topics for "PP" are missing. I have no recent save before the bug, only one direct after the bug
What is going on with tugs and fuel use?
Let's see, what did I change?
- Components with sizes (engineering spaces, fuel tanks, maintenance bays etc.) are renamed: Tiny Engineering Space -> Enginering Space (5t)
- Tractor beam changed to 1 HS instead of 10
- I changed the flag for an NPR once
- Disabled the player interrupt for discovering a JP
- And I set an NPR to be able to communicate with a player race once, the SM button only sets it one-way. I think that's it.
2) I deleted a colony because I couldn't get rid of the population.
3) Finally I am missing the wreck of my survey ship which was in the Kar Duniash system.
I am aware that swarm eat wrecks but as far as I can tell the ship was destroyed by missiles which I believe are not used by the swarm. I'm not sure how to definitively check if the race is the swarm or not.
2) I deleted a colony because I couldn't get rid of the population.
3) Finally I am missing the wreck of my survey ship which was in the Kar Duniash system.
I am aware that swarm eat wrecks but as far as I can tell the ship was destroyed by missiles which I believe are not used by the swarm. I'm not sure how to definitively check if the race is the swarm or not.
2) Maybe if you add ground force construction complex the task will show up and you will be able to remove it?
Swarm was reworked significantly and they now have missiles, so you most likely encountered Swarm. I think they always use Tyranid portrait so you can easily check this.
The function number: 2196
The complete error text: " Object reference not set to instance of an object. "
The window affected: Ground Formations
What you were doing at the time: Making a Jump Assault from New York to Chicago, boarding an enemy ship
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Never seen it before; have done a handful of boarding actions without this problem
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 86 years
Upon jumping into Chicago, I found the JP guarded. I set up all my fire controls and ordered a boarding action on the enemy vessel "Luxor 001". The enemy began to flee, and I suffered losses on the boarding attempt; 71 Marine Assault Troopers and 18 Marine Assault MG Troopers out of ~200 made it aboard. The single logistics trooper was lost. I got no messages about the command element. I also got the aforementioned error, but ignored it as I have had it resolve itself in the past. Several increments later, I noticed I wasn't getting any ground combat events. Upon checking the Ground Formations tab, I find that my boarding party "Grossi's Ghosts" is nowhere to be found. I scrolled back through, and found I never got a single ground combat event beyond the one informing me that the marines had landed. I think it may either have had to do with the fact that I forgot to set the aliens to hostile for one increment, or it may have been the fact that these aliens could move. All other aliens I have boarded were hostile or stationary. Either way, I don't think it's intended that my marines would vanish.
I have attached my DB. I had to zip it to get the upload to work.
I can't see the date research will be finished. It's really damn annoying. This is on a 1080p monitor, so I don't think it's a resolution issue.
I can't see the date research will be finished. It's really damn annoying. This is on a 1080p monitor, so I don't think it's a resolution issue.Known issue. Don't know if a fix is planned. Auroramod has a fix for it, but it's a mod so bugs are a possibility.
I can't see the date research will be finished. It's really damn annoying. This is on a 1080p monitor, so I don't think it's a resolution issue.
Quote from: ivanmixo link=topic=11565. msg141337#msg141337 date=1602108793I can't see the date research will be finished. It's really damn annoying. This is on a 1080p monitor, so I don't think it's a resolution issue.
This is addressed in the Known Issues thread.
You need to change the date format for windows in order to fix this.
Quote from: Migi link=topic=11565. msg141343#msg141343 date=1602124238Quote from: ivanmixo link=topic=11565. msg141337#msg141337 date=1602108793I can't see the date research will be finished. It's really damn annoying. This is on a 1080p monitor, so I don't think it's a resolution issue.
This is addressed in the Known Issues thread.
You need to change the date format for windows in order to fix this.
Thanks a lot. I think it should actually be changed to use the short date format instead of the long date format, because the long date doesn't fit.
Had to shorten my long date format in order for this to be readable.
I might be missing something obvious here, but I just finished delivering my last piece of a refueling station to a new colony and had noticed it said "Yes" for Refuelling Capability. The next turn I noticed one of my ships was going back to refuel at this colony so I checked my other ships and pre-empted their conditional orders to do the same and plotted a course to tell them to refuel at that colony. For some reason refueling was not an option, in the orders list. I checked and the other ship was definitely refueling there under it's conditional orders. I tried moving time forward, thinking they just needed time to reaslise or something. Now it says it has no refueling capability but the other ship is sitting on the planet hapily refuelled at 100% and has just queued it's normal standing orders.
I am playing on a vanilla install. I am using AuroraMod though. The only options I have used on that is to change some colours. I've atached an image of the colony with 1 refuelling station, 1 shuttle bay and 4,632,170 fuel.
I feel like I might be missing something obvious here, so I hope this isn't an erroneous bug post. I can't think why one ship refuelling should have changed the colonies refuelling status.
Edit: Unfortunately I can't repeat the bug, I coincidentally started a new game to test something before I reloaded and noticed this in my current game. I can't see why this could have caused the bug and it would still be retroactively in my previous save but I thought I'd mention it just in case. I had also just experimentally edited my races Xenophobia etc. in SM mode out of curiosity around the same time as the bug, it might be relevant, but I didn't save the game, this is what I was testing in the new game. I have backed up the latest save, after refuelling changed to "No" in case this turns out to be something you want to look into further.
Edit 2: I put the time forwards and tried a few things. Ships are following their conditional orders and refuelling there, the option just won't appear on the orders list.
Edit 3: Well it is working now, but unless I am missing something it probably still counts as a bug. It definitely said "yes" to refuelling before and ships are still queing new orders to refuel there but when I sent a freighter to drop off parts of a new station it started letting me choose the order again. I'm just guessing but maybe it was some kind of rounding up error and the conditional orders were happy to ignore it. I still don't know why it changed status from Yes to No after that first ship refuelled there.
Edit 4: Sorry for all the edits, just to let you know, I tested removing 0.01 of a refueling station and that appeared to make the order come back. I can't think how that fraction disappeared but the conditional orders seem happy to refuel as long as the number says 1 even if the text says No.
I've just encountered what seems like a strange resolution issue. I was testing Aurora on a new laptop and in every version I tried (including the latest one) all the screens were strangely blurry. The computer has a normal HD resolution so It felt really weird to me. I'll send a big image so it can be seen clearly.
Even more strange is the fact that the popups at the top-left corner of the screens (where it shows "Aurora" or the date and so on) can be seen correctly, everything else is strikingly blurred.
Quote from: Zeradash link=topic=11565. msg141363#msg141363 date=1602237138I've just encountered what seems like a strange resolution issue. I was testing Aurora on a new laptop and in every version I tried (including the latest one) all the screens were strangely blurry. The computer has a normal HD resolution so It felt really weird to me. I'll send a big image so it can be seen clearly.
Even more strange is the fact that the popups at the top-left corner of the screens (where it shows "Aurora" or the date and so on) can be seen correctly, everything else is strikingly blurred.
Could it be that you're using windows 8 or 10 and have the scaling option in display settings not at 100%? I've seen installs that come with that set to 125% or something by default. Not sure if it is that, but some kind of magnification would be my first guess.