Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Brian Neumann on July 05, 2008, 02:21:56 PM

Title: 3.1 Bugs
Post by: Brian Neumann on July 05, 2008, 02:21:56 PM
Just came across another name problem, d'Alembert with RaceID=603

Brian
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Post by: Father Tim on July 05, 2008, 06:06:26 PM
When creating a new empire (Using the F9 screen and 'Create Empire' button), if you select 'Yes'  for choose an existing race the drop-down box of existing races has two entries for human - though at least their stats seem identical.

Also, if you select an incompatible flag, medal, planet, race, or ship picture (say, because you grabbed one off the 'net and simply renamed it to fit the convention without bothering to check if the dimensions were appropriate) Aurora throws a "Runtime Error 481" and crashes to desktop.
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Post by: Father Tim on July 05, 2008, 09:46:09 PM
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'StellarType'."

Due to repeated apprearances, I have narrowed this down to the 'DA5-' type white dwarf stars.  'DA6-' is okay, but I can't speak to any other 'DA' white dwarves.
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Post by: Father Tim on July 05, 2008, 11:20:55 PM
Transferring system knowledge from a player race to the SM race (Using the main menu --> Empires -->Systems --> Transfer System Knowledge command to open the 'Transfer Survey Knowledge' window) resulted in a cascade of "Errror 3265 was generated by DAO.Fields  Item not found in this collection." messages - approximately one for each system, jump point, and system body in the selected systems (ie - a few thousand).  If you click 'OK' all the way through, it does seem to transfer all the selected survey info though.
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Post by: Father Tim on July 06, 2008, 12:50:16 AM
On the F2 (Population & Production) screen, on the Environment tab, it claims that the Greenhouse Factor is capped at 5.0.  However, it appears that it is actually capped at 3.0.  I have several poor moon bases shivering away in the cold due to their unexpectedly thin Greenhouse gas blankets.  #:-[
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Post by: Father Tim on July 06, 2008, 10:32:27 PM
Four times now, clicking on 'Commands' on the Personnel screen has generated a massive (infinite?) series of "Error 3420 in DAO.Recordset.  Object invalid or no longer set." messages.  Clicking on 'Vacancies' works just fine though.
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Post by: Father Tim on July 07, 2008, 03:18:46 PM
Possibly related to the Personnel --> 'Commands' bug above.  If you add a Sector Command through the 'SM Mods' button on the F2 (Population & Production) screen - if you're setting up a multi-system polity, for example - the Sector Governor position does not show up on the officers screen.  At least, not until you advance the clock far enough to trigger a production cycle.
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Post by: James Patten on July 07, 2008, 06:42:56 PM
In F2 Shipyards tab, if you order the construction of a ship which has autonaming, the name does not advance until after the ship has been built.
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Post by: Kurt on July 07, 2008, 07:48:27 PM
Steve -

I noticed this one while setting up a new campaign in a v3.1 install.  

I created a new game, and allowed Aurora to create a human race in the pre-generated solar system.  I then began generating new human govenments based on earth, intending to use the human race I initially set up.  When I created my second human race, when Aurora asked if I wanted to use a pre-existing race, and I answered yes, it allowed me to select from pre-existing races.  I noticed at that point that there were seven or eight races to select from, and eventually I realized that they were from your Preservation II campaign.

I selected "Human" as my race, and continued to create my races, and then later decided to delete your Preservation campaign to avoid confusion.  Unfortunately, it was at this point that I realized that I had selected your human race as my race type, not mine, and so now all of my governments have an undefined race.  

I would suggest that players be limited to being able to select only races from the same game, not any game in the database.  

Kurt
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Post by: IanD on July 09, 2008, 11:21:33 AM
The "Join Task Group" order still does not work properly in the F12 screen, does not delete the old task group and duplicates the ships into the target task group. If you delete the extraneous task groups you delete your ships! :cry:

Regards
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Post by: IanD on July 09, 2008, 12:57:38 PM
Quote
The "Join Task Group" order still does not work properly in the F12 screen, does not delete the old task group and duplicates the ships into the target task group. If you delete the extraneous task groups you delete your ships!  


This is having some very odd effects up to and including a half-dozen error messages and a locked-up programme. On restart the task group was still there but the ship had disappeared :( . No longer listed in the F6 screen.

Regards
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Post by: Kurt on July 09, 2008, 02:43:26 PM
Steve -

I got a large number of error messages from Aurora as I was creating systems.  I was trying to generate a system with certain characteristics that I needed, so I was generating system after system and deleting them if they didn't have what I needed.  

I got two different types of errors.  The first related to wrecks, for some reason.  After hitting the system create button, Aurora would throw a series of errors relating to wrecks.  I forget what the exact error message was, but I'm fairly sure I can recreate it if you need it.  I wasn't aware that wrecks were generated at the same time systems are, but this one showed up often.  

The second type of error related to the star type.  IIRC, Aurora couldn't find information for a certain kind of star.  I noticed that when this error appeared, there would be a blank line in the star portion of the system display, as if there was supposed to be a star, but no characteristics were generated.  As I said before, I can probably recreate this one if you need the exact error message.  

Both of these cropped up quite a bit, though, and I haven't done anything unusual in this campaign, so they should be easy to recreate by generating random systems.  

Kurt
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Post by: Father Tim on July 12, 2008, 01:42:18 AM
On the F2 (Population & Production) screen, 'Manage Shipyards' tab, in the 'Shipyard Complex Activity' section, when I select any task from the dropdown list (ie Add Extra Slipway, Add 1000 tons capacity, Retool for Selected Class, etc) Aurora throws the following error:  "Run-time error '381':  invalid property array index" and crashes to desktop.

Note, I am able to set an initial class for the shipyard (using 'Retool for Selected Class') without difficulty, and change the capacity and/or number of slipways with the 'SM SY mods' button.  Only the dropdown box throws the fatal error.
Title: Re: 3.1 Bugs
Post by: SteveAlt on July 13, 2008, 02:22:24 PM
Quote from: "Brian"
Just came across another name problem, d'Alembert with RaceID=603

Thanks, I've removed it.

Steve
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Post by: SteveAlt on July 13, 2008, 02:40:28 PM
Quote from: "Father Tim"
When creating a new empire (Using the F9 screen and 'Create Empire' button), if you select 'Yes'  for choose an existing race the drop-down box of existing races has two entries for human - though at least their stats seem identical.
This is the same problem as Kurt has noted in a later Bug report. The list of species is being picked up from all games in the database instead of just the current one. Fixed for the next version.

Quote
Also, if you select an incompatible flag, medal, planet, race, or ship picture (say, because you grabbed one off the 'net and simply renamed it to fit the convention without bothering to check if the dimensions were appropriate) Aurora throws a "Runtime Error 481" and crashes to desktop.

Only some of the pictures have specific size requirements. The flags and medals will already resize automatically and the existing flag and medal pictures are many different sizes. I just tried oversize and undersize race pics and that automatically expanded/contracted the image control but didn't throw an error. I've fixed that by making the image control stretch or squash the picture to fit. The ship pictures are all 32x32 but I have now changed that image control to stretch as well. I couldn't reproduce the error though so some other factor must be causing it.

Steve
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Post by: SteveAlt on July 13, 2008, 02:47:47 PM
Quote from: "Father Tim"
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'StellarType'."

Due to repeated apprearances, I have narrowed this down to the 'DA5-' type white dwarf stars.  'DA6-' is okay, but I can't speak to any other 'DA' white dwarves.

I have seen this error a few times myself, although its fairly rare and I haven't been able to reproduce it. The DA5 information is very useful but I just forced a system to select a DA5 and it generated normally. There also doesn't seem to be any significant difference in the DB between the DA5 and DA6, apart from the differences in mass, luminosity, etc. What led you to believe it was the DA5 that was causing the problem?

Steve
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Post by: SteveAlt on July 13, 2008, 02:51:12 PM
Quote from: "Father Tim"
On the F2 (Population & Production) screen, on the Environment tab, it claims that the Greenhouse Factor is capped at 5.0.  However, it appears that it is actually capped at 3.0.  I have several poor moon bases shivering away in the cold due to their unexpectedly thin Greenhouse gas blankets.  #:-[

It is capped at 3.0. I forgot to update the text on that window.

Steve
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Post by: SteveAlt on July 13, 2008, 03:21:49 PM
Quote from: "Father Tim"
Transferring system knowledge from a player race to the SM race (Using the main menu --> Empires -->Systems --> Transfer System Knowledge command to open the 'Transfer Survey Knowledge' window) resulted in a cascade of "Errror 3265 was generated by DAO.Fields  Item not found in this collection." messages - approximately one for each system, jump point, and system body in the selected systems (ie - a few thousand).  If you click 'OK' all the way through, it does seem to transfer all the selected survey info though.

The items not found were related to old Starfire Assistant information on survey points for habitable, non-habitable, asteroids, etc that was still in the code but long gone from the database. I've fixed the problem for the next version.

I've also restored the system transfer option to the right-click menu in the galactic map. If you highlight on the galactic map the systems for which you want to transfer information, then the use the right-click menu option of Transfer System Info, it now brings up the Transfer Survey Knowledge window with the systems currently highlighted on the galactic map now highlighted in the system list of the Transfer window.

Steve
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Post by: SteveAlt on July 13, 2008, 03:30:11 PM
I'v found a bug where the SM Race (or any other race) can't open the galactic map if it doesn't have a capital. I have fixed this by assigning the oldest system as the centre of the map if no capital exists.

Steve
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Post by: SteveAlt on July 13, 2008, 03:32:34 PM
I've fixed a bug where the estimated completion date for shipyard modification was different in the column on the list of complexes compared to the Shipyard Complex Activity section. Fixed for the next version.

Steve
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Post by: SteveAlt on July 13, 2008, 03:33:11 PM
Quote from: "Kurt"
Steve -

I noticed this one while setting up a new campaign in a v3.1 install.  

I created a new game, and allowed Aurora to create a human race in the pre-generated solar system.  I then began generating new human govenments based on earth, intending to use the human race I initially set up.  When I created my second human race, when Aurora asked if I wanted to use a pre-existing race, and I answered yes, it allowed me to select from pre-existing races.  I noticed at that point that there were seven or eight races to select from, and eventually I realized that they were from your Preservation II campaign.

I selected "Human" as my race, and continued to create my races, and then later decided to delete your Preservation campaign to avoid confusion.  Unfortunately, it was at this point that I realized that I had selected your human race as my race type, not mine, and so now all of my governments have an undefined race.  

I would suggest that players be limited to being able to select only races from the same game, not any game in the database.  

Done for the next version

Steve
Title:
Post by: SteveAlt on July 13, 2008, 03:35:56 PM
Quote from: "Father Tim"
On the F2 (Population & Production) screen, 'Manage Shipyards' tab, in the 'Shipyard Complex Activity' section, when I select any task from the dropdown list (ie Add Extra Slipway, Add 1000 tons capacity, Retool for Selected Class, etc) Aurora throws the following error:  "Run-time error '381':  invalid property array index" and crashes to desktop.

Note, I am able to set an initial class for the shipyard (using 'Retool for Selected Class') without difficulty, and change the capacity and/or number of slipways with the 'SM SY mods' button.  Only the dropdown box throws the fatal error.

I am playing my own campaign at the moment and can't reproduce this at all. This is a significant bug so it should also be affecting everyone else using v3.1. There must be some other factor at work. Is this affecting every shipyard or just certain shipyards?

Steve
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Post by: SteveAlt on July 13, 2008, 03:44:50 PM
Quote from: "Father Tim"
Four times now, clicking on 'Commands' on the Personnel screen has generated a massive (infinite?) series of "Error 3420 in DAO.Recordset.  Object invalid or no longer set." messages.  Clicking on 'Vacancies' works just fine though.

Fixed for the next version. The problem was related to the very first error that appeared (too many fields defined) that preceded all the "Object invalid or no longer set messages". It was a join that was accessing too many fields over too many tables. It was probably working fine until I added additional fields to one of the tables being accessed by this query. I have now specified the individual fields and the problem has gone.

Steve
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Post by: SteveAlt on July 13, 2008, 03:53:11 PM
Quote from: "Father Tim"
Possibly related to the Personnel --> 'Commands' bug above.  If you add a Sector Command through the 'SM Mods' button on the F2 (Population & Production) screen - if you're setting up a multi-system polity, for example - the Sector Governor position does not show up on the officers screen.  At least, not until you advance the clock far enough to trigger a production cycle.

When you build a sector HQ in the normal way, there is a routine that runs to setup the sector. If you just added one using the SM mods window, the routine wasn't accessed and the sector wasn't created. Fixed for the next version.

Steve
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Post by: Kurt on July 13, 2008, 04:04:05 PM
Steve -  

I'm not a hundred percent sure this is a bug, but I'm confused and this is as good a place to ask as any other.  

I have multiple human governments set up on Earth.  I opened up the diplomacy and communications screen to begin getting them to the point where I could set up their relationships should be, but I'm having a problem.  When the screen opens I see the currently active government in the upper left side, as it should be, but there is no race available to select in the upper right side.  No matter what I do I can't get that to change.  

All six governments are on the same planet and I've advanced the time several months at this point.  Each of the governments can detect the populations of the other governments, and they show up on the system map.  But for some reason I can't initiate contact.  

I'm sure I'm missing something, but I can't for the life of me figure out what.  The only other alternative is that Aurora doesn't recognize the other populations as being eligible for communications and diplomatic actions because they are all the same race.  

Kurt
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Post by: SteveAlt on July 13, 2008, 04:04:44 PM
Quote from: "IanD"
The "Join Task Group" order still does not work properly in the F12 screen, does not delete the old task group and duplicates the ships into the target task group. If you delete the extraneous task groups you delete your ships! :cry:

Do you mean the Join Task Group that order that you issue on this window and it happens as the clock advances or one of the various combine orders using buttons? I use the Join Task Group order all the time without any problems. There is something very weird here because it is physically impossible within the database for a ship to be in more than one task group. There is a single ID on the Ship table that specifies the ship's current task group and it can't contain more than one task group ID.

How did you see the ships in more than one task group? Were they listed on the F12 window? Please can you try this again and if you get the duplicate ships, send me a copy of your database file (Stevefire.mdb) so I can see what is happening.

Steve
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Post by: SteveAlt on July 13, 2008, 04:15:54 PM
Quote from: "Kurt"
Steve -  

I'm not a hundred percent sure this is a bug, but I'm confused and this is as good a place to ask as any other.  

I have multiple human governments set up on Earth.  I opened up the diplomacy and communications screen to begin getting them to the point where I could set up their relationships should be, but I'm having a problem.  When the screen opens I see the currently active government in the upper left side, as it should be, but there is no race available to select in the upper right side.  No matter what I do I can't get that to change.  

All six governments are on the same planet and I've advanced the time several months at this point.  Each of the governments can detect the populations of the other governments, and they show up on the system map.  But for some reason I can't initiate contact.  

I'm sure I'm missing something, but I can't for the life of me figure out what.  The only other alternative is that Aurora doesn't recognize the other populations as being eligible for communications and diplomatic actions because they are all the same race.  

This is going to sound like a strange question, but have any of the races detected anyone else's ships? One of the things I am trying to do at the moment is restrict information on a racial level. One of the ways this is being implemented is to only show alien races with which a race has had contact. It is explained in the thread below.

http://aurora.pentarch.org/viewtopic.php?t=1170 (http://aurora.pentarch.org/viewtopic.php?t=1170)

When you detect alien ships, they are only identified as belonging to Alien Race #1. Alien Race #2, etc. rather than by that race's actual name. You can rename alien races on the TacIntel window. Therefore the only races you will see for diplomacy purposes are those races you have previously detected. I can see why this would be a problem though in a game where you have multiple starting races on the same planet but no active sensors have been used. I will fix this by adding a way to determine which race a population belongs to by its EM signature. In that way, you can detect and identify different alien races based on population emissions as well as by ships.

Steve
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Post by: Kurt on July 13, 2008, 04:27:50 PM
Quote from: "SteveAlt"
Quote from: "Kurt"
Steve -  

I'm not a hundred percent sure this is a bug, but I'm confused and this is as good a place to ask as any other.  

I have multiple human governments set up on Earth.  I opened up the diplomacy and communications screen to begin getting them to the point where I could set up their relationships should be, but I'm having a problem.  When the screen opens I see the currently active government in the upper left side, as it should be, but there is no race available to select in the upper right side.  No matter what I do I can't get that to change.  

All six governments are on the same planet and I've advanced the time several months at this point.  Each of the governments can detect the populations of the other governments, and they show up on the system map.  But for some reason I can't initiate contact.  

I'm sure I'm missing something, but I can't for the life of me figure out what.  The only other alternative is that Aurora doesn't recognize the other populations as being eligible for communications and diplomatic actions because they are all the same race.  
This is going to sound like a strange question, but have any of the races detected anyone else's ships? One of the things I am trying to do at the moment is restrict information on a racial level. One of the ways this is being implemented is to only show alien races with which a race has had contact. It is explained in the thread below.

http://aurora.pentarch.org/viewtopic.php?t=1170 (http://aurora.pentarch.org/viewtopic.php?t=1170)

When you detect alien ships, they are only identified as belonging to Alien Race #1. Alien Race #2, etc. rather than by that race's actual name. You can rename alien races on the TacIntel window. Therefore the only races you will see for diplomacy purposes are those races you have previously detected. I can see why this would be a problem though in a game where you have multiple starting races on the same planet but no active sensors have been used. I will fix this by adding a way to determine which race a population belongs to by its EM signature. In that way, you can detect and identify different alien races based on population emissions as well as by ships.

Steve


That did it!  I had each of the races turn on one set of active sensors for five seconds, and all of the races popped up.  I should have thought of that.  thanks.

Kurt
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Post by: SteveAlt on July 13, 2008, 04:46:15 PM
Quote from: "Kurt"
That did it!  I had each of the races turn on one set of active sensors for five seconds, and all of the races popped up.  I should have thought of that.  thanks.

No problem. I should have thought of the situation in which you found yourself. In v3.11, you will be able to detect the race of a population based on its EM emissions. This will allow you to detect a new alien race without seeing any of its ships and it will also tell you to which race each population belongs, in the same way you can currently tell which race built a specific ship (which is not necessarily the same as the current owner :))

In v3.11, if you have an EM contact for a pop, the race name will be shown on the F3 System Map and the F9 System View along with the EM contact information.

Steve
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Post by: SteveAlt on July 13, 2008, 05:11:34 PM
Quote from: "Kurt"
Steve -

I got a large number of error messages from Aurora as I was creating systems.  I was trying to generate a system with certain characteristics that I needed, so I was generating system after system and deleting them if they didn't have what I needed.  

I got two different types of errors.  The first related to wrecks, for some reason.  After hitting the system create button, Aurora would throw a series of errors relating to wrecks.  I forget what the exact error message was, but I'm fairly sure I can recreate it if you need it.  I wasn't aware that wrecks were generated at the same time systems are, but this one showed up often.  

The second type of error related to the star type.  IIRC, Aurora couldn't find information for a certain kind of star.  I noticed that when this error appeared, there would be a blank line in the star portion of the system display, as if there was supposed to be a star, but no characteristics were generated.  As I said before, I can probably recreate this one if you need the exact error message.  

Both of these cropped up quite a bit, though, and I haven't done anything unusual in this campaign, so they should be easy to recreate by generating random systems.  

Father Tim mentioned the star type errors as well, although not the problem with wrecks. I get the star type error occasionally as well, although not the wreck errors. That could be something left in my database which is not present in a new game though.

Aurora generates precursor classes and old precursor wrecks based on those classes in some systems, which you can detect and salvage. Those will be the source of the errors. Its probably safest to simply remove the precursor class and wreck generation code entirely until I can revisit the whole precursor situation.

I am still at a loss on the star-related problem as I cannot reproduce it when I need to.

Steve
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Post by: SteveAlt on July 13, 2008, 05:33:00 PM
Quote from: "Kurt"
The second type of error related to the star type.  IIRC, Aurora couldn't find information for a certain kind of star.  I noticed that when this error appeared, there would be a blank line in the star portion of the system display, as if there was supposed to be a star, but no characteristics were generated.  As I said before, I can probably recreate this one if you need the exact error message.  

I have just generated a hundred systems without getting the star-related error message. Its extremely rare for me but it seems to be more common for others and I don't know why. How often do you get it and is there anything unusual about the systems in which it occurs?

Steve
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Post by: SteveAlt on July 13, 2008, 06:33:13 PM
Quote from: "Father Tim"
"Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'StellarType'."

Due to repeated apprearances, I have narrowed this down to the 'DA5-' type white dwarf stars.  'DA6-' is okay, but I can't speak to any other 'DA' white dwarves.

Finally found it !!! Yeah!

It was related to white dwarfs. There is a 20% chance during system generation that a companion star is of the same size and spectral type as the primary, but with an equal or lower spectral number. So if the primary is a G5-V, there is a 20% chance the second star will be from G5-V to G9-V. In the code, there is a small routine that looks for a suitable star based on the letter code, size and spectral number. So in the case above, it would be given "G", size V and a random number between 5 and 9.

This works fine for every star type except white dwarfs because the spectral letter doesn't change. However, for white dwarfs there are sub-types of DA, DO, DB, etc. but a single range of 0-9 spectral numbers covers all of them. So you get DA5-VII and DA6-VII but then DQ7-VII, DC8-VII and DC9-VII. So when the primary was for example a DA5-VII, this routine was given DA, VII and a random number from 5-9. If the random number was 5 or 6 then it worked fine but for 7-9 it couldn't find a matching star type so it returned -1. I had included a error catcher for -1 on the primary but not for this particular sub-routine so that very occasional -1 was getting through and causing the problem.

I have solved the problem by removing the sub-types so all white dwarfs are simply D instead of DA, DQ, etc. There were two other situations that may also have caused the problem. The L type stars only went up to spectral number 8 and the T type stars only reached spectral number 6. I have added four new star types to take both up to 9.

The error was rare because white dwarfs account for only 5% of star types and even when they were the primary, the matching star routine happened in only 20% of those cases. Even then, it had to be one of the non-matching spectral letter types so the overall chance was below 1%. I had to generate 160 systems to get the error to occur. The L and T types between them account for 6% of stars but the error was less likely to occur for them because it was only 10% and 30% of spectral numbers respectively that were affected (in the 1.2% of cases where an error was even possible).

The only drawback to this is that it is a database fix so the error won't be corrected until v3.2. If you upgrade to an eventual v3.2, you will also lose saved games. I will be putting out a v3.11 soon that won't affect saved games  but this fix won't be in it. However, if anyone wants to try and correct their own database and they know the password, they should open the StellarType table and change all ten of the DA, DQ, etc. codes in the SpectralClass field to just D.

If you are feeling more adventurous, you could also copy the L8-VII row and change the new row to an L9-VII row by changing the SpectralNumber field from 8 to 9. Similarly, you can copy the T6-VII row three times and change the new rows to T7-VII through T9-VII.

Copying a row is done via highlighting the row and using Edit -> Copy and then Edit - Paste Append. This will add the row to the bottom of the table. Don't worry about changing any other fields to make these new stars any different as they won't get picked up by the standard star selection routine anyway. Its just to avoid the error.

If you try this - back up first!! :)

Steve
Title:
Post by: Father Tim on July 13, 2008, 08:51:51 PM
Quote from: "SteveAlt"
Quote from: "Father Tim"
On the F2 (Population & Production) screen, 'Manage Shipyards' tab, in the 'Shipyard Complex Activity' section, when I select any task from the dropdown list (ie Add Extra Slipway, Add 1000 tons capacity, Retool for Selected Class, etc) Aurora throws the following error:  "Run-time error '381':  invalid property array index" and crashes to desktop.

Note, I am able to set an initial class for the shipyard (using 'Retool for Selected Class') without difficulty, and change the capacity and/or number of slipways with the 'SM SY mods' button.  Only the dropdown box throws the fatal error.

I am playing my own campaign at the moment and can't reproduce this at all. This is a significant bug so it should also be affecting everyone else using v3.1. There must be some other factor at work. Is this affecting every shipyard or just certain shipyards?

Steve


It's happening for all four shipyards (spread across two races) of that game.

I started a new game, from a fresh copy of Stevefire.mdb, and this time I hit a different error.  Attempting to Retool or add capacity (other than the initial retool to assign a class to a SY) threw an 'Error 6: Overflow' though it did at least accept the task, and seems to be progressing it normally.  Aurora is throwing an Error 6: Overflow for each shipyard with an assigned task (currently three) each 5 day increment, as well as each time I open the F2 (Population & Production) screen.

The only similarity I can find is that the errors all occurred with methane-breathing races.  I created a human empire in my test game above and had no difficulties with shipyards.  Apparently, the problem's in the ventilation.  #:-]
Title:
Post by: SteveAlt on July 13, 2008, 10:41:15 PM
Quote from: "Father Tim"
The only similarity I can find is that the errors all occurred with methane-breathing races.  I created a human empire in my test game above and had no difficulties with shipyards.  Apparently, the problem's in the ventilation.  #:-]

I think its the automatically generated classes that are the problem. Check the build cost for the shipyard activity. If it is zero, that is what is causing the problem because it creates divide by zero errors. Select each of the automatically generated classes in the F5 window to update their design and then try retooling again. Please let me know what happens.

Steve
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Post by: Father Tim on July 13, 2008, 11:31:02 PM
I think you're in the right area.  I had already tinkered with the automated designs to improve their engine tech, but deleting the original designs fixed the problem.  Odd that the shipyard building my Terraformers suffered the problem as well.
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Post by: Father Tim on July 14, 2008, 04:19:21 AM
It appears that the 'less industry than usual' option is not applying its % reduction to Maintenance Facilities.  I'm not certain, because I'm not certain how many there should be in the first place, but an NPR one-quarter my population had roughly one-quarter my number of Maintenance Facilities after selecting 13% (one-eighth) of the usual industry.
Title:
Post by: Kurt on July 15, 2008, 03:41:16 PM
Steve -  

This is on a 3.11 install.  I was playing around with a concept (independent of my 6 powers campaign) that involved a race in a distant binary companion that had to migrate to the primary to escape a disaster on their planet.  The lagrange jump points made this concept much more viable  :D .

At any rate, as the game went on they built a civilian space center, and then, eventually, I received a notice that they had built two civilian grav survey vessels at this center.  This caused a number of problems.

1.  Because they are at a distant companion, there are no survey locations within range.  Therefore, I now receive notices that they are unable to carry out their orders because there are no locations in range.  This will apparently go on until the heat death of the universe, as I have no way to move or command those ships.  

2.  When I began looking into the above, I noticed that they are displayed as unknown ships on the system display.  As they are civilian, and presumably the government can get every detail needed at will, I think they should start as being completely identified.

Kurt
Title:
Post by: Kurt on July 15, 2008, 03:53:30 PM
Another minor glitch, and I have no idea what caused it.  This is on a 3.11 install, in the 6 Powers Campaign.  

The Japanese launched (finally) a survey ship and sent it out to begin surveying the solar system and forgot about it (there is alot going on when you run six races).  

Sometime later, after advancing the time, I got two error popups, relating to sensor or identification.  Unfortunately, I didn't write them down and I really wish I had.  When I checked the Event Update screen, I noticed the following message:

"Imperial Japan: Alien Class Scanned: N/A: Ion Engine Technology scanned on Civ Trans (Alliance)"

The N/A is in the System column.  The 'Civ Trans' is the name I gave on the intel screen to the Alliance FT when the Japanese first detected it.  

The above message was followed by additional messages noting the number of research points gained from the scan by Survey Ship 001, a second scanning event related to the same Alliance ship, and two more scanning events where RP's were gained, but I couldn't tell what ship the Japanese ship was scanning because instead of a ship ID all there was was the following: ()

Later on in the Event Update list there was another two messages noting that the RP's were downloaded to Earth from Survey Ship 001.  

When I opened the system map, I noticed that the Japanese Survey ship (Survey Ship 001) was crossing the inner system, and was quite close to an Alliance freighter squadron headed for Mars, so it was entirely possible that they could have scanned the Alliance ships.  Unfortunately, I knew for a fact that they didn't have their active scanners on, as I have been very careful in this area.  In fact, when I checked Survey Ship 001, I realized that they don't have active sensors at all.  Just a fairly large thermal sensor.  

I don't understand this at all.  There is no way that this ship could have scanned anything.  If I notice this again I'll write down the error messages I get.  

Kurt
Title:
Post by: Father Tim on July 17, 2008, 12:31:42 AM
The mouse-over text for 'Realistic Commander Promotions' on the Game Info screen claims that the SM can still promote & demote officers with realistic promotions turned on.  I can't find any way for the SM to actually do this (either in SM Mode or not), so either the text is a bug or the SM ability to promote & demote is bugged.

Which leads me to my lobbying/suggestion:  While I love the Realistic Promotions option, I tend to use it more as a "my staff handles the details" crutch than as a strict rule I must work within.  If the text is wrong (and the SpaceMaster is not supposed to be able to promote/demote officers), please return that ability to the SM.  Sometimes the almighty Author needs to reach into his universe and change a few things.
Title:
Post by: Steve Walmsley on July 17, 2008, 03:21:50 PM
Quote from: "Kurt"
Another minor glitch, and I have no idea what caused it.  This is on a 3.11 install, in the 6 Powers Campaign.  

The Japanese launched (finally) a survey ship and sent it out to begin surveying the solar system and forgot about it (there is alot going on when you run six races).  

Sometime later, after advancing the time, I got two error popups, relating to sensor or identification.  Unfortunately, I didn't write them down and I really wish I had.  When I checked the Event Update screen, I noticed the following message:

"Imperial Japan: Alien Class Scanned: N/A: Ion Engine Technology scanned on Civ Trans (Alliance)"

The N/A is in the System column.  The 'Civ Trans' is the name I gave on the intel screen to the Alliance FT when the Japanese first detected it.  

The above message was followed by additional messages noting the number of research points gained from the scan by Survey Ship 001, a second scanning event related to the same Alliance ship, and two more scanning events where RP's were gained, but I couldn't tell what ship the Japanese ship was scanning because instead of a ship ID all there was was the following: ()

Later on in the Event Update list there was another two messages noting that the RP's were downloaded to Earth from Survey Ship 001.  

When I opened the system map, I noticed that the Japanese Survey ship (Survey Ship 001) was crossing the inner system, and was quite close to an Alliance freighter squadron headed for Mars, so it was entirely possible that they could have scanned the Alliance ships.  Unfortunately, I knew for a fact that they didn't have their active scanners on, as I have been very careful in this area.  In fact, when I checked Survey Ship 001, I realized that they don't have active sensors at all.  Just a fairly large thermal sensor.  

I don't understand this at all.  There is no way that this ship could have scanned anything.  If I notice this again I'll write down the error messages I get.  

You can get some tech data from passive scans as well. Thermal sensors can get information about engines. EM sensors can learn about operating shields and operating active sensors. In addition to longer term scans, you can get instant information from active scans during combat based on weapons fire, EW and weapon hits.

Steve
Title:
Post by: Steve Walmsley on July 17, 2008, 03:27:45 PM
Quote from: "Kurt"
Steve -  

This is on a 3.11 install.  I was playing around with a concept (independent of my 6 powers campaign) that involved a race in a distant binary companion that had to migrate to the primary to escape a disaster on their planet.  The lagrange jump points made this concept much more viable  :)

I was planning to add a way to "nationalise" civilian shipping. I guess that just became more urgent. In the meantime, you can gain control by going into the Fleet table and setting the NPRFleetType field to zero. The ship and fleet are already part of your Empire, they are just inaccessible. You probably should also set the TaskForceID for the fleet as well to the same as one of your other fleets.

Quote
2.  When I began looking into the above, I noticed that they are displayed as unknown ships on the system display.  As they are civilian, and presumably the government can get every detail needed at will, I think they should start as being completely identified.

I think that's a good idea.

Steve
Title: Major bug-Entires ships's squadroon vanguished
Post by: waresky on July 17, 2008, 03:45:37 PM
ABSORB command on task orders lead to a heavy bug:
ive lost Support vessel,Tankers,fighters,Survey,scout cruisers,Geo and grav survey,2 times.

JOIN r good..but ABSORB ive lost 4 Squadroon,the "absorber" and "the second squadroon"..
...a heavy losses into void space...:)
Title: Civilian ships and Officer assignments
Post by: Laurence on July 18, 2008, 09:11:42 AM
Steve, it looks like the civilian ships are showing up on the officer assignment list.  Is that intentional? I noticed when I was checking assignments and there were five extra colony ships out there (the civilian center appears to have built 5 of my current model).  

There was also an extra geo survey ship (which the civilians have also built).  That ship brings up an interesting situation.  My geo survey ships do not have jump drives (using a tender for them right now).  Since the civilians appear to have copied my model (I think) the ship is stuck in the home system with nothing to do (entirely surveyed).  Until I get some jump gates built this guy is going to sit there generating messages about having no valid survey targets.
Title:
Post by: Charlie Beeler on July 24, 2008, 03:14:23 PM
Damage Control Que does not appear to be working.  Had several ships with multiple damaged systems.  After assigning the first system for damage control to work on was repaired, the next in the que was not assigned to damage control to start working on.
Title:
Post by: Kurt on July 25, 2008, 08:15:50 PM
Steve -

I got the following error when I gave my transport fleet orders to pick up five prefabbed PDC components, transport them to another planet, and drop them off:

Error in PickUpFactory
Error 3265 was generated by DAO.fields
Item not found in this collection

The orders appeared to work anyway, in that the components disappeared from earth and appeared to show up on the other planet, however, there seems to be a problem.  A line for the components shows up on the economic screen on the far right/bottom, but it shows that there are 0 components present.  

Two more items of weirdness.  I sent my freighters to ship them back to Earth to recreate the error (so that I could send this message), and the freighters picked them up fine, but generated the same error message.  However, I noted that the freighters took zero time to pick them up.  It should have taken them quite a while to pick them up, but they set out for Earth immediately.  Also, when they unloaded the components on Earth, they disappeared completely, not even creating an entry on the economic screen.  

Very strange.

Kurt
Title:
Post by: IanD on July 29, 2008, 04:02:11 AM
Quote from: "SteveAlt"
Quote from: "IanD"
The "Join Task Group" order still does not work properly in the F12 screen, does not delete the old task group and duplicates the ships into the target task group. If you delete the extraneous task groups you delete your ships! :cry:
Do you mean the Join Task Group that order that you issue on this window and it happens as the clock advances or one of the various combine orders using buttons? I use the Join Task Group order all the time without any problems. There is something very weird here because it is physically impossible within the database for a ship to be in more than one task group. There is a single ID on the Ship table that specifies the ship's current task group and it can't contain more than one task group ID.

How did you see the ships in more than one task group? Were they listed on the F12 window? Please can you try this again and if you get the duplicate ships, send me a copy of your database file (Stevefire.mdb) so I can see what is happening.

Steve


Steve - How do I send a 21.6Mb file as my email limit is 10Mb! Does it shrink sufficiently if I Winrar it?

I have been away with work and leave, so a bit rusty. The ships were listed in the F12 window. I have gone back to manually transfering ships which works fine.

Regards
Title:
Post by: IanD on July 29, 2008, 02:29:52 PM
I still get the error when I jion one task group to another. The error message reads"No record of task group in cboFleets_Click"

I definitely have the same ship in two task groups!

Regards
Title: Damaged Ships report
Post by: ZimRathbone on July 29, 2008, 08:21:01 PM
When choosing the Damaged Ships from the Empires Menu, the program ends up in an infinite loop of Error 91s.  There is also a message about being toomany fields in the query.

There are damaged ships to report on, athough the damage is due to maintenance failures.

BTW could you please note in the Class design screen the largest replacement cost?  I note that the most likely failures also tend to be the most expensive to fix, and therefore the ones most likely to exceed the maint capability - usually on the support ships too.
Title:
Post by: IanD on August 07, 2008, 01:22:02 PM
Not sure if this is just my game, but when a fleet qualifies for a conditional order, it stops moving, But still burns fuel! I am now running V3.11, can't say I saw it before this version
Regards
Ian
Title:
Post by: Steiners on August 14, 2008, 03:59:25 AM
when using geo surveying or status it give:

Run-time error '3075':

Errore di sintassi (virgola) nell'espressione della query 's.SystemBodyID IN(select SystemBodyID from SystemBodySurveys where SystemID = 2942 and RaceID = 609 and d.SystemBodyID = s.SystemBodyID and d.MaterialID = 1 ad d.Amount > 0 and d.Amount > 0 and d.Accessibility >= 0,1'.

Translated there is some syntax error in the expression of the query
Title:
Post by: Erik L on August 14, 2008, 09:41:03 AM
Quote from: "Steiners"
when using geo surveying or status it give:

Run-time error '3075':

Errore di sintassi (virgola) nell'espressione della query 's.SystemBodyID IN(select SystemBodyID from SystemBodySurveys where SystemID = 2942 and RaceID = 609 and d.SystemBodyID = s.SystemBodyID and d.MaterialID = 1 ad d.Amount > 0 and d.Amount > 0 and d.Accessibility >= 0,1'.

Translated there is some syntax error in the expression of the query


Change your windows settings to use a period (.) instead of comma (,) for the decimal notation.
Title:
Post by: Steiners on August 15, 2008, 10:43:25 AM
Quote from: "Erik Luken"
Quote from: "Steiners"
when using geo surveying or status it give:

Run-time error '3075':

Errore di sintassi (virgola) nell'espressione della query 's.SystemBodyID IN(select SystemBodyID from SystemBodySurveys where SystemID = 2942 and RaceID = 609 and d.SystemBodyID = s.SystemBodyID and d.MaterialID = 1 ad d.Amount > 0 and d.Amount > 0 and d.Accessibility >= 0,1'.

Translated there is some syntax error in the expression of the query

Change your windows settings to use a period (.) instead of comma (,) for the decimal notation.


mmm sorry the noob question but... how? i can't seem to find the option in any part of the system.
And another question not 3.1 strictly related.. i've used aurora at work and run fine (well except some button and other option error but they were my fault) but on the home pc with vista i can't seem to see all the window (especially the economic one)... they're all cutted and unscrollable... any way to fix it?? it happen on any resolution
how sayed especially the economic window i can't just see all of it no matter what i do

edit: resolved the geo problem but the windows scale problem remain
Title:
Post by: Erik L on August 15, 2008, 01:52:52 PM
Quote from: "Steiners"
Quote from: "Erik Luken"
Quote from: "Steiners"
when using geo surveying or status it give:

Run-time error '3075':

Errore di sintassi (virgola) nell'espressione della query 's.SystemBodyID IN(select SystemBodyID from SystemBodySurveys where SystemID = 2942 and RaceID = 609 and d.SystemBodyID = s.SystemBodyID and d.MaterialID = 1 ad d.Amount > 0 and d.Amount > 0 and d.Accessibility >= 0,1'.

Translated there is some syntax error in the expression of the query

Change your windows settings to use a period (.) instead of comma (,) for the decimal notation.

mmm sorry the noob question but... how? i can't seem to find the option in any part of the system.
And another question not 3.1 strictly related.. i've used aurora at work and run fine (well except some button and other option error but they were my fault) but on the home pc with vista i can't seem to see all the window (especially the economic one)... they're all cutted and unscrollable... any way to fix it?? it happen on any resolution
how sayed especially the economic window i can't just see all of it no matter what i do

edit: resolved the geo problem but the windows scale problem remain


Minimum resolution is 1280x1024.
Title:
Post by: IanD on August 15, 2008, 02:39:13 PM
While exploring a new warp point got an Error 11, contact SW etc etc.

This error appeared to generate a new system (the Rosyth system) that has no links to my existing systems! (And froze the program). Not sure if its my installation or a programme error.

Steve - I have the database (it now masses about 41Mb) on a 64Mb memory stick and can send it to you through the mail if you want.

Regards
Title:
Post by: Hawkeye on August 19, 2008, 01:29:56 PM
Not sure if this is realy a bug it just seems very strange.

In a small game, I had race A getting an active scan of a race B ship.
Race A started to research communication, gets lucky and succeeds real fast.
Then Race A goes for a NAP and succeeds the first time.

Now, there are two races wich have a treaty with each other, but race B, which hasn?t have an active scan of any ship from race A, doesn?t seem to know that race A even exists. There is nothing in the diplomacy window, nor in the intel screen (well, the last one makes sense, as they haven?t scanned any race A ship, so there is simply no intel on them).

But not to be able to initiate diplomatic actions, when having allready signed a treaty seems very odd.
Title:
Post by: Kurt on August 19, 2008, 08:43:53 PM
Quote from: "Hawkeye"
Not sure if this is realy a bug it just seems very strange.

In a small game, I had race A getting an active scan of a race B ship.
Race A started to research communication, gets lucky and succeeds real fast.
Then Race A goes for a NAP and succeeds the first time.

Now, there are two races wich have a treaty with each other, but race B, which hasn?t have an active scan of any ship from race A, doesn?t seem to know that race A even exists. There is nothing in the diplomacy window, nor in the intel screen (well, the last one makes sense, as they haven?t scanned any race A ship, so there is simply no intel on them).

But not to be able to initiate diplomatic actions, when having allready signed a treaty seems very odd.


I noticed this as well, in my 6 Powers Campaign, and I meant to mention it.  I too have situations where one side has a relationship, but the other doesn't even know that race exists.  

Perhaps, once a race that has detected another initiates a communication attempt, the race being communicated with automatically gains knowledge that the first race exists, even if it doesn't detect that race's ships.

Kurt
Title: Passive targeting does not appear to be working
Post by: Charlie Beeler on August 20, 2008, 03:23:01 PM
This design

Code: [Select]
Spruance class Fighter    345 tons     33 Crew     43 BP      TCS 6.9  TH 36  EM 0
5217 km/s     Armour 1-4     Shields 0-0     Sensors 25/0/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 69%    IFR: 1%    Maintenance Capacity 0 MSP

FTR Ion Engine E900 (1)    Power 36    Efficiency 90.00    Signature 36    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (30 hours at full power)

Thermal Sensor TH5-25/100 (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km

This design is classed as a fighter for production and combat purposes

has approached as close as 100k to this design

Code: [Select]
Lancea class Battleship    26000 tons     2147 Crew     3289.8 BP      TCS 520  TH 1260  EM 2400
2423 km/s     Armour 6-78     Shields 80-600     Sensors 24/15/0/0     Damage Control Rating 46     PPV 221
Annual Failure Rate: 901%    IFR: 12.5%    Maintenance Capacity 3474 MSP
Flag Bridge    Magazine 480    

Ion Engine E9 (21)    Power 60    Efficiency 0.90    Signature 60    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 46.2 billion km   (220 days at full power)
Gamma R600/18 Shields (40)   Total Fuel Cost  720 Litres per day

15cm C3 Ultraviolet Laser (10)    Range 240,000km     TS: 3200 km/s     Power 6-3     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Quad Gauss Cannon R3-100 Turret (2x4)    Range 30,000km     TS: 12800 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
30cm Railgun V1/C3 (5x4)    Range 70,000km     TS: 3200 km/s     Power 21-3     RM 1    ROF 35        7 3 2 1 1 1 1 0 0 0
Fire Control S04 160-3200 (2)    Max Range: 320,000 km   TS: 3200 km/s     97 94 91 88 84 81 78 75 72 69
PD Fire Control S04 32-12800 (2)    Max Range: 64,000 km   TS: 12800 km/s     84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (5)     Total Power Output 45    Armour 0    Exp 5%

Size 24 Box Launcher (20)    Missile Size 24    Hangar Reload 180 minutes    MF Reload 30 hours
Missile Fire Control FC10-R80/100 (1)     Range 24.0m km    Resolution 80
Salvo Missile (20)  Speed: 16000 km/s   End: 17.4 minutes    Range: 16.7m km   Warhead: 40    MR: 18    Size: 24

Active Search Sensor S10-R1/100 (1)     GPS 10     Range 100k km    Resolution 1
Active Search Sensor S42-R80/100 (1)     GPS 3360     Range 33.6m km    Resolution 80
Thermal Sensor TH3-24/100 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Electromagnetic Sensor EM15 (1)     Sensitivity 15     Detect Sig Strength 1000:  15m km

and this design

Code: [Select]
Enterprise class Fighter    290 tons     12 Crew     37.5 BP      TCS 5.8  TH 36  EM 0
6206 km/s     Armour 1-3     Shields 0-0     Sensors 1/0/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 58%    IFR: 0.8%    Maintenance Capacity 0 MSP
Magazine 20    

FTR Ion Engine E900 (1)    Power 36    Efficiency 90.00    Signature 36    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.7 billion km   (30 hours at full power)

Size 2 Box Launcher (10)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC10-R100/100 (1)     Range 30.0m km    Resolution 100
fASM (10)  Speed: 12000 km/s   End: 34.7 minutes    Range: 25m km   Warhead: 5    MR: 18    Size: 2

This design is classed as a fighter for production and combat purposes


is unable to see the battleship as a valid target from will within missile and fire control range.  I've swapped equivelent EM sensor for the Thermal sensor in the Spruance with not effect.  Thermal and EM contacts show on the system map and event log function as expected.
Title: Re: Passive targeting does not appear to be working
Post by: Kurt on August 20, 2008, 04:29:04 PM
Quote from: "Charlie Beeler"
This design

<snip designs>

is unable to see the battleship as a valid target from will within missile and fire control range.  I've swapped equivelent EM sensor for the Thermal sensor in the Spruance with not effect.  Thermal and EM contacts show on the system map and event log function as expected.


Can you target any "Thermal-Only" contact, or do you need active sensors to acquire targets?

Kurt

Edit: Okay, I found this thread which explains this situation:

http://aurora.pentarch.org/viewtopic.ph ... =targeting (http://aurora.pentarch.org/viewtopic.php?t=1082&highlight=targeting)

Basically, you cannot target passive contacts.
Title:
Post by: Charlie Beeler on August 20, 2008, 09:52:32 PM
Ok, I think I know what I was miss remembering.  Missiles with thermal sensors can be targeted at a waypoint and then home in on  the closest (or is it strongest in detection range?) thermal signatures.  Not sure if Transponder IFF's are limited to active guidence or even used in targeting.
Title:
Post by: Charlie Beeler on August 21, 2008, 12:00:39 PM
There appears to be an issue with hanger reloading.  Actually I think there is a potential issue with missile reloading over all.

After launching missiles the battle window will start a reload clock, even if there is no magazine to reload from (ie box launcher on a fighter).  Clock runs down after the fighter lands on mothership.  Wait full hanger reload time.  The battle window shows that the launcher(s) is loaded and ready to fire.  The fighter window and ship display show that no missiles are available to fire.  

If no missiles are available for reload, shouldn't the clock not start and instead display message to the effect that there are no missiles available.  Once the ship/fighter is in a hanger then start the reload time, but only if there are valid (ie assigned loadout types) missiles available from the mothership magazines.

I'm getting around the issue by using the reload button on the fighter screen.  

It's entirely possible I'm just issuing orders to the fighters incorrectly.
Title:
Post by: Erik L on August 24, 2008, 04:32:14 PM
During initial race setup, when you select Yes to "has this race surveyed system for grav" it does not mark the survey locations as surveyed. So a fleet on automatic, will do these, even though you can see all the jump points.
Title:
Post by: Erik L on August 24, 2008, 05:17:24 PM
Here's an interesting one.

If you have a yard that can build more than one ship class, and the "default" (alphabetically first) class has no class name theme, none of the ships built by that yard will use a theme, even if there is one assigned.
Title:
Post by: Erik L on August 25, 2008, 02:12:26 PM
Using the Ships requiring repair command... Generates an error "Too many fields defined" and then a cascade of Error 91's.
Title:
Post by: Erik L on August 25, 2008, 02:50:57 PM
Started a new campaign.

Emplaced a colony on Mars pre-start. Built a pre-fab PDC on Earth, for transport to Mars. It got constructed. 59 parts.

Sent a cargo fleet to transport the parts. They carried 50/59. The 9 remaining disappeared from Earth (cannot issue a pickup order), and Mars has only 50. The fleet is empty cargo-wise.
Title:
Post by: Erik L on August 25, 2008, 04:43:41 PM
Should ships undergoing a major overhaul suffer maintenance failures?
Title:
Post by: Erik L on August 25, 2008, 05:16:30 PM
In addition to the above... I had a ship in major overhaul explode due to catastrophic failure.
Title:
Post by: James Patten on August 25, 2008, 06:13:55 PM
Quote from: "Erik Luken"
...I had a ship in major overhaul explode due to catastrophic failure.


Wouldn't that take out the shipyard as well?  :shock:
Title:
Post by: Erik L on August 25, 2008, 06:58:32 PM
Quote from: "James Patten"
Quote from: "Erik Luken"
...I had a ship in major overhaul explode due to catastrophic failure.

Wouldn't that take out the shipyard as well?  :shock:


Or a goodly number of maintenance workers...
Title:
Post by: Erik L on August 25, 2008, 07:57:16 PM
Are civilian ships supposed to get naval officers assigned to them?
Title:
Post by: Erik L on August 25, 2008, 08:38:28 PM
Typo in the civilian grav survey message when it cannot complete.

"survey" is spelled "surveu"
Title:
Post by: IanD on August 26, 2008, 02:39:32 AM
A few minor nit picking points, I find with my Aurora installation that:

1)   I thought that a dark blue dot and circle in a system shown on the galactic map indicated a planet with a habitability index of 2 or less present in the system, but I have found at least two systems which have the blue dot and ring where the lowest habitability index is about 8.

2)   I have just had an ice sheet melt on a colony and got a message to the effect that because of the ice sheet melting the albedo had increased from 0.85 to 0.95. I think this is round the wrong way.

3)   In the systems list for UK cities, Southhamton should only have one h.

Regards
Title:
Post by: ZimRathbone on August 26, 2008, 07:28:05 AM
Quote from: "IanD"
A few minor nit picking points, I find with my Aurora installation that:


3)   In the systems list for UK cities, Southhamton should only have one h.

Regards


and a "p" surely...

 :)
 mike
Title:
Post by: IanD on August 27, 2008, 02:18:35 AM
Quote
A few minor nit picking points, I find with my Aurora installation that:


3) In the systems list for UK cities, Southhamton should only have one h.

Regards


and a "p" surely...


Yes, but that's my typing :oops:

Regards
Title:
Post by: IanD on August 27, 2008, 02:30:10 AM
Quote
Not sure if this is just my game, but when a fleet qualifies for a conditional order, it stops moving, But still burns fuel! I am now running V3.11, can't say I saw it before this version


I am still getting this as an intermittent bug. It seems to happen when a task group has a series of orders such as ?transit Sol wp, go to Earth, unload minerals.? The refuel conditional order is inserted above the existing set so it becomes ?transit Sol wp, refuel at Earth, transit Sol wp, go to Earth, unload minerals?. This appears to cause the task group to either stay in place still burning fuel as if it was moving or go off in what appears to be a random direction.

Regards
Title:
Post by: SteveAlt on August 27, 2008, 09:17:45 AM
Quote from: "IanD"
A few minor nit picking points, I find with my Aurora installation that:

1)   I thought that a dark blue dot and circle in a system shown on the galactic map indicated a planet with a habitability index of 2 or less present in the system, but I have found at least two systems which have the blue dot and ring where the lowest habitability index is about 8.
It can show up differently for different species. Make sure you are checking in both places with the same species selected to view. It may also be that the habitable world is one of the other components of the star. Make sure you check all the tabs on the F9 view for multiple-star systems.

Quote
2)   I have just had an ice sheet melt on a colony and got a message to the effect that because of the ice sheet melting the albedo had increased from 0.85 to 0.95. I think this is round the wrong way.
In the real world yes, but Albedo numbers in Aurora works in reverse to make it easier to understand. Surface Temperature in Kelvin = Base Temperature in Kelvin x Greenhouse Factor x Albedo, so in this case higher albedo = higher temperature.

Quote
3)   In the systems list for UK cities, Southhamton should only have one h.

Corrected for v3.2

Steve
Title:
Post by: Erik L on August 27, 2008, 11:58:53 AM
Not sure if this is a bug or not. Had some ruins that gave me 10cm Advanced Laser. I researched it, and the 12cm Adv showed up. And the 15cm after, and so on. Is that supposed to act that way or no?
Title:
Post by: Erik L on August 27, 2008, 12:03:24 PM
I created a couple new ships. The intended fleets were not in-system, so the ships ended up in my reserves. However, I could use the Organization tab from the F12 screen to shift the ships to their fleets, even though they are out-system.

Maybe disallow that, or break the transferred ship out into a temp fleet and have it travel to the new fleet.
Title:
Post by: SteveAlt on August 27, 2008, 12:40:29 PM
Quote from: "Erik Luken"
Not sure if this is a bug or not. Had some ruins that gave me 10cm Advanced Laser. I researched it, and the 12cm Adv showed up. And the 15cm after, and so on. Is that supposed to act that way or no?

Yes, that is supposed to happen. The initial ruins discovery opens up the new tech line. After that you can research it normally.

Steve
Title:
Post by: IanD on August 28, 2008, 02:58:25 AM
Quote
A few minor nit picking points, I find with my Aurora installation that:

1) I thought that a dark blue dot and circle in a system shown on the galactic map indicated a planet with a habitability index of 2 or less present in the system, but I have found at least two systems which have the blue dot and ring where the lowest habitability index is about 8.

It can show up differently for different species. Make sure you are checking in both places with the same species selected to view. It may also be that the habitable world is one of the other components of the star. Make sure you check all the tabs on the F9 view for multiple-star systems.


I checked all the components, nothing below a habitability index of about 8. Both races in the game are "terran normal", both liking the same planet types. In fact the first couple of these systems occurred when only one race was in the game, so there was not another race to check with.

Regards
Title:
Post by: Father Tim on September 02, 2008, 08:38:45 PM
As I was trying to squeeze a half-size laser into a small patrol boat, I was thrilled to learn that my skilled workers would do the work for free:


10cm C0.05 Infrared Laser

Damage Output 3     Rate of Fire: 300 seconds     Range Modifier: 1
Max Range 30,000 km     Laser Size: 2    Laser HTK: 0
Power Requirement: 3    Power Recharge per 5 Secs: 0.05
Cost: 0    Crew: 5
Materials Required: 0x Duranium  0x Boronide  0x Corundium

Development Cost for Project: 0RP
Title:
Post by: IanD on September 03, 2008, 07:27:39 AM
Quote
Emplaced a colony on Mars pre-start. Built a pre-fab PDC on Earth, for transport to Mars. It got constructed. 59 parts.

Sent a cargo fleet to transport the parts. They carried 50/59. The 9 remaining disappeared from Earth (cannot issue a pickup order), and Mars has only 50. The fleet is empty cargo-wise.


This has also happened to me in-game. I built a small prefab PDC with 28 components, found only 25 delivered, none remain on Earth.

Regards
Title:
Post by: Cassaralla on September 03, 2008, 08:09:19 AM
Quote from: "IanD"
Quote
Emplaced a colony on Mars pre-start. Built a pre-fab PDC on Earth, for transport to Mars. It got constructed. 59 parts.

Sent a cargo fleet to transport the parts. They carried 50/59. The 9 remaining disappeared from Earth (cannot issue a pickup order), and Mars has only 50. The fleet is empty cargo-wise.

This has also happened to me in-game. I built a small prefab PDC with 28 components, found only 25 delivered, none remain on Earth.

Regards


Had the same problem here.  Built 2 51-part prefab PDC's, transported them to the new world and only 100 parts showed up.  The other 2 dissappeared into thin air.  1 PDC did assemble out of the 100 parts though leaving an annoyinh 49 on the colony.
Title:
Post by: IanD on September 03, 2008, 09:01:50 AM
Quote
Had the same problem here. Built 2 51-part prefab PDC's, transported them to the new world and only 100 parts showed up. The other 2 dissappeared into thin air. 1 PDC did assemble out of the 100 parts though leaving an annoyinh 49 on the colony.


I tried building fractional quantities of prefab PDC to make up for the missing parts , but no luck, would not accept the build order at either location.

Regards
Title:
Post by: Cassaralla on September 03, 2008, 11:27:06 AM
Another error with prefab PDCs, or at least i think it's an error.  The one I managed to get assembled cannot be renamed.  It shows up on my Task Force table as being present and I can transfer GUs in to it, but it doesn't appear on the F6 Ship List and I can't find a way of renaming it.
Title:
Post by: Hawkeye on September 03, 2008, 12:24:12 PM
Quote from: "Cassaralla"
Another error with prefab PDCs, or at least i think it's an error.  The one I managed to get assembled cannot be renamed.  It shows up on my Task Force table as being present and I can transfer GUs in to it, but it doesn't appear on the F6 Ship List and I can't find a way of renaming it.


I belive I can help with this, as I had the same problem.
Once a Prefabed PDC is assembled, it is placed in a Task Force of its own. Just transfere it to another one and it will show up.

This is all off the top of my head, which is known to sometimes play jokes on me, so it is possible I?m remembering something incorrectly.


Ralph Hoenig, Germany
Title:
Post by: Cassaralla on September 03, 2008, 01:19:23 PM
Quote from: "Hawkeye"
Quote from: "Cassaralla"
Another error with prefab PDCs, or at least i think it's an error.  The one I managed to get assembled cannot be renamed.  It shows up on my Task Force table as being present and I can transfer GUs in to it, but it doesn't appear on the F6 Ship List and I can't find a way of renaming it.

I belive I can help with this, as I had the same problem.
Once a Prefabed PDC is assembled, it is placed in a Task Force of its own. Just transfere it to another one and it will show up.

This is all off the top of my head, which is known to sometimes play jokes on me, so it is possible I?m remembering something incorrectly.


Ralph Hoenig, Germany


Thanks, that worked just as written . . . PDC renamed.
Title:
Post by: Cassaralla on September 05, 2008, 02:03:37 PM
Further problems of the PDC kind.  I have amazing teleporting PDCs.  I created one from prefab on a colony world.  Changed it's Task group so I could rename it but forgot to change the task group's location to the correct planet.  One press of 5 Days and the PDC is back on my homewrold 4 jumps away taking with it the 5 infantry units I had stationed in it.
Title:
Post by: Hawkeye on September 13, 2008, 08:47:00 AM
I had a small survey ship destroyed when it surveyed a system with a NPC race. The warship that blew it away captured the life pod (which also held the commander of the survey ship).
After the rescue, the officer showed up in my officer pool again.


Ralph Hoenig, Germany
Title:
Post by: Kurt on September 20, 2008, 02:03:29 PM
I seem to remember someone else having this same problem -

Aurora seems to think that there are PDC's present on a moon when there are not.  Ground fighting has taken place on one of the moons of Saturn in my campaign, a hard fought campaign involving approximately twelve ground units of various types between the two sides.  

First off, ground combat seems to be handled different in 3.1 from the last time I had a ground combat, and I like the change.  Having said that, once one side finished off the other's ground units, Aurora kind of stalled out.  During the last time advance with ground fighting Aurora merely noted that the losing side had lost its last ground unit.  I told the winning side's ground units to continue attacking and advanced the time five days again, and Aurora gave the following message in the Event screen:

"General Ground Attack on Titan.  No defending units are present.  However, one or more enemy PDC's are still in operation and may contain additional units."

This statement is completely false.  Neither side has built any PDC's on Titan, or even planned to build any.  I don't know if Aurora is somehow considering other PDC's in the same system or what.  

Kurt
Title:
Post by: Kurt on September 20, 2008, 05:24:45 PM
Yet another bug that could only be created by stupidity  :D )

At some point I noticed my mistake, as the DDE class screen was almost blank, with only engines installed.  I completed the design, with weapons, defenses, sensors, etc., and made sure that the completed ships of that class accurately reflected the correct design on the "Ship" screen.  

All was well and good until I tried to use that design in battle.  The "Battle Control" screen would not reflect the correct systems for that design no matter what I did.  I tried the following:

1.  I tried to force a refresh by going to the "Ship" screen and viewing each individual ship, no joy.  

2.  I then reviewed the design, discovered that it wasn't "locked" because there was an error (the crew space was too small), fixed that and locked it, then went to the Ship screen and reviewed all of the ships.  No joy.  

3.  I then used the Fast OOB creator to create entirely new ships using the newly fixed design.  No joy - the Battle Control screen still said that the new ships had no weapons, tracking systems, or sensors.

4.  I then copied the old design, used the Fast OOB to create new ships of the copied design.  No joy, the Battle Control screen still insisted that the new ships had no weapons or sensors or control systems.  

5.  Finally I created a new design from scratch, with all of the same systems as the old design, and Fast OOB'd new ships of the new design.  This worked.  

I have no idea what the Battle Control window is locked on to, as nothing I could find had the old faulty design on it.  

Kurt
Title:
Post by: Steve Walmsley on September 21, 2008, 04:48:54 AM
Quote from: "Kurt"
Yet another bug that could only be created by stupidity  :D )

At some point I noticed my mistake, as the DDE class screen was almost blank, with only engines installed.  I completed the design, with weapons, defenses, sensors, etc., and made sure that the completed ships of that class accurately reflected the correct design on the "Ship" screen.  

All was well and good until I tried to use that design in battle.  The "Battle Control" screen would not reflect the correct systems for that design no matter what I did.  I tried the following:

1.  I tried to force a refresh by going to the "Ship" screen and viewing each individual ship, no joy.  

2.  I then reviewed the design, discovered that it wasn't "locked" because there was an error (the crew space was too small), fixed that and locked it, then went to the Ship screen and reviewed all of the ships.  No joy.  

3.  I then used the Fast OOB creator to create entirely new ships using the newly fixed design.  No joy - the Battle Control screen still said that the new ships had no weapons, tracking systems, or sensors.

4.  I then copied the old design, used the Fast OOB to create new ships of the copied design.  No joy, the Battle Control screen still insisted that the new ships had no weapons or sensors or control systems.  

5.  Finally I created a new design from scratch, with all of the same systems as the old design, and Fast OOB'd new ships of the new design.  This worked.  

I have no idea what the Battle Control window is locked on to, as nothing I could find had the old faulty design on it.  

That is weird, although I have problems in the past with the battle control window somehow looking at really old information. If you still have the problem design in the database, please could you send it to me.

Steve
Title:
Post by: Steve Walmsley on September 21, 2008, 04:52:15 AM
Quote from: "Cassaralla"
Further problems of the PDC kind.  I have amazing teleporting PDCs.  I created one from prefab on a colony world.  Changed it's Task group so I could rename it but forgot to change the task group's location to the correct planet.  One press of 5 Days and the PDC is back on my homewrold 4 jumps away taking with it the 5 infantry units I had stationed in it.

I think this is a problem with the AI that causes PDCs to get homesick (just kidding). Just to clarify, when you say you forgot to change the TGs location. Where was the task group and where were you changing it from and to. If it was still at your homeworld, the PDcs would still be there too.

Steve
Title:
Post by: Steve Walmsley on September 21, 2008, 05:11:56 AM
Quote from: "Kurt"
I seem to remember someone else having this same problem -

Aurora seems to think that there are PDC's present on a moon when there are not.  Ground fighting has taken place on one of the moons of Saturn in my campaign, a hard fought campaign involving approximately twelve ground units of various types between the two sides.  

First off, ground combat seems to be handled different in 3.1 from the last time I had a ground combat, and I like the change.  Having said that, once one side finished off the other's ground units, Aurora kind of stalled out.  During the last time advance with ground fighting Aurora merely noted that the losing side had lost its last ground unit.  I told the winning side's ground units to continue attacking and advanced the time five days again, and Aurora gave the following message in the Event screen:

"General Ground Attack on Titan.  No defending units are present.  However, one or more enemy PDC's are still in operation and may contain additional units."

This statement is completely false.  Neither side has built any PDC's on Titan, or even planned to build any.  I don't know if Aurora is somehow considering other PDC's in the same system or what.  

I just ran a test on this and there was a bug, just not the one I expected. I can't even get to the message above because there is a mistake in the SQL for the check on PDCs. Its corrected now but I am not sure how to fix your problem as I can't recreate it. The code for the check worked once I fixed the SQL problem.

However, as a complete guess at a (hacky) workaround, just temporarily move the task force containing the defenders PDCs in the same system to a different system using SM mode and the Additional Information tab on the F12 window. See if the surrender occurs. If so, move them back. If not, let me know what happens. Back up the database first :)

Steve
Title:
Post by: Cassaralla on September 21, 2008, 05:15:53 AM
Quote from: "Steve Walmsley"
Quote from: "Cassaralla"
Further problems of the PDC kind.  I have amazing teleporting PDCs.  I created one from prefab on a colony world.  Changed it's Task group so I could rename it but forgot to change the task group's location to the correct planet.  One press of 5 Days and the PDC is back on my homewrold 4 jumps away taking with it the 5 infantry units I had stationed in it.
I think this is a problem with the AI that causes PDCs to get homesick (just kidding). Just to clarify, when you say you forgot to change the TGs location. Where was the task group and where were you changing it from and to. If it was still at your homeworld, the PDcs would still be there too.

Steve


The PDC was on a colony 4 jumps from the homeworld.  The TG I moved it to was one I'd just created as new . . . so I guess that was on the Homeworld.  So when I moved the PDC so I could rename it . . . it teleported 4 jumps.  I've since been able to successfully setup and rename PDCs on colonies by being careful on the TG screen to make sure it was always set to the correct planet/system.
Title:
Post by: Steve Walmsley on September 21, 2008, 05:24:40 AM
Quote from: "Cassaralla"
Another error with prefab PDCs, or at least i think it's an error.  The one I managed to get assembled cannot be renamed.  It shows up on my Task Force table as being present and I can transfer GUs in to it, but it doesn't appear on the F6 Ship List and I can't find a way of renaming it.

When a PDC is created, it is placed in a fleet. Unfortunately I had forgotten to assign a Task ForceID to fleets created for that reason. Only ships in fleets with valid task force IDs show up on the F6 window. It is fixed for the nest version.

Steve
Title:
Post by: Steve Walmsley on September 21, 2008, 05:31:54 AM
Quote from: "Erik Luken"
I created a couple new ships. The intended fleets were not in-system, so the ships ended up in my reserves. However, I could use the Organization tab from the F12 screen to shift the ships to their fleets, even though they are out-system.

Maybe disallow that, or break the transferred ship out into a temp fleet and have it travel to the new fleet.

I have changed the F12 window so the only destination fleets on the organization tab of the F12 window are fleets in the same system.

Steve
Title:
Post by: Steve Walmsley on September 21, 2008, 05:36:09 AM
Quote from: "Father Tim"
As I was trying to squeeze a half-size laser into a small patrol boat, I was thrilled to learn that my skilled workers would do the work for free:

:)

Corrected for v3.2. Lasers now have a minimum cost of 1 BP.

Steve
Title:
Post by: Steve Walmsley on September 21, 2008, 08:29:26 AM
I finally tracked down and fixed the problem with ships zipping across the system when set to survey next 5 system bodies.

Steve
Title:
Post by: Kurt on September 21, 2008, 11:57:48 AM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Yet another bug that could only be created by stupidity  :D )

At some point I noticed my mistake, as the DDE class screen was almost blank, with only engines installed.  I completed the design, with weapons, defenses, sensors, etc., and made sure that the completed ships of that class accurately reflected the correct design on the "Ship" screen.  

All was well and good until I tried to use that design in battle.  The "Battle Control" screen would not reflect the correct systems for that design no matter what I did.  I tried the following:

1.  I tried to force a refresh by going to the "Ship" screen and viewing each individual ship, no joy.  

2.  I then reviewed the design, discovered that it wasn't "locked" because there was an error (the crew space was too small), fixed that and locked it, then went to the Ship screen and reviewed all of the ships.  No joy.  

3.  I then used the Fast OOB creator to create entirely new ships using the newly fixed design.  No joy - the Battle Control screen still said that the new ships had no weapons, tracking systems, or sensors.

4.  I then copied the old design, used the Fast OOB to create new ships of the copied design.  No joy, the Battle Control screen still insisted that the new ships had no weapons or sensors or control systems.  

5.  Finally I created a new design from scratch, with all of the same systems as the old design, and Fast OOB'd new ships of the new design.  This worked.  

I have no idea what the Battle Control window is locked on to, as nothing I could find had the old faulty design on it.  
That is weird, although I have problems in the past with the battle control window somehow looking at really old information. If you still have the problem design in the database, please could you send it to me.

Steve


I have the updated, corrected version of the design (which still doesn't work in the Battle Control window).  

Kurt
Title:
Post by: Kurt on September 21, 2008, 11:59:34 AM
Quote from: "Steve Walmsley"
I finally tracked down and fixed the problem with ships zipping across the system when set to survey next 5 system bodies.

Steve


I'm sure this one was fun to track down!

Kurt
Title:
Post by: sloanjh on September 21, 2008, 02:52:21 PM
Quote from: "Steve Walmsley"
I finally tracked down and fixed the problem with ships zipping across the system when set to survey next 5 system bodies.

Steve

Yippee!! :-)
Title:
Post by: sloanjh on September 21, 2008, 02:52:54 PM
Quote from: "Steve Walmsley"
I finally tracked down and fixed the problem with ships zipping across the system when set to survey next 5 system bodies.

Steve

Yippee!! :-)
Title:
Post by: schroeam on September 23, 2008, 09:18:53 PM
Maybe this has been posted before, but I'm not sure... anyway, should I be able to put more colonists on a planet classified as unsuitable than on a planet with a colony cost of 2.2.  I have 106 units of infrastructure with a pop of 6.35m and a growth rate of 12.5% on the unsuitable and 1192 units of infrastructure with a pop of 4.68m, supported pop of 5.46m, and growth rate of 12.00%.  Doesn't pass the common sense test.  I am in full support of placing colonies on unsuitable planets, but with much more infrastructure than on planets needing a little terraforming.  Any thoughts?
Title:
Post by: Charlie Beeler on September 29, 2008, 07:33:10 AM
I don't see that anyone has reported this one.

I'm unable to select either teams or commanders for pickup or dropoff in the task group screen(f12).  I can see the command, select the command which activates the sub-window for selecting the team or commander.  I can even highlight my selection, but the command is never issued to the task group.  I'm able to use the transfer functions in the commander, personel, and ship screens still.
Title:
Post by: SteveAlt on September 29, 2008, 07:52:22 AM
Quote from: "Charlie Beeler"
I don't see that anyone has reported this one.

I'm unable to select either teams or commanders for pickup or dropoff in the task group screen(f12).  I can see the command, select the command which activates the sub-window for selecting the team or commander.  I can even highlight my selection, but the command is never issued to the task group.  I'm able to use the transfer functions in the commander, personel, and ship screens still.

I use this all the time so something weird is going on. Do you click the add order button or try to double-click on the order?

Steve
Title:
Post by: Charlie Beeler on September 29, 2008, 09:10:30 AM
Double click.  For some reason I don't think about the ADD button.  I'll try that the next time I need to move personel.  Knew I was overlooking something simple.

Thanks.
Title:
Post by: Father Tim on September 29, 2008, 10:28:17 AM
Quote from: "Charlie Beeler"
Double click.  For some reason I don't think about the ADD button.  I'll try that the next time I need to move personel.  Knew I was overlooking something simple.

Thanks.


Yup, I have the same problem all the time.  ADD works, double-clicking doesn't.
Title: Re: 3.1 Bugs
Post by: Erik L on September 29, 2008, 03:48:42 PM
This has been around almost since the beginning. Commanders and teams react the same way.
Title: Re: 3.1 Bugs
Post by: Charlie Beeler on October 08, 2008, 08:34:23 AM
I haven't seen anyone else post this one.

Single race/single government.  Just started exploring other systems.  Civilian ships are not running transponders that I can tell.  I picketted a jump tender at a jumppoint.  "alien fleet" was detected nearby.  Next time hack the the jump tender has disapeared from it's task group, as well as the survey ship I had just attached to it.  Niether ship is in the ships table anymore.  Nor is there an event log posted to explain the missing ships.  This happened once before when I sent a frieghter to try to retrieve a civilian survey that was posting that I couldn't complete conditional orders.
Title: Re: 3.1 Bugs
Post by: Kurt on October 10, 2008, 10:22:23 PM
Steve -

Noticed these while fiddling with my campaign:

1.  On the Task Group screen, I noticed that there is now a nift "Add Colony" button on the bottom.  Very handy, but...while it worked fine the first time I used it, it didn't work at all the second time.  In fact, I pushed it four times and it didn't seem to do anything.  At that point I gave up, and it was only later that I figured out what it was actually doing.  When I saw that the default race had four colonies on a moon where they shouldn't have any, I realized that the "Add Colony" button creates a colony for the current default race, which is fine if the race selected on the Task Group screen is the same as the default race.  The button only seems to create a colony for the default race, regardless of which race is selected on the Task Group screen.  

2.  I have ended up with numerous class entries on the "Tactical Intelligence" screen, many of which don't contain any actual contacts.  This is mostly because of the type of campaign I'm playing, with everything concentrated in one system.  Before a recent battle, I tried to clean up the Tactical Intelligence window by getting rid of the classes that were empty and/or meaningless.  There is a "delete" button in the lower right hand corner, however, it doesn't seem to do anything.  

Kurt
Title: Re: 3.1 Bugs
Post by: SteveAlt on October 17, 2008, 07:40:35 AM
Quote from: "Kurt"
Steve -

Noticed these while fiddling with my campaign:

1.  On the Task Group screen, I noticed that there is now a nift "Add Colony" button on the bottom.  Very handy, but...while it worked fine the first time I used it, it didn't work at all the second time.  In fact, I pushed it four times and it didn't seem to do anything.  At that point I gave up, and it was only later that I figured out what it was actually doing.  When I saw that the default race had four colonies on a moon where they shouldn't have any, I realized that the "Add Colony" button creates a colony for the current default race, which is fine if the race selected on the Task Group screen is the same as the default race.  The button only seems to create a colony for the default race, regardless of which race is selected on the Task Group screen.  
Its actually worse than that. It sets up a colony with the right species but the wrong Empire :). Corrected for v3.2

Quote
2.  I have ended up with numerous class entries on the "Tactical Intelligence" screen, many of which don't contain any actual contacts.  This is mostly because of the type of campaign I'm playing, with everything concentrated in one system.  Before a recent battle, I tried to clean up the Tactical Intelligence window by getting rid of the classes that were empty and/or meaningless.  There is a "delete" button in the lower right hand corner, however, it doesn't seem to do anything.  
I forgot to put any code behind the button. Fixed for v3.2

Steve
Title: Re: 3.1 Bugs
Post by: SteveAlt on October 17, 2008, 07:45:10 AM
Quote from: "Charlie Beeler"
I haven't seen anyone else post this one.

Single race/single government.  Just started exploring other systems.  Civilian ships are not running transponders that I can tell.  I picketted a jump tender at a jumppoint.  "alien fleet" was detected nearby.  Next time hack the the jump tender has disapeared from it's task group, as well as the survey ship I had just attached to it.  Niether ship is in the ships table anymore.  Nor is there an event log posted to explain the missing ships.  This happened once before when I sent a frieghter to try to retrieve a civilian survey that was posting that I couldn't complete conditional orders.
Just to clarify, you had a jump ship and a survey ship at a jump point. You got a contact report about an alien fleet but there were no other races in the game. The next time increment after the alien fleet contact, the two ships at the jump point vanished. Did their fleet vanish as well or were there other ships in the same fleet? Was the alien contact a civilian ship?

Steve
Title: Re: 3.1 Bugs
Post by: Charlie Beeler on October 17, 2008, 11:32:08 AM
Quote from: "SteveAlt"
Quote from: "Charlie Beeler"
I haven't seen anyone else post this one.

Single race/single government.  Just started exploring other systems.  Civilian ships are not running transponders that I can tell.  I picketted a jump tender at a jumppoint.  "alien fleet" was detected nearby.  Next time hack the the jump tender has disapeared from it's task group, as well as the survey ship I had just attached to it.  Niether ship is in the ships table anymore.  Nor is there an event log posted to explain the missing ships.  This happened once before when I sent a frieghter to try to retrieve a civilian survey that was posting that I couldn't complete conditional orders.
Just to clarify, you had a jump ship and a survey ship at a jump point. You got a contact report about an alien fleet but there were no other races in the game. The next time increment after the alien fleet contact, the two ships at the jump point vanished. Did their fleet vanish as well or were there other ships in the same fleet? Was the alien contact a civilian ship?

Steve

Both ships were in the same task group and were the only ones in it.  Alien contact was indeed a civilian ship.  The task group remained with no ships.  When I openned the database the missing ships were no longer in the ships table nor appearently in the alien ships table.  This happened once before when sending a tanker to refuel a civilian geo-survey.  

Up to that point I had not renamed the race or classes in the contact screens.  Have no idea if it is really related, but i haven't had the issue repeat since I gave the "aliens" actual race and class names.
Title: Re: 3.1 Bugs
Post by: Kurt on October 17, 2008, 04:42:26 PM
Okay, I'm having a problem, and while it isn't game killing, it is very annoying.  

Ever since The Battle of the Moon, there has been an error popping up periodically that forces me to do a cntrl-alt-del to get out of Aurora.  The error is:

Error in ClearAllFC
Error 3021 was generated...
No current record

This appears to be related to ships being either refitted or repaired in shipyards as Aurora seems to hang while resolving shipyard actions.  At first I thought it was related to ships in the shipyard that had active fire control orders, but I cleared all of those and still got the error every once in a while.  There have been occasions where it has cleared itself with no action from me.  

Steve - if you have any idea what is causing this, I'd appreciate knowing so I can eliminate these errors.  At this point I'm considering going in and clearing all weapon assignments to fire controls, all point defense mode assignments, everything to do with fire controls.

Kurt
Title: Re: 3.1 Bugs
Post by: Charlie Beeler on October 17, 2008, 06:35:41 PM
Kurt, this is a long shot.  I've had similiar errors.  Most of them seem, for me, appear to be related to having an active fire order long after there are no more targets to assign.  I usually find at least 1 ship that never did get the ceasefire order.
Title: Re: 3.1 Bugs
Post by: SteveAlt on October 18, 2008, 12:37:18 AM
Quote from: "Kurt"
Okay, I'm having a problem, and while it isn't game killing, it is very annoying.  

Ever since The Battle of the Moon, there has been an error popping up periodically that forces me to do a cntrl-alt-del to get out of Aurora.  The error is:

Error in ClearAllFC
Error 3021 was generated...
No current record

This appears to be related to ships being either refitted or repaired in shipyards as Aurora seems to hang while resolving shipyard actions.  At first I thought it was related to ships in the shipyard that had active fire control orders, but I cleared all of those and still got the error every once in a while.  There have been occasions where it has cleared itself with no action from me.  

Steve - if you have any idea what is causing this, I'd appreciate knowing so I can eliminate these errors.  At this point I'm considering going in and clearing all weapon assignments to fire controls, all point defense mode assignments, everything to do with fire controls.
This is caused by a code bug in the ClearAllFC code. This routine is called whenever a ship is repaired or refitted and is intended to ensure that all fire control, point defence, weapons, ECCM and missile assignments are cleared. There are 5 sections to the routine, each of which is similar to the code snippet below

Code: [Select]
sSQL = "select * from FireControlAssignment where ShipID = " & ActiveShipID
Set rsFC = dbStarfire.OpenRecordset(sSQL, dbOpenDynaset)

Do While rsFC.EOF = False
    rsFC.Delete
    rsFC.MoveNext
Loop

rsFC.Close

Unfortunately, due to a cut and paste error, the above snippet actually reads

Code: [Select]
sSQL = "select * from FireControlAssignment where ShipID = " & ActiveShipID
Set rsFC = dbStarfire.OpenRecordset(sSQL, dbOpenDynaset)

Do While rsFC.EOF = False
    rsFC.Delete
    rsFC.Delete
Loop

rsFC.Close
Which means if there is a FireControlAssignment entry for a refitted or repaired ship, it will go into an endless loop. It is fixed for v3.2 but the workaround for v3.1 is to remove any targeting for a ship before it is refitted or repaired so the loop will never start.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:07:32 AM
Quote from: "James Patten"
In F2 Shipyards tab, if you order the construction of a ship which has autonaming, the name does not advance until after the ship has been built.
Fixed for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:19:34 AM
Quote from: "Father Tim"
The mouse-over text for 'Realistic Commander Promotions' on the Game Info screen claims that the SM can still promote & demote officers with realistic promotions turned on.  I can't find any way for the SM to actually do this (either in SM Mode or not), so either the text is a bug or the SM ability to promote & demote is bugged.

Which leads me to my lobbying/suggestion:  While I love the Realistic Promotions option, I tend to use it more as a "my staff handles the details" crutch than as a strict rule I must work within.  If the text is wrong (and the SpaceMaster is not supposed to be able to promote/demote officers), please return that ability to the SM.  Sometimes the almighty Author needs to reach into his universe and change a few things.
It was a bug and the SM ability to override Realistic Promotions is back in v3.2

Steve
Title: Re: Civilian ships and Officer assignments
Post by: Steve Walmsley on October 20, 2008, 07:24:48 AM
Quote from: "Laurence"
Steve, it looks like the civilian ships are showing up on the officer assignment list.  Is that intentional? I noticed when I was checking assignments and there were five extra colony ships out there (the civilian center appears to have built 5 of my current model).  
Fixed for v3.2. Officers will no longer be assigned to civilian ships

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:25:20 AM
Quote from: "Charlie Beeler"
Damage Control Que does not appear to be working.  Had several ships with multiple damaged systems.  After assigning the first system for damage control to work on was repaired, the next in the que was not assigned to damage control to start working on.
Fixed for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:30:07 AM
Quote from: "Kurt"
Steve -

I got the following error when I gave my transport fleet orders to pick up five prefabbed PDC components, transport them to another planet, and drop them off:

Error in PickUpFactory
Error 3265 was generated by DAO.fields
Item not found in this collection

The orders appeared to work anyway, in that the components disappeared from earth and appeared to show up on the other planet, however, there seems to be a problem.  A line for the components shows up on the economic screen on the far right/bottom, but it shows that there are 0 components present.  

Two more items of weirdness.  I sent my freighters to ship them back to Earth to recreate the error (so that I could send this message), and the freighters picked them up fine, but generated the same error message.  However, I noted that the freighters took zero time to pick them up.  It should have taken them quite a while to pick them up, but they set out for Earth immediately.  Also, when they unloaded the components on Earth, they disappeared completely, not even creating an entry on the economic screen.  
I found a bug in the PDC pickup code. It looks like the code for removing the PDC components s from the planet was working but the number of items on board the freighters was being set to zero. Not sure how this crept in as I successfully used this functionality in my previous campaign. Anyway, it is fixed for v3.2 and I just moved some components in my latest campaign.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:34:12 AM
Quote from: "Hawkeye"
Not sure if this is realy a bug it just seems very strange.

In a small game, I had race A getting an active scan of a race B ship.
Race A started to research communication, gets lucky and succeeds real fast.
Then Race A goes for a NAP and succeeds the first time.

Now, there are two races wich have a treaty with each other, but race B, which hasn?t have an active scan of any ship from race A, doesn?t seem to know that race A even exists. There is nothing in the diplomacy window, nor in the intel screen (well, the last one makes sense, as they haven?t scanned any race A ship, so there is simply no intel on them).

But not to be able to initiate diplomatic actions, when having allready signed a treaty seems very odd.
It's not a bug as such but rather an unintended feature :). As you say its because you haven't had an active scan of a ship which in v3.1 terms means you don't know the race exists. This is corrected in v3.2 as an alien race is recognised by an EM scan of a population as well as by active scans of its ships.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 07:40:56 AM
Quote from: "Kurt"
I noticed this as well, in my 6 Powers Campaign, and I meant to mention it.  I too have situations where one side has a relationship, but the other doesn't even know that race exists.  

Perhaps, once a race that has detected another initiates a communication attempt, the race being communicated with automatically gains knowledge that the first race exists, even if it doesn't detect that race's ships.
That's a good idea. I have added it to v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 09:49:00 AM
Quote from: "Charlie Beeler"
There appears to be an issue with hanger reloading.  Actually I think there is a potential issue with missile reloading over all.

After launching missiles the battle window will start a reload clock, even if there is no magazine to reload from (ie box launcher on a fighter).  Clock runs down after the fighter lands on mothership.  Wait full hanger reload time.  The battle window shows that the launcher(s) is loaded and ready to fire.  The fighter window and ship display show that no missiles are available to fire.  

If no missiles are available for reload, shouldn't the clock not start and instead display message to the effect that there are no missiles available.  Once the ship/fighter is in a hanger then start the reload time, but only if there are valid (ie assigned loadout types) missiles available from the mothership magazines.

I'm getting around the issue by using the reload button on the fighter screen.  

It's entirely possible I'm just issuing orders to the fighters incorrectly.
Its not really a bug, more the way that Aurora operates at the moment. Missile reload time would be more accurately described as Launcher Recharge time. Once a missile launcher fires a clock is set for that launcher equal to the reload time. As time passes the clock counts down. For box launchers the clock will only count down if the launcher is on a ship within a hangar or in orbit or a maintenance facility. Once the clock has run out the launcher can fire again. At this point you could swap the type of missile to be fired and it would still be immediately available- the reload doesn't begin again because you changed the missile type. The reason I set it up this way was to reduce micromanagement. The alternative method as you suggest above is to require all missiles to be specified ahead of time and the launcher won't reload if they aren't available. However, this would require you to specify ahead of time for every ship you build which missiles were to be loaded into which launchers so they would be ready if the ship was attacked (rather than at the moment where you can choose the misiles before firing). If you wanted to change missile types mid-battle you would have to specify the change at just the right moment to avoid a longer than necessary reload time. In addition players would likely want to specify alternative missiles ahead of time in case the first choice missiles were exhausted. All of this would add a lot more work to fighting battles and in 95% of cases there would be no difference in outcome between the two methods. I decided to go for the slightly less realistic method to make things a lot easier for the player. One way to look at it is that your staff will make sure the right missiles are loaded for when you need them.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:03:05 AM
Quote from: "Erik Luken"
Started a new campaign.

Emplaced a colony on Mars pre-start. Built a pre-fab PDC on Earth, for transport to Mars. It got constructed. 59 parts.

Sent a cargo fleet to transport the parts. They carried 50/59. The 9 remaining disappeared from Earth (cannot issue a pickup order), and Mars has only 50. The fleet is empty cargo-wise.
I think I finally figured this bug out and why it escaped testing. The PDC pickup and delivery work if there are more components available than the fleet can carry. If the fleet carries less components than it could, you get the bug. Fixed for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:09:06 AM
Quote from: "Erik Luken"
During initial race setup, when you select Yes to "has this race surveyed system for grav" it does not mark the survey locations as surveyed. So a fleet on automatic, will do these, even though you can see all the jump points.
Survey Locations are added in v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:13:52 AM
Quote from: "Erik Luken"
Here's an interesting one. If you have a yard that can build more than one ship class, and the "default" (alphabetically first) class has no class name theme, none of the ships built by that yard will use a theme, even if there is one assigned.
I haven't been able to recreate this one. I set the second class (alphabetically) in the eligible class list for a shipyard to have a name theme and left the 1st and 3rd with no theme. The 2nd class worked fine. I did fix a different problem in this area earlier today so its possible I fixed this too.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:14:21 AM
Quote from: "Erik Luken"
Using the Ships requiring repair command... Generates an error "Too many fields defined" and then a cascade of Error 91's.
Fixed for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:16:05 AM
Quote from: "Erik Luken"
Should ships undergoing a major overhaul suffer maintenance failures?
I'll get the stupid question out of the way first :). Does the planet have sufficient maintenance facilities for the size of the ship undergoing overhaul?

Steve
Title: Re: Damaged Ships report
Post by: Steve Walmsley on October 20, 2008, 10:18:37 AM
Quote from: "ZimRathbone"
When choosing the Damaged Ships from the Empires Menu, the program ends up in an infinite loop of Error 91s.  There is also a message about being toomany fields in the query.

There are damaged ships to report on, athough the damage is due to maintenance failures.
Fixed for v3.2

Quote
BTW could you please note in the Class design screen the largest replacement cost?  I note that the most likely failures also tend to be the most expensive to fix, and therefore the ones most likely to exceed the maint capability - usually on the support ships too.
I have added this to the class summary for v3.2. Here is an example:

Code: [Select]
Arleigh Burke - Flight II class Missile Destroyer    4250 tons     368 Crew     418.5 BP      TCS 85  TH 125  EM 0
1470 km/s     Armour 4-23     Shields 0-0     Sensors 1/0/0/0     Damage Control Rating 2     PPV 16
Annual Failure Rate: 72%    IFR: 1%    Maintenance Capacity 123 MSP    Max Repair 30 MSP
Magazine 266    

Nuclear Thermal Engine (5)    Power 25    Efficiency 1.00    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 21.2 billion km   (166 days at full power)

Standard II Missile Launcher  (8)    Missile Size 2    Rate of Fire 30
MFC-2 Missile Fire Control (1)     Range 12.0m km    Resolution 40
Trident (133)  Speed: 12000 km/s   End: 31.2 minutes    Range: 22.5m km   Warhead: 4    MR: 10    Size: 2

AGS-2 Active Search Sensor (1)     GPS 1200     Range 12.0m km    Resolution 40
Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:21:11 AM
Quote from: "Erik Luken"
Are civilian ships supposed to get naval officers assigned to them?
No, I have fixed it for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:22:00 AM
Quote from: "Erik Luken"
Typo in the civilian grav survey message when it cannot complete.

"survey" is spelled "surveu"
Corrected for v3.2

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:27:45 AM
Quote from: "IanD"
Quote
Not sure if this is just my game, but when a fleet qualifies for a conditional order, it stops moving, But still burns fuel! I am now running V3.11, can't say I saw it before this version

I am still getting this as an intermittent bug. It seems to happen when a task group has a series of orders such as ?transit Sol wp, go to Earth, unload minerals.? The refuel conditional order is inserted above the existing set so it becomes ?transit Sol wp, refuel at Earth, transit Sol wp, go to Earth, unload minerals?. This appears to cause the task group to either stay in place still burning fuel as if it was moving or go off in what appears to be a random direction.
I assume the fleet in question was not in the Sol system but was en route to the Sol system JP when it triggered the conditional order. It looks like what may have happened is the new orders got inserted and when they were completed the fleet reverted back to what would have been its next order. Unfortunately that order assumed the fleet was in a different system and it tried to move to a jump point that didn't exist. I'll give it some thought about how to avoid this. In the meantime, if you get notified that a fleet is changing systems as a result of a conditional order, it would be best to manually check the order list.

Steve
Title: Re: Re:
Post by: Erik L on October 20, 2008, 10:29:51 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Should ships undergoing a major overhaul suffer maintenance failures?
I'll get the stupid question out of the way first :). Does the planet have sufficient maintenance facilities for the size of the ship undergoing overhaul?

Steve

heh yes. 12k ton capacity, 3000 ton ship.
Title: Re: Re:
Post by: Steve Walmsley on October 20, 2008, 10:45:57 AM
Quote from: "Steve Walmsley"
Quote from: "IanD"
Quote
Not sure if this is just my game, but when a fleet qualifies for a conditional order, it stops moving, But still burns fuel! I am now running V3.11, can't say I saw it before this version

I am still getting this as an intermittent bug. It seems to happen when a task group has a series of orders such as ?transit Sol wp, go to Earth, unload minerals.? The refuel conditional order is inserted above the existing set so it becomes ?transit Sol wp, refuel at Earth, transit Sol wp, go to Earth, unload minerals?. This appears to cause the task group to either stay in place still burning fuel as if it was moving or go off in what appears to be a random direction.
I assume the fleet in question was not in the Sol system but was en route to the Sol system JP when it triggered the conditional order. It looks like what may have happened is the new orders got inserted and when they were completed the fleet reverted back to what would have been its next order. Unfortunately that order assumed the fleet was in a different system and it tried to move to a jump point that didn't exist. I'll give it some thought about how to avoid this. In the meantime, if you get notified that a fleet is changing systems as a result of a conditional order, it would be best to manually check the order list.
I have changed the code so that if a ship receives conditional movement orders taking it out of its existing system, any existing movement orders are cancelled and the player is notified about it.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 10:54:18 AM
Quote from: "Cassaralla"
Quote from: "IanD"
Quote
Emplaced a colony on Mars pre-start. Built a pre-fab PDC on Earth, for transport to Mars. It got constructed. 59 parts.

Sent a cargo fleet to transport the parts. They carried 50/59. The 9 remaining disappeared from Earth (cannot issue a pickup order), and Mars has only 50. The fleet is empty cargo-wise.
This has also happened to me in-game. I built a small prefab PDC with 28 components, found only 25 delivered, none remain on Earth.
Had the same problem here.  Built 2 51-part prefab PDC's, transported them to the new world and only 100 parts showed up.  The other 2 dissappeared into thin air.  1 PDC did assemble out of the 100 parts though leaving an annoyinh 49 on the colony.
The bug is that fleets are carrying out orders correctly when there are more components available than they can carry but the components are being accidentally deleted when there are fewer components than the maximum the fleet could carry. Its fixed for the next version.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 11:16:38 AM
Quote from: "Hawkeye"
I had a small survey ship destroyed when it surveyed a system with a NPC race. The warship that blew it away captured the life pod (which also held the commander of the survey ship).
After the rescue, the officer showed up in my officer pool again.
I have fixed that for v3.2. The officer should now appear as a POW. I have also added some espionage-related functionality to capturing enemy officers and crew from lifepods. See the espionage thread for more details.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 12:00:18 PM
Quote from: "adradjool"
Maybe this has been posted before, but I'm not sure... anyway, should I be able to put more colonists on a planet classified as unsuitable than on a planet with a colony cost of 2.2.  I have 106 units of infrastructure with a pop of 6.35m and a growth rate of 12.5% on the unsuitable and 1192 units of infrastructure with a pop of 4.68m, supported pop of 5.46m, and growth rate of 12.00%.  Doesn't pass the common sense test.  I am in full support of placing colonies on unsuitable planets, but with much more infrastructure than on planets needing a little terraforming.  Any thoughts?
You shouldn't be able to put actual people on unsuitable planets, although you can place PDC, tracking stations, automated mines, etc. The only planets you can colonise are those with a colony cost, rather than a "N/A" on the System View window. Unfortunately I hadn't coded for the eventuality that someone would establish such a colony and it is likely being treated as a 0,0 world. Therefore, I have added some code to the population growth section that will kill off any people on unsuitable planets while leaving installations intact.

Steve
Title: Re: Re:
Post by: schroeam on October 20, 2008, 07:28:17 PM
Quote from: "Steve Walmsley"
Quote from: "adradjool"
Maybe this has been posted before, but I'm not sure... anyway, should I be able to put more colonists on a planet classified as unsuitable than on a planet with a colony cost of 2.2.  I have 106 units of infrastructure with a pop of 6.35m and a growth rate of 12.5% on the unsuitable and 1192 units of infrastructure with a pop of 4.68m, supported pop of 5.46m, and growth rate of 12.00%.  Doesn't pass the common sense test.  I am in full support of placing colonies on unsuitable planets, but with much more infrastructure than on planets needing a little terraforming.  Any thoughts?
You shouldn't be able to put actual people on unsuitable planets, although you can place PDC, tracking stations, automated mines, etc. The only planets you can colonise are those with a colony cost, rather than a "N/A" on the System View window. Unfortunately I hadn't coded for the eventuality that someone would establish such a colony and it is likely being treated as a 0,0 world. Therefore, I have added some code to the population growth section that will kill off any people on unsuitable planets while leaving installations intact.

Steve

Sounds good.  Those pesky civilian colony ships just started delivering colonists to a planet I was using as a stockpile for infrastructure.  How much infrastructure should be needed for a colony, even of just a couple million, on a planet listed as N/A?  Or, maybe constructing something called "Outpost" to house 50K on a terrestrial planet that is N/A?  Just a thought to maximize the reality of accurately showing the spread of a population through a solar system.

Adam.
Title: Re: Re:
Post by: Steve Walmsley on October 26, 2008, 02:52:00 PM
Quote from: "adradjool"
Sounds good.  Those pesky civilian colony ships just started delivering colonists to a planet I was using as a stockpile for infrastructure.  How much infrastructure should be needed for a colony, even of just a couple million, on a planet listed as N/A?  Or, maybe constructing something called "Outpost" to house 50K on a terrestrial planet that is N/A?  Just a thought to maximize the reality of accurately showing the spread of a population through a solar system.
I see the problem now. The civilian ships look for colony locations with colony cost 0 or enough infrastructure. I hadn't considered a situation with infrastructure on a planet listed as "N/A", which was picked up as a negative col cost. I have fixed that for v3.2 as well.

N/A planets cannot have any actual people because they are completely unsuitable for colonization. This applies to gas giants and planets with very high or very low gravity. You can still place a colony site on a rocky planet with a "N/A" col cost and you can add automated mines, tracking stations, PDCs, etc, you just can put any colonists there, which in turn means any manned installations will be useless on that planet. The basis for this is that you might have artifical gravity in a PDC or the for the crew of a tracking station, but you can't do it for a significant number of people.

Steve
Title: Re: 3.1 Bugs
Post by: Steve Walmsley on October 26, 2008, 02:53:41 PM
Fixed a problem where using the Fire button on the Combat Assignments window didn't add firing delays when the inexperienced fleets rule was being used.

Steve
Title: Re: 3.1 Bugs
Post by: Kurt on November 03, 2008, 12:59:44 PM
I seem to remember a bug report from someone concerning meson cannons not causing damage, and Steve replying that he had fixed it for 3.2.  

I cannot find this post, even with a search, and I'm going nuts trying to fiigure out if I'm going nuts.  Can anyone else remember this?

Kurt
Title: Re: 3.1 Bugs
Post by: Erik L on November 03, 2008, 01:35:32 PM
Quote from: "Kurt"
I seem to remember a bug report from someone concerning meson cannons not causing damage, and Steve replying that he had fixed it for 3.2.  

I cannot find this post, even with a search, and I'm going nuts trying to fiigure out if I'm going nuts.  Can anyone else remember this?

Kurt

Only posts I see with "meson" mostly are in 2.1 era.

Let's vote for nuts ;)
Title: Re: 3.1 Bugs
Post by: Hawkeye on November 03, 2008, 02:30:14 PM
My first mentioning of a problem is here

viewtopic.php?f=14&t=1237 (http://aurora.pentarch.org/viewtopic.php?f=14&t=1237)

while Steve´s answer is there

viewtopic.php?f=14&t=1237&st=0&sk=t&sd=a&start=15 (http://aurora.pentarch.org/viewtopic.php?f=14&t=1237&st=0&sk=t&sd=a&start=15)
Title: Re: 3.1 Bugs
Post by: Kurt on November 03, 2008, 03:01:17 PM
Quote from: "Hawkeye"
My first mentioning of a problem is here

viewtopic.php?f=14&t=1237 (http://aurora.pentarch.org/viewtopic.php?f=14&t=1237)

while Steve´s answer is there

viewtopic.php?f=14&t=1237&st=0&sk=t&sd=a&start=15 (http://aurora.pentarch.org/viewtopic.php?f=14&t=1237&st=0&sk=t&sd=a&start=15)

Thanks.  I was working on the writeup for the Indian Fleet, and the Indians are the only government that uses Mesons, and I wanted to make sure I remembered what I thought I remembered about the bug.  

I've had to relegate mesons to a point-defense only role in the Six Powers campaign, because of this bug.  Not disastrous, or any thing, but I'm glad I found out before the Indians went too far in investing in meson tech.  

Kurt
Title: Re: 3.1 Bugs
Post by: Steve Walmsley on November 19, 2008, 08:00:10 AM
Just squished a bug where ships with active sensors were not scanning jump gates for tech data unless there was also an alien or civilian ship in the same system.

Steve
Title: Re: 3.1 Bugs
Post by: Steve Walmsley on November 19, 2008, 08:01:29 AM
Civilian space centres were not taking radiation levels into account when building ships. The chance of civilian construction is now reduced by the same percentage by which radiation reduces industrial output.

Steve