Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: Steve Walmsley on August 04, 2009, 01:02:31 PM

Title: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 01:02:31 PM
First error found :)

When a wreck is salvaged, the message re the minerals salvaged does not display correctly. Fixed.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 01:25:35 PM
And a second - the size of minerals has not been updated so they take the same space as before in cargo holds. I have reduced their size to take account of the larger holds. Both this and the first bug only require a new exe, not a database update.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 01:51:25 PM
I have modified the v4.1 patch so the above bugs are fixed

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 07:42:35 PM
Created and started a new game, went to System Map and checked 'Show Events' and it has hung with the egg timer :(
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 07:53:09 PM
Deleted all the games and it brought up the Create New Game screen. Went through and selected everything and then hit Create, got the following:

Error in RenameBody
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 07:55:29 PM
Quote from: "Beersatron"
Deleted all the games and it brought up the Create New Game screen. Went through and selected everything and then hit Create, got the following:

Error in RenameBody
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'.
Interesting. I ran several game starts without a problem but I don't think I ever deleted all the other games first. I'll have to try that. Have you tried creating a game while the existing game was still in the database?

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 07:56:37 PM
Quote from: "Beersatron"
Created and started a new game, went to System Map and checked 'Show Events' and it has hung with the egg timer :)

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 08:04:28 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Created and started a new game, went to System Map and checked 'Show Events' and it has hung with the egg timer :)
I have tested it and it is showing the egg timer but it hasn't hung. Once you do something else, it reverts to normal. Fixed for the next version.

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 08:12:37 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Deleted all the games and it brought up the Create New Game screen. Went through and selected everything and then hit Create, got the following:

Error in RenameBody
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'.
Interesting. I ran several game starts without a problem but I don't think I ever deleted all the other games first. I'll have to try that. Have you tried creating a game while the existing game was still in the database?

Steve

Yeah, it works grand if the original game is still there. I just like being awkward is all  :wink:


And the egg timer thing was as you said, I checked out task manager and it wasn't hung so I close the system map window down and reopened it again, there was no noticeable issues.
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 08:19:09 PM
You are going to hate me!

I created a new game, but then noticed it wasn't what I preferred so deleted it and then went in and created another one.

All I changed from the default settings was game name, empire name, main empire theme, commander theme, and unchecked 'assign starting tech points automatically'

Error in CreateShippingLine
Error 3021 was generated by DAO.Recordset
No Current record.

Had to click through a few of them.

I restored the v4.1 DB and tried it again and it worked fine. Maybe something to do with the DB cleanup when deleting a game?
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 08:47:56 PM
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Deleted all the games and it brought up the Create New Game screen. Went through and selected everything and then hit Create, got the following:

Error in RenameBody
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'RaceMapDisplay'.
Interesting. I ran several game starts without a problem but I don't think I ever deleted all the other games first. I'll have to try that. Have you tried creating a game while the existing game was still in the database?

Steve

Yeah, it works grand if the original game is still there. I just like being awkward is all  :wink:
It just happened for me when creating an extra Empire for a new game (with a second game already in the DB) but I haven't figured out why yet.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 08:50:54 PM
Quote from: "Beersatron"
You are going to hate me!
Not at all. This was the whole reason for releasing the game before I had completed testing. With several people looking, the bugs get found much faster.

Quote
I created a new game, but then noticed it wasn't what I preferred so deleted it and then went in and created another one.

All I changed from the default settings was game name, empire name, main empire theme, commander theme, and unchecked 'assign starting tech points automatically'

Error in CreateShippingLine
Error 3021 was generated by DAO.Recordset
No Current record.

Had to click through a few of them.

I restored the v4.1 DB and tried it again and it worked fine. Maybe something to do with the DB cleanup when deleting a game?
It is something to do with the new method of creating games where you select everything up front. I think something is being left over from previous game/empire creations and causing problems for the next one. I'll need to track it down.

Steve
Title: Re: 4.1 Bugs
Post by: rdgam on August 04, 2009, 08:54:27 PM
Hate to give you such a list already but,

My theme is Terran federation and every time I discover a new system I get this:

Error in GetSystemThemeName
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.

Next these appear sometimes
Error in SetupPirates
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Missiles'.
These can appear several times in one new system or just once.

Error in CheckCommStatus
Error 3020 was generated by DAO.Field
Update or CancelUpdate withour AddNew or Edit
This is coming from an 'alien race refuses to communicate'.
There seems like there is no way to stop once the Initiate communications button is pressed.

Also ships under overhaul can leave the planet without leaving overhaul.
I got some warning about survey ships not being able to carry out their special orders in Sol.  Before this only occurred after overhaul was done.
I ordered them away and was surprised to discover that they still had overhauling listed on the ship when the fleet was not in Sol.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:12:06 PM
Quote from: "Steve Walmsley"
It just happened for me when creating an extra Empire for a new game (with a second game already in the DB) but I haven't figured out why yet.
Found it! I am passing the ID of the new race to the Rename Body function for the homeworld but then using the current default RaceID within the function. Which means if the last default race doesn't exist, you get the error. Fixed now but it will occur occasionally until I get an updated exe out. It has no real game effect except the homeworld might not have the right name

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:22:45 PM
Quote from: "rdgam"
Hate to give you such a list already but,

My theme is Terran federation and every time I discover a new system I get this:

Error in GetSystemThemeName
Error 3077 was generated by DAO.Recordset
Syntax error (missing operator) in expression.
This sounds like it is caused by an aopstrophe in one of the system names. I checked the Federation theme and found two possibles. If you know how, go into the database and remove the apostrophes from Huck's Star and Prescott's Star. Alternatively, select a different theme.

Quote
Next these appear sometimes
Error in SetupPirates
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Missiles'.
These can appear several times in one new system or just once.
Firstly, do you have Precursors switched on in your game, or have you switched them on and off at any point. I have precusors in my test game and they are appearing without any problem so you must have chosen some option or combination of options I haven't tried yet. To recreate the bug I will need to figure out what is different.

Quote
Error in CheckCommStatus
Error 3020 was generated by DAO.Field
Update or CancelUpdate withour AddNew or Edit
This is coming from an 'alien race refuses to communicate'.
There seems like there is no way to stop once the Initiate communications button is pressed.
Found that one - it will only appear for that particular comm result, which unfortunately I didn't get in my test game. There is no effect apart from the popup error. However, if you want to stop it, you will have to find the appropriate AlienRace record (it will be the one with the name you have given those aliens) and set the CommStatus to 0. I'll be putting out a new exe, probably tomorrow, which will fix it.

Quote
Also ships under overhaul can leave the planet without leaving overhaul.
I got some warning about survey ships not being able to carry out their special orders in Sol.  Before this only occurred after overhaul was done.
I ordered them away and was surprised to discover that they still had overhauling listed on the ship when the fleet was not in Sol.
Hmm - interesting. The program shouldn't even load the orders into memory if the ship is in overhaul - I'll give this a try.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:28:02 PM
Quote from: "Beersatron"
You are going to hate me!
Not at all. This was the whole reason for releasing the game before I had completed testing. With several people looking, the bugs get found much faster.

Quote
I created a new game, but then noticed it wasn't what I preferred so deleted it and then went in and created another one.

All I changed from the default settings was game name, empire name, main empire theme, commander theme, and unchecked 'assign starting tech points automatically'

Error in CreateShippingLine
Error 3021 was generated by DAO.Recordset
No Current record.

Had to click through a few of them.

I restored the v4.1 DB and tried it again and it worked fine. Maybe something to do with the DB cleanup when deleting a game?
CreateShippingLine selects a random record from a couple of tables to generate a name - just a guess but do you have a machine race name theme selected? Or are you using NPRs, because one of those might be using the theme. The machine race theme generates names rather than selecting theme from a list so the CreateShippingLine function wouldn't find a name, resulting in this error. I have added a generic name in case this happens in future.

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 09:28:36 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
You are going to hate me!
Not at all. This was the whole reason for releasing the game before I had completed testing. With several people looking, the bugs get found much faster.

Quote
I created a new game, but then noticed it wasn't what I preferred so deleted it and then went in and created another one.

All I changed from the default settings was game name, empire name, main empire theme, commander theme, and unchecked 'assign starting tech points automatically'

Error in CreateShippingLine
Error 3021 was generated by DAO.Recordset
No Current record.

Had to click through a few of them.

I restored the v4.1 DB and tried it again and it worked fine. Maybe something to do with the DB cleanup when deleting a game?
CreateShippingLine selects a random record from a couple of tables to generate a name - just a guess but do you have a machine race name theme selected? Or are you using NPRs, because one of those might be using the theme.

Steve

I was using the US theme, not sure what the generated NPR was using and I have since overwritten the DB. So far so good with the game I am currently on.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:31:07 PM
Quote from: "Beersatron"
I was using the US theme, not sure what the generated NPR was using and I have since overwritten the DB. So far so good with the game I am currently on.
I'll bet it was the NPR - didn't happen in my game because the machine race theme was never used but that would cause the exact problem you described.

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 09:31:45 PM
Magazines do not appear on the Technology Report dropdown.

Is it possible for you to display technology dropdowns in alphabetical order by any chance? Tis just a nice to half, nothing world ending though :)
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 09:40:06 PM
Completion Date is blank on a commercial shipyard when constructing.

New game, retool shipyard for a GE design and it got retooled straight away. Select the shipyard, task type construction, select the GE design -> no completion date is displayed. You can set task and it seems to be added correctly, with a completion date displaying in shipyard tasks window.

Is 2 years and 10 months to build a 15k ton GE in a 16k ton commercial shipyard correct?

My game started with 4 commercial shipyards and 0 navy shipyards, ranging from 80k tons to 15k tons. It kinda freaked me out a bit until I remembered that you had increase commercial engine sizes and cargo holds etc!
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:49:26 PM
Quote from: "Beersatron"
Magazines do not appear on the Technology Report dropdown.

Is it possible for you to display technology dropdowns in alphabetical order by any chance? Tis just a nice to half, nothing world ending though :)
Magazines added and dropdown changed to alphabetical. However, magazines won't automatically appear until the next version with a database update even though the code will be in the next exe update. If you want to activate them in the next exe update, you will have to manully tick the Components field of the Magazine record in the ResearchCategories table.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 09:56:13 PM
Quote from: "Beersatron"
Completion Date is blank on a commercial shipyard when constructing.

New game, retool shipyard for a GE design and it got retooled straight away. Select the shipyard, task type construction, select the GE design -> no completion date is displayed. You can set task and it seems to be added correctly, with a completion date displaying in shipyard tasks window.
I can't recreate this one. Just to be certain, do you mean the completion date for a ship built in that shipyard, not a completion date for an upgrade or retooling for the shipyard?

Quote
Is 2 years and 10 months to build a 15k ton GE in a 16k ton commercial shipyard correct?

My game started with 4 commercial shipyards and 0 navy shipyards, ranging from 80k tons to 15k tons. It kinda freaked me out a bit until I remembered that you had increase commercial engine sizes and cargo holds etc!
Commercial shipyards are really designed to build large, cheap (in terms of cost per ton) ships. Building an expensive (in terms of cost per ton) ship will be very slow. You need a naval shipyard for smaller, expensive ships.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 10:02:42 PM
Quote from: "rdgam"
Also ships under overhaul can leave the planet without leaving overhaul.
I got some warning about survey ships not being able to carry out their special orders in Sol.  Before this only occurred after overhaul was done.
I ordered them away and was surprised to discover that they still had overhauling listed on the ship when the fleet was not in Sol.
Fixed this one. Fleets will no longer carry out orders when in overhaul

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 10:05:04 PM
Quote from: "rdgam"
Error in SetupPirates
Error 3201 was generated by DAO.Recordset
You cannot add or change a record because a related record is required in table 'Missiles'.
These can appear several times in one new system or just once.
Found this one too and it is a serious one. Fixed without a DB upgrade but I will need to get a new exe out tonight

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 10:05:30 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Completion Date is blank on a commercial shipyard when constructing.

New game, retool shipyard for a GE design and it got retooled straight away. Select the shipyard, task type construction, select the GE design -> no completion date is displayed. You can set task and it seems to be added correctly, with a completion date displaying in shipyard tasks window.
I can't recreate this one. Just to be certain, do you mean the completion date for a ship built in that shipyard, not a completion date for an upgrade or retooling for the shipyard?

Quote
Is 2 years and 10 months to build a 15k ton GE in a 16k ton commercial shipyard correct?

My game started with 4 commercial shipyards and 0 navy shipyards, ranging from 80k tons to 15k tons. It kinda freaked me out a bit until I remembered that you had increase commercial engine sizes and cargo holds etc!
Commercial shipyards are really designed to build large, cheap (in terms of cost per ton) ships. Building an expensive (in terms of cost per ton) ship will be very slow. You need a naval shipyard for smaller, expensive ships.

Steve

I was building the GE and SS ships and they were being classified as commercial, guess if I had wanted thermal and em sensors it would have been changed to navy.

see attached gif for the missing date
Title: Re: 4.1 Bugs
Post by: sloanjh on August 04, 2009, 10:07:05 PM
Quote from: "Steve Walmsley"
Quote from: "rdgam"
Also ships under overhaul can leave the planet without leaving overhaul.
I got some warning about survey ships not being able to carry out their special orders in Sol.  Before this only occurred after overhaul was done.
I ordered them away and was surprised to discover that they still had overhauling listed on the ship when the fleet was not in Sol.
Fixed this one. Fleets will no longer carry out orders when in overhaul

Steve
A related one from 4.0b (that this reminded me of) - If an order fails for a ship that's in overhaul, (e.g. you accidentally gave it's task force a refuel order after the "enter overhaul" order, which then failed with "ships in overhaul can't carry out order), the task force's location goes away from being in orbit - this can be seen on the 3rd tab of the TF (F12) screen.  This causes the ship to not actually get overhauled, since it's not in orbit.

Haven't done an experiment to prove that's what's going on, but I've had this happen to me several times and am pretty sure that's what's going on.

Low priority....

John
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 10:30:30 PM
Quote from: "Beersatron"
I was building the GE and SS ships and they were being classified as commercial, guess if I had wanted thermal and em sensors it would have been changed to navy.

see attached gif for the missing date
Thanks for the screenshot. If you reselect on the construction option or the class type, does a date appear?

Edited: Sorry I mislead you with the original reply - updated one is here

Commercial ships build slowly compared to a naval vessel of the same size. That isn't usually a problem because commercial ships are usually much larger and larger ships build faster so it evens itself out. Large but relatively cheap ships are best in commercial shipyards. Small, expensive commercial vessels are very slow to build. Commercial shipyards can be increased in size really quickly compared to naval shipyards and far more cheaply in both money and minerals so very large commercial shipyards are easy to get. The downside is that commercial vessels are are treated as one quarter their actual size in terms of build speed and you can only build 'commercial vessels' in commercial shipyards. That is fine for a 40,000 ton freighter that only costs 400 BP but for a 10,000 ton commercial geosurvey ship that costs 1200 BP, it will be incredibly slow. A naval shipyard can build a military version of the geosurvey ship more quickly but couldn't build the freighter because it is far too big.

The actual formula for build rate is:

Class Size is tons/50
If Commercial Vessel = True Then Class Size = Class Size / 4

BRMultiple = ClassSize / 100
BRMultiple = 1 + ((BRMultiple - 1) / 2)
Actual Build Rate = BRMultiple * Racial SY Build Rate

I guess the bottom line is, if you want a commercial geosurvey ship that uses little fuel and doesn't require maintenance, you can get one but it will be slow to build and probably slow in tactical terms. A military version will be smaller and faster and will be built much quicker but it will require maintenance and it will use more fuel.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 10:31:39 PM
Beersatron - I updated the previous reply. Just flagging it in case you didn't notice

Steve
Title: Re: 4.1 Bugs
Post by: sloanjh on August 04, 2009, 10:45:30 PM
Two (both minor):

1)  With a "conventional" start (not TN), it says that you get 1/4 as many research points, but no tech or RP appear after the game has started (it appears).  I had auto-select tech ticked.

2)  On the tech tab of the F2 screen, selecting the "Research Project" field doesn't update the Technology Description box.  Clicking the "Field" field does, however.  Also, if you play with the column widths (moving "Field" to the left) shows a "Pre-Req Two" column appearing.  More weird than a problem....

John
Title: Re: 4.1 Bugs
Post by: sloanjh on August 04, 2009, 10:47:55 PM
Did a non-TN start, but had 3 NPR.  My first 5 day increment only went 2 days (but blindingly fast :-) ), presumably due to the NPR.  Got an "Error in NPRPopPlanning" in the first econ update.  Note that I was getting these sporadically for the last couple of weeks in my 4.0b game - it looked like it was due to NPR running out of minerals.

John
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 11:03:51 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I was building the GE and SS ships and they were being classified as commercial, guess if I had wanted thermal and em sensors it would have been changed to navy.

see attached gif for the missing date
Thanks for the screenshot. If you reselect on the construction option or the class type, does a date appear?


I tried as many variations of dropdowns and selections as I could to see if a date would be displayed, but no joy.

Quote
Edited: Sorry I mislead you with the original reply - updated one is here

Commercial ships build slowly compared to a naval vessel of the same size. That isn't usually a problem because commercial ships are usually much larger and larger ships build faster so it evens itself out. Large but relatively cheap ships are best in commercial shipyards. Small, expensive commercial vessels are very slow to build. Commercial shipyards can be increased in size really quickly compared to naval shipyards and far more cheaply in both money and minerals so very large commercial shipyards are easy to get. The downside is that commercial vessels are are treated as one quarter their actual size in terms of build speed and you can only build 'commercial vessels' in commercial shipyards. That is fine for a 40,000 ton freighter that only costs 400 BP but for a 10,000 ton commercial geosurvey ship that costs 1200 BP, it will be incredibly slow. A naval shipyard can build a military version of the geosurvey ship more quickly but couldn't build the freighter because it is far too big.

The actual formula for build rate is:

Class Size is tons/50
If Commercial Vessel = True Then Class Size = Class Size / 4

BRMultiple = ClassSize / 100
BRMultiple = 1 + ((BRMultiple - 1) / 2)
Actual Build Rate = BRMultiple * Racial SY Build Rate

I guess the bottom line is, if you want a commercial geosurvey ship that uses little fuel and doesn't require maintenance, you can get one but it will be slow to build and probably slow in tactical terms. A military version will be smaller and faster and will be built much quicker but it will require maintenance and it will use more fuel.

Steve

Thanks for the explanation, makes sense! I think I will stick with commercial survey vessels because they have ridiculously long cruising ranges which means once less thing to babysit :)
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 11:16:05 PM
Quote from: "sloanjh"
Two (both minor):

1)  With a "conventional" start (not TN), it says that you get 1/4 as many research points, but no tech or RP appear after the game has started (it appears).  I had auto-select tech ticked.
Is this v4.11 or v4.1? Assuming the former, I removed the starting tech for a conventional campaign on the assumption you would have to start with nothing. Where does it mention the 1/4 research points - I obviously overlooked that.

Quote
2)  On the tech tab of the F2 screen, selecting the "Research Project" field doesn't update the Technology Description box.  Clicking the "Field" field does, however.  Also, if you play with the column widths (moving "Field" to the left) shows a "Pre-Req Two" column appearing.  More weird than a problem....
I can't recreate this one. Selecting items using the Research Project field seems to update technology description and I can't get the Pre-req two column to appear. I'll keep playing with it.

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 04, 2009, 11:32:06 PM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Magazines do not appear on the Technology Report dropdown.

Is it possible for you to display technology dropdowns in alphabetical order by any chance? Tis just a nice to half, nothing world ending though :)

I checked the appropriate column in the DB for magazines and I also noticed you have an entry for Nova Cannon, uber weapon that you were thinking of adding?
Title: Re: 4.1 Bugs
Post by: Erik L on August 04, 2009, 11:52:00 PM
Got one under 4.1 coming up intermittent. Error in NPCPlacePop(?) Not sure on the exact sub as I'm trying from memory. But it did deal with NPC's finding planets or placing populations.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 11:53:02 PM
Quote from: "Beersatron"
I checked the appropriate column in the DB for magazines and I also noticed you have an entry for Nova Cannon, uber weapon that you were thinking of adding?
It's a placeholder for a weapon I was toying with. I might start looking at new weapons once v4.1 is stable as I hope that this version will be a good baseline so that anything will be additions and new features rather than changing any of the underlying mechanics or physics.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 11:53:54 PM
Quote from: "Erik Luken"
Got one under 4.1 coming up intermittent. Error in NPCPlacePop(?) Not sure on the exact sub as I'm trying from memory. But it did deal with NPC's finding planets or placing populations.
If you click the show error box on the Events window, it should show you any recent error messages.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 04, 2009, 11:56:52 PM
Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Magazines added and dropdown changed to alphabetical. However, magazines won't automatically appear until the next version with a database update even though the code will be in the next exe update. If you want to activate them in the next exe update, you will have to manully tick the Components field of the Magazine record in the ResearchCategories table.
Looks good on the technology report ... could you also add it to the Create Research Project screen? Pretty please with a cherry on top, heh :). Added for the next version.

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 05, 2009, 12:31:28 AM
Noticed something that doesn't seem the same as v4.0.

I have a given a fleet the primary default order of 'survey nearest body' and secondary default order of 'move to nearest trade location' (because I am in Sol otherwise I would use move to entry JP).

What the ship is doing is performing the primary order and surveying an asteroid, but then it will not move to the next asteroid but move to Earth as it is the closest trade location. And then, it goes back out and surveys the nearest body.

In v4.0 I would use the entry JG as secondary order and it worked grand.

edit**

That is to say that the GE would go and survey until it couldn't find anything within 10 billion KM or whatever the limit is and then it would head to the secondary order.

Also just noticed that the 'Minerals Located' event type is not being displayed on the System Map, other events are being displayed on the System Map and the 'Minerals Located' is showing in the actual event log window. There may be other events that are not displaying on System Map and I have just not noticed it.

edit2**

yay for alphabetical ordering  8)
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 05, 2009, 12:56:59 AM
Quote from: "Beersatron"
Noticed something that doesn't seem the same as v4.0.

I have a given a fleet the primary default order of 'survey nearest body' and secondary default order of 'move to nearest trade location' (because I am in Sol otherwise I would use move to entry JP).

What the ship is doing is performing the primary order and surveying an asteroid, but then it will not move to the next asteroid but move to Earth as it is the closest trade location. And then, it goes back out and surveys the nearest body.

In v4.0 I would use the entry JG as secondary order and it worked grand.

That is to say that the GE would go and survey until it couldn't find anything within 10 billion KM or whatever the limit is and then it would head to the secondary order.
The move to nearest trade location option is for civilian freighters to ensure they never wander off if something unfortunate happens to their current destination. I hadn't considered what might happen if a player ship was assigned the order. The best option is to leave that option alone. I'll try and hide it in future versions. You could set up a conditional order to refuel instead.

Steve
Title: Re: 4.1 Bugs
Post by: James Patten on August 05, 2009, 06:16:54 AM
I had something similar happen as happened to Beersatron.

Started my empire having fully geosurveyed Sol system, but not gravsurveyed.  Sent my grav ships out, with Survey Nearest Survey Location else return to Jump Point.  Of course they have no jump point to return to, but didn't know what else to put.  After the first time advance, they gravsurvey ships had as the first order Return to NotFound Jumppoint, and second order was Survey Location #5.  I cleared the orders and manually ordered them to SL #5, reset the default orders.  After completing the survey of SL 5, it rec'd an order to return to NotFound Jumppoint.
Title: Re: 4.1 Bugs
Post by: Brian Neumann on August 05, 2009, 09:37:46 AM
I keep getting an error every 8-12 months.  The time only increments 1 day even though I am doing 30 days at a time.

Error in AddtoShippingLineWealth
Error 3201 in DAO.recordset
you can not add/change a record because a related record in shipping line table is missing

I get 18 of these each time it happens.  Also I have exactly 1 freighter in one of the three shipping lines for the player race. None of them ever get any money added to them, nor does the freighter move, even though I have deliberatly set up a colony with more population than infrastructure.

Brian
Title: Re: 4.1 Bugs
Post by: sloanjh on August 05, 2009, 10:02:37 AM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Two (both minor):

1)  With a "conventional" start (not TN), it says that you get 1/4 as many research points, but no tech or RP appear after the game has started (it appears).  I had auto-select tech ticked.
Is this v4.11 or v4.1? Assuming the former, I removed the starting tech for a conventional campaign on the assumption you would have to start with nothing. Where does it mention the 1/4 research points - I obviously overlooked that.
I think it's v4.10 (i.e. I saw the post that you'd uploaded a new version with 3 bugfixes, but there was no "4.11" patch message when I downloaded).  On the startup configuration screen w/1 Billion people, toggling the conventional/non-conventional radio button flips the "starting tech points" box between 240K and 60K - the latter should be 0.  It looks like the same thing just confused Paul - he has a question in Mechanics asking what he should set the starting points to.

BTW, I think the way it works (no extra tech for conventional start) is fine, it's just that the configuration screen doesn't agree with the behavior.

Quote
Quote
2)  On the tech tab of the F2 screen, selecting the "Research Project" field doesn't update the Technology Description box.  Clicking the "Field" field does, however.  Also, if you play with the column widths (moving "Field" to the left) shows a "Pre-Req Two" column appearing.  More weird than a problem....
I can't recreate this one. Selecting items using the Research Project field seems to update technology description and I can't get the Pre-req two column to appear. I'll keep playing with it.

Steve

Funny - I wonder if it was because of the conventional start.  As for getting the Pre-req two column, I think moved the dividers (both left and right) for "Field" to the left , which gave space for the pre-req two column to appear.

John
Title: Re: 4.1 Bugs
Post by: rdgam on August 05, 2009, 12:21:22 PM
Ships with damaged jump drives can still jump.

Magazines are still missing from the technology report.
Title: Re: 4.1 Bugs
Post by: James Patten on August 05, 2009, 12:49:59 PM
Loaded 1 mass driver on a freighter, sent it to a colony and unloaded all.  It unloaded 2 mass drivers, even though it only had one.

I'll never need to build mass drivers again  :D
Title: Re: 4.1 Bugs
Post by: Beersatron on August 05, 2009, 01:05:06 PM
Quote from: "rdgam"
Ships with damaged jump drives can still jump.

Magazines are still missing from the technology report.


For the Magazines:

Quote
Magazines added and dropdown changed to alphabetical. However, magazines won't automatically appear until the next version with a database update even though the code will be in the next exe update. If you want to activate them in the next exe update, you will have to manully tick the Components field of the Magazine record in the ResearchCategories table.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 05, 2009, 06:41:04 PM
Quote from: "James Patten"
I had something similar happen as happened to Beersatron.

Started my empire having fully geosurveyed Sol system, but not gravsurveyed.  Sent my grav ships out, with Survey Nearest Survey Location else return to Jump Point.  Of course they have no jump point to return to, but didn't know what else to put.  After the first time advance, they gravsurvey ships had as the first order Return to NotFound Jumppoint, and second order was Survey Location #5.  I cleared the orders and manually ordered them to SL #5, reset the default orders.  After completing the survey of SL 5, it rec'd an order to return to NotFound Jumppoint.
When you say reset the default orders, do you mean you cleared the default orders or set them back to survey nearest location and return to jump point?

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 05, 2009, 06:45:36 PM
Quote from: "Brian"
I keep getting an error every 8-12 months.  The time only increments 1 day even though I am doing 30 days at a time.

Error in AddtoShippingLineWealth
Error 3201 in DAO.recordset
you can not add/change a record because a related record in shipping line table is missing

I get 18 of these each time it happens.  Also I have exactly 1 freighter in one of the three shipping lines for the player race. None of them ever get any money added to them, nor does the freighter move, even though I have deliberatly set up a colony with more population than infrastructure.
It could be an NPR shipping line that is causing a problem rather than one of yours. Is this v4.1 or v4.11 (check the game window). In v4.1 there is a problem with NPRs that have a machine race theme and don't create a shipping line. Also, if this is a game that you started in v4.1 and then upgraded to v4.11, the bug might have been retained.

With regard to your colony, I know this is a dumb question but is it in the same system as the commercial ships will need a jump gate if it isn't? Also, check the wealth/trade tab of the capital and see if sufficient infrastructure has been produced.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 05, 2009, 06:48:08 PM
Quote from: "rdgam"
Ships with damaged jump drives can still jump.
I removed the active jump drive flag from the Ship window as it was causing problems but It looks like I forgot to replace that with a check on the jump engine :). I'll sort that out.

Quote
Magazines are still missing from the technology report.
Although I have updated the code, they won't appear until the next database update because a flag needs to be set in the database.

Steve
Title: Re: 4.1 Bugs
Post by: James Patten on August 05, 2009, 07:39:19 PM
Quote from: "Steve Walmsley"
When you say reset the default orders, do you mean you cleared the default orders or set them back to survey nearest location and return to jump point?

Let's say that Ship A has orders to Survey Nearest Body, or Return to Jump Point, and the ship has just entered a new system.  Ship A will be ordered to Return to Jump Point (and the second half of the conditional order clears) then it's ordered to survey the nearest body.
Title: Re: 4.1 Bugs
Post by: sloanjh on August 05, 2009, 10:45:33 PM
The formatting above the construction queue on the industry tab of the F2 screen is screwed up if you have an engineer unit (or maybe both engineer and conventional).  The engineer ends up adding a newline, which knocks the production rate down into the "what to build" selector.

John
Title: Re: 4.1 Bugs
Post by: Beersatron on August 05, 2009, 11:31:18 PM
My GeoSurvey fleets have a magic secondary order to go to a trade location! See the attached screen
Title: Re: 4.1 Bugs
Post by: sloanjh on August 05, 2009, 11:55:56 PM
The Good News: Things are working great!!!!

The So-so News:  A few "features" of civilians:

1)  I'm doing a conventional start, and all three civilian lines had built freighters before I even had my first survey vessel built.  Maybe a test for two populated worlds within the empire before the civies start building?

2)  After surveying Mars, I dropped a colony on it.  Unfortunately, I don't have any colony or cargo ships to drop either population or infrastructure there.  So now I've got the civies running empty loads back and forth between Earth and Mars.

3)  The transponder filters (i.e. classifying as a civie contact update which can be filtered out) are working well when Earth's thermal sensors pick them up on the way back from Mars.  Unfortunately, the new "Thermal Contact Lost" message isn't realized that it's civies that are being lost, and so the event should be classified as a civie contact update (which can be hit with the same filter).

John

PS - I love the "contact lost" event - I had a LOT of times in 4.0b where I didn't notice that a contact had disappeared.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 05, 2009, 11:57:13 PM
Quote from: "Beersatron"
My GeoSurvey fleets have a magic secondary order to go to a trade location! See the attached screen
Are these fleets which were once assigned that default order and then you unset it, or have they never been assigned that particular default order?

Steve
Title: Re: 4.1 Bugs
Post by: Beersatron on August 06, 2009, 12:14:22 AM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
My GeoSurvey fleets have a magic secondary order to go to a trade location! See the attached screen
Are these fleets which were once assigned that default order and then you unset it, or have they never been assigned that particular default order?

Steve

It has gone now, I hit 'assemble' while they were in Earth orbit and then on the next 'transit and divide' it worked grand!
Title: Re: 4.1 Bugs
Post by: Beersatron on August 06, 2009, 12:22:11 AM
I haven't ran across any NPRs yet and haven't looked at the DB to see what type they may be, but I just got this:

Error in UpdateWeaponIntelligence
Error 3201 was generated in\\by DAO.Recordset
You cannot add or change a record because a related record is required in table 'AlienClass'.


**edit**

Spoke too soon, I clicked ok on the errors and then the increment finished. Looks like possible Precursor Fleet and it just whacked one of my GE. The GE had no sensors apart from Geo.
Title: Re: 4.1 Bugs
Post by: Beersatron on August 06, 2009, 12:28:51 AM
I have 4 SS ships sitting in a type 6 nebula system and out of fuel, with auto increment this meant it was going at 5secs (I think) but I changed the sub-pulse to 1 day and it was doing 1 day pulses. I have some better armored and bigger fuel tank ships in system crawling over to them for manual refuel and I had managed to get one back up and running before my GE ships woke up the bad guys (mentioned in above post) and quite possibly triggered another auto-pulse-stop thingy.

Now, even though the bad guy contacts are gone from my system map in the GE system, I can only pulse at 15minutes (judging by the clock on system map screen).

I have me GEs moving to the exit JG and I still have 3 SSs to refuel, suffice to say its taking a while  :(
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 01:05:05 AM
Quote from: "sloanjh"
1)  I'm doing a conventional start, and all three civilian lines had built freighters before I even had my first survey vessel built.  Maybe a test for two populated worlds within the empire before the civies start building?
That's a good idea. I have added a check for at least two worlds that have either population or infrastructure before any civilian ships can be built.

Quote
2)  After surveying Mars, I dropped a colony on it.  Unfortunately, I don't have any colony or cargo ships to drop either population or infrastructure there.  So now I've got the civies running empty loads back and forth between Earth and Mars.
I think this will simply be a case of the civilians moving between different trade locations trying to find something to trade. For the moment you could manually add a small amount of infrastructure to Mars to get things started (which is how the NPR colonies do it :)). For the future, the restriction added above should solve the problem.

Quote
3)  The transponder filters (i.e. classifying as a civie contact update which can be filtered out) are working well when Earth's thermal sensors pick them up on the way back from Mars.  Unfortunately, the new "Thermal Contact Lost" message isn't realized that it's civies that are being lost, and so the event should be classified as a civie contact update (which can be hit with the same filter).
Also a good idea. I have changed the contact lost events so that all active and transponder contact lost events are noted by contact neutrality (hostile, civilian, friendly, etc.) with only hostile and neutral causing an interrupt. When a thermal contact is lost, a check is now made for any associated active/TP contact. If a matching contact is found, the loss of a thermal contact is noted, along with the identity of the matching active/TP contact, but it doesn't cause an interrupt unless it is hostile/neutral. If an unknown thermal contact is lost, that does cause an interrupt

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 01:10:04 AM
Quote from: "Beersatron"
I haven't ran across any NPRs yet and haven't looked at the DB to see what type they may be, but I just got this:

Error in UpdateWeaponIntelligence
Error 3201 was generated in\\by DAO.Recordset
You cannot add or change a record because a related record is required in table 'AlienClass'.


**edit**

Spoke too soon, I clicked ok on the errors and then the increment finished. Looks like possible Precursor Fleet and it just whacked one of my GE. The GE had no sensors apart from Geo.
That still shouldn't throw an error though. Did you have an alien class record for the ship that destroyed you? In any event, I have added an extra check to that function so if no alien class is found, it won't attempt to create a weapon record. What is puzzling me is that the code shouldn't get that far without an active contact and if there is an active contact, there should be an associated alien class record.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 01:13:03 AM
Quote from: "Beersatron"
I have 4 SS ships sitting in a type 6 nebula system and out of fuel, with auto increment this meant it was going at 5secs (I think) but I changed the sub-pulse to 1 day and it was doing 1 day pulses. I have some better armored and bigger fuel tank ships in system crawling over to them for manual refuel and I had managed to get one back up and running before my GE ships woke up the bad guys (mentioned in above post) and quite possibly triggered another auto-pulse-stop thingy.

Now, even though the bad guy contacts are gone from my system map in the GE system, I can only pulse at 15minutes (judging by the clock on system map screen).

I have me GEs moving to the exit JG and I still have 3 SSs to refuel, suffice to say its taking a while  :(
If they are out of fuel, they will keep throwing out of fuel events if they try to move anywhere. Check you don't have orders assigned to them - even default orders. If I don't have out of fuel as an interrupt event, you will get spammed with one out of fuel message per subpulse.

Steve
Title: Re: 4.1 Bugs
Post by: alanwebber on August 06, 2009, 01:53:31 AM
Steve

A couple of problems.

I started a new game without deleting your old one and ended up with about 30 military units which I hadn't built. It looks like they were carried over when the new game was set up.

Also adding fighter loadouts to carriers doesn't work the same as for missiles. To add 20 fighters you have to add 100 and remove 8x10. If you try adding in 10s, you only get 10 fighters. It looks like the add function isn't working.

A quick questions. Am I right in thinking that maintenance failures for commercial ships have been switched off so that you only need one engineering bay per ship? Otherwise my commercial ships are going to need a lot of maintenance bays.
Title: Re: 4.1 Bugs
Post by: Beersatron on August 06, 2009, 09:20:51 AM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I have 4 SS ships sitting in a type 6 nebula system and out of fuel, with auto increment this meant it was going at 5secs (I think) but I changed the sub-pulse to 1 day and it was doing 1 day pulses. I have some better armored and bigger fuel tank ships in system crawling over to them for manual refuel and I had managed to get one back up and running before my GE ships woke up the bad guys (mentioned in above post) and quite possibly triggered another auto-pulse-stop thingy.

Now, even though the bad guy contacts are gone from my system map in the GE system, I can only pulse at 15minutes (judging by the clock on system map screen).

I have me GEs moving to the exit JG and I still have 3 SSs to refuel, suffice to say its taking a while  :oops:
Title: Re: 4.1 Bugs
Post by: Charlie Beeler on August 06, 2009, 10:32:20 AM
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
My GeoSurvey fleets have a magic secondary order to go to a trade location! See the attached screen
Are these fleets which were once assigned that default order and then you unset it, or have they never been assigned that particular default order?

Steve

This looks very much like an issue I reported in 4.0b.  I suspect that Events is picking up a 'phantom' secondary order from a task group that was previously processed and an control flag isn't being initialized when a new TG is processed.
Title: Re: 4.1 Bugs
Post by: Erik L on August 06, 2009, 11:37:04 AM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Got one under 4.1 coming up intermittent. Error in NPCPlacePop(?) Not sure on the exact sub as I'm trying from memory. But it did deal with NPC's finding planets or placing populations.
If you click the show error box on the Events window, it should show you any recent error messages.

Steve

The error message is Error 91, but it doesn't say what sub. I ran for about 10 years after that message and no repeat. If it pops up again, I'll check the popup for the sub.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 12:01:19 PM
Quote from: "alanwebber"
A quick question. Am I right in thinking that maintenance failures for commercial ships have been switched off so that you only need one engineering bay per ship? Otherwise my commercial ships are going to need a lot of maintenance bays.
Yes, that's correct. The only reason you might add additional maintenance storage would be to repair combat damage.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 12:12:56 PM
Quote from: "Charlie Beeler"
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
My GeoSurvey fleets have a magic secondary order to go to a trade location! See the attached screen
Are these fleets which were once assigned that default order and then you unset it, or have they never been assigned that particular default order?
This looks very much like an issue I reported in 4.0b.  I suspect that Events is picking up a 'phantom' secondary order from a task group that was previously processed and an control flag isn't being initialized when a new TG is processed.
It does sound like something along those lines, although the code in that area has been completely rewritten. The Fleet information, including special orders, are now loaded directly from the database into objects in memory and those objects are created as the information is loaded so there is no old information. When the special orders are checked, the program cycles through the fleet objects and look for those where the special order properties are set. Those without a special order are not even checked so there should be no holdover.

I think in this case Beersatron mentioned some of his fleets were assigned that order early in the game. Once a trade location is set, it stays set until civilian trade is loaded. As the geo survey ships can't actually do that the trade location will remain set forever for that fleet. During each movement phase, there is some code directing civilian ships to their assigned trade location. I suspect that code was activated for any non-civilian ships that ended up with an assigned trade location (that they then could not get rid of).

EDIT: I have added an extra check so you can no longer assign that particular special order to non-civilians.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 12:22:29 PM
Quote from: "Beersatron"
Yeah, I didn't remove the default orders so they are still trying to move. I will remove them when I get home and see if that helps. I just find it weird that before my GE ships made 'contact' with the bad guys I was able to increment by 1 day even with the fuel warnings but now I can not.
Sometimes in v4.1 you will not be able to advance time very much because something is happening elsewhere in the universe that requires shorter increments.

Quote
I think it is an NPR and not a Precursor, I was sleepy last night and did not notice that it was a Colony Cost of 0 world (I though it said 2!) otherwise I wouldn't have just let the GEs go about their business.

Is it a hostile act if my ships do a GeoSurvey on an NPR homeworld?  :oops:
It is hostile in the sense that your relations will drop during every 5-day increment that you are detected by an NPR in one of their populated systems (unless you are friendly to them or it is a commercial ship and a trade treaty exists)

Steve
Title: Re: 4.1 Bugs
Post by: sloanjh on August 06, 2009, 04:55:09 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
1)  I'm doing a conventional start, and all three civilian lines had built freighters before I even had my first survey vessel built.  Maybe a test for two populated worlds within the empire before the civies start building?
That's a good idea. I have added a check for at least two worlds that have either population or infrastructure before any civilian ships can be built.
You might want to also restrict civie builds to the size of the largest commercial SY available.  It turns out that I was wildly optimistic as to the size of commercial ships I could build right away (my freighter design was ~40Kton; initial SY size is only 10Kton), but that didn't stop the civies from making these behemoths :-)

John
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 06:56:55 PM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
1)  I'm doing a conventional start, and all three civilian lines had built freighters before I even had my first survey vessel built.  Maybe a test for two populated worlds within the empire before the civies start building?
That's a good idea. I have added a check for at least two worlds that have either population or infrastructure before any civilian ships can be built.
You might want to also restrict civie builds to the size of the largest commercial SY available.  It turns out that I was wildly optimistic as to the size of commercial ships I could build right away (my freighter design was ~40Kton; initial SY size is only 10Kton), but that didn't stop the civies from making these behemoths :-)
Did you only get Naval Shipyards as part of yor starting setup. If so, you need to build a commercial shipyard

Steve
Title: Re: 4.1 Bugs
Post by: sloanjh on August 06, 2009, 07:18:22 PM
Quote from: "Steve Walmsley"
Did you only get Naval Shipyards as part of yor starting setup. If so, you need to build a commercial shipyard

Yes - One Naval SY for the initial conventional start (which seems a bit odd - you'd think it would be commercial).  I built a commercial SY after I'd converted about 75% of my industry, but like I said it was only 10K tons capacity so it would take a while to grow.  My first commercial design was a tiny little colony ship with 2 colony modules and 3 engines (I could have fit 4 if I'd wanted to wait a few weeks for a 500 ton upgrade to the yard).

On a different note:

I just started a 4.2 campaign (same basic setup: conventional start + 3 NPR), and I'm getting a 3-4 "Error in GetBodySuitability" errors with every 5-day update (from the very first).  I assume it's an NPR who's in a funny system, so I'm going to go look for the problem.

John
Title: Re: 4.1 Bugs
Post by: sloanjh on August 06, 2009, 07:45:00 PM
Quote from: "sloanjh"
I just started a 4.2 campaign (same basic setup: conventional start + 3 NPR), and I'm getting a 3-4 "Error in GetBodySuitability" errors with every 5-day update (from the very first).  I assume it's an NPR who's in a funny system, so I'm going to go look for the problem.

Oooh - that was fun.

It looks like it's the "Sedan Republic".  When I made them the default race, their homeworld population (on the F2 screen) showed up as a "mining colony".  They look like they've got all the standard facilities (e.g. factories etc.) but no population.  I assume there was something wrong with their homeworld, and it turned out un-inhabitable for them.  I can't look at it in the F9 screen, though, since Aurora throws another couple errors then crashes with a divide by zero.  Looking at the race window (ctrl-F2), their ideal oxygen and maximum deviation are both 0.0atm - I'll bet that's what's causing the divide-by-zero.  I'll try a bit longer to get a look at their homeworld, then just obliterate them.  I'll let you know if I find anything more.

John

**EDIT** Ok - I was able to get into the home system by giving knowledge of it to another race.  It looks perfectly normal - home planet shows up as colony cost 0.0 (for the other race) and O2 is 29% (.23 atm).  In particular, there's no methane or other dangerous gasses in the atmosphere.  It looks like Aurora burped during NPR creation and set the race to not tolerate O2 (max pressure is at 0.0 as well) and the zero in the O2 range is probably dividing something.  Could it have been trying to make this a race of methane breathers?

Two more things I noticed:

1)  When I go to the SM "compare systems" screen and look at all the races' home systems, their IDs are labeled 1, 2, 3, 4 (my race + 3 NPR).  The same ID shows up on the F9 screen and on the galactic map.  Did we lose the random distribution of NPR (i.e. are all 3 NPR right in my back yard and likely to show up as adjacent), or have you hidden the "true" system number?

2)  The "adjust WP connectivity" SM dialog seems to have gone away.  Or is that controlled through the F9 screen (that I was having trouble getting into) now?

John
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 06, 2009, 07:50:04 PM
Quote from: "sloanjh"
**EDIT** Ok - I was able to get into the home system by giving knowledge of it to another race.  It looks perfectly normal - home planet shows up as colony cost 0.0 (for the other race) and O2 is 29% (.23 atm).  In particular, there's no methane or other dangerous gasses in the atmosphere.  It looks like Aurora burped during NPR creation and set the race to not tolerate O2 (max pressure is at 0.0 as well) and the zero in the O2 range is probably dividing something.  Could it have been trying to make this a race of methane breathers?
Is the colony cost 0.0 planet definitely the homeworld of the NPR? You can check by looking on the pop table for the SystemBodyID of the NPR capital and then create a pop for the viewing race on the assumed homeworld and see if they match

Steve
Title: Re: 4.1 Bugs
Post by: Thorgarth on August 06, 2009, 08:00:46 PM
Steve,

Downloaded the 4.2 patch. On first empire generation attempt with the program assigned to select tech and design ships, received.
Error 3021 was generated by DAO.Recordset
No Current Record

Then received twice:
Error 3020 Update of CancelUpdate without Addnew or Edit

Then a repeat of all three messages.

Deleted this game.  Next time I did not assign the tech selection to the program
Received the 3021 error again.
Title: Re: 4.1 Bugs
Post by: sloanjh on August 06, 2009, 08:26:09 PM
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
**EDIT** Ok - I was able to get into the home system by giving knowledge of it to another race.  It looks perfectly normal - home planet shows up as colony cost 0.0 (for the other race) and O2 is 29% (.23 atm).  In particular, there's no methane or other dangerous gasses in the atmosphere.  It looks like Aurora burped during NPR creation and set the race to not tolerate O2 (max pressure is at 0.0 as well) and the zero in the O2 range is probably dividing something.  Could it have been trying to make this a race of methane breathers?
Is the colony cost 0.0 planet definitely the homeworld of the NPR? You can check by looking on the pop table for the SystemBodyID of the NPR capital and then create a pop for the viewing race on the assumed homeworld and see if they match

Steve

Aha!!  Good Call.  What I called the homeworld is Sedan-A II; it's the only pop of the NPR and the capital, but it's NOT the homeworld that was used to generate the NPR.  That distinction belongs to Sedan-A I - the reason I know is that the NPR's ideal temperature is 96.4 and ideal gravity is 2.59, which just happen to be the temp and gravity for Sedan-A I.  You might have noticed the gravity's a bit high - that's because Sedan-A I is a Gas Giant.  I'll bet the race tried to generate on Sedan-A I, and then got confused when it realized it was a gas giant and jumped to Sedan-A II.  That or some weird off-by-one error.

Note that I just looked at the second race's characteristics to make sure they matched their homeworld.  They do (phew!), but the weird thing is that the situation looks very similar to Sedan.  The homeworld is Iijima-A III, Iijima-A II is a gas giant, and there is no Iijima-A I.  The only difference that jumps out at me (other than the shift out by one) is that Iijima-A II has moons while Sedan-A I doesn't.

John
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 12:59:06 PM
Quote from: "sloanjh"
Have you thought about having an alternate mechanism for deploying changes of type #2?  For example, you might distribute a tiny "fixup" executable that will just run a few SQL queries that look for the records in need of repair and poke the correct values in.  An alternate possibility might be to distribute two databases - one of "configuration" information/tables like "PlanetaryInstallations" and one with "game instance" information/tables like "Ship" or "Population".  (Not working with databases much, I don't know if this is actually practical - if not, the configuration DB could be used by the update executable to stomp the corresponding tables in the Stevefire DB.  I suppose this idea could even be extended to handle minor changes to table layout if you were feeling really enthusiastic.)
Good idea. As you suggested, I have released a small update program that runs a few SQL queries to fix the data problem causing this bug. I'll try to use the same method in the future when possible. However, be aware that it won't fix any games that are already affected; it will only fix new games or games that haven't been affected by the bug yet. It's a vaccination, not a cure :). Two databases isn't that practical because you often need to run queries across both and the code isn't setup for that.

Steve
Title: Re: 4.1 Bugs
Post by: rdgam on August 07, 2009, 02:12:43 PM
I was trying some ground combat.  I get this error every update cycle.
Error in BombardmentResults
Error 91 was generated by Aurora
Object variable or With block variable not set

By the way, even with my ships at the planet with active sensors on I don't get any idea of the combat values of the enemy.
In the older versions you would see the total combat value, which would give you an idea of how many troops you would need for the fight.
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 03:09:42 PM
seems like bug during survey in system /picture/
game is basicly halted and doesn't want to progress anymore

game running new 4.2 instalation but there was no new topic on forum
also get often bugs when commanders are moved around every 24 months
91 error type bug
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 03:23:09 PM
Quote from: "rdgam"
I was trying some ground combat.  I get this error every update cycle.
Error in BombardmentResults
Error 91 was generated by Aurora
Object variable or With block variable not set
Can't recreate this one yet but I am guessing you may have damaged something that no longer exists in this version. I need to go through the database and try and figure out what.

Quote from: "rdgam"
By the way, even with my ships at the planet with active sensors on I don't get any idea of the combat values of the enemy.
In the older versions you would see the total combat value, which would give you an idea of how many troops you would need for the fight.
Yes, I have found a bug in ground unit detection - I've fixed it for the next update.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 03:26:06 PM
Quote from: "sneer"
seems like bug during survey in system /picture/
game is basicly halted and doesn't want to progress anymore

game running new 4.2 instalation but there was no new topic on forum
also get often bugs when commanders are moved around every 24 months
91 error type bug
Thanks for the screenshot - that helps a lot. It looks like a problem with the decimal separator. Are you running with windows regional settings set to a country that uses a comma for the decimal separator instead of a period? If so, try switching regional settings to the US or UK and see if the bug goes away.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 03:33:58 PM
Quote from: "rdgam"
I was trying some ground combat.  I get this error every update cycle.
Error in BombardmentResults
Error 91 was generated by Aurora
Object variable or With block variable not set
Do you get this error just once per update cycle or several times?

Steve
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 03:42:49 PM
it helped with decimals
here is another bug i get often in my games

btw - i assume that SP at Task force surveying means survey points
if so check dates on 2 screens and see there is no diffrence at any of TF ....even if time passed
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 03:43:46 PM
91 type error - quite a lot of windows to close
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 04:03:46 PM
ok sp not counting problems were on my side- already solved - i assumed badly and though it was error - it was not

add shipping lane error - 6 windows to close
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 04:10:51 PM
Quote from: "Steve Walmsley"
Quote from: "rdgam"
I was trying some ground combat.  I get this error every update cycle.
Error in BombardmentResults
Error 91 was generated by Aurora
Object variable or With block variable not set
Do you get this error just once per update cycle or several times?
NM - I found it. Although annoying this error has no game effect. I've fixed it for the next version.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 04:15:22 PM
Quote from: "sneer"
it helped with decimals
here is another bug i get often in my games
The Shipping Line bug was in v4.1 and I thought I had fixed it. Could you just confirm you are using v4.2? The version number should be on the Game window, or the About window.

Quote
btw - i assume that SP at Task force surveying means survey points
if so check dates on 2 screens and see there is no diffrence at any of TF ....even if time passed
Not sure what you mean here. The Survey Points shown on the Task Group window are the survey points generated per hour by the Task Group. The survey points shown on the main map next to a surveying task group during a survey will reduce over time until the survey is finished.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 04:18:00 PM
Quote from: "sneer"
91 type error - quite a lot of windows to close
91 error usually means the program was looking for something in the database that wasn't there. I need a little more information first before I can fix it. On the top right of the Events window is a checkbox called Show Errors. If you click it, the events window will contain the text of all the popup errors, usually including where they happened in the program

Steve
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 04:21:05 PM
4.2 in game details  //installe d 4.2 today over download from 2 days ago
3.1 however shows help / about window
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 04:30:19 PM
Quote from: "sneer"
4.2 in game details  //installe d 4.2 today over download from 2 days ago
3.1 however shows help / about window
Oops, the 3.1 is a mistake on my part but the 4.2 is correct. I guess I didn't fix the Shipping Lines problem. I'll look into it again.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 04:54:57 PM
Quote from: "sneer"
here is another bug i get often in my games
This is the shipping line bug for which you provided the screenshot. Did you get any errors during game creation for this game?

Steve
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 05:09:11 PM
no error durng creation
but ...
after i added 3 npr opponents i got once overflow bugs that caused ctd as there were many diffrent bugs ...from memory - don't remember now

apart from add shiping  bug current games is nice :)
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 05:12:50 PM
Quote from: "sneer"
no error durng creation
but ...
after i added 3 npr opponents i got once overflow bugs that caused ctd as there were many diffrent bugs ...from memory - don't remember now

apart from add shiping  bug current games is nice :)
I think the shipping line bug is caused when an NPR is created without a shipping line and then the program tries to give the non-existent shipping line some money. I thought I had prevented that situation but I have just found another scenario that could cause it. I'll put out a bug fix that will fix the problem in future but it won't help your current game.

Steve
Title: Re: 4.1 Bugs
Post by: rdgam on August 07, 2009, 05:29:22 PM
When I finally beat the NPR, I got the following several times during the surrender cycle.
Error in CreateNPRTeam
Error 3021 generated by DAO.Field
No current record.

I did get all their tech and commercial ships, plus a few geosurvey ships.   I don't think they had any gravsurvey ships left (They kept trying to explore my entry system :)

All the commercial ships had high maintanence clock settings but they cleared up after a few cycles (they did not change after the first visit to a planet, but later they were OK).

I've just run into some warships that were following one of my civilian merchents in the system.  Interesting that they still fight on without any colonies.
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 05:38:33 PM
Quote from: "rdgam"
When I finally beat the NPR, I got the following several times during the surrender cycle.
Error in CreateNPRTeam
Error 3021 generated by DAO.Field
No current record.
Interesting - not the area in which I would have expected a problem. I'll look into it.

Quote
I did get all their tech and commercial ships, plus a few geosurvey ships.   I don't think they had any gravsurvey ships left (They kept trying to explore my entry system :)

All the commercial ships had high maintanence clock settings but they cleared up after a few cycles (they did not change after the first visit to a planet, but later they were OK).

I've just run into some warships that were following one of my civilian merchents in the system.  Interesting that they still fight on without any colonies.
The warships won't surrender because there is a chance they can regain the planet. They will surrender though if they out of ammo when the planet surrenders and they have no other place to replenish their magazines. The commercial ships probably updated their clocks during the 5-day increment.

Steve
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 05:48:22 PM
Quote from: "rdgam"
When I finally beat the NPR, I got the following several times during the surrender cycle.
Error in CreateNPRTeam
Error 3021 generated by DAO.Field
No current record.
If this problem is what I think it is, you may get the same error during every 5-day cycle until you defeat the NPR and delete the associated alien race information.

I think the NPR is trying to create a diplomatic team to negotiate with you and it is failing because they have no planet on which to base it. I have changed the code so no team will be created if no planet exists.

Steve
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 05:59:28 PM
i clicked field "no orders possible ..."  and went into loop :(
Title: Re: 4.1 Bugs
Post by: Steve Walmsley on August 07, 2009, 06:09:43 PM
Quote from: "sneer"
i clicked field "no orders possible ..."  and went into loop :). I have fixed it for the next version

Steve
Title: Re: 4.1 Bugs
Post by: sneer on August 07, 2009, 06:34:23 PM
i decided to refit missile fire control on pdc
got divide by zero and loop on error in production ....

p.s. no more from me tonight
getting sleepy :)
Title: Re: 4.1 Bugs
Post by: sloanjh on August 07, 2009, 06:55:56 PM
Quote from: "Steve Walmsley"
Good idea. As you suggested, I have released a small update program that runs a few SQL queries to fix the data problem causing this bug. I'll try to use the same method in the future when possible. However, be aware that it won't fix any games that are already affected; it will only fix new games or games that haven't been affected by the bug yet. It's a vaccination, not a cure :-)

John
Title: Re: 4.1 Bugs
Post by: SteveAlt on August 12, 2009, 10:34:02 AM
Quote from: "sneer"
i decided to refit missile fire control on pdc
got divide by zero and loop on error in production ....

p.s. no more from me tonight
getting sleepy :)
Found and fixed. Unfortunately the bug affects all PDC refits so you will be unable to refit PDCs until the next version is out.

Steve
Title: Re: 4.1 Bugs
Post by: Randy on August 13, 2009, 11:05:45 AM
Actually, running with 2 DBs is _very_ easy.

You just need to link tables from one DB into the other, and then use the DB with local tables and linked tables as the equivalent to the current stevefire.mdb.

eg. have stevefire.mdb that has all the config/application info (the stuff you'd change in an update such as tech definitions, system generation tables, name lists, etc) and a second MDB "gamedata.mdb".

  In the stevefire.mdb, you add a link to all tables in gamedata.mdb, and then your code just connects to stevefire.mdb.

  You will also need to provide for relinking the tables after the install since access stores complete path instead of relative path in the link information (this is also very easy to do :-)
Title: Re: 4.1 Bugs
Post by: SteveAlt on August 13, 2009, 01:39:01 PM
Quote from: "Randy"
Actually, running with 2 DBs is _very_ easy.

You just need to link tables from one DB into the other, and then use the DB with local tables and linked tables as the equivalent to the current stevefire.mdb.

eg. have stevefire.mdb that has all the config/application info (the stuff you'd change in an update such as tech definitions, system generation tables, name lists, etc) and a second MDB "gamedata.mdb".

  In the stevefire.mdb, you add a link to all tables in gamedata.mdb, and then your code just connects to stevefire.mdb.

  You will also need to provide for relinking the tables after the install since access stores complete path instead of relative path in the link information (this is also very easy to do :-)
Is all the relational linking possible as well? Aurora has a fairly complex set of relational links and cascade deletes.

As far as 2 databases go, I am not really certain it would help much. There is just as much chance of modifications to the structure of the application tables as the game tables so splitting them isn't that useful. As far as data modifications go, I now have a data update program for minor changes which I will try to use as much as I can.

Steve
Title: Re: 4.1 Bugs
Post by: Randy on August 14, 2009, 03:40:14 PM
I'm pretty sure relations work too. Not certain, because I prefer to handle most of that (cascade deletes, etc) in code and only use relations for referential integrity...

Splitting the data from the system will help in 2 ways - the updating process becomes easier (only replace data part when it is needed), and your applet could very easily be modified to perform a data side update with a new release (when it is possible).

  I've done this for several applications, one of them even using dynamic data tables (ie the user could create their own table designs at run time). The company I worked for at the time had something like 100 clients using the app (paying up to a few hunrded K for it).

  something to explore. If you are interested, I could try and modify the existing databse (4.25 er 4.26) to see if I can get you a workable split database...

  Randy
Title: Re: 4.1 Bugs
Post by: IanD on August 20, 2009, 03:34:33 PM
I don't know whether this has been reported or not but I had three tugs, one in Sol moving a recovered Shipyard from Titan to Earth, the other two, two systems over recovering wrecks, when I went to link them to the wrecks the Tractor Link displyed linking to the Shipyard, as did the Task Group screen, I dont think this is intended or whether its still in 4.26.  :cry: .

Regards
Title: Re: 4.1 Bugs
Post by: SteveAlt on August 20, 2009, 09:04:36 PM
Quote from: "IanD"
I don't know whether this has been reported or not but I had three tugs, one in Sol moving a recovered Shipyard from Titan to Earth, the other two, two systems over recovering wrecks, when I went to link them to the wrecks the Tractor Link displyed linking to the Shipyard, as did the Task Group screen, I dont think this is intended or whether its still in 4.26.  :cry: .
Oops :)

If you want to transfer between ships and planets use the Load/Unload from Population section just below the magazine contents on the Ship window. The add/remove (no other ship) is for the SM to create missiles out of thin air or destroy them.

Steve
Title: Re: 4.1 Bugs
Post by: IanD on August 21, 2009, 04:35:31 AM
Quote from: "SteveAlt"
You can only tow Ships or Shipyards, not wrecks, although that is an idea for the future. It still shouldn't show the shipyard though if you aren't actually linked to it.

The two tugs were not linked to it but I was able to "link" them to it. The fact that they were not even in the same system fazed me!

Quote from: "SteveAlt"
If you want to transfer between ships and planets use the Load/Unload from Population section just below the magazine contents on the Ship window. The add/remove (no other ship) is for the SM to create missiles out of thin air or destroy them.

I realised I should have used Ship Window when they disappeared :oops:

Regards
Title: Re: 4.1 Bugs
Post by: GDS_Starfury on August 23, 2009, 01:01:47 PM
ok so I have this Null error thats the result of a mineral packet having zero minerals and zero speed.  I deleted the asteroid after taking off all of the installations and didnt notice this packet was in mid flight.  now Im stuck at 1 day increments.  any idea on how to correct it?