Author Topic: Official v6.20 Bugs Thread  (Read 64875 times)

0 Members and 1 Guest are viewing this topic.

Offline Prophoem

  • Leading Rate
  • *
  • P
  • Posts: 10
Re: Official v6.20 Bugs Thread
« Reply #345 on: December 27, 2013, 09:11:11 PM »
Nope it is in the my documents.
 

Offline Prophoem

  • Leading Rate
  • *
  • P
  • Posts: 10
Re: Official v6.20 Bugs Thread
« Reply #346 on: December 27, 2013, 09:12:28 PM »
But i do use windows 7.
 

Offline Prophoem

  • Leading Rate
  • *
  • P
  • Posts: 10
Re: Official v6.20 Bugs Thread
« Reply #347 on: December 30, 2013, 03:52:40 PM »
BTW Aurora is still not working.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5657
  • Thanked: 372 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Official v6.20 Bugs Thread
« Reply #348 on: December 30, 2013, 04:00:50 PM »
Does the default game run?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11675
  • Thanked: 20466 times
Re: Official v6.20 Bugs Thread
« Reply #349 on: December 30, 2013, 04:17:46 PM »
I havent been playing for very long but whilst following the tutorial by alphapiomega's tutorial i finished designing the ship and set the shipyard to construct it.   but once it hit about 49% it wouldnt seem to register me pressing the accelerate time buttons but i could still access all the menus when i would press the time acceleration buttons the planets and such would move but the ship construction wouldnt go anywhere.  and the date wouldnt change.  so i figured it was a run of the mill bug so i exited out but once i came back in using Aurora i got a "Error 91 was generated by Aurora Object variable or with block variable not set" and i couldnt close the error window so then i went to use AW_Aurora then i got a "Error 3024 was generated by DAO.  Workspace could not find file "Stevefire.  mdb"" wich is very wierd because i looked i have stevefire 1-5.   so does anyone know what is going on?

just confirm that you do have Stevefire.mdb in the installation directory - that exact file name. If the program says it can't find Stevefire.mdb, then there must be a reason for that and the most likely one is that the file is not where the program is expecting it to be. I'm not sure what you meant by Stevefire 1-5.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: Official v6.20 Bugs Thread
« Reply #350 on: December 30, 2013, 04:27:02 PM »
Something like this: Stevefire.mdb.2 right? Those are backups that AcidWeb's Portable Launcher Utility automatically makes when you start the game.

Prophoem, if you have for example Stevefire.mdb.2 in your folder, then you could try to remove .2 from the file's name. It will basically return your game to previous save. Maybe you will be able to run the game if you do that.
« Last Edit: December 30, 2013, 04:31:11 PM by Black »
 

Offline Prophoem

  • Leading Rate
  • *
  • P
  • Posts: 10
Re: Official v6.20 Bugs Thread
« Reply #351 on: January 05, 2014, 08:57:40 PM »
I did what you asked but in now says SYSINFO. doc could not be created.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: Official v6.20 Bugs Thread
« Reply #352 on: January 06, 2014, 01:11:49 AM »
I think I had similar problem that was caused by not having admin rights on the computer.
 

Offline Cheet4h

  • Petty Officer
  • **
  • C
  • Posts: 28
Re: Official v6.20 Bugs Thread
« Reply #353 on: January 28, 2014, 01:04:05 PM »
Hey there! Just decided to try this awesome game really like it so far!

Also, I found a bug, I think.

I recently installed Deep Space Tracking Stations on my colonies, which are Mars and Europa in Sol and another in a neighbouring system, to have a bit of a warning if something comes nearby.
So after the civs delivered them there I wanted to check the ranges out and tried some of the values I got of my ships.  When looking at Europa though, I saw no circle, while all other colonies had one.  I double checked and Europa has a Deep Space Tracking Station installed, Strength was listed as 250. 
At first I thought Deep Space Tracking Stations don't work on moons, but when I zoomed out to see more of the solar system, I saw another *huge* circle.  Couldn't be Earth, too far north, so I minimized the value in the "Sensor" tab to 6.  It was actually Europa.  For some reason it has a huge passive sensor radius/strength for the game, the range for a signature strength of 52 is larger than the orbit of Uranus.

Image: hxxp: imgur. com/76cpIWw

The stevefire. mdb can be downloaded here: https://dl. dropboxusercontent. com/u/19788520/Stevefire. mdb

Also, when closing the game it takes extremely long for the process to end itself, while using one core fully and only slowly reducing the used memory.  Is this normal behaviour?
Also, can I restart the game while it's ending or would this corrupt the database?
I'm using the portable version, btw.

Again, thanks for the great game really enjoying it! :)
 

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: Official v6.20 Bugs Thread
« Reply #354 on: February 12, 2014, 10:12:46 AM »
I am playing 6.2, I invariably get the same cascade of "error in executeorders", "error 5, invalid procedure call or argument" between late july and early august of 2133...it's obviously not date-specific, but involving something that inevitably happens in my game. I've played through from december 2132 to the initiation of this bug 3 times now.

SERIOUSLY bummed if this is unfixable.
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline Proho

  • Able Ordinary Rate
  • P
  • Posts: 1
Re: Official v6.20 Bugs Thread
« Reply #355 on: February 14, 2014, 07:09:09 PM »
v6. 21
Mounting military jump drive on commercial vessel don't turn it into military.
And even if the jump engine's parameter 'Max Ship Size' is less than ship's 'Exact Class Size', ship is capable to jump through the ungated jump points and serve as jump tender for other ships, both commercial and military.
Sorry for bad English.
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Official v6.20 Bugs Thread
« Reply #356 on: February 15, 2014, 12:08:29 AM »
How interesting, now my 5 million ton terraformers built by industry can hop out system using a 50 ton jump engine. :P
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11675
  • Thanked: 20466 times
Re: Official v6.20 Bugs Thread
« Reply #357 on: February 15, 2014, 04:26:12 AM »
I am playing 6.2, I invariably get the same cascade of "error in executeorders", "error 5, invalid procedure call or argument" between late july and early august of 2133...it's obviously not date-specific, but involving something that inevitably happens in my game. I've played through from december 2132 to the initiation of this bug 3 times now.

SERIOUSLY bummed if this is unfixable.

Normally I would say send me the DB but I won't be able to run a v6.21 game anymore. Have you checked the game log file to see if there is some type of event that happens just before the error?
 

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: Official v6.20 Bugs Thread
« Reply #358 on: February 15, 2014, 10:12:40 AM »
I just invested 15 minutes in powering through the error messages. They've stopped completely after 3-4 cycles of this.
I cleared my civilian shipping lines and the orders of my task groups, and that SEEMED to cut down on their number. Some persisted, but resolved.

Seems to have fixed itself.
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline IanD

  • Registered
  • Commodore
  • **********
  • Posts: 725
  • Thanked: 20 times
Re: Official v6.20 Bugs Thread
« Reply #359 on: March 30, 2014, 02:09:03 PM »
Aurora  v6.21

The bug is that ships classed military vessels but with no magazines and no beam weapons such as the class below do not surrender when their home planet is captured. I guess this is because the flag for military vessels to surrender is something like magazines - empty. Anyway while the commercial hulls and an out of missiles battle cruiser design all surrendered the ships of the design below did not.

Code: [Select]
IF-120 class Scout 7900 tons     182 Crew     4327 BP      TCS 158  TH 5280  EM 0
33417 km/s    JR 4-50     Armour 2-35     Shields 0-0     Sensors 66/66/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 5498%    IFR: 76.4%    Maintenance Capacity 342 MSP
Spare Berths 5   

J8400(4-50) Military Jump Drive     Max Ship Size 8400 tons    Distance 50k km     Squadron Size 4
528 EP Plasma Core AM Drive (10)    Power 528    Fuel Use 23.35%    Armour 0    Exp 11%
Fuel Capacity 1 200 000 Litres    Range 117.1 billion km   (40 days at full power)

Thermal Sensor TH6-66 (1)     Sensitivity 66     Detect Signature 1000: 66m km
Active Search Sensor MR1309-R96 (1)     GPS 116640     Range 1 309.5m km     Resolution 96
EM Detection Sensor EM6-66 (1)     Sensitivity 66     Detect Strength 1000: 66m km

ECCM-2 (1)         ECM 20

This design is classed as a military vessel for maintenance purposes
IanD