Class Design - Components list.Obsolete Component only applies to designed components, these 2 categories are not among them.
Damage Control category is missing Obso Comp button, so it is not possible to obsolete older types of Damage Control systems.
Same for Salvage Module.
Class Design - Components list.Obsolete Component only applies to designed components, these 2 categories are not among them.
Damage Control category is missing Obso Comp button, so it is not possible to obsolete older types of Damage Control systems.
Same for Salvage Module.
Ah, I forgot that change for 1.13. but it is somewhat inconsistent as you can still obsolete ECCM and ECM components. I wonder if it is intentional for Damage Control as there is not really reason to use older versions (only cost, same as with ECCM and ECM).
Something wrong with auto-assignment designations? Designing my first civilian ship, and it's classed as 'a' for auto-assignment purposes:
And another possible minor bug: the pop-up to select which field you want to retrain a scientist to has a check box with no explanatory text. I couldn't see any effect of checking/unchecking the box.
When you post, please post as much information as possible, including:
The function number: n/a
The complete error text: No error
The window affected: Economics/GU Training
What you were doing at the time: Creating ground units
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: n/a
In the ground unit training window, if you delete the active task, the task queue will not correctly advance. To reproduce:
1) Queue up a set of ground units.
2) Delete the active task. You'll see that the queue is unaffected by this.
3) Run a few construction cycles. You'll see that the queue does not advance. The first queued task will not begin.
You can create a new task, and it will become the new active task, jumping to the front of the queue. Otherwise, the queue remains frozen.
1.13.0 Function #2169: Object reference not set to an instance of an object.
Opening or closing the Economics window after this point causes the error popup to reappear, as does properly queuing a research project.1.13.0 Function #1429: Object reference not set to an instance of an object.
Then, closing and reopening Aurora will load the game, apparently without ill effect... until you realize that Aaron Aardvark is taking over your game because your Race Name Themes setting somehow got erased.The function number: See above
The complete error text: See above
The window affected: See above
What you were doing at the time: Passing time while waiting for terraformers
Conventional or TN start: Conventional
Random or Real Stars: Real Stars
Is your decimal separator a comma? N
Is the bug is easy to reproduce, intermittent or a one-off? Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Started at the default 2025, it is now 2103 - but I haven't left Sol system yet.
1.13.0 Function #2939: Object Reference not set to an instance of an object.
Just started a new game and this is a few autoturn years into the game. It's a custom random star start and I haven't even designed a ship yet.
TN Start, Random stars, decimal separator.
The error is causing the game to lock up, I'll upload the DB from a the last save, autoturn a bit and it should error out.
Bughunter: Failed to reproduce, ran several times autoturn and manually.
Minor bug:
On the Commander screen, all of my scientists have a generic research specialty and percentage next to their names - no indication of their research field. (Image 1).
On the Research screen, all of my scientists are showing their research specialty and it is the same as the research specialty on the Commander screen.
The survey rate of geological survey ships is increased by Admin Command bonuses, but not by ship commander bonuses.
The survey rate of geological survey ships is increased by Admin Command bonuses, but not by ship commander bonuses.
Can you confirm the survey ship has a bridge or other control station.
The survey rate of geological survey ships is increased by Admin Command bonuses, but not by ship commander bonuses.
Can you confirm the survey ship has a bridge or other control station.
Negative. These are fighter-sized--no bridge.
If that's a requirement for getting the commander bonus, I must have missed it.
My apologies.
Miscellaneous components cannot be researched, because they don't appear on any of the research tabs after you create them in the Tech Window.
No mods, just downloaded the fresh 1.13 and did a new install. I started the game, created a new star system and I moved two planets a few million km and adjusted their properties to make them suitable for habitation and that's about it. No new stars or planets, no changing who orbits who (at least I don't think so).1.13.0 Function #2939: Object Reference not set to an instance of an object.
Just started a new game and this is a few autoturn years into the game. It's a custom random star start and I haven't even designed a ship yet.
TN Start, Random stars, decimal separator.
The error is causing the game to lock up, I'll upload the DB from a the last save, autoturn a bit and it should error out.
Bughunter: Failed to reproduce, ran several times autoturn and manually.
Its an error in Orbital Movement for stars. The only way I can see that specific error happening is if a non-primary star somehow didn't have a parent star. Have you made any changes to the starting system or are you running any mods?
EDT: also forum keeps adding more and more spaces after periods with each edits. One is enough.
Also, if you turn Invaders and Precursors off in the settings of the new game, their races are still generated in the database. Kind of makes sense because they are toggleable, but maybe it should be handled on settings change instead of being created by default?
Firecontrol states a weight of 100 tons, on ship it weights 127 tons, the same is for "Single weapon only" 100/127 that is, it's not halfweight... Testing a little more, a FC, no changes says 25 tons but weights 31 tons, so it seems to be around 24-27% more weights... Or I am missing something?? Seems to be the same in 1:12
Firecontrol states a weight of 100 tons, on ship it weights 127 tons, the same is for "Single weapon only" 100/127 that is, it's not halfweight... Testing a little more, a FC, no changes says 25 tons but weights 31 tons, so it seems to be around 24-27% more weights... Or I am missing something?? Seems to be the same in 1:12
- Have you accounted for the extra mass of armor and crew that come with adding components?
- EDIT: It seems to be WAI for me, when taking into account the crew and the armor, the size adds up rightly.
Miscellaneous components cannot be researched, because they don't appear on any of the research tabs after you create them in the Tech Window.
This is not a bug, but a question I have noticed. Seteve, did you change the parameters that a new officer is recruited? In 1.12 I saw from time to time some exceptional naval officers with promotion points over 1200 (and one time I saw one at 2000). For the Ground officers I saw even 10.000 points (because of the ground amount of troops that can manage, something that has gone... and I like it).
But in my current game, the best navy officer has reached 900 promotion points and one thing I noticed is that the crew training value is not over 50. Did you change it? is it just a matter of coincidence in my game?
The ship being maintained will use up MSP from any racial populations in the same location, in descending order of MSP stockpile. If no populations are available, or have no MSP, the maintained ship will use MSP from any Supply Ships in the same location, in descending order of available MSP. Finally, if no other option is available, the maintained ship will consume its own MSP. A ship can use a combination of the above to locate sufficient MSP.It is consistent with this logic, but still weird that loading\unloading MSP requires shuttles but M\O does not
- Oh boy, my first 1.13 bug! :P
--- When cueing up Naval Shipyards, it acts strangely. I'll cue up 3 and it'll only build two, I'll cue up 10 and it'll only build three, I'll cue up two and it'll only build one. I haven't looked into whether or not it's actually charging me for the ones it doesn't build, but it's surely not building them. The behavior is consistently wrong, but not wrong according to a consistent manner... if that makes any sense.
...I'll attach a DB... Just build a number of Naval Shipyards greater than one and viola! bug du jour. Currently I'm working around this by building them one at a time.
- Oh boy, my first 1.13 bug! :P
--- When cueing up Naval Shipyards, it acts strangely. I'll cue up 3 and it'll only build two, I'll cue up 10 and it'll only build three, I'll cue up two and it'll only build one. I haven't looked into whether or not it's actually charging me for the ones it doesn't build, but it's surely not building them. The behavior is consistently wrong, but not wrong according to a consistent manner... if that makes any sense.
...I'll attach a DB... Just build a number of Naval Shipyards greater than one and viola! bug du jour. Currently I'm working around this by building them one at a time.
I have had this same problem since 1.12, I think it becomes a problem with high levels of construction industry. The shipyards get finished too quickly and the game loses count of how many it needs to add.
That does sound like quite a lot. Is it possible that more than 1 shipyard (from the same construction order) completed in the same production cycle?
That does sound like quite a lot. Is it possible that more than 1 shipyard (from the same construction order) completed in the same production cycle?
- Possibly, though I have no way to check for that AFAIK.
That does sound like quite a lot. Is it possible that more than 1 shipyard (from the same construction order) completed in the same production cycle?
- Possibly, though I have no way to check for that AFAIK.
A naval shipyard costs 2400 BP, so to build two in a single production cycle would take 4800 BP over that 5-day (default) period. If you're a minimax player who uses 100% of construction capacity for a single build at a time, with 7500 factories this could happen if you have Construction Rate 50 BP or better, in fact you can probably pull this off with one or two levels lower tech if you have bonuses from colony and sector governors. It could also be possible to have overrun occur with a lower amount of BP, for example in a single construction cycle you might need 10 BP to finish the first shipyard and 2400 BP to build the next one from scratch, a total of 2410 which is obviously possible at a much lower level of tech/bonuses.
If these conditions sound like a match for your current game state (and 7500 factories is pretty late game, unless you're starting with something like 10 billion pop, so I wouldn't be surprised if you also have a high Construction Rate tech), this may be what is happening - multiple yards are completed and only one gets added to the SYs list.
This obfuscation discourages me. Also poor old eyes are not able to deal with the blue wavelengths, woe. Otherwise good job.
The attachment is a picture of a design which, "is classed as a i for auto-assignment purposes"
But yeah I keep hearing that the blue color scheme really does a number on peoples eyes which is a big problem.
1.13.0 Function #2092: Value was too large or too small for a Decimal.
I can't really play it either. The blue color kills me :'(
I can't really play it either. The blue color kills me :'(
I can't really play it either. The blue color kills me :'(
- A friendly reminder that Steve is colorblind. :)
Additionally, these units were not assigned to the unit series.
Additionally, these units were not assigned to the unit series.
This is your problem. Unit replacement does not work if the units that your trying to replace do not belong in a unit series.
Though now that I reread your post, is the game just adding random units to the wrong formations? Can your please post the affected formations, both the replacer and the replacee.
Additionally, these units were not assigned to the unit series.
This is your problem. Unit replacement does not work if the units that your trying to replace do not belong in a unit series.
Though now that I reread your post, is the game just adding random units to the wrong formations? Can your please post the affected formations, both the replacer and the replacee.
Replacements work only if every designed unit has a series counterpart. When designing a unit, you MUST also set up the series in the relative window after such a unit has been researched. It was highlighted in many other posts. I hope this helps.
Here are 4 screen shots, the unit series, infantry battalion formation, training battalion formation and an infantry battalion after replacement.
Here are 4 screen shots, the unit series, infantry battalion formation, training battalion formation and an infantry battalion after replacement.
Your 1st Infantry Battalion has its replacement template set as Training Battalion. Change this back to Infantry Battalion and it should behave correctly.
Here are 4 screen shots, the unit series, infantry battalion formation, training battalion formation and an infantry battalion after replacement.
Your 1st Infantry Battalion has its replacement template set as Training Battalion. Change this back to Infantry Battalion and it should behave correctly.
Yep, that is the only thing out of place atm.
Here are 4 screen shots, the unit series, infantry battalion formation, training battalion formation and an infantry battalion after replacement.
Your 1st Infantry Battalion has its replacement template set as Training Battalion. Change this back to Infantry Battalion and it should behave correctly.
Yep, that is the only thing out of place atm.
I see. It's using the whole template, rather than the series.
I see. It's using the whole template, rather than the series.
In the class design screen, on "Race Components", when a component is selected opening and closing a category (ex. Engine) will add that component to the ship.
I was able to reproduce - select a component in one category (e.g. Fuel Storage - Small), then open and close a different category (e.g. Crew Quarters), and the selected component will get added. The category-clicking needs to be on the +/- icon in the tree, and the clicking needs to be fairly quick - a double-click, as it were.In the class design screen, on "Race Components", when a component is selected opening and closing a category (ex. Engine) will add that component to the ship.
I can't reproduce this one - anyone else have a similar problem?
There's a bug with the reduced shot railguns. The component design shows a reduced power requirement for reduced shot weapons, but in the ship design screen, it appears they require the same amount of power as a full-size railgun. For example, a single shot C3 10cm railgun requires .75 power per the component design screen, but according to the ship design screen it requires 3 power.
I can't really play it either. The blue color kills me :'(
- A friendly reminder that Steve is colorblind. :)
Wait for real? That does I suppose explain much of the issues that people have. I imagine its quite comfortable for him.
The function number: n/a
The complete error text: n/a
The window affected: Economics ==> Shipyard
What you were doing at the time: n/a
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 16Y
I don't know if it's wai or a bug but obsolete ship designs stay available until retooling of the shipyard.
If you obsolete a ship design but do not retool your shipyard to the revised design, you can keep building the old design.
In my case a tug 50kt without a tractor beam and the new tug 51kt with tractor beam and some extra fuel.
Both can be build from the same shipyard. I obsoleted the first tug but that did not change the build options in the shipyard.
Only after retooling did the build option go away.
I can't really play it either. The blue color kills me :'(
- A friendly reminder that Steve is colorblind. :)
Wait for real? That does I suppose explain much of the issues that people have. I imagine its quite comfortable for him.
To be honest, I forget about that as it doesn't affect daily life. I can see normal colours, but I struggle with shades. There is a book test with lots of dots in a circle and a number that is in different shades. I can do the first one and then I can't see any of the other numbers. I found out when I applied to join the RAF at 18 :)
I was able to reproduce - select a component in one category (e.g. Fuel Storage - Small), then open and close a different category (e.g. Crew Quarters), and the selected component will get added. The category-clicking needs to be on the +/- icon in the tree, and the clicking needs to be fairly quick - a double-click, as it were.In the class design screen, on "Race Components", when a component is selected opening and closing a category (ex. Engine) will add that component to the ship.
I can't reproduce this one - anyone else have a similar problem?
Continuing, if you switch to the "Class Components" tab and do the same process, the component will be removed from the ship. The crew/armor recalculation/refresh will deselect the component in between each removal. You can switch to "Wide View" to view both the Race and Class Components simultaneously, but it doesn't work cross-panel - Race component + Race category, or Class + Class, not Race + Class.
I can't really play it either. The blue color kills me :'(
- A friendly reminder that Steve is colorblind. :)
Wait for real? That does I suppose explain much of the issues that people have. I imagine its quite comfortable for him.
To be honest, I forget about that as it doesn't affect daily life. I can see normal colours, but I struggle with shades. There is a book test with lots of dots in a circle and a number that is in different shades. I can do the first one and then I can't see any of the other numbers. I found out when I applied to join the RAF at 18 :)
Just to add in, I think someone else has something to it also being a monitor/graphics card issue; I'm not color blind and to me it's nicely distinct white/light green text on a dark blue background, even in screenshots, so it's always kind of weirded me out why some people say it's unreadable (and, truth be told, I admit I kind of wondered if it was just being used as a justification for 3rd party versions). If it really does show up as white text on bright blue background on some computers that would make more sense, and it would even fit with the screenshots - if it's not the game itself working differently, the screenshots themselves might look different on different computers.
I was able to reproduce - select a component in one category (e.g. Fuel Storage - Small), then open and close a different category (e.g. Crew Quarters), and the selected component will get added. The category-clicking needs to be on the +/- icon in the tree, and the clicking needs to be fairly quick - a double-click, as it were.In the class design screen, on "Race Components", when a component is selected opening and closing a category (ex. Engine) will add that component to the ship.
I can't reproduce this one - anyone else have a similar problem?
Continuing, if you switch to the "Class Components" tab and do the same process, the component will be removed from the ship. The crew/armor recalculation/refresh will deselect the component in between each removal. You can switch to "Wide View" to view both the Race and Class Components simultaneously, but it doesn't work cross-panel - Race component + Race category, or Class + Class, not Race + Class.
Reproduced now thanks - a very specific bug. This happens because the double-click event is associated with the treeview control and uses the currently selected node as the target. It can only happen by double-clicking on the +/- icon while another node is selected, which is a very unusual thing to do (as this is the first time this has been reported). I could do some checking around location of mouse when the double-click happens, but that could lead to other bugs. Given the rarity and minimal impact, I think this is one I am going to live with :)
Ground Support Fighters
Fleets with this order that are at their target population cannot be targeted in normal naval combat or by STO weapons.
Search and Destroy involves sending fighters to a planet with enemy ground forces (with or without friendly forces present) to attack targets of opportunity. This is similar to a ground support mission with the following differences:
The fighters do not need to be assigned to a friendly ground formation and do not require fire direction
The fighters will select any hostile formation, regardless of field position
The chance to hit is 33% of normal
Hostile AA will fire as if this is a ground support mission directed against the selected formation
Quote from: Desdinova link=topic=12522. msg150770#msg150770 date=1619556479There's a bug with the reduced shot railguns. The component design shows a reduced power requirement for reduced shot weapons, but in the ship design screen, it appears they require the same amount of power as a full-size railgun. For example, a single shot C3 10cm railgun requires . 75 power per the component design screen, but according to the ship design screen it requires 3 power.
Seems to be working fine on the ship design for me. Could you post a screenshot of the problem?
The 0. 75 capacitor recharge, or other odd small numbers, happens when you select reduced size lasers/railguns.
Long time lurker, first time poster.
Choosing to build a ship using pre-fabricated components, and then canceling the ship construction, does not return the pre-fabricated components to you. I found out when I canceled construction very early on (fixing a minor design issue) and reissued the construction commands, and suddenly had to wait 3 extra years for them to build. I feel like this is less than ideal.
Choosing to build a ship using pre-fabricated components, and then canceling the ship construction, does not return the pre-fabricated components to you. I found out when I canceled construction very early on (fixing a minor design issue) and reissued the construction commands, and suddenly had to wait 3 extra years for them to build. I feel like this is less than ideal.
It's unfortunate, but not a bug. The information that the ship was built with XYZ components is simply not stored once the construction begins. The components are consumed, the construction time and resources adjusted as needed, and that's the end of it. WAD, though perhaps not exactly WAI.
As I don't believe you can SM components to a planetary stockpile it may be a suitable workaround to re-build the components from factories and use SM to add the materials back to your stockpiles.
There does not seem to be any place in C# to flag a system as having a "Suspected Dormant Jump Point" like there was in VB6. There is no place to set this flag on the Galaxy Map, System Map, or in the System Bodies Window.
There does not seem to be any place in C# to flag a system as having a "Suspected Dormant Jump Point" like there was in VB6. There is no place to set this flag on the Galaxy Map, System Map, or in the System Bodies Window.
There is, not sure if it has any function though. Toggling it didn't seem to make it stick active for that system.
It can be a bit of a hassle to maximize your FAC design (quite frustratingly so!), because each time you go over 1,000 tons a bridge is automatically added, and in 1.13 it is still possible that you can't remove a bridge even though it would take you back under 1,000 tons when it is very, very close to the 1,000-ton limit. I assume this is because it isn't taking into account the armor or crew quarters that would also be removed when the bridge is taken off.This really belongs in the suggestions thread but I support it anyways.
If there were something like a toggleable checkbox on the right side of the ship design window that says "
- No Bridge" and simply prevents a bridge from being automatically added to your ship design, that would solve this annoyance in a pretty reasonable way.
A user on the discord playing a very small galaxy of 25 stars found a natural jump point that led to the same system it was in.
Potential bug 2; I set minimum number of comets per system as 10. However a number of systems appear cometless. This may be working as intended.
Potential bug 3; In setup I changed local system generation spread from 15 to 7 or 8 (tried both). I found that warp points were very sparse. that 7 local system generation spread game ran out of warp points at 15-20 systems (game deleted). The 8 local system generation spread found a maximum of 2 systems with 3 warp points the rest had 1 or 2 warp points for a total of 23 systems. With only 1 unexplored warp point left I changed local system generation spread to 15. I now have 55 systems explored with 10 systems having more than 2 warp points plus 6 systems not yet fully explored. However this may be working as intended.
Potential bug 2; I set minimum number of comets per system as 10. However a number of systems appear cometless. This may be working as intended.
Not WAI according to the tooltip, thus is a bug.QuotePotential bug 3; In setup I changed local system generation spread from 15 to 7 or 8 (tried both). I found that warp points were very sparse. that 7 local system generation spread game ran out of warp points at 15-20 systems (game deleted). The 8 local system generation spread found a maximum of 2 systems with 3 warp points the rest had 1 or 2 warp points for a total of 23 systems. With only 1 unexplored warp point left I changed local system generation spread to 15. I now have 55 systems explored with 10 systems having more than 2 warp points plus 6 systems not yet fully explored. However this may be working as intended.
Running out of JPs does happen occasionally, I remember a post where a player had I think 8 systems and ran out of new JPs. Usually the fix is to SM a few new JPs in frontier systems, and a workaround is to increase the minimum number of JPs in Sol to make such an event far less probable.
I was conducting an orbital drop against the Rakhas. Some of the troop drop pod components got damaged by STO immediately prior to dropping, which may or may not be relevant.
Then, on each subsequent combat phase, I got a single "Function #1793: Attempted to divide by zero" error box every turn.
The function number; 1.13.0
The complete error text; n/a
The window affected; various
What you were doing at the time; ResearchConventional orTN startRandom orReal Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; intermittent or a one-off? Finding engine tech easy.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 48 years
I was researching engine tech and was OK up to Magneto-plasma Drive Technology cost 45,000 RP, I seemed to miss Inertial confinement fusion Drive Technology (40,000 RP) but to get to the next engine tech I have to research Plasma-core anti-matter power plant RP 750,000. I have researched all power plant techs up to this one but no new engine tech. Is this WAI?
The function number; 1.13.0
The complete error text; n/a
The window affected; various
What you were doing at the time; ResearchConventional orTN startRandom orReal Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; intermittent or a one-off? Finding engine tech easy.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 48 years
I was researching engine tech and was OK up to Magneto-plasma Drive Technology cost 45,000 RP, I seemed to miss Inertial confinement fusion Drive Technology (40,000 RP) but to get to the next engine tech I have to research Plasma-core anti-matter power plant RP 750,000. I have researched all power plant techs up to this one but no new engine tech. Is this WAI?
Definitely not WAI.
Cost of Inertial Confinement Fusion Reactor should be 90k.
Cost of Plasma-core is correct, but there are two more techs before this one, after Inertial Confinement:
Solid-core Anti-matter Power Plant (180k)
Gas-core Anti-matter Power Plant (375k)
Did you happen to get those for free somehow?
You are only allowed 1 Jump drive per ship
Since Military jump drives are a commercial component it would make sense that you would be able to make a Commercial ship capable of jumping military engines ships, right? This is currently not the case because you need a SECOND jump drive for the commercial ship, which isn't possible
The current situation Requires 2 ships:
Ship A has a Military jump drive capable of jumping your military ships
Ship B has a commercial jump drive capable of jumping your commercial ships
This provides another problem, A fleet requiring multiple jump drives for their multiple types of ships is not possible. This means using commercial ships for military jump engines is an almost pointless feature without being able to add 2 drives to the same ship.
No I researched all the previous power plants but didn't work out that Inertial confinement fusion Drive followed Magneto-plasma Drive Technology, It cost less so I thought it must precede it - wrong!
Fleet history is greatly slowing down the save speed of my 100+ year game. For the first time since reinstalling 1.13 from scratch, I opened up the database in an SQL editor and deleted all but the most recent fleet history, which amounted to around 240,000 entries. There were also an inordinate number of GameLog messages about NPR fleets running out of fuel.
Once I deleted all log entries of those two types, saving my game went from 13 seconds before, to just 6 seconds after cleaning the database. (On an SSD, with a top-tier CPU)
I would recommend wiping Fleet History for civilian shipping lines after some number of years (10? 20?) and same with NPRs. Player naval fleet histories should be kept forever.
No I researched all the previous power plants but didn't work out that Inertial confinement fusion Drive followed Magneto-plasma Drive Technology, It cost less so I thought it must precede it - wrong!
Perhaps you are confusing "Inertial" with "Internal"?
Internal Confinement Fusion Drive Technology costs 40k.
Inertial Confinement Fusion Drive Technology costs 150k.
No I researched all the previous power plants but didn't work out that Inertial confinement fusion Drive followed Magneto-plasma Drive Technology, It cost less so I thought it must precede it - wrong!
Perhaps you are confusing "Inertial" with "Internal"?
Internal Confinement Fusion Drive Technology costs 40k.
Inertial Confinement Fusion Drive Technology costs 150k.
No I researched all the previous power plants but didn't work out that Inertial confinement fusion Drive followed Magneto-plasma Drive Technology, It cost less so I thought it must precede it - wrong!
Perhaps you are confusing "Inertial" with "Internal"?
Internal Confinement Fusion Drive Technology costs 40k.
Inertial Confinement Fusion Drive Technology costs 150k.
I do wish one of these technologies would get renamed. They're so hard to distinguish in-game, and easy to get confused by :)
There is no event log message when your Xenosurvey Crew unearths special fun things. They just appear and start shooting. It would be nice if there were a short, flavor game log message describing what happened.
1.13.0 function #930: Object reference not set to an instance of an object.
I got two or three #2939 errors while processing the turn (I was expecting a new system to be jumped into and generated), and then the game froze for 10 minutes. I don't think it's going to recover, so I had to force-close it and resume from my last save a few minutes prior.
The function number; 1.13.0
The complete error text; n/a
The window affected; various
What you were doing at the time; scrapping ships, exploring, systems missing comets,Conventional orTN startRandom orReal Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; intermittent or a one-off? scrapping easy, missing comets intermittent, few warp points?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 43 years
Potential bug 1: After you mark a ship design as obsolete those ships of that design no longer show up in shipyard lists for scrapping. Un-obsolete them and they show up.
Potential bug 2; I set minimum number of comets per system as 10. However a number of systems appear cometless. This may be working as intended.
Potential bug 3; In setup I changed local system generation spread from 15 to 7 or 8 (tried both). I found that warp points were very sparse. that 7 local system generation spread game ran out of warp points at 15-20 systems (game deleted). The 8 local system generation spread found a maximum of 2 systems with 3 warp points the rest had 1 or 2 warp points for a total of 23 systems. With only 1 unexplored warp point left I changed local system generation spread to 15. I now have 55 systems explored with 10 systems having more than 2 warp points plus 6 systems not yet fully explored. However this may be working as intended.
Fleet history is greatly slowing down the save speed of my 100+ year game. For the first time since reinstalling 1.13 from scratch, I opened up the database in an SQL editor and deleted all but the most recent fleet history, which amounted to around 240,000 entries. There were also an inordinate number of GameLog messages about NPR fleets running out of fuel.
Once I deleted all log entries of those two types, saving my game went from 13 seconds before, to just 6 seconds after cleaning the database. (On an SSD, with a top-tier CPU)
I would recommend wiping Fleet History for civilian shipping lines after some number of years (10? 20?) and same with NPRs. Player naval fleet histories should be kept forever.
Potential bug 3; This error then has been present since VB6! When I first noticed it, but appears to have become worse.
The button to turn on Active Sensors at the bottom of the Naval Organization window only appears when you select individual ships. There doesn't seem to be any "single click" button to turn on active sensors for the entire fleet, like there was in VB6. Instead, right now the workaround is to use movement orders (and juggle waypoints/point of interest) to turn on or off the entire fleet's active sensors.
No I researched all the previous power plants but didn't work out that Inertial confinement fusion Drive followed Magneto-plasma Drive Technology, It cost less so I thought it must precede it - wrong!
Perhaps you are confusing "Inertial" with "Internal"?
Internal Confinement Fusion Drive Technology costs 40k.
Inertial Confinement Fusion Drive Technology costs 150k.
Guilty as charged! I was confusing power plant techs with engine techs, sorry!
You are only allowed 1 Jump drive per ship
Since Military jump drives are a commercial component it would make sense that you would be able to make a Commercial ship capable of jumping military engines ships, right? This is currently not the case because you need a SECOND jump drive for the commercial ship, which isn't possible
The current situation Requires 2 ships:
Ship A has a Military jump drive capable of jumping your military ships
Ship B has a commercial jump drive capable of jumping your commercial ships
This provides another problem, A fleet requiring multiple jump drives for their multiple types of ships is not possible. This means using commercial ships for military jump engines is an almost pointless feature without being able to add 2 drives to the same ship.
There is no event log message when your Xenosurvey Crew unearths special fun things. They just appear and start shooting. It would be nice if there were a short, flavor game log message describing what happened.
C# doesn't have anything that appears from ruins and starts shooting.
When making custom systems through SM mode, moons do not seem to receive a placeholder name and instead have the name "No name". Unfortunately this means that when opening the system view for every such moon, function 3060 throws an "Object reference not set to an instance of an object". This same error is also thrown when the economy screen is opened for each colony on these "No name" bodies.
Also worth noting that I like to add empty spaces in front of important systems in order to game the alphabetic sorting.
Edit: I'm also getting one instance of function 1170 "The given key was not present in the dictionary" throwing whenever I first launch the game. (I had discovered some other systems, because of the previous error the bodies in these systems did not load in, but their entries in FCT_SystemBodies were still present, throwing the key error)
Conventional start, real stars, decimal separator = period, Another New system Discovered
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated around 16 to 20 times but I was eventually able to click through them.
Database attached. Noticed that exactly the same sequence has been reported in bugs thread 1. 9. 3.
P. S. on Saturday 15 january 2084 the game starts to callculate something and well, wont stop :(
When making custom systems through SM mode, moons do not seem to receive a placeholder name and instead have the name "No name". Unfortunately this means that when opening the system view for every such moon, function 3060 throws an "Object reference not set to an instance of an object". This same error is also thrown when the economy screen is opened for each colony on these "No name" bodies.
Also worth noting that I like to add empty spaces in front of important systems in order to game the alphabetic sorting.
Edit: I'm also getting one instance of function 1170 "The given key was not present in the dictionary" throwing whenever I first launch the game. (I had discovered some other systems, because of the previous error the bodies in these systems did not load in, but their entries in FCT_SystemBodies were still present, throwing the key error)
SJW: Cannot reproduce.
SJW: Deleting a population that contains the top-level admin command will now result in that admin command moving to a new population. A naval HQ will be created if no pops with existing HQs are available.With the installation scrapping introduction, there is a potential for infinite dupe for wealth, boronide, mercassium and uridium (resources from scrapping Naval HQs) with intentional HQ moving and pop deletion, depending on how exactly these 2 features were implemented.
QuoteSJW: Deleting a population that contains the top-level admin command will now result in that admin command moving to a new population. A naval HQ will be created if no pops with existing HQs are available.With the installation scrapping introduction, there is a potential for infinite dupe for wealth, boronide, mercassium and uridium (resources from scrapping Naval HQs) with intentional HQ moving and pop deletion, depending on how exactly these 2 features were implemented.
Might want to rethink the system a bit if this has not been accounted for already.
(https://i.imgur.com/qro1JxU.png)
These two red-box time estimates should be the same number, but for some reason they are not. Please note that the move order is a "Follow at 1,000 mil km" order. (The task force has not yet reached its 1,000 mil km standoff point)
It looks like the map ETA is correctly taking into account the stand-off distance I've ordered, but the Travel Time in the fleet window is incorrectly calculating based on distance to the center of the body targeted.
These two red-box time estimates should be the same number, but for some reason they are not. Please note that the move order is a "Follow at 1,000 mil km" order. (The task force has not yet reached its 1,000 mil km standoff point)
It looks like the map ETA is correctly taking into account the stand-off distance I've ordered, but the Travel Time in the fleet window is incorrectly calculating based on distance to the center of the body targeted.
when I had these errors usually was because my Naval Screen was open and because while the Tactical map is refreshed real-time while the screens are not (you must close and reopen) that caused the issue. Have you tried that?
DISCLAIMER: My problem was during setting different speeds so it may not be related to yours.
With 5-minute subpulses and a 3-hour turn, how did these two fleets slip so far past each other? I would have thought there would have been 36 sub-pulse sensor interrupt checks during those 3 hours of travel. All my sensor sizes and resolutions are shown. Shouldn't the turn have been interrupted with a new hostile sensor detection about 1.5 hours through the 3-hour turn?
With 5-minute subpulses and a 3-hour turn, how did these two fleets slip so far past each other? I would have thought there would have been 36 sub-pulse sensor interrupt checks during those 3 hours of travel. All my sensor sizes and resolutions are shown. Shouldn't the turn have been interrupted with a new hostile sensor detection about 1.5 hours through the 3-hour turn?
Could be cloaked?
A cloaked ship's signature shows its full size, not the effective size for sensor detection purposes.
With 5-minute subpulses and a 3-hour turn, how did these two fleets slip so far past each other? I would have thought there would have been 36 sub-pulse sensor interrupt checks during those 3 hours of travel. All my sensor sizes and resolutions are shown. Shouldn't the turn have been interrupted with a new hostile sensor detection about 1.5 hours through the 3-hour turn?
If I fire an overkill number of missiles targeted at a single target in a multi-ship fleet, and my missiles have active sensor seekerheads, shouldn't the "extra" missiles after my target dies, retarget to other nearby enemy ships? Because right now they all explode as if they hit something, but only the originally targeted ship is damaged/killed.
I fired 294 missiles at a single ship belonging to a precursor fleet of 3 enemy ships, all same speed and size. 167x missiles ended up having successful intercepts according to the log. However, only one ship was hit (32 times) and was destroyed. The remaining extra "overkill" missiles exploded, doing no damage to the other two ships:
With 5-minute subpulses and a 3-hour turn, how did these two fleets slip so far past each other? I would have thought there would have been 36 sub-pulse sensor interrupt checks during those 3 hours of travel. All my sensor sizes and resolutions are shown. Shouldn't the turn have been interrupted with a new hostile sensor detection about 1.5 hours through the 3-hour turn?
Not necessarily. The turn interrupt is tied to the firing of events, and the firing of hostile contact events is tied to updating of a hostile contact.
If a hostile ship leaves your sensor range at, say, 4000 km/s with its active sensor on, and then later reappears at 4000 km/s with its active sensor on, there is no change in the hostile contact and no event is fired. This is not a bug, but rather is a quirk of the contacts system interacting with the events system - which is frequently brought up in the suggestions thread.
If I fire an overkill number of missiles targeted at a single target in a multi-ship fleet, and my missiles have active sensor seekerheads, shouldn't the "extra" missiles after my target dies, retarget to other nearby enemy ships? Because right now they all explode as if they hit something, but only the originally targeted ship is damaged/killed.
I fired 294 missiles at a single ship belonging to a precursor fleet of 3 enemy ships, all same speed and size. 167x missiles ended up having successful intercepts according to the log. However, only one ship was hit (32 times) and was destroyed. The remaining extra "overkill" missiles exploded, doing no damage to the other two ships:
I recall that in the 1.12 period there was discussion that active sensors on missiles did not allow them to retarget, and ultimately a change was made in 1.13 to allow second-stage missiles to auto-target but no change that I recall was made for standard missiles with active sensors. Presently active sensors on missiles are designed to allow retargeting if a target was destroyed in the previous increment - with how salvo motion and missile impacts work missiles will not retarget after the target has been precisely killed. I'm not sure if this is the design intention or simply the way it is, but either way it isn't a bug and is another popular subject of discussion in the suggestions threads.
So you're saying if I hadn't ever had a sensor contact with these Precursor ships before, then I would have gotten a proper sub-pulse interrupt? But because I've seen them once before, decades earlier, now they don't ever interrupt sub-pulses when they appear again with the same stats?
I didn't realize that's how it was supposed to work. Other people on the discord thought it was bugged, too.
When my missiles are targeted against Precursors, they aren't causing sub-pulse interrupts when they get within AMM range. I saved the game, set sub-pulse interrupts to 5sec, and clicked the "5 min" button to watch the turn move forward. There should have been 60 sub-pulses.
My missiles struck the Precursor fleet with only PD firing, and not their AMMs.
Then I reloaded the game and moved forward in 5-second increments manually instead of relying on the sub-pulse setting. Their AMMs started engaging my missiles almost a minute prior to the missiles arriving at the Precursor fleet.
Isn't there a sub-pulse interrupt that should be be happening when the Precursors detect my missiles inbound? I'm worried that this isn't working right, and that there might not be an interrupt for when they shoot missiles at me, either. Perhaps there's something about turn resolution that I'm missing.
"Create Colony" from the Naval Organization window used to work previously, but now that I have two species to choose from, it no longer creates a colony on the chosen body. I had to go to System Body View to create a colony (which defaulted to Human, and didn't ask me to choose a species).
(https://i.imgur.com/U0qTlU2.png)
So you're saying if I hadn't ever had a sensor contact with these Precursor ships before, then I would have gotten a proper sub-pulse interrupt? But because I've seen them once before, decades earlier, now they don't ever interrupt sub-pulses when they appear again with the same stats?
Yes. It's really weird, and not the behavior most players desire nor expect, but it is WAD although the volume of complaints suggests the D could use some adjustments (which, again, is a suggestions thread topic of some frequency).
So you're saying if I hadn't ever had a sensor contact with these Precursor ships before, then I would have gotten a proper sub-pulse interrupt? But because I've seen them once before, decades earlier, now they don't ever interrupt sub-pulses when they appear again with the same stats?
Yes. It's really weird, and not the behavior most players desire nor expect, but it is WAD although the volume of complaints suggests the D could use some adjustments (which, again, is a suggestions thread topic of some frequency).
This bothers me so much that I'm going to write a db script that will auto-purge old contacts, just to force the game to throw an interrupt at the next sighting.
QuoteSJW: Deleting a population that contains the top-level admin command will now result in that admin command moving to a new population. A naval HQ will be created if no pops with existing HQs are available.With the installation scrapping introduction, there is a potential for infinite dupe for wealth, boronide, mercassium and uridium (resources from scrapping Naval HQs) with intentional HQ moving and pop deletion, depending on how exactly these 2 features were implemented.
Might want to rethink the system a bit if this has not been accounted for already.
If I fire an overkill number of missiles targeted at a single target in a multi-ship fleet, and my missiles have active sensor seekerheads, shouldn't the "extra" missiles after my target dies, retarget to other nearby enemy ships? Because right now they all explode as if they hit something, but only the originally targeted ship is damaged/killed.
I fired 294 missiles at a single ship belonging to a precursor fleet of 3 enemy ships, all same speed and size. 167x missiles ended up having successful intercepts according to the log. However, only one ship was hit (32 times) and was destroyed. The remaining extra "overkill" missiles exploded, doing no damage to the other two ships:
So you're saying if I hadn't ever had a sensor contact with these Precursor ships before, then I would have gotten a proper sub-pulse interrupt? But because I've seen them once before, decades earlier, now they don't ever interrupt sub-pulses when they appear again with the same stats?
Yes. It's really weird, and not the behavior most players desire nor expect, but it is WAD although the volume of complaints suggests the D could use some adjustments (which, again, is a suggestions thread topic of some frequency).
This bothers me so much that I'm going to write a db script that will auto-purge old contacts, just to force the game to throw an interrupt at the next sighting.
"Create Colony" from the Naval Organization window used to work previously, but now that I have two species to choose from, it no longer creates a colony on the chosen body. I had to go to System Body View to create a colony (which defaulted to Human, and didn't ask me to choose a species).
Hey steve or someone knowledgeable of error codes need help really quick with this one, I have been making my custom premade scenario and I am starting to get this every construction cycle, so if someone could let me know what it means I can see if I can track down the culprit and delete/fix it.
(https://i.imgur.com/Gd4tmwC.png)
it seems harmless as time still advances but its of course quite annoying.
Hey steve or someone knowledgeable of error codes need help really quick with this one, I have been making my custom premade scenario and I am starting to get this every construction cycle, so if someone could let me know what it means I can see if I can track down the culprit and delete/fix it.
(https://i.imgur.com/Gd4tmwC.png)
it seems harmless as time still advances but its of course quite annoying.
The error is somewhere in AI Diplomacy, but that isn't a small function so hard to know the cause without more context.
Hey steve or someone knowledgeable of error codes need help really quick with this one, I have been making my custom premade scenario and I am starting to get this every construction cycle, so if someone could let me know what it means I can see if I can track down the culprit and delete/fix it.
(https://i.imgur.com/Gd4tmwC.png)
it seems harmless as time still advances but its of course quite annoying.
The error is somewhere in AI Diplomacy, but that isn't a small function so hard to know the cause without more context.
The only "diplomacy" I have done is related to SM establishing communications with another NPR in system, along with changing their name and image etc. I can provide the DB, I would really like to get this solved as this DB is planned to be the one with the premade scenario for other players and I dont think an error every construction cycle will make it too appealing.
Hey steve or someone knowledgeable of error codes need help really quick with this one, I have been making my custom premade scenario and I am starting to get this every construction cycle, so if someone could let me know what it means I can see if I can track down the culprit and delete/fix it.
(https://i.imgur.com/Gd4tmwC.png)
it seems harmless as time still advances but its of course quite annoying.
The error is somewhere in AI Diplomacy, but that isn't a small function so hard to know the cause without more context.
The only "diplomacy" I have done is related to SM establishing communications with another NPR in system, along with changing their name and image etc. I can provide the DB, I would really like to get this solved as this DB is planned to be the one with the premade scenario for other players and I dont think an error every construction cycle will make it too appealing.
Unfortunately, the DB won't help as my code base has moved on so I will just generate errors trying to load a v1.13 database.
Somewhere in that function, something is missing that the code expects to find. It could be a system, a race, a ship, etc. but there is no way to know what. One thing you could try (after backing up the DB) is deleting all the records from the various FCT_Alien<xxx> tables. The game will generate them all again as a result of contacts and it might solve the issue.
on the code base thing couldnt you for example just download your own 1.13 release and then load my game and check the database? and code or would that not work?
The function number:
The function number 1412
The complete error text Function #1412: Value was either too large or too small for a Decimal.
The window affected Main Screen
What you were doing at the time passing time 5 days with green light
Conventional or TN start - Conventional
Random or Real Stars - Random
Is your decimal separator a comma? a dot ". "
Is the bug is easy to reproduce, intermittent or a one-off? One off so far
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - year 73 with 5% research rate so this game has been running short time as only explored Sol
Error box kept coming up had to spam enter tons of times to get out of it eventually the error ceased after spamming enter.
Weird result of this bug is that the mass drivers have mass produced resources on earth my stockpiles for my resources have jumped up from tens of thousands to tens of millions of each resource.
Just quick question is it possible to amend the minerals through SM somewhere or will it have to be a DB edit?
(https://i. ibb. co/qjvg7fG/Image1. png)
Civilian Shipping Contracts are overfilling.
After a civilian ship loads an installation at the supply location, the "Assigned" amount of the demand contract reduces by 1.
If a new supply contract for this installation is created before this ship finishes unloading at the destination, the civvies will use that supply to fulfill the original demand contract again.
This can happen over and over for a single demand contract.
A civ ship will eventually deliver the installation, causing that demand contract to be deleted. But all the others en route will finish their delivery.
Steps to reproduce:
0) Ensure that a shipping company exists and that no supply or demand contracts currently exist.
1) Create a supply contract for 1 installation at Colony A (make sure Colony A has at least 1 such installation).
2) Create a demand contract for 1 of the same installation at Colony B (must be in same system as Colony A, or a jumpgate route must exist from A to B).
3) Advance time until a civilian freighter has been assigned to deliver the installation. Note that the "Assigned" amount has changed to 1 for both the supply and the demand contract.
4) Advance time until the civilian freighter has finished loading the installation at Colony A and begun moving to B. Note that the supply contract has disappeared, and the "Assigned" amount has changed back to 0 for the demand contract.
5) Create a new supply contract for 1 of the same installation at Colony A. Do not create any matching demand contract.
6) Advance time. If/when a civilian freighter becomes available before the original freighter has unloaded the installation at B, the newly available freighter will be assigned to deliver the installation from A to B. The supply and demand contract "Assigned" amounts will change to 1 and the ship will move to A, load the installation (which reduces the "Assigned" amount on the demand contract back to 0), and begin moving to B.
7) If you like, go back to step 5 and do it again. See how many civvies you can get loaded up before the original freighter finally delivers the installation.
1.13
Reassign a new governor or any official to the same position will generate infinite logs of the same content
1.13
Reassign a new governor or any official to the same position will generate infinite logs of the same content
Just to clarify, you mean the bug happens when assigning a commander to the role they already occupy?
Game: TN Start
Stars: Random
Decimal Seperator: Period
Reproducibility: Everytime I save.
Campaign Length: 6.5 years
Mods or DB changes: None
I started a new game on 1.13.0, after replacing the .exe and .db file from my 1.12.0 install. Felt bold and started the game with 3 NPRs at game start. Been playing for a few years, mostly just teching up, when I started getting a lot of 5 second increments due to NPR actions. I opened the database using Valentina Studio 11 to read the event log since designer mode isn't available in C#, and saw it looked like an NPR race was slowly getting their homeworld glassed by beam weapons, so I returned to the game without modifying the DB. I set sub-pulse length to Auto and then did automated turns for awhile until the NPR finished their combat and I could successfully get 5 day turn lengths as I resumed teching up and expanding mining operations in my home system.
Since then, every time I save, saving game has taken a few minutes. During saving, on around 3 separate occasions I'll get about 5 repeating pop ups stating "1.13.0 Function #3239: Object reference not set to an instance of an object." Saving appears to eventually complete successfully, but I have to keep checking back in to get through the error boxes so the saving process can continue. I attached a screenshot of the error and my AuroraDB. Game name is "1.13."
After a bit of testing, I can conclude that "Generate non-TN races only" setting straight up does not work in 1,13.Forgot to say what the issue amounts to: if you want to start as conventional then there is no way to make NPR conventional, so you are forced to generate 0 at start and rely only on exploration generation, because if you don't - then you get absolutely steamrolled by the starting NPR due to progress difference. At low research speed games you likely won't even end your conventional era by the time NPR finds and exterminates you.
I checked NPRs that are generated at the start of the game and later tested NPRs that are generated with exploration. In both cases, NPRs have TN tech, build ships, research tech, create colonies, explore and so on. They do not even start with Conventional Industries - everything is already converted.
At first I thought that NPRs might wrongly receive and use instant research and build points. After further testing I can say NPRs are generated with TN tech because logs do not have a TN research message (as opposed to any other research being logged, both normal and instant). Because they are not generated as conventional, they receive their normal instant research and build points and immediately spend them and operate as normal post-TN NPR.
Some people told me that conventional NPRs are lobotomized because they have no conventional logic implemented (and lack of logic is the same reason for TN NPRs having hardcoded instant research points), but then why have the "Generate non-TN races only" option at all if it won't function as many players expect it to function? IMO it should either be removed completely, or it is time to make it work.
Game: TN Start
Stars: Random
Decimal Seperator: Period
Reproducibility: Everytime I save.
Campaign Length: 6.5 years
Mods or DB changes: None
I started a new game on 1.13.0, after replacing the .exe and .db file from my 1.12.0 install. Felt bold and started the game with 3 NPRs at game start. Been playing for a few years, mostly just teching up, when I started getting a lot of 5 second increments due to NPR actions. I opened the database using Valentina Studio 11 to read the event log since designer mode isn't available in C#, and saw it looked like an NPR race was slowly getting their homeworld glassed by beam weapons, so I returned to the game without modifying the DB. I set sub-pulse length to Auto and then did automated turns for awhile until the NPR finished their combat and I could successfully get 5 day turn lengths as I resumed teching up and expanding mining operations in my home system.
Since then, every time I save, saving game has taken a few minutes. During saving, on around 3 separate occasions I'll get about 5 repeating pop ups stating "1.13.0 Function #3239: Object reference not set to an instance of an object." Saving appears to eventually complete successfully, but I have to keep checking back in to get through the error boxes so the saving process can continue. I attached a screenshot of the error and my AuroraDB. Game name is "1.13."
Ended up having to abandon this game, game saving continued to take longer and longer with more of the Function #3239 errors; last attempt took ~15 minutes. Game is also stuck in permanent 2 hour time pulses, as best I can tell in the game log this is due to NPR fleets unable to complete their standing orders and/or NPR civilian shipping unable to load structures for requested shipments. Final DB attached.
After a bit of testing, I can conclude that "Generate non-TN races only" setting straight up does not work in 1,13.
I checked NPRs that are generated at the start of the game and later tested NPRs that are generated with exploration. In both cases, NPRs have TN tech, build ships, research tech, create colonies, explore and so on. They do not even start with Conventional Industries - everything is already converted.
At first I thought that NPRs might wrongly receive and use instant research and build points. After further testing I can say NPRs are generated with TN tech because logs do not have a TN research message (as opposed to any other research being logged, both normal and instant). Because they are not generated as conventional, they receive their normal instant research and build points and immediately spend them and operate as normal post-TN NPR.
Some people told me that conventional NPRs are lobotomized because they have no conventional logic implemented (and lack of logic is the same reason for TN NPRs having hardcoded instant research points), but then why have the "Generate non-TN races only" option at all if it won't function as many players expect it to function? IMO it should either be removed completely, or it is time to make it work.
This has been around for a while, but I'm not sure if I've ever seen it reported:
If I use the Civilian Economy tab of the Economies window to set my capital to supply a quantity of an installation, and then set multiple demands at different colonies that add up to the same quantity, I always end up with some colonies getting more than they ask for, and others getting less or none.
Forgot to say what the issue amounts to: if you want to start as conventional then there is no way to make NPR conventional, so you are forced to generate 0 at start and rely only on exploration generation, because if you don't - then you get absolutely steamrolled by the starting NPR due to progress difference. At low research speed games you likely won't even end your conventional era by the time NPR finds and exterminates you.
Civilian Shipping Contracts are overfilling.
After a civilian ship loads an installation at the supply location, the "Assigned" amount of the demand contract reduces by 1.
If a new supply contract for this installation is created before this ship finishes unloading at the destination, the civvies will use that supply to fulfill the original demand contract again.
This can happen over and over for a single demand contract.
A civ ship will eventually deliver the installation, causing that demand contract to be deleted. But all the others en route will finish their delivery.
Steps to reproduce:
0) Ensure that a shipping company exists and that no supply or demand contracts currently exist.
1) Create a supply contract for 1 installation at Colony A (make sure Colony A has at least 1 such installation).
2) Create a demand contract for 1 of the same installation at Colony B (must be in same system as Colony A, or a jumpgate route must exist from A to B).
3) Advance time until a civilian freighter has been assigned to deliver the installation. Note that the "Assigned" amount has changed to 1 for both the supply and the demand contract.
4) Advance time until the civilian freighter has finished loading the installation at Colony A and begun moving to B. Note that the supply contract has disappeared, and the "Assigned" amount has changed back to 0 for the demand contract.
5) Create a new supply contract for 1 of the same installation at Colony A. Do not create any matching demand contract.
6) Advance time. If/when a civilian freighter becomes available before the original freighter has unloaded the installation at B, the newly available freighter will be assigned to deliver the installation from A to B. The supply and demand contract "Assigned" amounts will change to 1 and the ship will move to A, load the installation (which reduces the "Assigned" amount on the demand contract back to 0), and begin moving to B.
7) If you like, go back to step 5 and do it again. See how many civvies you can get loaded up before the original freighter finally delivers the installation.
Any luck with this one? It greatly hampers the use of civilian shipping contracts. I'm happy to test specific scenarios if that helps track it down.
Ended up having to abandon this game, game saving continued to take longer and longer with more of the Function #3239 errors; last attempt took ~15 minutes. Game is also stuck in permanent 2 hour time pulses, as best I can tell in the game log this is due to NPR fleets unable to complete their standing orders and/or NPR civilian shipping unable to load structures for requested shipments. Final DB attached.
#3239 is saving installations in cargo. The object reference error might be caused by trying to save cargo that originated in a population that no longer exists. I'll add some code to handle that. In the meantime, the workaround would be to delete records from the FCT_ShipCargo table that have a cargo type of 2.
Gas | Atm |
Nitrogen | 1.2128 |
Carbon Dioxide (F) | 0.1499 |
Oxygen | 0.018 |
Oxygen not showing "(F)" when frozen?
A planet in my game with surface temp -107.034C (165.966k)
Oxygen not showing "(F)" when frozen?
A planet in my game with surface temp -107.034C (165.966k)
It's not a bug - oxygen's temperature of melting is about -220C.
I suspect that the problem
I suspect that the problem
umm... did you forget something?
The minimum jump engine size tech doesn't seem to do anything. I can build size 1 jump engines without researching any of the techs.It think this is intended. Engines smaller than your tech can only self-jump.
Quote from: ISN link=topic=12522. msg151517#msg151517 date=1621006568The minimum jump engine size tech doesn't seem to do anything. I can build size 1 jump engines without researching any of the techs.It think this is intended. Engines smaller than your tech can only self-jump.
Quote from: Remilian link=topic=12522. msg151520#msg151520 date=1621008004Quote from: ISN link=topic=12522. msg151517#msg151517 date=1621006568The minimum jump engine size tech doesn't seem to do anything. I can build size 1 jump engines without researching any of the techs.It think this is intended. Engines smaller than your tech can only self-jump.
Oh, is that so? I didn't realize it only affected the self-jump constraint. Never mind, the tech is only confusingly named. ;D
It does not mean that the engine can only jump the ship it is mounted on.
It does not mean that the engine can only jump the ship it is mounted on.
Isn't this exactly what "self-jump" is supposed to mean? That the ship can only jump itself? I am certain that self-jump ships cannot act as jump tenders for other ships even for standard transits.
It does not mean that the engine can only jump the ship it is mounted on.
Isn't this exactly what "self-jump" is supposed to mean? That the ship can only jump itself? I am certain that self-jump ships cannot act as jump tenders for other ships even for standard transits.
they can and do, self jump refers to the fact that they cannot jump anyone but themselves in squadron transit, I have tested this infact during my recent star trek game. It is unintuitive but like many things in aurora wdye
So if I have a ship with a self-jump drive that is stood at a JP. Would other ships be able to use that jump drive to standard transit through? Would they have to go 1-1 or does that jump drive have infinite throughput?
So if I have a ship with a self-jump drive that is stood at a JP. Would other ships be able to use that jump drive to standard transit through? Would they have to go 1-1 or does that jump drive have infinite throughput?
Yes, other ships can use that jump drive (subject to normal size and type restrictions) for standard transits. Infinite throughput.
Just replace the term "self-jump only" in your mind with "standard transit only".
Just replace the term "self-jump only" in your mind with "standard transit only".
Quote from: skoormit link=topic=12522. msg151538#msg151538 date=1621042725Just replace the term "self-jump only" in your mind with "standard transit only".
When I use self jump drives, those ships can squadron transit themselves. They just have a squadron size of 1.
While dragging weapons to Directors it is possible to create a serious error. I believe I did this when I accidentally dragged a fire director onto another Beam fire director which somehow froze Aurora it created the following error series on loading again
Now when I go to the ship combat window for any ship not just the ship I was on or its class I get the following error
Function #2147 The Given Key was not present in the directory
then on clicking ok
Function #463 The Given Key was not present in the directory
clicking ok ends the errors but gives a blank ship combat window.
Following this clicking on a different ship gives
#357 The Given Key was not present in the directory
and still a blank Ship Combat screen
Edit The bug seems to persist in previous saved DB's
Being fired upon by STO units only doesn't seem to flag a race as hostile. This isn't a problem for the player, as they can do it manually, but it does make NPR's unable to fight back.
The cheeky boys colonized the moon of my colony in Alpha Centauri. Set the "Cronulla Star Empire" hostile and watch the fireworks fly; the STOs are already set to shoot. Oddly enough when I sent that fleeing lifeboat back to drop my scuttled diplo station's survivors off, the planet's STOs lit THAT up, but were not flagged as hostile and are not responding to my own bombardment.
Save file: https://www.mediafire.com/file/e3cr7jlttospgnv/AuroraDB_-_aliens_won%2527t_fire.db/file
Are normal NPRs supposed to know the secrets of "Swarm Extraction Module"? I got this upon capturing an NPR's homeworld. This is the NPR that originally spawned at game start.
I mean, it's kinda neat from an RP perspective. Maybe their backstory is they were performing experiments on the Swarm.... or maybe they are, in fact, the progenitors of the Swarm as a genetic project gone wrong?
(https://i.imgur.com/XgtHlHh.png)
I think I misdiagnosed the problem. I have created it in several games, the problem seems actually to be giving Ground combat units to an NPR and then deleting the Player race who provided them, probably doing something that weird is quite rare. One of the symptoms is not seeing the fire controls and the game crashed on that screen before the error first occurred. A db with the error occurring is attached, not the first time the error occurred but a later game. I accidentally deleted the original error
I dragged a beam fire control on top of another but I can't reproduce the bug you specified. #2147 is the display of population contacts on the tactical map and #463 is another tactical map contact display function. The only key referenced in both functions is RaceID so not sure why those functions would be affected by a problem with fire control assignment. #357 is the combat information on the fleet window though. It is possible those first two are incorrect error numbers?
While experimenting, I did cause a problem by dragging a fire control on to the point defence node, so I fixed that :)
- New bug on v1.13.0, but very minor. Cosmetic, really. On the Ground Forces window, the "Base Unit Type" above "Infantry" is a selectable field. Easy enough to reproduce, just... go to the Ground Forces window and click on the "Base Unit Type" field and viola! Bug du jour.
Logistics Bonus not working as expected.
I have a freighter class with a load time (per the design screen) of 5:18:53.
The class has a bridge.
I have only standard cargo shuttles--I have not researched TN shuttles.
I have a fleet consisting of one of these freighters, with no commander.
The fleet is under the root admin command. The admin commander has no logistics bonus.
I give the fleet orders to load at a population with no planet governor, no sector governor, no spaceport, and no cargo shuttle station.
In this situation, which has no bonuses applying to loading time, I expect the load order to take 5:18:53.
And it does. Good.
Now I assign a ship commander with a 5% logistics bonus.
It is reasonable to expect that the load would now take 95% as long as the base load time.
Instead, the load takes 92.91% as long (5:09:02).
Swapping this commander out for others with various bonuses, here are the results:
commander bonus 5% 10% 15% 20% 30% 50%
result (pct of base time) 92.91% 86.57% 80.88% 75.76% 66.89% 46.67%
effective bonus 7.09% 13.43% 19.12% 24.24% 33.11% 53.33%
load time as pct of expected 97.8% 96.2% 95.2% 94.7% 95.6% 93.3%
Something odd is going on here, but I can't quite identify it.
Neither the error magnitude nor percentage are constant.
The error percentage seems to be marginally decreasing until 20% commander bonus, then increasing, then decreasing again.
I suspect that for very high aggregate bonus levels (from stacking admin commands, governors, and spaceports), the error is negative--that is, that load times in those circumstances are longer than expected.
So if I have a ship with a self-jump drive that is stood at a JP. Would other ships be able to use that jump drive to standard transit through? Would they have to go 1-1 or does that jump drive have infinite throughput?
Yes, other ships can use that jump drive (subject to normal size and type restrictions) for standard transits. Infinite throughput.
Just replace the term "self-jump only" in your mind with "standard transit only".
I wonder if that's the behavior Steve intended, or if it perhaps is a bug.
So if I have a ship with a self-jump drive that is stood at a JP. Would other ships be able to use that jump drive to standard transit through? Would they have to go 1-1 or does that jump drive have infinite throughput?
Yes, other ships can use that jump drive (subject to normal size and type restrictions) for standard transits. Infinite throughput.
Just replace the term "self-jump only" in your mind with "standard transit only".
I wonder if that's the behavior Steve intended, or if it perhaps is a bug.
It was intended as self-jump only. However, I think the unintended behaviour is actually a better option.
I've changed the 'Self-Jump' text to 'No Squadron Jump' and I have changed the 'Minimum Jump Engine Size' tech line to 'Minimum Squadron Jump Engine Size'.
So if I have a ship with a self-jump drive that is stood at a JP. Would other ships be able to use that jump drive to standard transit through? Would they have to go 1-1 or does that jump drive have infinite throughput?
Yes, other ships can use that jump drive (subject to normal size and type restrictions) for standard transits. Infinite throughput.
Just replace the term "self-jump only" in your mind with "standard transit only".
I wonder if that's the behavior Steve intended, or if it perhaps is a bug.
It was intended as self-jump only. However, I think the unintended behaviour is actually a better option.
I've changed the 'Self-Jump' text to 'No Squadron Jump' and I have changed the 'Minimum Jump Engine Size' tech line to 'Minimum Squadron Jump Engine Size'.
I get function error #2184 when I click on the colony "Destiny-B III". As you can see, it also has the peculiar situation of having a completely blank mining screen (it actually contains every mineral at 0.1 accessibility, so shouldn't be blank).
I think the cause of this has something to do with the extreme lack of manufacturing capacity on this planet due to its colonization cost. See screenshot 2. This bug is only repeatable/reproducible in my game on certain turns. When I progress time, on some turns the bug doesn't happen, and I don't get a function error box, and I can see the mining screen just fine. But on other turns, this bug does happen.
Total Atmospheric Pressure Incorrect with Frozen Gases
Planet has the following gases:
Nitrogen 0.3581
Oxygen 0.0952
Sulphur Dioxide (F) 0.0133
The total Atmospheric Pressure shown is 0.440.
One way to arrive at that total is to add just the Nitrogen and the Oxygen, and then subtract the Sulphur Dioxide.
The incorrect ATM total leads to an incorrect GH factor and an incorrect temperature.
I get function error #2184 when I click on the colony "Destiny-B III". As you can see, it also has the peculiar situation of having a completely blank mining screen (it actually contains every mineral at 0.1 accessibility, so shouldn't be blank).
I think the cause of this has something to do with the extreme lack of manufacturing capacity on this planet due to its colonization cost. See screenshot 2. This bug is only repeatable/reproducible in my game on certain turns. When I progress time, on some turns the bug doesn't happen, and I don't get a function error box, and I can see the mining screen just fine. But on other turns, this bug does happen.
I am sure you won't be shocked to learn that error #2184 is in Display Mining. I think you are on the right lines with the manufacturing but hard to pin down. It might be caused by extremely small but non-zero production resulting in a depletion time that is longer than a decimal can hold. Could you post a screenshot of the mining window on a turn when you don't have the error?
I get function error #2184 when I click on the colony "Destiny-B III". As you can see, it also has the peculiar situation of having a completely blank mining screen (it actually contains every mineral at 0.1 accessibility, so shouldn't be blank).
I think the cause of this has something to do with the extreme lack of manufacturing capacity on this planet due to its colonization cost. See screenshot 2. This bug is only repeatable/reproducible in my game on certain turns. When I progress time, on some turns the bug doesn't happen, and I don't get a function error box, and I can see the mining screen just fine. But on other turns, this bug does happen.
I am sure you won't be shocked to learn that error #2184 is in Display Mining. I think you are on the right lines with the manufacturing but hard to pin down. It might be caused by extremely small but non-zero production resulting in a depletion time that is longer than a decimal can hold. Could you post a screenshot of the mining window on a turn when you don't have the error?
I peeked inside the "Population" database table, and all the minerals on that body have a quantity of 8.2e-26 (super small). It's the only population in my 100-year game database that has a mineral quantity readout like that. Also, I have a strong suspicion this same bug might have been interacting with mass driver shipments off this planet (before I stopped them) and causing another function error from mass drivers because of it.
Here's the screenshot you asked for. I had to load an older save backup. When I loaded the game, the error happened right away, then I progressed forward 5 days, and then the error didn't happen. Here's the screenshot of the mining window from when the error did not occur:
Thanks for all your hard work tracking down our bugs!
Total Atmospheric Pressure Incorrect with Frozen Gases
Planet has the following gases:
Nitrogen 0.3581
Oxygen 0.0952
Sulphur Dioxide (F) 0.0133
The total Atmospheric Pressure shown is 0.440.
One way to arrive at that total is to add just the Nitrogen and the Oxygen, and then subtract the Sulphur Dioxide.
The incorrect ATM total leads to an incorrect GH factor and an incorrect temperature.
The atmospheric pressure calculation is incorrect (well spotted). The GH factor and temperature calculation are both working fine as they independently check non-frozen gases only and don't reference the atmospheric pressure calculation.
I don't think the GH/temp calculations are using the correct ATM value.
The Environment tab shows the Greenhouse Factor as 1.044.
This matches the incorrectly calculated atmospheric pressure of 0.440.
The stats for the body are:
Base Temp: 216.357
Albedo: 1.010
Using the incorrect GH value of 1.044 gives us a surface temp of
216.357 * 1.010 * 1.044 = 228.13
which is exactly the temperature displayed.
The correct GH value (1.04533) would give a temp of 228.43.
Obviously it's a tiny error in this case because the amount of frozen gas is so small.
Being fired upon by STO units only doesn't seem to flag a race as hostile. This isn't a problem for the player, as they can do it manually, but it does make NPR's unable to fight back.
The cheeky boys colonized the moon of my colony in Alpha Centauri. Set the "Cronulla Star Empire" hostile and watch the fireworks fly; the STOs are already set to shoot. Oddly enough when I sent that fleeing lifeboat back to drop my scuttled diplo station's survivors off, the planet's STOs lit THAT up, but were not flagged as hostile and are not responding to my own bombardment.
Save file: https://www.mediafire.com/file/e3cr7jlttospgnv/AuroraDB_-_aliens_won%2527t_fire.db/file
Not sure what is going on here. The diplomatic rating is modified during damage resolution and that code is the same whether the damage by caused by an STO or a ship-based energy weapons. There may be some other factor at work.
I did notice that the diplomatic rating was not changing immediately after I opened fire (I checked the alien intelligence screen immediately after on a couple of trial runs.) I'll knock together a test save when the next version drops; it sounds like more of an edge case and that'll be hard to track down without being able to load a save and poke at it.
I did notice that the diplomatic rating was not changing immediately after I opened fire (I checked the alien intelligence screen immediately after on a couple of trial runs.) I'll knock together a test save when the next version drops; it sounds like more of an edge case and that'll be hard to track down without being able to load a save and poke at it.
I've previously reported in the Suggestions thread, I think, that NPRs in at least some cases fail to register that you've shot at them and should now be considered hostile until the 5-day (construction) increment ticks over. In my case this led to multiple combat fleets sailing into my own fleets and failing to fire a shot.
Being fired upon by STO units only doesn't seem to flag a race as hostile. This isn't a problem for the player, as they can do it manually, but it does make NPR's unable to fight back.
The cheeky boys colonized the moon of my colony in Alpha Centauri. Set the "Cronulla Star Empire" hostile and watch the fireworks fly; the STOs are already set to shoot. Oddly enough when I sent that fleeing lifeboat back to drop my scuttled diplo station's survivors off, the planet's STOs lit THAT up, but were not flagged as hostile and are not responding to my own bombardment.
Save file: https://www.mediafire.com/file/e3cr7jlttospgnv/AuroraDB_-_aliens_won%2527t_fire.db/file
Not sure what is going on here. The diplomatic rating is modified during damage resolution and that code is the same whether the damage by caused by an STO or a ship-based energy weapons. There may be some other factor at work.
I did notice that the diplomatic rating was not changing immediately after I opened fire (I checked the alien intelligence screen immediately after on a couple of trial runs.)
Hmmm... I don't know if it's a related issue or a desired game mechanic: a small troop transport with troops in refit (I forgot to unload them...); when the refit is complete the troops are gone...
v.1.13, no mods.
Being fired upon by STO units only doesn't seem to flag a race as hostile. This isn't a problem for the player, as they can do it manually, but it does make NPR's unable to fight back.
The cheeky boys colonized the moon of my colony in Alpha Centauri. Set the "Cronulla Star Empire" hostile and watch the fireworks fly; the STOs are already set to shoot. Oddly enough when I sent that fleeing lifeboat back to drop my scuttled diplo station's survivors off, the planet's STOs lit THAT up, but were not flagged as hostile and are not responding to my own bombardment.
Save file: https://www.mediafire.com/file/e3cr7jlttospgnv/AuroraDB_-_aliens_won%2527t_fire.db/file
Not sure what is going on here. The diplomatic rating is modified during damage resolution and that code is the same whether the damage by caused by an STO or a ship-based energy weapons. There may be some other factor at work.
I did notice that the diplomatic rating was not changing immediately after I opened fire (I checked the alien intelligence screen immediately after on a couple of trial runs.)
The diplomatic rating you can see on the intelligence window is your view of them. You can't see their view of you.
"Acanthopholis" class does not appear in this NPR's ship list, despite there being dozens of them still remaining. (There are none at the bottom of the list scrolled down either, I checked.) I boarded a few of their Acanthopholis class, so perhaps this made it disappear when the captured ships were transferred to me?
Ideally, the ship class should not disappear from the NPR intel ship list if I capture one. However, the presumed ship type/hull and full details should be revealed to me upon capture (so it doesn't show as XX). At the bare minimum, if it remained on the ship list then I could set the ship hull manually myself
"Acanthopholis" class does not appear in this NPR's ship list, despite there being dozens of them still remaining. (There are none at the bottom of the list scrolled down either, I checked.) I boarded a few of their Acanthopholis class, so perhaps this made it disappear when the captured ships were transferred to me?
Ideally, the ship class should not disappear from the NPR intel ship list if I capture one. However, the presumed ship type/hull and full details should be revealed to me upon capture (so it doesn't show as XX). At the bare minimum, if it remained on the ship list then I could set the ship hull manually myself
When you capture an NPR ship, the actual class name replaces the name assigned by your imaginary intel agency. Poke around in the ship class design window and you will probably find them listed by their "real" name and class, which should match an entry in the Intel classes list.
While I frankly would prefer the intel class name be retained, including for the captured class design, this is not a bug and belongs in the suggestions thread.
I do not have "Use Real Ship / Class Names" checked in the Alien Race Intel screen. I have updated the original bug report to reflect this.
I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."
If you'll let me know what that function is, I don't mind poking around in the database for clues.
I just gave a fleet repeating orders (x99) to haul infrastructure between two planets. I've done those orders before, but not that high of a multiplier. Perhaps that broke some limit?
EDIT: I got the turn to finish generating by just holding down the Enter key for 30 seconds or so to kill the error popups.
On this turn I had two new contacts, of a new alien class (the aliens were already known).
On this turn I also received a message about overallocation of labs (I'm hauling labs from one planet to another).
Save is attached.
I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."
If you'll let me know what that function is, I don't mind poking around in the database for clues.
I just gave a fleet repeating orders (x99) to haul infrastructure between two planets. I've done those orders before, but not that high of a multiplier. Perhaps that broke some limit?
EDIT: I got the turn to finish generating by just holding down the Enter key for 30 seconds or so to kill the error popups.
On this turn I had two new contacts, of a new alien class (the aliens were already known).
On this turn I also received a message about overallocation of labs (I'm hauling labs from one planet to another).
Save is attached.
I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."
If you'll let me know what that function is, I don't mind poking around in the database for clues.
I just gave a fleet repeating orders (x99) to haul infrastructure between two planets. I've done those orders before, but not that high of a multiplier. Perhaps that broke some limit?
EDIT: I got the turn to finish generating by just holding down the Enter key for 30 seconds or so to kill the error popups.
On this turn I had two new contacts, of a new alien class (the aliens were already known).
On this turn I also received a message about overallocation of labs (I'm hauling labs from one planet to another).
Save is attached.
While dropping some troops from orbit on a planet with Rakhas I got an error message popup: "Function #11: Object reference not set to an instance of an object. " The game then created a new race of Civilians with my race picture and a diplomacy rating of 10000. The Rakha ground forces signature is still there, but now there's also an active sensor signal belonging to the Civilians on the planet. (S1/R1, same as the actives on the Rakha STOs I'd just destroyed. ) The game is now throwing the same error message every turn. I can't see anything wrong from poking around in the database, although Civilians don't seem to be a normal race -- they're not listed anywhere, and there are only two populations listed on the planet, mine and the Rakha population. What does function 11 do?
Seems like "create swarm" button in system view when SM is turned on doesn't work. It didn't work in 1.12 either, producing an error message, but in 1.12 I was deleting nprs mid-game to salvage performance and smeg so that might be on me, but in this campaign I've yet to do something with the db, I didn't even purge FCT_GameLog as of yet, let alone try to delete an npr, but the problem persists, the only difference being now there's no error popup whatsoever - but the swarm is not created.
The function number: no error popup at all
Complete error text: no error popup at all
Window affected: I guess... tactical map, since they're not there?...
What were you doing at the time: nothing, just opened the game precisely to test the "create swarm", used sm to add ridiculous amount of every mineral at 1 acc on an empty world to make sure it is rich enough for swarm to spawn, positioned my fleet with active sensors on in orbit to instantly detect swarm ships the moment they appear, clicked on that planet in system view mode and pressed "create swarm"... Even multiple times... Nothing in-game happened.
TN start
Random stars
default aurora decimal separator
is the bug easy to reproduce: should be, just try to create a swarm via SM mode in system view...
campaign length: over 45 years
I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."
If you'll let me know what that function is, I don't mind poking around in the database for clues.
I just gave a fleet repeating orders (x99) to haul infrastructure between two planets. I've done those orders before, but not that high of a multiplier. Perhaps that broke some limit?
EDIT: I got the turn to finish generating by just holding down the Enter key for 30 seconds or so to kill the error popups.
On this turn I had two new contacts, of a new alien class (the aliens were already known).
On this turn I also received a message about overallocation of labs (I'm hauling labs from one planet to another).
Save is attached.
This error happened again many months later.
Same as last time, I held down the Enter key for about 30 seconds to close all the popups.
This time I also had a new contact of a new alien class (same aliens as before, in same system).
So that seems to be the prime suspect.
Here's something interesting:
I now have four items under "Known Ship Classes" for this race. In order listed, they are:
2x XX
4x XX
9x XX Class #4
1x XX Class #5
Interesting that the first two don't have a class name, and the 3rd one starts with #4.
I got the Function 2079 errors for the first time on the turn I first encountered that class.
At some point after discovering these aliens I changed their Theme to "Names Beginning with J."
I don't know exactly when I did that, but maybe it was after detecting the 2nd ship class.
Which means that the 3rd class ("Class #4") would have been the first one under the new theme.
Maybe that is causing the problem?
New DB attached.
Minor issue with picking up survivors. I have a fleet with six ships with one emergency cryogenic transport apiece (as well as some other ships without cryogenic transport). Each one can hold 200 survivors. However, after picking up several lifepods the survivors were not distributed evenly between the ships; instead, one got 470 survivors, another got 336, and the rest got none. And now the two ships that took all the survivors are complaining about insufficient accommodations.
"Fire at Will" erroneously targets Active Sensor contacts which are outside of missile engagement range, whereas the related function "Auto Target MFC" properly respects missile engagement range when choosing targets.
I would expect "Fire At Will" to only target vessels which are within missile engagement range. I haven't noticed this problem with beam weapons and Fire At Will.
I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."
...
...
I now have four items under "Known Ship Classes" for this race. In order listed, they are:
2x XX
4x XX
9x XX Class #4
1x XX Class #5
If you rename the classes with the missing names, does that stop the bug?
2x XX MyClassName1
4x XX MyClassName2
2x XX Class #10
1x XX Class #11
9x XX Class #4
2x XX Class #5
1x XX Class #8
1x XX Class #9
I just tried this and the Swarm appeared as normal. Did you advance time so your own forces could detect the swarm?
QuoteI just tried this and the Swarm appeared as normal. Did you advance time so your own forces could detect the swarm?
Yep, I advanced the time... multiple times... Did you suceed at creating it in my db?
QuoteI just tried this and the Swarm appeared as normal. Did you advance time so your own forces could detect the swarm?
Yep, I advanced the time... multiple times... Did you suceed at creating it in my db?
I can't use your db as I working with v1.14 code now, but when I try this on my own database it works fine. I know you have made database changes in the past - were there any modification for this game?
While dropping some troops from orbit on a planet with Rakhas I got an error message popup: "Function #11: Object reference not set to an instance of an object. " The game then created a new race of Civilians with my race picture and a diplomacy rating of 10000. The Rakha ground forces signature is still there, but now there's also an active sensor signal belonging to the Civilians on the planet. (S1/R1, same as the actives on the Rakha STOs I'd just destroyed. ) The game is now throwing the same error message every turn. I can't see anything wrong from poking around in the database, although Civilians don't seem to be a normal race -- they're not listed anywhere, and there are only two populations listed on the planet, mine and the Rakha population. What does function 11 do?
This one is odd as any general problem with dropping troops would have caused a lot of bug reports. Function #11 is part of AI fire decisions.
Has anyone else seen a similar problem?
Also, are you running any mods?
While dropping some troops from orbit on a planet with Rakhas I got an error message popup: "Function #11: Object reference not set to an instance of an object. " The game then created a new race of Civilians with my race picture and a diplomacy rating of 10000. The Rakha ground forces signature is still there, but now there's also an active sensor signal belonging to the Civilians on the planet. (S1/R1, same as the actives on the Rakha STOs I'd just destroyed. ) The game is now throwing the same error message every turn. I can't see anything wrong from poking around in the database, although Civilians don't seem to be a normal race -- they're not listed anywhere, and there are only two populations listed on the planet, mine and the Rakha population. What does function 11 do?
This one is odd as any general problem with dropping troops would have caused a lot of bug reports. Function #11 is part of AI fire decisions.
Has anyone else seen a similar problem?
Also, are you running any mods?
No mods, no database edits. I think I figured it out, though, and you're right -- it is an odd one. The ships I was using to drop the troops were actually alien ships that had surrendered to me. (Incidentally, they should probably be a bit more cautious about sending large, vulnerable troop transports into enemy systems.) I somehow hadn't noticed at the time, but it turns out one of them still contained an alien planetary defence regiment! It seems the game got very confused as to who the regiment belongs to. In the database it's listed under my population, but the original alien's RaceID. Not sure why this would lead to errors in the AI firing code, though -- maybe the regiment is trying to fire at me or at the Rakhas? Either way it seems the problem is with the ship surrendering code.
QuoteI just tried this and the Swarm appeared as normal. Did you advance time so your own forces could detect the swarm?
Yep, I advanced the time... multiple times... Did you suceed at creating it in my db?
I can't use your db as I working with v1.14 code now, but when I try this on my own database it works fine. I know you have made database changes in the past - were there any modification for this game?
Nope, this db is pure, not even a single FCT_GameLog purge yet. All I did was remove the default game in the settings after I created my own, but that shouldn't cause any problems, should it?
QuoteI just tried this and the Swarm appeared as normal. Did you advance time so your own forces could detect the swarm?
Yep, I advanced the time... multiple times... Did you suceed at creating it in my db?
I can't use your db as I working with v1.14 code now, but when I try this on my own database it works fine. I know you have made database changes in the past - were there any modification for this game?
Nope, this db is pure, not even a single FCT_GameLog purge yet. All I did was remove the default game in the settings after I created my own, but that shouldn't cause any problems, should it?
It actually might because I also deleted the initial game with the Terran Federation and for some reason I can't rename my save game because of it. Is there some special initialization that happens for spoilers that exists in that initial game that isn't repeated for subsequently generated games?
I should say that besides the renaming issue I haven't encountered anything else.
Giving names to the unnamed classes seemed to work--the next time I encountered a new class for this race, no errors occurred.I will give it a shot.If you rename the classes with the missing names, does that stop the bug?I'm getting an endless popup of "Function #2079: Object reference not set to an instance of an object."...
...
I now have four items under "Known Ship Classes" for this race. In order listed, they are:
2x XX
4x XX
9x XX Class #4
1x XX Class #5
The problem only occurs when a new ship class is detected. I have renamed those two classes, and I'll let you know the outcome when it occurs.
In Cadbury system, many years ago, I detected an alien ground force signature.
No population, no ships, just a small ground force signature.
My geo survey ship completed the survey without incident, and found alien ruins and a potential for a geological surface survey.
Unafraid of the ground forces, I sent in xeno troops (non-combat), and after a long time they completed their work and identified the ruins: a small site with just 7 installations.
I then sent in construction troops (non-combat), and over a period of many months (maybe years) they completely excavated the ruins.
A long while later I sent in geo survey troops (also non-combat). They worked without incident for more than 3 years.
So, for many, many years, I had troops on the surface of this planet, and never had an incident with the alien ground forces.
I could still detect the signature, but otherwise there was no sign of them.
Just now, in Mabel system (5 hops away), a geo survey ship of mine was attacked and destroyed by unknown ships.
At the exact same time as this attack, the alien forces on Cadbury attacked my troops there (to disastrous effect for me, since mine were all non-combat).
I see no logical reason for the Cadbury aliens to suddenly become hostile to my non-combat forces because of something that happened five hops away.
So I'm reporting it as a bug. If this is WAI I can accept that, even if it is kind of a head scratcher.
DB is attached.
No mods, no database edits. I think I figured it out, though, and you're right -- it is an odd one. The ships I was using to drop the troops were actually alien ships that had surrendered to me. (Incidentally, they should probably be a bit more cautious about sending large, vulnerable troop transports into enemy systems.) I somehow hadn't noticed at the time, but it turns out one of them still contained an alien planetary defence regiment! It seems the game got very confused as to who the regiment belongs to. In the database it's listed under my population, but the original alien's RaceID. Not sure why this would lead to errors in the AI firing code, though -- maybe the regiment is trying to fire at me or at the Rakhas? Either way it seems the problem is with the ship surrendering code.
I got this function error #899 when I entered the command telling this captured ship to "Absorb" another captured fleet at the same location. It may be because this fleet is set to 0 km/sec.
(https://i.imgur.com/cykSchw.png)
It seems that Auto Assign FC is still bugged and not working correctly (reported this bug in one of the previous versions). Ship in screenshot has four 10cm railguns, six 12cm railguns and four gauss turrets. For some reason, auto assign duplicates 10cm railguns and sets them for two different firecontrols at the same time.
(https://i.ibb.co/SRq3xrg/firecontrol-bug.png) (https://ibb.co/D53RbpF)
In Cadbury system, many years ago, I detected an alien ground force signature.
No population, no ships, just a small ground force signature.
My geo survey ship completed the survey without incident, and found alien ruins and a potential for a geological surface survey.
Unafraid of the ground forces, I sent in xeno troops (non-combat), and after a long time they completed their work and identified the ruins: a small site with just 7 installations.
I then sent in construction troops (non-combat), and over a period of many months (maybe years) they compleexcavated the ruins.
A long while later I sent in geo survey troops (also non-combat). They worked without incident for more than 3 years.
So, for many, many years, I had troops on the surface of this planet, and never had an incident with the alien ground forces.
I could still detect the signature, but otherwise there was no sign of them.
Just now, in Mabel system (5 hops away), a geo survey ship of mine was attacked and destroyed by unknown ships.
At the exact same time as this attack, the alien forces on Cadbury attacked my troops there (to disastrous effect for me, since mine were all non-combat).
I see no logical reason for the Cadbury aliens to suddenly become hostile to my non-combat forces because of something that happened five hops away.
So I'm reporting it as a bug. If this is WAI I can accept that, even if it is kind of a head scratcher.
DB is attached.
Giving names to the unnamed classes seemed to work--the next time I encountered a new class for this race, no errors occurred.
Sidenote: You can use the null-conditional operator (https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/operators/member-access-operators#null-conditional-operators--and-) (as of C# 6) to avoid these types of runtime errors. I only learned about this last year. My coworkers pointed it out after they found my obsessive null-checking amusing. ::)
It seems that Auto Assign FC is still bugged and not working correctly (reported this bug in one of the previous versions). Ship in screenshot has four 10cm railguns, six 12cm railguns and four gauss turrets. For some reason, auto assign duplicates 10cm railguns and sets them for two different firecontrols at the same time.
(https://i.ibb.co/SRq3xrg/firecontrol-bug.png) (https://ibb.co/D53RbpF)
Had the ship been refitted?
I got this function error #899 when I entered the command telling this captured ship to "Absorb" another captured fleet at the same location. It may be because this fleet is set to 0 km/sec.
How did you get the speed to zero? Ships with no engines should default to 1 km/s to avoid divide by zero errors. If you set speed manually to zero then it should be corrected to 1.
"Fire at Will" erroneously targets Active Sensor contacts which are outside of missile engagement range, whereas the related function "Auto Target MFC" properly respects missile engagement range when choosing targets.
I would expect "Fire At Will" to only target vessels which are within missile engagement range. I haven't noticed this problem with beam weapons and Fire At Will.
Please can you provide some detail? Range of fire control, range of missile, range of target that was selected, etc.
I got this function error #899 when I entered the command telling this captured ship to "Absorb" another captured fleet at the same location. It may be because this fleet is set to 0 km/sec.
How did you get the speed to zero? Ships with no engines should default to 1 km/s to avoid divide by zero errors. If you set speed manually to zero then it should be corrected to 1.
It was a fuel harvester that the NPRs surrendered after I damaged it. I didn't modify the speed in any way, it was like that when I got it.
I got some error messages reading "Function #1793: Attempted to divide by zero" while in combat with Rakhas. I think it's because one of my formations on front-line defense had zero elements: deleting the formation got rid of the error messages.
Adding a cargo bay to specialized commercial vessels causes them to be considered a freighter for auto-assignment purposes.
This can be observed by loading up the default game in a fresh 1.13 install and immediately designing ships with the necessary components.
Adding a cargo bay to a commercial ship which mounts any of the below components will change its designation to 'i' which I presume is the obfuscated designation for a freighter type.
- Cryogenic Transport (should be labeled as Colony Ship)
- Jump Point Stabilisation Module (should be labeled as Stabilisation Ship)
- Sorium Harvester (should be labeled as Fuel Harvester)
- Orbital Mining Module (should be labeled as Orbital Miner)
- Salvage Module (should be labeled as 'p' which I presume to be the obfuscated definition for a salvager type)
- Terraforming Module (should be labeled as 'n' which I presume to be the obfuscated definition for a Terraformer type)
- Troop Transport Bay (should be labeled as Troop Transport)
This may technically be WAD, however I am submitting this as a bug because this high priority placed on a cargo module interacts poorly with the auto-assignment system, which as documented elsewhere assigns commanders to Construction (Production skill), Terraformer (Terraforming skill), Harvester (Mining skill), Miner (Mining skill), and Salvage (Production skill) before assigning commanders with the Logistics skill to any other types of ships on the (broadly correct) assumption that any non-military ship not of these types will benefit from the Logistics bonus.
The priority placed on the cargo hold component over the other components listed above does not match the documented commander auto-assignment behavior.
This is likely to confuse and frustrate players trying to play with interesting ship designs. For example, salvage ships usually are built with cargo holds to store the salvaged materials, however this behavior will ensure that a Production-skilled commander will not be assigned to such a sensibly-designed salvager because the cargo hold will take priority and label the ship as a "freighter" instead. Similarly, the not-uncommon practice of including a cargo hold on an orbital miner to tote a mass driver between mining sites will cause orbital miners to have assigned a Logistics-skill commander instead of a Mining-skill one.
As a "bug fix" I would like to see the priority of cargo holds in determining the ship type for auto-assignment made consistent with the documented priority behavior of the commander auto-assignment system.
In Cadbury system, many years ago, I detected an alien ground force signature.
No population, no ships, just a small ground force signature.
My geo survey ship completed the survey without incident, and found alien ruins and a potential for a geological surface survey.
Unafraid of the ground forces, I sent in xeno troops (non-combat), and after a long time they completed their work and identified the ruins: a small site with just 7 installations.
I then sent in construction troops (non-combat), and over a period of many months (maybe years) they compleexcavated the ruins.
A long while later I sent in geo survey troops (also non-combat). They worked without incident for more than 3 years.
So, for many, many years, I had troops on the surface of this planet, and never had an incident with the alien ground forces.
I could still detect the signature, but otherwise there was no sign of them.
Just now, in Mabel system (5 hops away), a geo survey ship of mine was attacked and destroyed by unknown ships.
At the exact same time as this attack, the alien forces on Cadbury attacked my troops there (to disastrous effect for me, since mine were all non-combat).
I see no logical reason for the Cadbury aliens to suddenly become hostile to my non-combat forces because of something that happened five hops away.
So I'm reporting it as a bug. If this is WAI I can accept that, even if it is kind of a head scratcher.
DB is attached.
You didn't specifically mention it, but are the aliens in Cadbury a different race than the aliens five transits away?
Giving names to the unnamed classes seemed to work--the next time I encountered a new class for this race, no errors occurred.
Sidenote: You can use the null-conditional operator (https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/operators/member-access-operators#null-conditional-operators--and-) (as of C# 6) to avoid these types of runtime errors. I only learned about this last year. My coworkers pointed it out after they found my obsessive null-checking amusing. ::)
I have plenty of null checks in the code, but didn't bother with ClassName as it is a string data type. That is the first time I have ever had a bug in C# Aurora caused by a value type (string, int, double, etc.) being null. Something extremely odd must have happened to cause it. Anyway, it now has a null check :)
I don't know, because I never saw the aliens five hops away. My ship was destroyed by unknown, unseen ships and STO weapons.
I neglected to add a thermal sensor to my geo survey ships, and now I pay the price.
However, I started the game with no NPRs, so I don't see how these two races could be the same race. They certainly didn't hop from Cadbury to Mabel without me seeing them. And they couldn't have grown from Mabel to Cadbury: Mabel didn't exist (i.e., I did not discover it) until years and years after Cadbury.
If they are both the same spoiler race, it is odd that one has ships and STO weapons but the other does not.
For some reason, the below orders give a "Transit Failure - cannot carry out a squadron transit as there is no available jump drive capable" error in the game log.
For clarity, the orders below are to:
1) Jump back through "JP2 Sabbat" that the ship is already sitting right on.
2) And then travel through "J3: Unex" in the system of Sabbat.
When I push the "30 days" button, a single sub-pulse of 6 hours is executed, and the Transit Failure message appears. I got the message one time and then deleted order #2 above. When I pushed the 30-day button again, the ship successfully transited. (The ship was not damaged at any time. Its jump drive was fully functional.)
I remember having this bug on previous versions of C#. I didn't do much troubleshooting this time, but I seem to recall it having something to do with interval length or subpulse length?
For some reason, the below orders give a "Transit Failure - cannot carry out a squadron transit as there is no available jump drive capable" error in the game log.
For clarity, the orders below are to:
1) Jump back through "JP2 Sabbat" that the ship is already sitting right on.
2) And then travel through "J3: Unex" in the system of Sabbat.
When I push the "30 days" button, a single sub-pulse of 6 hours is executed, and the Transit Failure message appears. I got the message one time and then deleted order #2 above. When I pushed the 30-day button again, the ship successfully transited. (The ship was not damaged at any time. Its jump drive was fully functional.)
I remember having this bug on previous versions of C#. I didn't do much troubleshooting this time, but I seem to recall it having something to do with interval length or subpulse length?
This is WAI. After a jump, some systems need to come back online before they can be used. This includes active sensors, fire controls, and jump engines.
That is the first time I have ever had a bug in C# Aurora caused by a value type (string, int, double, etc.) being null.
I've moved the freighter check below all the other types you mentioned.
This checkbox toggle seems to apply to all fleets, instead of the single fleet. I'm not sure if it's intended or not. "Auto-Include Lagrange Points" also applies to all fleets instead of just the individual fleet selected. I assume these also affect Standing Orders auto-routing (and not just manual auto-routing), in which case this is definitely a bug, since sometimes the player would want different routing logic for different fleets.
To reproduce:
1) Select a fleet.
2) Check or uncheck one of these two checkboxes.
3) Select a different fleet, and see that the option you chose persists (even after 'refreshing'--it's not just visual)
(https://i.imgur.com/ruzEEFP.png)
The function number; 1.13.0
The complete error text; n/a
The window affected; various
What you were doing at the time; Exploring & Ground Combat
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; intermittent or a one-off? Exploring most of the time. Ground Combat constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 32 years
Potential bug 1: My survey ships set with standing orders refuel at colony or hub at 50% fuel rarely travel to colony to refuel preferring to run dry (I have no hubs). Same applies to maintenance supplies. Is this WAI?
Potential bug 2: An alien race tried to set up shop on my colony cost 0 colony. I set to hostile and appeared to destroy the interlopers. But I am still getting Ground Intelligence Report Estimated Hostile Force (Error Range: 7%) Estimated Hostile Force: Unknown Unit Types: 211. but my ground forces will no longer engage the enemy. There is no separate colony that I have conquered so what is going on?
Potential bug 3: I have been unable to transfer maintenance supplies from supply ships to other vessels. Is there a tech to enable this?
Potential bug 4: Even though I emplaced an ordnance transfer Station on a captured precursor colony still unable to load missiles from colony, including on to a captured precursor warship that uses these missiles. There is no cargo shuttle station on colony. Is this the problem?
Things I miss: Standing order to refuel at tanker.
The function number; 1.13.0
The complete error text; n/a
The window affected; various
What you were doing at the time; Exploring & Ground Combat
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; intermittent or a one-off? Exploring most of the time. Ground Combat constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 32 years
Potential bug 1: My survey ships set with standing orders refuel at colony or hub at 50% fuel rarely travel to colony to refuel preferring to run dry (I have no hubs). Same applies to maintenance supplies. Is this WAI?
Potential bug 2: An alien race tried to set up shop on my colony cost 0 colony. I set to hostile and appeared to destroy the interlopers. But I am still getting Ground Intelligence Report Estimated Hostile Force (Error Range: 7%) Estimated Hostile Force: Unknown Unit Types: 211. but my ground forces will no longer engage the enemy. There is no separate colony that I have conquered so what is going on?
Potential bug 3: I have been unable to transfer maintenance supplies from supply ships to other vessels. Is there a tech to enable this?
Potential bug 4: Even though I emplaced an ordnance transfer Station on a captured precursor colony still unable to load missiles from colony, including on to a captured precursor warship that uses these missiles. There is no cargo shuttle station on colony. Is this the problem?
Things I miss: Standing order to refuel at tanker.
#1 Something else at play here. If refuel at colony didn't work I would be getting a lot of bug reports to that effect. Are there colonies with refuelling stations or spaceports that the survey ships can reach (using either jump engines or jump gates)?
#2 Do you have any units set to frontline attack?
#3 Do you have cargo handling systems on your supply ships?
#4 Does the ship picking up the missiles have them listed in its class or ship loadout?
#4: That's why I used a former precursor escort cruiser which that missile was specified for. but no cargo shuttle station on colony or ship, but there is an ordnance transfer station. Because they are alien missiles they do not show up in stockpile or in the ordnance tab so cannot allocate them as load out..
Got what seemed like a couple hundred errors during system generation jumping into a new JP. Function #2608, #222, #224, #2339 in that order, and then repeating. Over and over.
According to a quick peek in the database, this is anew NPR (not a spoiler race)and they have been generated with the "pre-industrial" flag.Edit: So, I don't know if this is intended or not, but when I approached their planet I discovered that they have two separate empires for the same NPR race on the planet. I'm only detecting STO and ground forces for one of them.
Due to how the Max Number of Systems interacts with jump point linking, the chance of generating a jump point link to an existing system increases dramatically as you explore more and more systems, quickly turning what was an orderly and linear galactic map for decades or centuries into a very sudden spaghetti bowl. This seems like a very complicated problem, and I am not a math person so I don't know how to fix this. Ideally one would want a relatively constant chance of a JP linking to an existing system regardless of total systems surveyed, instead of a very, very low chance throughout most of the game until you reach some threshold and then suddenly linking to existing systems becomes a common occurrence.
I'm using default Local Gen Spread and Chance (15 spread, 50% chance) and Max Systems of 250 instead of the default 1000.
Due to how the Max Number of Systems interacts with jump point linking, the chance of generating a jump point link to an existing system increases dramatically as you explore more and more systems, quickly turning what was an orderly and linear galactic map for decades or centuries into a very sudden spaghetti bowl. This seems like a very complicated problem, and I am not a math person so I don't know how to fix this. Ideally one would want a relatively constant chance of a JP linking to an existing system regardless of total systems surveyed, instead of a very, very low chance throughout most of the game until you reach some threshold and then suddenly linking to existing systems becomes a common occurrence.
I'm using default Local Gen Spread and Chance (15 spread, 50% chance) and Max Systems of 250 instead of the default 1000.
I don't think this belongs in the bugs thread. Suggestions thread perhaps?
Due to how the Max Number of Systems interacts with jump point linking, the chance of generating a jump point link to an existing system increases dramatically as you explore more and more systems, quickly turning what was an orderly and linear galactic map for decades or centuries into a very sudden spaghetti bowl. This seems like a very complicated problem, and I am not a math person so I don't know how to fix this. Ideally one would want a relatively constant chance of a JP linking to an existing system regardless of total systems surveyed, instead of a very, very low chance throughout most of the game until you reach some threshold and then suddenly linking to existing systems becomes a common occurrence.
I'm using default Local Gen Spread and Chance (15 spread, 50% chance) and Max Systems of 250 instead of the default 1000.
I don't think this belongs in the bugs thread. Suggestions thread perhaps?
It's a side effect of how a current system in the game works. If it doesn't rise to the level of a bug then just ignore it.
Due to how the Max Number of Systems interacts with jump point linking, the chance of generating a jump point link to an existing system increases dramatically as you explore more and more systems, quickly turning what was an orderly and linear galactic map for decades or centuries into a very sudden spaghetti bowl. This seems like a very complicated problem, and I am not a math person so I don't know how to fix this. Ideally one would want a relatively constant chance of a JP linking to an existing system regardless of total systems surveyed, instead of a very, very low chance throughout most of the game until you reach some threshold and then suddenly linking to existing systems becomes a common occurrence.
I'm using default Local Gen Spread and Chance (15 spread, 50% chance) and Max Systems of 250 instead of the default 1000.
I don't think this belongs in the bugs thread. Suggestions thread perhaps?
It's a side effect of how a current system in the game works. If it doesn't rise to the level of a bug then just ignore it.
I really like your suggestion, and I think a fruitful discussion about it could lead to an improvement in the game.
But this is not the appropriate thread for that discussion.
To ignore your post, one must first read it.
Steve has very limited time. The volunteers who help vet bugs on this thread also have very limited time.
You are asking them to spend some of that time reading about something that is very clearly not a bug.
Due to how the Max Number of Systems interacts with jump point linking, the chance of generating a jump point link to an existing system increases dramatically as you explore more and more systems, quickly turning what was an orderly and linear galactic map for decades or centuries into a very sudden spaghetti bowl. This seems like a very complicated problem, and I am not a math person so I don't know how to fix this. Ideally one would want a relatively constant chance of a JP linking to an existing system regardless of total systems surveyed, instead of a very, very low chance throughout most of the game until you reach some threshold and then suddenly linking to existing systems becomes a common occurrence.
I'm using default Local Gen Spread and Chance (15 spread, 50% chance) and Max Systems of 250 instead of the default 1000.
I got this function error #899 when I entered the command telling this captured ship to "Absorb" another captured fleet at the same location. It may be because this fleet is set to 0 km/sec.
How did you get the speed to zero? Ships with no engines should default to 1 km/s to avoid divide by zero errors. If you set speed manually to zero then it should be corrected to 1.
It was a fuel harvester that the NPRs surrendered after I damaged it. I didn't modify the speed in any way, it was like that when I got it.
The zero speed was the problem, but I can't see a way for the code to generate that speed (although it did somehow). I've added some extra checks in case zero speed is set.
Damage control?I got this function error #899 when I entered the command telling this captured ship to "Absorb" another captured fleet at the same location. It may be because this fleet is set to 0 km/sec.
How did you get the speed to zero? Ships with no engines should default to 1 km/s to avoid divide by zero errors. If you set speed manually to zero then it should be corrected to 1.
It was a fuel harvester that the NPRs surrendered after I damaged it. I didn't modify the speed in any way, it was like that when I got it.
The zero speed was the problem, but I can't see a way for the code to generate that speed (although it did somehow). I've added some extra checks in case zero speed is set.
I've noticed this interesting occurrence twice now: after some enemy ships get hit with my missiles, they show as traveling at 0 km/sec. On the next interval, they correctly update to their new speeds. This might be related.
(https://i.imgur.com/aplQXQ7.png)
I looked at the "Alien Race" table in the DB to watch diplomacy progress with a new NPR that shot at me, and I have not noticed diplomatic relations trending back to non-war while our races are not in mutual detection range of each other.
This prevents the scenario referenced in the C# Diplomacy Changes, where a race shoots at another's survey ship, but as long as you avoid contact, relations trend back to non-war. Instead, they are remaining static according to the DB, across many construction periods.
Once I put a fleet back in mutual detection range, relations started trending back to normal. This is obviously going to be a problem if they keep trying to shoot at every ship I try to bring in diplomatic sensor range. Perhaps relations should continue trending towards baseline, regardless of whether you are in mutual detection?
I've noticed this interesting occurrence twice now: after some enemy ships get hit with my missiles, they show as traveling at 0 km/sec. On the next interval, they correctly update to their new speeds. This might be related.
(https://i.imgur.com/aplQXQ7.png)
In game settings dialog "Detection" dropdown value does not seem to save when you change it and click "Save Settings".
Steps to reproduce:
1. Open game information dialog.
2. Change Detection from "Normal in all systems" to "Automatic without player presence".
3. Click "Save Settings".
4. Close game information dialog.
5. Open game information dialog again - dropdown is still in "Normal in all systems" state.
I looked at the "Alien Race" table in the DB to watch diplomacy progress with a new NPR that shot at me, and I have not noticed diplomatic relations trending back to non-war while our races are not in mutual detection range of each other.
This prevents the scenario referenced in the C# Diplomacy Changes, where a race shoots at another's survey ship, but as long as you avoid contact, relations trend back to non-war. Instead, they are remaining static according to the DB, across many construction periods.
Once I put a fleet back in mutual detection range, relations started trending back to normal. This is obviously going to be a problem if they keep trying to shoot at every ship I try to bring in diplomatic sensor range. Perhaps relations should continue trending towards baseline, regardless of whether you are in mutual detection?
The situation you describe should happen when there is contact (including populations) but no diplomacy module present or a diplomacy ship without an appropriate ccommander or when communications have not been established. Are you sure none of those is applicable in this context?
If you use the "Launch Ready Ordnance" command, the mines erroneously disappear immediately (you don't even see them appear on the map even after a 5-second interval) unless a target is already within range, making them unusable as a long-term static defense.
If you use the "Launch Ready Ordnance" command, the mines erroneously disappear immediately (you don't even see them appear on the map even after a 5-second interval) unless a target is already within range, making them unusable as a long-term static defense.
Do you get any event associated with the disappearance of the missiles? Also, have the missiles been deducted from the magazine?
If you use the "Launch Ready Ordnance" command, the mines erroneously disappear immediately (you don't even see them appear on the map even after a 5-second interval) unless a target is already within range, making them unusable as a long-term static defense.
Do you get any event associated with the disappearance of the missiles? Also, have the missiles been deducted from the magazine?
When using "Launch Ready Ordnance", the missiles are indeed deducted from the magazine. There is an entry in the fleet history that indicates the order took place. The only event log message is the one indicating the fleet "completed orders".
If there is an enemy already within range, the second stages will immediately appear (you never see the first stage) and they will target the enemy.
If you use the "Launch Ready Ordnance" command, the mines erroneously disappear immediately (you don't even see them appear on the map even after a 5-second interval) unless a target is already within range, making them unusable as a long-term static defense.
Do you get any event associated with the disappearance of the missiles? Also, have the missiles been deducted from the magazine?
When using "Launch Ready Ordnance", the missiles are indeed deducted from the magazine. There is an entry in the fleet history that indicates the order took place. The only event log message is the one indicating the fleet "completed orders".
If there is an enemy already within range, the second stages will immediately appear (you never see the first stage) and they will target the enemy.
(https://i.imgur.com/W4oJW63.png)
It could simply be that right now all missiles without targets, even buoys, auto-self destruct if there is no target in range.
Hello everyone,
Is it just me or do you guys can build Stations with prototype components?
Game option "Generate non-TN races only" doesn't seem to work. The game generates standard NPRs with ships and everything, that proceeds to explore and expand as normal.
Happened twice to me, once on a conventional start, the second time on standard. I'm sure in both cases that I set the starting NPR number to 0.
Free Research Centers Received?
I had been researching Missile Launcher Reload Rate 3 using a scientist with a Research Admin rating of 20, but only using 4 Research Centers. Other than that, all research centers on Earth were in use. At the time I was both building research centers, transporting some in from a xenoarchaeology dig, and also gathering intel on an alien race I had detected using ELINT modules.
Not sure what the specific trigger was, but in one turn I got notification that I had stolen information on Visible Light Lasers from the alien race, I had either built or transferred an RC to Earth such that 1 inactive research center on Earth was available, and that my team on Earth completed research into Missile Launcher Reload Rate 3. However, when I went to queue my next research project, I found 21 Research Centers available instead of my expected 5 (4 previously use + 1 new RC). Potentially what happened is when the project finished I was given the scientist's fill Research Admin rating of labs in addition to the new one (20 Admin rating + 1 new one). When I queued the next research project using the same 4 labs, that left with with 17 to assign out. DB attached.
Free Research Centers Received?
I had been researching Missile Launcher Reload Rate 3 using a scientist with a Research Admin rating of 20, but only using 4 Research Centers. Other than that, all research centers on Earth were in use. At the time I was both building research centers, transporting some in from a xenoarchaeology dig, and also gathering intel on an alien race I had detected using ELINT modules.
Not sure what the specific trigger was, but in one turn I got notification that I had stolen information on Visible Light Lasers from the alien race, I had either built or transferred an RC to Earth such that 1 inactive research center on Earth was available, and that my team on Earth completed research into Missile Launcher Reload Rate 3. However, when I went to queue my next research project, I found 21 Research Centers available instead of my expected 5 (4 previously use + 1 new RC). Potentially what happened is when the project finished I was given the scientist's fill Research Admin rating of labs in addition to the new one (20 Admin rating + 1 new one). When I queued the next research project using the same 4 labs, that left with with 17 to assign out. DB attached.
I didn't look at your DB but I give it a 99% chance that you have an idle energy weapons scientist who was previously researching Visible Light Lasers with ~17 labs.
Dissapearing NPR ground forces
I have been having problems with NPR's seemingly having no ground forces. So on this start I created the NPR's including one on Venus then saved the game. As a test I then SM'd a colony on the world and several regiments of ground troops, ground combat started and troops were killed on both sides.
So I returned to the saved game and then proceded to fight a war, now I have invaded Venus and have had no ground fighting but have been informed that enemy ground forces have been defeated and I need more troops to occupy the colony.
It seems that all 4 NPR's in the system have lost their ground troops in 2 months of game time without anything being done to them. I don't think this is intended behaviour.
220x missiles fired, 220x missiles detonated against the enemy NPR STOs and STO-PDs. No point defense beam fire was observed. This NPR outtechs me and has pretty good ship-based PD tech.
Is NPR STO PD working as intended? Seems like it didn't fire at all.
(https://i.imgur.com/NxTnzih.png)
If a fleet is following an enemy ship that leaves active sensor range, the fleet will stop with a "destination not found" message even if the ship it was following is still visible e.g. by a tracking station. You can then continue following the ship, you just have to give the fleet a new order.
220x missiles fired, 220x missiles detonated against the enemy NPR STOs and STO-PDs. No point defense beam fire was observed. This NPR outtechs me and has pretty good ship-based PD tech.
Is NPR STO PD working as intended? Seems like it didn't fire at all.
What was the time increment used? I assume the four minute increment length was an interrupted longer increment. STO weapons only have a short detection range, so the missiles probably passed through that detection range in a single sub-pulse and the NPR was therefore unable to detect them before impact.
Planetary Invasions definitely broken!
The function number; 1.13.0
The complete error text; n/a
The window affected; Events
What you were doing at the time;Ground CombatConventional orTN startRandom orReal Stars
Is your decimal separator a comma? decimal separator
Is the bug is easy to reproduce; Ground Combat constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well; 37 years
Reported earlier
Potential bug 1: An alien race tried to set up shop on my colony cost 0 colony. I set to hostile and appeared to destroy the interlopers. But I am still getting Ground Intelligence Report Estimated Hostile Force (Error Range: 7%) Estimated Hostile Force: Unknown Unit Types: 211. but my ground forces will no longer engage the enemy. There is no separate colony that I have conquered so what is going on?
New problem
Potential bug 2: Invaded Tau Ceti - A I. After three years of combat I get the following report "Estimated Hostile Force (Error Range: 1%) Estimated Hostile Force: Infantry 1" All ground combat has stopped and I am unable to conquer the enemy colony, even though I have 40 battalions of ultra heavy vehicles and 10 battalions of heavy tanks all set to Forward Attack. Very frustrating!
I have seen the following error during the invasion but not towards the end of the ground combat.
"1:13:0 Function #2714. Object reference not set to the instance of an object"
Further to planetary invasions the current logistics rules do not work without horrendous micro management. Need to set it up that combat units can draw from a supply dump in the rear area. I also think logistics requirements need to be considerably reduced.
The second point is on the initial landing it appears that defending units are attacking while still having the benefits of Forward Defence. This means that the initial landing forces are devastated without the same ability to counter attack the defending forces. The defending forces should loose the benefit of being dug-in while attacking. (Yes I am assuming that is what is happening. I was higher tech and loosing 200-300 vehicles every eight hours while the defenders only lost 100-150. All my units set to Forward Defence but with only 8 hours it was insufficient to dig-in.) Perhaps I misunderstand what is meant by Forward Attack and Forward Defence?
Finally eight hour combat rounds are far too frequent and a hit rate of 1.5% is far too low. I also think ground force production is still too low. In the current invasion I only had 1 million tons of forces (almost my total production in game so far) to invade with but the defenders had a visible 450,000 tons of defenders.
New problem
Potential bug 2: Invaded Tau Ceti - A I. After three years of combat I get the following report "Estimated Hostile Force (Error Range: 1%) Estimated Hostile Force: Infantry 1" All ground combat has stopped and I am unable to conquer the enemy colony, even though I have 40 battalions of ultra heavy vehicles and 10 battalions of heavy tanks all set to Forward Attack. Very frustrating!
Try setting some of your ground units to "Front Attack" in the Ground Unit Window for each of those planets, and report back. That will probably solve your issues.
Further to planetary invasions the current logistics rules do not work without horrendous micro management. Need to set it up that combat units can draw from a supply dump in the rear area.
I also think logistics requirements need to be considerably reduced.
The second point is on the initial landing it appears that defending units are attacking while still having the benefits of Forward Defence. This means that the initial landing forces are devastated without the same ability to counter attack the defending forces. The defending forces should loose the benefit of being dug-in while attacking. (Yes I am assuming that is what is happening. I was higher tech and loosing 200-300 vehicles every eight hours while the defenders only lost 100-150. All my units set to Forward Defence but with only 8 hours it was insufficient to dig-in.) Perhaps I misunderstand what is meant by Forward Attack and Forward Defence?
Finally eight hour combat rounds are far too frequent and a hit rate of 1.5% is far too low. I also think ground force production is still too low. In the current invasion I only had 1 million tons of forces (almost my total production in game so far) to invade with but the defenders had a visible 450,000 tons of defenders.
Further to planetary invasions the current logistics rules do not work without horrendous micro management. Need to set it up that combat units can draw from a supply dump in the rear area.
This is already 100% possible. The trick is you must use LVH+LOG units for this to happen (representing supply trucks). INF+LOG will only resupply its own formation, the LVH type is capable of resupplying formations which are subordinate in the hierarchy. Of course, also note that the formation hierarchy must be followed as LVH+LOG can only supply subordinate formations to their own formation.QuoteI also think logistics requirements need to be considerably reduced.
Disagree. If anything, logistics requirements in Aurora are rather low compared to those for a real army at least in terms of raw tonnage of materiel transported.
I had logistics vehicles with all formations but they do not last long usually well under a year. I produced a little over a million tons of combat units in the 37 years of the game, trying to produce several thousand logistics vehicles would have been impossible. So what you are suggesting is that you require an army command unit with every thing subordinate to it?
I had logistics vehicles with all formations but they do not last long usually well under a year. I produced a little over a million tons of combat units in the 37 years of the game, trying to produce several thousand logistics vehicles would have been impossible. So what you are suggesting is that you require an army command unit with every thing subordinate to it?
Correct, or several army commands as having a single command for several million tons of ground troops is not practical. With this organization it also becomes much easier to resupply an invasion force over a very long time as you only need to periodically ship in a new replacement formation full of logistics vehicles to replenish the army commands.
The rest of the discussion I think needs to be branched into a suggestion thread.
Jump Gates can be used instantly, over and over, with no jump delay. This has the annoying (but not game-breaking) side effect of causing a game of cat-and-mouse with an enemy fleet where you jump into an enemy gatecamp with overwhelming forces, and they decide to run by jumping through the gate, and you chase them back on the next 5-second interval but they jump back instantly to the original system, over and over (until you decide to split your forces). I've seen other players report this as well. I assume the lack of delay on jump gate usage was originally intended, but maybe not the instant back-and-forth, cat-and-mouse behavior that NPR fleets can exhibit.
You can also make multiple jumps forward and back, over and over, in the same 5-second interval. I just made 131,072 transits in a single 5-second interval, although this is probably not as important.
You can also make multiple jumps forward and back, over and over, in the same 5-second interval. I just made 131,072 transits in a single 5-second interval, although this is probably not as important.
This one...might be a bug? I'm not sure. I thought jump gates were subject to the same jump shock effects as any other jump point, except for the NPR exception.
Planetary Invasion Update 2Yeah both are known issues, reported before. I think Steve fixed the shipyard one already but I'm not 100% sure.
A nuclear strike destroyed the last remaining solder, after that the normal surrender mechanics ensued.
Is this a similar problem to that seen in VB versions when units in bases could only loose half of their strength ad infinitum? But instead of leaving a fraction the value could not go below 1? Probably rubbish,
Also noticed that Shipyards were 2/-12. This is probably because once you have destroyed the actual shipyards you are able to continue firing on them without any shipyards present. SM function can resolve this.
"Earth" and "Luna" reappear after they have been destroyed due to the disaster.
(https://i.imgur.com/cSp6DMs.png)
Steps to reproduce:
1) Let Earth be destroyed by the disaster (download attached save file, and skip time forward 30 days)
2) Save game
3) Close game
4) Reopen game, and zoom in on the sun to see Sol-A III and its moon suddenly in close orbit around the sun.
5) Sol III will be destroyed in a couple months again if you leave the disaster enabled. If you disable the disaster, Sol III will survive forever close to the sun.
I just wanted to touch base on this bug again, since I didn't see it fixed on the changelog or in the thread. Earth and Luna reappear after destruction when you save, close, and then reopen the game.
I just wanted to touch base on this bug again, since I didn't see it fixed on the changelog or in the thread. Earth and Luna reappear after destruction when you save, close, and then reopen the game.
It is fixed and it is in the change log from a while ago.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.
EDIT: To clarify, they're separating at 2m km from the target.
Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.
It seems that when targeted at waypoints the separation distance works correctly, which makes me suspect there's a bug here -- although I haven't seen any bug reports to that effect. Have other people seen something like this? I'd previously been using the friendly neighborhood spoiler race as target practice, but their habit of shooting down my missiles and my ships is making testing difficult. I'm going to make a more cooperative race to test this on.
I think I've figured out what's going on. It turns out that what's happening is that the missile, when deciding when to release the second stage, is taking into account the motion of the ship being targeted; so if the target is moving away the second stage will appear to be released late, while if the target is moving towards the missile the second stage will appear to be released early. So far so good. However, if the target is following something stationary, then it may be moving back and forth even if it appears stationary, which can cause the second stage to be released early or late. Not sure whether this should be classed as a bug or not. The second issue, though, is definitely a bug: as far as I can tell, the first stage uses its own speed, rather than the speed of the second stage, when calculating when to release the second stage. Thus the relatively small correction needed for the fast second stage to catch up to an enemy ship becomes a much larger correction for the slow first stage to catch up.
Since at least one of these issues seems to be a genuine bug, I'm going to post this in the bugs thread.
Just made a new post because I found an *actual* bug from the above situation.
So since the game log in the database won't tell me which ship was causing the increment to auto-adjust due to combat, I looked in FCT_FireControlAssignments and found that it was still showing that one Fire Control for one of my ships, Ship ID#26734 "CA Klingon" was still on Open Fire. However, looking in game at CA Klingon, both Fire Controls showed "Green" cease fire status for CA Klingon. However, the "Cease Fire All" button was still displayed, so I clicked that and it changed back to "Open Fire All."
However, when I advanced time one day, I found that it still got auto-adjusted back down to 5 seconds due to open fire controls with no targets, and "Cease Fire All" was again displayed in CA Klingon's ShipCombat screen. This repeats all the time, I can't seem to clear Fire Control status from the UI in game. I've also tried individually opening fire on each FC so they turn Orange, an then Cease Firing the again back to green, and the increment still auto adjusts back to 5 due to Open Fire Control.
One of CA Klingon's Fire Controls (a Atalskes Phaser Corporation Weapons Console R480-TS10000) was damaged during the last battle, and had been in an "Open Fire" state when it had been damaged. I can't shut it off from the UI since it was damaged, I'm wondering if that one is stuck and keeping the increments locked. I think I can fix it by editing the database to put a 0 in for "Open Fire," but wanted to report the issue first. DB attached.
Just made a new post because I found an *actual* bug from the above situation.
So since the game log in the database won't tell me which ship was causing the increment to auto-adjust due to combat, I looked in FCT_FireControlAssignments and found that it was still showing that one Fire Control for one of my ships, Ship ID#26734 "CA Klingon" was still on Open Fire. However, looking in game at CA Klingon, both Fire Controls showed "Green" cease fire status for CA Klingon. However, the "Cease Fire All" button was still displayed, so I clicked that and it changed back to "Open Fire All."
However, when I advanced time one day, I found that it still got auto-adjusted back down to 5 seconds due to open fire controls with no targets, and "Cease Fire All" was again displayed in CA Klingon's ShipCombat screen. This repeats all the time, I can't seem to clear Fire Control status from the UI in game. I've also tried individually opening fire on each FC so they turn Orange, an then Cease Firing the again back to green, and the increment still auto adjusts back to 5 due to Open Fire Control.
One of CA Klingon's Fire Controls (a Atalskes Phaser Corporation Weapons Console R480-TS10000) was damaged during the last battle, and had been in an "Open Fire" state when it had been damaged. I can't shut it off from the UI since it was damaged, I'm wondering if that one is stuck and keeping the increments locked. I think I can fix it by editing the database to put a 0 in for "Open Fire," but wanted to report the issue first. DB attached.
As a workaround, try SM repairing the ship and turning off the now repaired FC. Should hopefully get the game going again.
It seems that unloading installations from ships is still somewhat bugged.
The MSP provided by engineering spaces seems to depend unpredictably on the other components in the ship. With nothing but a fighter engineering space my ship has 8 MSP. After adding an engine, fuel, and small thermal and EM sensors it goes down to 7 MSP; adding an active sensor brings it up to 10 MSP. But this varies considerably depending on which components I add. This doesn't seem to depend on the Max Repair value, which is 16 with all components added -- and this couldn't explain the MSP going down with added components. It also doesn't seem to depend on deployment time. This seems like a bug, unless there's some mechanic here that I'm unfamiliar with?
Minor issue only. I have replacement formation that has only my engineering vehicles and no HQ element. Formation is set as Use For Replacement. Autoassignment assigned commander to this formation, I believe that should not happen for formations that are set as replacement.
The MSP provided by engineering spaces seems to depend unpredictably on the other components in the ship. With nothing but a fighter engineering space my ship has 8 MSP. After adding an engine, fuel, and small thermal and EM sensors it goes down to 7 MSP; adding an active sensor brings it up to 10 MSP. But this varies considerably depending on which components I add. This doesn't seem to depend on the Max Repair value, which is 16 with all components added -- and this couldn't explain the MSP going down with added components. It also doesn't seem to depend on deployment time. This seems like a bug, unless there's some mechanic here that I'm unfamiliar with?
The MSP from engineering spaces is not simple to determine as described by Steve here (http://aurora2.pentarch.org/index.php?topic=11056.msg127449#msg127449).
The function number: 1951, 1943, 478
The complete error text An item with the same key has already been added Object reference not set to an instance of an object
The window affected main screen
What you were doing at the time Finishing a battle at the NPR homeworld (though there was some NPR-NPR fighting somewhere else in the galaxy just before the error)
Conventional or TN start TN
Random or Real Stars Real
Is your decimal separator a comma? No. US Layout
Is the bug is easy to reproduce, intermittent or a one-off? Second time it happened, but since I suspect it's NPR related, I don't think I can reproduce on command.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well 65 years into a game.
The only other "unusual" thing happening is I have some ships massively overloaded with survivors I picked up from destroying the NPRs commercial shipping.
...I've also noticed that if an enemy fleet you had previously encountered transits to a new system, the lost contacts are placed in a seemingly random location in the new system regardless of whether or not you have any sensor coverage there. ...
Mineral packets arriving at a planet which has no mass drivers do not cause any explosive side-effects. They just disappear when they reach the target body.Could Steve add a game option where you can choose between both behaviours? I want to be able to "Expanse the Earth" ;-)
SJW: Working as Intended. I changed this to avoid the regular new player problem of destroying their own colonies by accident :)
There seem to be some issues with the Use Maximum Speed option. Sometimes if a fleet does not have Use Maximum Speed checked and a ship in that fleet is destroyed the fleet's speed will be set to 1 km/s. Other times when a ship is destroyed it's set to the actual maximum speed of the fleet, even if it had been manually set lower. (EDIT: It turns out this can happen both with and without the Use Maximum Speed box checked, so this might be a more general issue with ship detachment or destruction, rather than with the Use Maximum Speed option as I thought at first. )
A possibly related issue is that I've occasionally had ships that lose their engines fail to automatically detach from their fleets -- although other times they've detached properly, and I've had this happen regardless of the maximum speed setting, so I'm not sure what's going on here.
Since this doesn't seem to have been addressed, I just want to confirm that there's definitely some issue with the automatic detachment code for damages ships, as I've observed this happen to NPRs as well: fleets of NPR ships sometimes slow to 1 km/s and stay at that speed after some ships in the fleet sustain damage. On the other hand, sometimes ships do seem to detach properly, so I'm not sure what's going on.
Bug Report: fractional capacitor recharge rates are not respected in High Power Microwave designs.
To reproduce: Start a new game, research capacitor recharge rate 2, and design a High Power Microwave with a fractional recharge rate. Recharge rate, cost, and rate of fire will be shown as though you selected recharge rate 1 for all recharge rate values between 1 and 2.
I didn't see any other reports on this, probably because nobody uses HPMs. Fractional capacitor recharge rates work as expected for all other weapons.
One of CA Klingon's Fire Controls (a Atalskes Phaser Corporation Weapons Console R480-TS10000) was damaged during the last battle, and had been in an "Open Fire" state when it had been damaged. I can't shut it off from the UI since it was damaged, I'm wondering if that one is stuck and keeping the increments locked. I think I can fix it by editing the database to put a 0 in for "Open Fire," but wanted to report the issue first. DB attached.
Error 1168
Attached is my current Save game where I have the Pop-up error "Function #1168 : the given key was not present in the dictionary."
Running Medals mod and the BlueGeGone Mod ( black background ) due to fuzzy text using the standard blue background ( my failing eyesight).
DavidR
I looked at the "Alien Race" table in the DB to watch diplomacy progress with a new NPR that shot at me, and I have not noticed diplomatic relations trending back to non-war while our races are not in mutual detection range of each other.
This prevents the scenario referenced in the C# Diplomacy Changes, where a race shoots at another's survey ship, but as long as you avoid contact, relations trend back to non-war. Instead, they are remaining static according to the DB, across many construction periods.
Once I put a fleet back in mutual detection range, relations started trending back to normal. This is obviously going to be a problem if they keep trying to shoot at every ship I try to bring in diplomatic sensor range. Perhaps relations should continue trending towards baseline, regardless of whether you are in mutual detection?
The situation you describe should happen when there is contact (including populations) but no diplomacy module present or a diplomacy ship without an appropriate ccommander or when communications have not been established. Are you sure none of those is applicable in this context?
If diplomatic relations are above the hostile level (-100), then even a single point of damage through combat will reduce relations to that point. However a period of mutual non-interaction following a small clash will probably return the diplomatic status to neutral. For example, if communications are established you may ask a survey ship to leave your system (mechanics in a future post). If that didn't work or you did not have communication, you can slightly damage that ship. An unarmed ship would retreat from hostile aliens and the immediate impact would be the alien race treating you as hostile. However, with no further combat in the short term, the status would soon return to a wary neutrality. Future communication and diplomacy would still be an option.
I fought some precursors, after salvaging their ships I gained 7,000 point of tech in Laminate composite armor. ( which is currently being researched on earth with 2,000 points or so remaining) .
on the way to sol, the fleet passes by a system that is controlled by me and contains research lab ( the system is specialized in sensor fire control research) .
once it transits i get the message tech downloaded in the said system.
I cancel the research in earth to start it again in the said system and I see that the research cost has increased by 10,000.
I'm getting occasional "Function 2824: Attempted to divide by zero" errors after boarding and capturing Swarm ships. I think it triggers each construction cycle. So far it hasn't seemed to cause any problems, though.
I'm getting occasional "Function 2824: Attempted to divide by zero" errors after boarding and capturing Swarm ships. I think it triggers each construction cycle. So far it hasn't seemed to cause any problems, though.
Have you lost any men?
Usually this happens in ground combat when a formation is left empty and before it gets cancelled you get the attempted to divide by zero issue.
Here's a really strange one. In the class design window, if you first rename a component, open the Select Name window, then close the window using the X button at the top of the window (the Cancel button seems to work normally), it will rename the ship class to the last component you named.
Issue with auto-resupply for supply ships. (1.13)
If you use the "Launch Ready Ordnance" command, the mines erroneously disappear immediately (you don't even see them appear on the map even after a 5-second interval) unless a target is already within range, making them unusable as a long-term static defense.
I have found a bug that would fit the behaviour described. I'm surprised this hasn't come up before, but fixed now.
The Transported Items tab in the Ship Overview screen of the fleets window is somewhat buggy. For some reason all the ordnance quantities are doubled. (They're displayed correctly in the Ordnance Template tab.) Also, if you select a parasite craft the display claims that it is carrying two of itself as parasites.
Just got the following sequence of 1.13.0 Function errors 2608 , 222 , 224 , 2339 , all stating "object reference not set to an instance of an object".
I had to make quite a number of mouse clicks before the errors disappeared and the game seemed to begin processing orders once more.
Any thoughts on the reason for these errors ?
Are they terminal ?
DavidR
Conventional start, real stars, decimal separator = period, Another New system Discovered
I received these errors on advancing time:
Function #2608: object reference not set
Function #222: object reference not set
Function #224: object reference not set
Function #2339: object reference not set
These 4 errors repeated around 16 to 20 times but I was eventually able to click through them.
Database attached. Noticed that exactly the same sequence has been reported in bugs thread 1. 9. 3.
P. S. on Saturday 15 january 2084 the game starts to callculate something and well, wont stop :(
It looks like an error in ground force creation, but I suspect not happening every time or there would be a lot more errors reported. I plan to start a new test campaign soon, so I will try to reproduce then. Thanks for DB attachment but my code has moved on now, so I am at the point where I can't load v1.13 games.
Double Colony Entries
This is likely a known bug, but I can't find it when I search for it.
1. Make a colony via system view window on a body that is occupied (enemy pop or troops work)
2. Land troops via an orbital drop.
3. If you then conquer the world you end up with a double entry for that body in the colony summary tab.
The troops are on one body and the captured pop and installations on the other.
I am able to consistently do this. No Mods and using a comma separator. TN start. Done on both random and real stars.
(https://i. postimg. cc/KYLxkn5n/double. jpg)
If ship live or join fleet. In my case dock and udnock form a carrier. It reset the speed form the fleet. It happen to men when i was pursuing a invader fleet just out of there weapon range.
Hawk Mk.6 class Ground Support Fighter 15 tons 1 Crew 8.1 BP TCS 0 TH 0 EM 0
5409 km/s Armour 1-0 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 0.1
Maint Life 0 Years MSP 0 AFR 2% IFR 0.0% 1YR 0 5YR 1 Max Repair 15 MSP
Magazine 2
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 months Morale Check Required
Magnan Marine M7-1.60 5t 6.40LH MP Engine TH25% (1) Power 1.6 Fuel Use 400% Signature 0.384 Explosion 10%
Fuel Capacity 1,000 Litres Range 3 billion km (6 days at full power)
S2.0 Fighter Pod Bay (1) Pod Size: 2 Hangar Reload 70 minutes MF Reload 11 hours
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
I have noticed that Reduced Size Laser 0.75/4x Recharge does not reduce the size of the laser. With a Capacitor 3, 10cm Infrared you have 150 tons size and if you apply the reduction while all the other values go down the laser weight is still 150 tons. The following tech (0.5) does reduce the amount of tonnage to 100 though.
You can instant research a technology to completion even if you have less than the required amount. I am using the solaris theme mod with period decimal punctuation.
You can instant research a technology to completion even if you have less than the required amount. I am using the solaris theme mod with period decimal punctuation.
Don't know if this is a known issue or not, also don't know if somehow this is something i did. . .
I found a bug in the medal system.
When you set a medal with "Allow Multiple Awards" it will give it to the officer but will not be displayed in the medal rack. So it will only show one medal regardless the amount of them you award it to the officer.
In the file attached I awarded two times the same medal to the officer and it is only shown once.
What is WAI?
And there is a loooot of space to repeat as many times as you need any medal in the medal rack :)
I have an ECCM installed on my ship but I can't select it in the ship combat.If it is a refit, as a workaround try clicking "Auto-Assign FC".
I have got a bug, I recently captured an alien planet with its shipyards intact, it also came with a large population of aliens, however for some reason there were no installations to find or uncover so i used space master to spawn them in. the issue is with the shipyards, every game tick it gives me a message saying #function 2186 attempting to divide by zero. none of the shipyards show up in the shipyard screen for the planet despite 100 million people being employed in the roleHello and welcome to the forum. Please register your account so you can post normally in the future and we don't have to manually approve of each post. Also, once you've posted ten times, your links will start working.
(https://cdn.discordapp.com/attachments/655776232733933578/880355015817068554/unknown.png)
(https://cdn.discordapp.com/attachments/655776232733933578/880355165025230848/unknown.png)
"1.13.0 Function #5: Object reference not set to an instance of an object."
Absolute fresh start.
50-year ceasefire.
This error appears at every increment, be it 5-second or 30-day.
TN start, real stars.
5 NPR's on earth besides player, 3 alien NPR's elsewhere in the galaxy.
Multi-NPR on earth start, all earth-based NPR's were initially player controlled to ensure that no ships were spawned for them. Ship and ground unit designs I allowed to be auto-generated. Earth-based NPR's weren't given shipyards to give an even start.
Earth NPR's had their ground unit vehicles renamed to match real-life equipment. However this seemingly doesn't cause problems since the A.I builds formations that use said vehicles. The A.I also commences industry projects normally as well.
Switching the earth-based NPR's to player control and making turns with them however doesn't cause errors.
Been trying to troubleshoot it, I've pinpointed it down to creating a player race and then turning it into NPR."1.13.0 Function #5: Object reference not set to an instance of an object."
Absolute fresh start.
50-year ceasefire.
This error appears at every increment, be it 5-second or 30-day.
TN start, real stars.
5 NPR's on earth besides player, 3 alien NPR's elsewhere in the galaxy.
Multi-NPR on earth start, all earth-based NPR's were initially player controlled to ensure that no ships were spawned for them. Ship and ground unit designs I allowed to be auto-generated. Earth-based NPR's weren't given shipyards to give an even start.
Earth NPR's had their ground unit vehicles renamed to match real-life equipment. However this seemingly doesn't cause problems since the A.I builds formations that use said vehicles. The A.I also commences industry projects normally as well.
Switching the earth-based NPR's to player control and making turns with them however doesn't cause errors.
I've had the same thing happen to me, Not sure if it is truly a bug or the fact that a Player faction was made an NPR and is missing vital techs/AI logic.
Microwave weapons sometimes seem to hit multiple fire controls at once. Twice now I've gotten events reading "Total Hits 1, Penetrating Hits 1, Components Hit 6" which doesn't seem right.What is the HTK of the fire controls being hit? One 1 damage hit can destroy an infinite amount of HTK 0 components.
Microwave weapons sometimes seem to hit multiple fire controls at once. Twice now I've gotten events reading "Total Hits 1, Penetrating Hits 1, Components Hit 6" which doesn't seem right.What is the HTK of the fire controls being hit? One 1 damage hit can destroy an infinite amount of HTK 0 components.
You need to have a hangar (either military or commercial) in order to reload box launchers from a ship or station. It looks like the error here is that the box launcher reload timers should not be affected, however it is correct behavior that no ordnance is transferred.My expectations were based on these change notes (http://aurora2.pentarch.org/index.php?topic=8495.msg109127#msg109127):
Box Launcher Reloading
In VB6 Aurora, box launchers can be reloaded in a hangar or at maintenance facilities. For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
Because of the changes to maintenance facilities in C# Aurora, it will be a lot easier to forward deploy facilities for full-size warships, both on planets and in space, which would increase the potential of box launchers if they could still use those facilities to reload, especially given they are immediately available in C#. The introduction of ordnance-specific facilities for C# provides a good alternative.
Problem: I have a mobile resupply base with Ordnance Transfer Hub, Cargo Shuttle Bay, Commercial Magazines and missiles on board. When ships armed with spent (empty after firing) box launchers come to rearm, their launcher reload timers go back to normal, but no missiles are transferred. The base is set to "Load Fleet Ordnance". Fleet that needs to rearm is given order to "Load from Ordnance Transfer Hub".But no maintenance facility, or as nuclearslurpee said - hangars...
The function number: 1.13.0 Function #1170 Object cannot be cast from DBNull to other types (This occurs on Startup, once I press "Okay" it goes away.
The complete error text:
1.13.0 Function #1170 Object cannot be cast from DBNull to other types
1.13.0 Function #3060 Object reference not set an instance of object
The window affected: All Windows except the System View on systems other than Sol.
What you were doing at the time. Loading the game up, I did not have any issues prior to starting up when I last had Aurora loaded up the previous day. I had considered that attempting to spawn asteroids may have caused this. However, the system which had the asteroids spawned was not getting the error message nor did the other systems other than Sol have this message. Deleting the system also did not change anything.
Conventional or TN start: TN start
Random or Real Stars: Random start
Is your decimal separator a comma? It's a period
Is the bug is easy to reproduce, intermittent or a one-off? I constantly get this every time I try to load Aurora
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Started 2400, it's now 2420, only recently become a problem.
Problem: I have a mobile resupply base with Ordnance Transfer Hub, Cargo Shuttle Bay, Commercial Magazines and missiles on board. When ships armed with spent (empty after firing) box launchers come to rearm, their launcher reload timers go back to normal, but no missiles are transferred. The base is set to "Load Fleet Ordnance". Fleet that needs to rearm is given order to "Load from Ordnance Transfer Hub".But no maintenance facility, or as nuclearslurpee said - hangars...
You probably need at least 1 of those..?
Bug: When fleet has anchor set and has standing order such as "Survey Nearest body" or "Survey Nearest Location" then after arriving at body/location to conduct survey it begins to travel back to anchor during that survey. It actually surveys that location while traveling from it.
Expected behavior is to stay at location of survey and only travel to anchor after survey is complete and standing orders are no longer possible.
Steps to reproduce:
1. Create parent fleet with 2+ ships, detach survey ship(s) from parent fleet and then set anchor of detached fleet(s) to parent fleet that still has 1 ship.
2. Travel to system with unsurveyed locations/bodies
3. Click button Detach Escorts for parent fleet, set Standing orders of detached fleets(ships) to "Survey Nearest body" or "Survey Nearest Location"
The function number: n/a
The complete error text: n/a
The window affected: (related to anchor functionality and standing orders)
What you were doing at the time: Just incrementing time
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce, always happens.
Make sure that this ship is checked as a Supply Ship in the class design window.
Not sure if this is a bug, precisely, but it's certainly an inconsistency.
When designing a turret, it does not state the total rate of fire of the guns in the turret like it does when designing railguns/gauss. It only states the recharge time of the weapon, as it does when designing laser weapons (or anything else that only fires single shots). This makes it harder for new players to keep track of the effectiveness of their turret designs.
(originally reported by Whackem on the discord, who does not have a forum account)
Then I selected the Supply ship fleet in the naval organisation window, chose the military ships fleet as a target and chose resupply with own supply ships.This is the part where you made the mistake. What you did here is tell the supply ship to resupply it's own fleet, which consist of just itself.
Not sure if this is a bug, precisely, but it's certainly an inconsistency.
When designing a turret, it does not state the total rate of fire of the guns in the turret like it does when designing railguns/gauss. It only states the recharge time of the weapon, as it does when designing laser weapons (or anything else that only fires single shots). This makes it harder for new players to keep track of the effectiveness of their turret designs.
(originally reported by Whackem on the discord, who does not have a forum account)
Yeah, not a bug, and not inconsistent either. "ROF" in Aurora has pretty much always been a misnomer for recharge time, and you'll see the same when you design a railgun or Gauss cannon: you'll always see ROF 5, and the number of shots is indicated elsewhere.
It would be nice for turrets to display the total number of shots on the design screen but this is properly a post for the Suggestions thread.
Quote from: Velociranga link=topic=12522. msg156666#msg156666 date=1636435394Then I selected the Supply ship fleet in the naval organisation window, chose the military ships fleet as a target and chose resupply with own supply ships.This is the part where you made the mistake. What you did here is tell the supply ship to resupply it's own fleet, which consist of just itself.
To resupply from ships you have two options:
1- The supply ship has to be inside the fleet that you want resupplied, with instructions to resupply own fleet. Join & Resupply Target Fleet order would work here.
or
2- The fleet that wants to ressuply targets the supply vessel (fleet) and give the order to Resupply from Stationary Supply Ship
Quote from: Bluebreaker link=topic=12522. msg156767#msg156767 date=1636840909Quote from: Velociranga link=topic=12522. msg156666#msg156666 date=1636435394Then I selected the Supply ship fleet in the naval organisation window, chose the military ships fleet as a target and chose resupply with own supply ships.This is the part where you made the mistake. What you did here is tell the supply ship to resupply it's own fleet, which consist of just itself.
To resupply from ships you have two options:
1- The supply ship has to be inside the fleet that you want resupplied, with instructions to resupply own fleet. Join & Resupply Target Fleet order would work here.
or
2- The fleet that wants to ressuply targets the supply vessel (fleet) and give the order to Resupply from Stationary Supply Ship
Well if that is the case I will have to move this to suggestions however I am still not sure. With the two different ways of resupplying a fleet you've listed its not possible to initiate resupply from the supply ship side without it joining the fleet. The supply ship either needs to be part of the fleet or needs to sit around and have the fleet needing resupply come to it. This makes it quite difficult to automate the resupply of stations and any fleet you don't want to move. If this is working correctly then I would suggest changing the name of the "Resupply with own supply ships" order when you have another fleet selected. At the moment it is unclear that the order is to resupply the ships own fleet and not the target fleet.
Quote from: Velociranga link=topic=12522. msg156803#msg156803 date=1637023664Quote from: Bluebreaker link=topic=12522. msg156767#msg156767 date=1636840909Quote from: Velociranga link=topic=12522. msg156666#msg156666 date=1636435394Then I selected the Supply ship fleet in the naval organisation window, chose the military ships fleet as a target and chose resupply with own supply ships.This is the part where you made the mistake. What you did here is tell the supply ship to resupply it's own fleet, which consist of just itself.
To resupply from ships you have two options:
1- The supply ship has to be inside the fleet that you want resupplied, with instructions to resupply own fleet. Join & Resupply Target Fleet order would work here.
or
2- The fleet that wants to ressuply targets the supply vessel (fleet) and give the order to Resupply from Stationary Supply Ship
Well if that is the case I will have to move this to suggestions however I am still not sure. With the two different ways of resupplying a fleet you've listed its not possible to initiate resupply from the supply ship side without it joining the fleet. The supply ship either needs to be part of the fleet or needs to sit around and have the fleet needing resupply come to it. This makes it quite difficult to automate the resupply of stations and any fleet you don't want to move. If this is working correctly then I would suggest changing the name of the "Resupply with own supply ships" order when you have another fleet selected. At the moment it is unclear that the order is to resupply the ships own fleet and not the target fleet.
The join as subfleet function might help make this a little less painful, especially when you have multiple supply ships in play.
Per the reporting guidelines: Decimal separator is a comma,
Quote from: Scout1 link=topic=12522. msg156835#msg156835 date=1637263444Per the reporting guidelines: Decimal separator is a comma,
I would bet money that this is your problem. Your decimal separator needs to be a period in order for Aurora to work correctly.
I have had something similar happen which was documented in my 1.12 AAR.Yes, there was a report that the relationship had become neutral some time before they arrived.
My best guess as to the cause is that relations with the NPR somehow dropped enough that they felt obligated to shoot at you (blow up a colony, destroy a few picket ships, whatever), and then in the intervening time relations returned to a neutral enough value that they no longer considered the player hostile. However, when the player then fires at the NPR the NPR seems unable to register that the player is hostile to them, and respond appropriately, until another construction increment passes and they can reassess the relationship status.
It really is a big hole in the NPR logic and very easily exploited to score an early battle victory, and there is not much a player can do to avoid this exploit since the NPR-player relationship is opaque when unfriendly.
But in this case, it is not clear why they are not "at war" with me, they have become in the orbit of my colony for a long time. Perhaps they sent this fleet there even before they "declared neutrality" and that caused the bug? Maybe they wanted to destroy my colony, but did not have time to make this decision?)
Okay.
I have looked over the screenshots for the last bug report. It looks to me like everything is probably working correctly "under the hood", as the number of penetrations seems to be reasonable given the intel reporting. The issue seems to be that the number of hits reported is a misnomer, and should more accurately be labeled "Number of units hit" and this number is capped to the number of units in the formation/element. Basically, there are no hidden mechanics or gameplay bugs, the error is in the UI which displays this information to the player.
I have had something similar happen which was documented in my 1.12 AAR.
My best guess as to the cause is that relations with the NPR somehow dropped enough that they felt obligated to shoot at you (blow up a colony, destroy a few picket ships, whatever), and then in the intervening time relations returned to a neutral enough value that they no longer considered the player hostile. However, when the player then fires at the NPR the NPR seems unable to register that the player is hostile to them, and respond appropriately, until another construction increment passes and they can reassess the relationship status.
It really is a big hole in the NPR logic and very easily exploited to score an early battle victory, and there is not much a player can do to avoid this exploit since the NPR-player relationship is opaque when unfriendly.
I can't find this bug. If you fire on an NPR, they will declare you hostile immediately. There may be a situation, as I suspect happened in the original report, where an NPR turns hostile but won't fire on a population without STOs. Some NPRs will avoid planetary bombardment in favour of ground attack.If you have time, attach it to your post above - your save in the middle of the battle.
I can't find this bug. If you fire on an NPR, they will declare you hostile immediately. There may be a situation, as I suspect happened in the original report, where an NPR turns hostile but won't fire on a population without STOs. Some NPRs will avoid planetary bombardment in favour of ground attack.
If you can tolerate reading my admittedly long-winded writing, the original account of the battle can be found in my AAR thread here (http://aurora2.pentarch.org/index.php?topic=12445.msg149776#msg149776). Again, it is a 1.12 game so not the current version but Entaro reports something quite similar so I suspect the bug still exists in 1.13. Seems like a tricky one to track down but hopefully having more information helps. I do want to note that in this campaign I have not build any STOs, nor has the NPR even come near any of my populations since they initially opened fire on my ships.It seems to me that this error is very easy to track down, just take the save in the middle of the battle from the person who encountered this error and load it :)
I can't find this bug. If you fire on an NPR, they will declare you hostile immediately. There may be a situation, as I suspect happened in the original report, where an NPR turns hostile but won't fire on a population without STOs. Some NPRs will avoid planetary bombardment in favour of ground attack.If you have time, attach it to your post above - your save in the middle of the battle.
The enemy fleet was over my planet and did nothing. I shot him with rockets, and there was no reaction to this. Generally. No attempt to fly away, no attempt to get close to attack.
I can list a number of other things that may not be bugs, but this is definitely what is a flaw in the AI logic:
1. It seemed to me that the template of the main ships of the enemy for 30 years has not changed. These are all the same ships, with the same tonnage, speed, and weak railgun armament. But the enemy built several dozen more of just such ships.
2. Being armed with railguns, this type of ships did not try to use it against missiles.
In principle, this can be explained logically - if they do not have sensors that can see my missiles ... But this is rather stupid.
If there are no such sensors on this ship, what prevents the AI from adding to the fleet consisting of such ships - several ships capable of detecting incoming missiles?
3. The civilization with which I am at war does not have any missiles at all. Neither anti-ship nor anti-missile. This allows me to destroy their ships from a distance just by shooting at targets. The only "difficulty" I face is to calculate the number of missiles so as not to waste extra ones.
If only they used their railguns for defensive fire against my missiles ... but that doesn't happen either.
4. Well, with the logic of the division of the AI fleets, something needs to be done ... Perhaps I could not have destroyed their entire fleet together (I would have run out of missiles and my slow rocket platforms would not have escaped), but I could easily deal with several parts of their fleet.
I understood. Perhaps the problem is in my game, precisely with my enemy, who, due to the fact that I found him too early, or for some other reason, did not include in his base warships or active scanners against missiles, or the point function itself protection ... it's weird. I will try to fight other AIs and write if everything goes well.
The problem is that if was a common issue, it would have been raised and fixed by now. I have no idea why the AI in your game is not using its railguns to fire against inbound missiles, when it works fine in my games and apparently other games. Are you using long time jumps perhaps so the missiles pass through the AI sensor range in a single increment?
A beam-only strategy is fine. As you play more games, you will learn about the strategic weaknesses of missiles, despite their short-term tactical advantages.
I can't find this bug. If you fire on an NPR, they will declare you hostile immediately. There may be a situation, as I suspect happened in the original report, where an NPR turns hostile but won't fire on a population without STOs. Some NPRs will avoid planetary bombardment in favour of ground attack.
What happened to me in my 1.12 game was:If you can tolerate reading my admittedly long-winded writing, the original account of these "battles" can be found in my AAR thread here (http://aurora2.pentarch.org/index.php?topic=12445.msg149776#msg149776). Again, it is a 1.12 game so not the current version but Entaro reports something quite similar so I suspect the bug still exists in 1.13. Seems like a tricky one to track down but hopefully having more information helps. I do want to note that in this campaign I have not build any STOs, nor has the NPR even come near any of my populations since they initially opened fire on my ships.
- NPR gets mad for some reason and blows up a few of my JP monitor ships.
- After a bit, I get a notification that the NPR now considers me neutral again.
- Some short time later, as my fleets arrive on the scene I engage the NPRs in a series of battles. Despite having multiple of their fleets fired upon and destroyed by my railgun-armed ships, the NPR does not fire back - and they assuredly had sufficient opportunity to do so.
- Once the construction increment ticked over, the next NPR fleet I engaged fired back as expected.
I'm almost 100% certain you will have checked this, but I need to ask anyway :) I assume the attacked NPR units were warships and had weapons with sufficient range to engage you?
The mechanics for this are based on diplomatic points. When you inflict damage on a ship it lowers the diplomacy points. If the current level is still above -101 post-damage, it reduces to that point and declares war (changes the status of your race to hostile). The only exception in the code is a situation where the NPR has no alien race record, but that is more of a bug-check than anticipating a real situation.
Its odd that a construction cycle fixes things because there is nothing related to combat or damage in political terms during that phase. That only changes during combat phases. It is also a rare bug, because otherwise this would get reported a LOT. Some very weird combination of circumstances must be in play. Can you think of anything else unusual about the situation?
Also, if it happens again, please can you save the DB.
I'm almost 100% certain you will have checked this, but I need to ask anyway :) I assume the attacked NPR units were warships and had weapons with sufficient range to engage you?In my case, these were warships, had weapons, but did not have sufficient range to attack my ships (but could attack the planet, or try to get closer, or try to retreat).
Also, if it happens again, please can you save the DB.
I'm almost 100% certain you will have checked this, but I need to ask anyway :) I assume the attacked NPR units were warships and had weapons with sufficient range to engage you?In my case, these were warships, had weapons, but did not have sufficient range to attack my ships (but could attack the planet, or try to get closer, or try to retreat).
Also, if it happens again, please can you save the DB.
In my case, the database is saved, in addition:
For auto-assignment purposes, each ship class now has a specific rank requirement for its commander, based on its command and control modules. The rank requirement for the XO, CAG and Science Officer is one lower than for the ship commander. The rank requirement for the Chief Engineer and Tactical Office is two lower than the ship commander. The rank requirement for a fleet commander is one higher than for the ship commander. You can manually assign higher-ranked ship commanders and fleet commanders if desired but other officers can only be assigned at the specified rank. The commander priority setting for each class of ship remains as before and is still set manually.
On exploring a Jump point I got a long series of errors. Examination of the system reveals that on the Habitable world an NPR and a Rakasha race were generated at the same time. It looks like the NPR got not ships as a result . I don't think this is meant to happen.I have a saved game just after I detected teh 2 racesI'm pretty sure this is a known issue and should be fixed for the next version already.
I've found a number of laser mounts with capacitor 4, and tried to disassemble them to get the tech. The events reported a number of research points gained, but the number of points didn't change in the research tab. I'm currently with Capacitor Tech 3.
Apparently there was a number of bugs regarding the disassembly of components in previous versions, but I didn't find this one, so I'm reporting it here.
I've found a number of laser mounts with capacitor 4, and tried to disassemble them to get the tech. The events reported a number of research points gained, but the number of points didn't change in the research tab. I'm currently with Capacitor Tech 3.
Apparently there was a number of bugs regarding the disassembly of components in previous versions, but I didn't find this one, so I'm reporting it here.
I wonder if the research points are being diverted to the Cap 3.25 tech (and similar at other tech levels)?
Another one, I'm not sure if it's a bug or WAI, but a terraforming station under tow doesn't terraform the planet below. It was working, but the task was almost complete so I sent the tug to prepare to move it to the next body. And then the terraforming rate fell to 0, when it was 0.0001 before (it was a big planet). Ordering the release of the station corrects the issue.This is WAI. When anything gets tractored, it stops being useful and becomes inert lump of mass.
Sorry for the double post but this is a different issue.I just had a ground officer retire from an academy; it generated the retirement event and current assignment was listed as part of that event. And I know I've seen health events for academy commanders (idk specifically about death, but I'd be surprised if it were different).
When a commander is assigned to an Academy it doesn't generate a Command Assignment event in the event log. (The commander history does show them being assigned)
I suspect, but I'm not certain, that when officers die or retire when commanding an Academy, it doesn't generate the relevant Commander Health or Retirement events.
That's inaccurate. If it were true, tractor-trailer shipping wouldn't work (and it does). Further, I've done the above expecting the terraforming rate to drop and was surprised at the time that it didn't until I moved the towed station away from the body.Another one, I'm not sure if it's a bug or WAI, but a terraforming station under tow doesn't terraform the planet below. It was working, but the task was almost complete so I sent the tug to prepare to move it to the next body. And then the terraforming rate fell to 0, when it was 0.0001 before (it was a big planet). Ordering the release of the station corrects the issue.This is WAI. When anything gets tractored, it stops being useful and becomes inert lump of mass.
ECM modules currently stack for combat purposes. The design screen does not show the increased ECM rating but it does show in the combat reports in the event log.
Steps to reproduce:
Design a ship and add multiple ECM modules.
Spawn in the ship and spawn in another ship to shoot at it.
Fire at the ship with multiple ECM modules. Note that your chance to hit has been reduced by each of the ECM modules, not just by one.
This means that, for example, a ship with 20 ECM 2 modules reduces incoming fire by 400%, making it effectively immune to everything.
Example logs from firing at ships with 1, 2 and 3 ECM 3 modules:
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 100% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 70% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 40% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
Iceranger's been doing some further testing on this bug on the Discord but isn't able to make a post on the forum at the moment so I'm posting this here so it doesn't get missed - he should be along later with more details of his testing.
Target ECM 3 x1 class Ammunition Transport 4,043 tons 16 Crew 969.2 BP TCS 81 TH 0 EM 0
1 km/s Armour 40-22 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 3.12 Years MSP 149 AFR 131% IFR 1.8% 1YR 23 5YR 345 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Target ECM 3 x2 class Ammunition Transport 4,455 tons 22 Crew 1,061.6 BP TCS 89 TH 0 EM 0
1 km/s Armour 40-24 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 2.46 Years MSP 148 AFR 159% IFR 2.2% 1YR 34 5YR 507 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Target ECM 3 x3 class Ammunition Transport 4,848 tons 28 Crew 1,149.6 BP TCS 97 TH 0 EM 0
1 km/s Armour 40-25 Shields 0-0 HTK 5 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 2.13 Years MSP 148 AFR 188% IFR 2.6% 1YR 44 5YR 657 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Target ECM 3 x2 ECM 2 x1 class Ammunition Transport 4,860 tons 32 Crew 1,142.3 BP TCS 97 TH 0 EM 0
1 km/s Armour 40-25 Shields 0-0 HTK 5 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 2.23 Years MSP 146 AFR 189% IFR 2.6% 1YR 40 5YR 595 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Target ECM 3 x2 ECM 2 x2 class Ammunition Transport 5,250 tons 42 Crew 1,219.2 BP TCS 105 TH 0 EM 0
1 km/s Armour 40-26 Shields 0-0 HTK 7 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 2.09 Years MSP 145 AFR 220% IFR 3.1% 1YR 44 5YR 667 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Target ECM 3 x2 ECM 2 x3 class Ammunition Transport 5,616 tons 52 Crew 1,290.7 BP TCS 112 TH 0 EM 0
1 km/s Armour 40-28 Shields 0-0 HTK 8 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 1.91 Years MSP 143 AFR 252% IFR 3.5% 1YR 51 5YR 762 Max Repair 30 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
ECM 30
Tribal class Ammunition Transport 4,097 tons 213 Crew 1,510.8 BP TCS 82 TH 0 EM 0
1 km/s Armour 1-22 Shields 0-0 HTK 29 Sensors 0/0/0/0 DCR 1 PPV 31.68
Maint Life 1.10 Years MSP 230 AFR 134% IFR 1.9% 1YR 191 5YR 2,870 Max Repair 320 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Fuel Capacity 50,000 Litres Range N/A
Single 25.0cm C4 Far Ultraviolet Laser Turret (3x1) Range 320,000km TS: 20000 km/s Power 16-4 RM 50,000 km ROF 20
Beam Fire Control R320-TS20000 (3) Max Range: 320,000 km TS: 20,000 km/s 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R13 (1) Total Power Output 12.6 Exp 5%
Active Search Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
ECCM-3 (3) This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 100% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 70% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 40% Shots 1 Damage per Hit 16 Armour Hits 1 New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 Armour Hits 1
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x1 has an ECM rating of 80
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x2 has an ECM rating of 100
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x3 has an ECM rating of 120
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 50% Shots 1 Damage per Hit 16 No hits New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x1 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 30% Shots 1 Damage per Hit 16 No hits New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x2 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret. Range 0 km Chance to Hit 10% Shots 1 Damage per Hit 16 No hits New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x3 001 attacked by AMT Tribal 001 using energy weapons. Range 0 km Shots 1 Damage per Hit 16 No hits
Good to know.Sorry for the double post but this is a different issue.I just had a ground officer retire from an academy; it generated the retirement event and current assignment was listed as part of that event. And I know I've seen health events for academy commanders (idk specifically about death, but I'd be surprised if it were different).
When a commander is assigned to an Academy it doesn't generate a Command Assignment event in the event log. (The commander history does show them being assigned)
I suspect, but I'm not certain, that when officers die or retire when commanding an Academy, it doesn't generate the relevant Commander Health or Retirement events.
The problem is promotions, where the assigment the officer is getting promoted out of is a seperate event from the promotion event itself. As with assigning, unassigning from an academy doesn't generate an event.
After some time I noticed Alien missile types on the tender, and plenty of them. I fly to a nearby staging area where I had placed an ordnance transfer point and unloaded the stuff.
When applying multiple SM internal damage to a ship, multiple wrecks can be formed.
I think I have already highlighted this and I don't remember if I have already received an answer.
Gauss Turrets appears for research under Energy Weapons and require an Energy Weapons scientist to be researched with a bonus.
I believe Gauss Turrets should be researched under kinetics weapons by a Missile and Kinetic Weapons Scientist.
I think I remember seeing an earlier post that there is a bug where units in certain formations get counted twice. Can you correlate the numbers in the Complete Organization section with formations to see which one(s) might be doubled?If you look at the numbers, you'll see that there is a lot of stuff *missing*, so it's not about that.
The numbers under Total Organization don't add up. I haven't done the math yet, but I'd say that some units belonging to this HQ, which are probably stuck on a transport out of fuel in godknowswhere, are included in the total. Is that by design?Yes, it's intended since the total here includes all the formations belonging to the HQ formation you have highlighted. While a formation cannot be split into multiple transports, a high-level HQ might control dozen formations that get put into dozen transports. So, while the information here might be slightly misleading in that it shows formations not currently present, it's also needed to show what formations are meant to be part of this higher HQ formation.
I have seen this happen on occasion, usually the research project seems to be found under an incorrect research category. However, I do not trust a bugged research project so my usual workaround is to just design the same component/missile again and it will usually be filed correctly the second time around.It seems to "fix" itself if you shut down Aurora and restart the entire game. But yeah, i wouldnt trust that either.
I have an individual ship which reports having 0.4 of a cargo shuttle station in the transported items tab, but when I look at the fleet, it reports only having 0.2 of a cargo shuttle station. This should be impossible, obviously, since an individual ship can't carry more than the fleet is carrying as a whole, unless another ship is carrying negative cargo, but setting aside the silliness of negative cargo, this is the only ship in the fleet.I've noticed a few times that the Transported tab reports stuff twice.
I have captured a ship with damaged active sensors. But apparently they are still active (circle on map, plus "A" status) and I can't switch them off.Known issue and fixed for 2.0
Just made a new post because I found an *actual* bug from the above situation.
So since the game log in the database won't tell me which ship was causing the increment to auto-adjust due to combat, I looked in FCT_FireControlAssignments and found that it was still showing that one Fire Control for one of my ships, Ship ID#26734 "CA Klingon" was still on Open Fire. However, looking in game at CA Klingon, both Fire Controls showed "Green" cease fire status for CA Klingon. However, the "Cease Fire All" button was still displayed, so I clicked that and it changed back to "Open Fire All."
However, when I advanced time one day, I found that it still got auto-adjusted back down to 5 seconds due to open fire controls with no targets, and "Cease Fire All" was again displayed in CA Klingon's ShipCombat screen. This repeats all the time, I can't seem to clear Fire Control status from the UI in game. I've also tried individually opening fire on each FC so they turn Orange, an then Cease Firing the again back to green, and the increment still auto adjusts back to 5 due to Open Fire Control.
One of CA Klingon's Fire Controls (a Atalskes Phaser Corporation Weapons Console R480-TS10000) was damaged during the last battle, and had been in an "Open Fire" state when it had been damaged. I can't shut it off from the UI since it was damaged, I'm wondering if that one is stuck and keeping the increments locked. I think I can fix it by editing the database to put a 0 in for "Open Fire," but wanted to report the issue first. DB attached.
Finally, this post seems to have an odd spacing issue after periods that I haven't been able to resolve, please excuse the spaces after periods.
Planet class Survey Cruiser 29,076 tons 778 Crew 16,150.6 BP TCS 582 TH 422 EM 7,110
9079 km/s JR 3-500 Armour 7-84 Shields 237-355 HTK 174 Sensors 14/14/6/4 DCR 20 PPV 58
Maint Life 2.07 Years MSP 6,943 AFR 338% IFR 4.7% 1YR 2,157 5YR 32,362 Max Repair 2400 MSP
Commander Control Rating 2 BRG SCI
Intended Deployment Time: 24 months Morale Check Required
J29250(3-500) Military Jump Drive Max Ship Size 29250 tons Distance 500k km Squadron Size 3
Inertial Fusion Drive EP880.00 (6) Power 5280 Fuel Use 20.07% Signature 70.40 Explosion 11%
Fuel Capacity 5,100,000 Litres Range 157.3 billion km (200 days at full power)
Omicron S237 / R355 Shields (1) Recharge Time 355 seconds (0.7 per second)
Particle Beam-12 (2) Range 800,000km TS: 9,079 km/s Power 30-10 ROF 15
Particle Beam-9 (2) Range 800,000km TS: 9,079 km/s Power 22-11 ROF 10
12cm Railgun V50/C6 (4x4) Range 100,000km TS: 9,079 km/s Power 6-6 RM 50,000 km ROF 5
CIWS-320 (1x12) Range 1000 km TS: 32,000 km/s ROF 5
Beam Fire Control R800-TS6250 (2) Max Range: 800,000 km TS: 6,250 km/s 99 98 96 95 94 92 91 90 89 88
Beam Fire Control R100-TS8000 (2) Max Range: 100,000 km TS: 8,000 km/s 90 80 70 60 50 40 30 20 10 0
Solid-core Anti-matter Power Plant R67 (1) Total Power Output 67.1 Exp 5%
Active Search Sensor AS544-R100 (1) GPS 240000 Range 544.3m km Resolution 100
Active Search Sensor AS37-R1 (1) GPS 240 Range 37.1m km MCR 3.3m km Resolution 1
EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Improved Geological Sensors (2) 4 Survey Points Per Hour
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
Compact ECCM-5 (2) ECM 70
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
I don't know whether this is working as intended but my Survey Cruiser will not squadron jump when on its own. ship design shown below. I cannot see any obvious error. The jump point is stabilized both sides.I'm not certain, but my guess is that the engines aren't military. The stabilised jump point is hiding the fact that it can't jump normally either.Code: [Select]Planet class Survey Cruiser 29,076 tons 778 Crew 16,150.6 BP TCS 582 TH 422 EM 7,110
9079 km/s JR 3-500 Armour 7-84 Shields 237-355 HTK 174 Sensors 14/14/6/4 DCR 20 PPV 58
Maint Life 2.07 Years MSP 6,943 AFR 338% IFR 4.7% 1YR 2,157 5YR 32,362 Max Repair 2400 MSP
Commander Control Rating 2 BRG SCI
Intended Deployment Time: 24 months Morale Check Required
J29250(3-500) Military Jump Drive Max Ship Size 29250 tons Distance 500k km Squadron Size 3
Inertial Fusion Drive EP880.00 (6) Power 5280 Fuel Use 20.07% Signature 70.40 Explosion 11%
Fuel Capacity 5,100,000 Litres Range 157.3 billion km (200 days at full power)
Omicron S237 / R355 Shields (1) Recharge Time 355 seconds (0.7 per second)
Particle Beam-12 (2) Range 800,000km TS: 9,079 km/s Power 30-10 ROF 15
Particle Beam-9 (2) Range 800,000km TS: 9,079 km/s Power 22-11 ROF 10
12cm Railgun V50/C6 (4x4) Range 100,000km TS: 9,079 km/s Power 6-6 RM 50,000 km ROF 5
CIWS-320 (1x12) Range 1000 km TS: 32,000 km/s ROF 5
Beam Fire Control R800-TS6250 (2) Max Range: 800,000 km TS: 6,250 km/s 99 98 96 95 94 92 91 90 89 88
Beam Fire Control R100-TS8000 (2) Max Range: 100,000 km TS: 8,000 km/s 90 80 70 60 50 40 30 20 10 0
Solid-core Anti-matter Power Plant R67 (1) Total Power Output 67.1 Exp 5%
Active Search Sensor AS544-R100 (1) GPS 240000 Range 544.3m km Resolution 100
Active Search Sensor AS37-R1 (1) GPS 240 Range 37.1m km MCR 3.3m km Resolution 1
EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Improved Geological Sensors (2) 4 Survey Points Per Hour
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
Compact ECCM-5 (2) ECM 70
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
Inertial Fusion Drive EP880.00
Engine Power 880 Fuel Use Per Hour 176.6 litres Fuel per EPH 0.2
Thermal Signature 70.40 Explosion Chance 11%
Military Engine
Cost 1210 Size 1,250 tons Crew 28 HTK 5
Base Chance to hit 100%
Materials Required: Gallicite 1,210
The engines are military, but they are 10% boosted. This game is one I am playing without maintenance as I got tired of chasing minerals and couldn't get the size of fleet I wanted or deploy small squadrons many jumps out as my universes never have sufficient minerals anywhere remotely useful and never in sufficient quantities. If I could use the VB6 maintenance mechanic I would use it in a heartbeatFair enough on the maintenance.
I have seen this happen on occasion, usually the research project seems to be found under an incorrect research category. However, I do not trust a bugged research project so my usual workaround is to just design the same component/missile again and it will usually be filed correctly the second time around.It seems to "fix" itself if you shut down Aurora and restart the entire game. But yeah, i wouldnt trust that either.
Ships with order delays that are subsequently put into a refit do not have their orders removed. Instead, they merrily go about their queued orders when the time delay expires, despite the fact they're in the midst of a refit. Admittedly, this is more odd and amusing than troublesome. This was tested with a tanker, stationed at the same world as the shipyard used to refit it, and ordered to refuel from a fuel harvesting station and return every ~180 days. The refit was ~60% done when the tanker departed for the fuel harvester, tanked up and returned. The refit ended up completing as usual, with no interruptions or errors.Hahaha that's a really dedicated crew! :D
I have noticed a stabilised lagrange point initially locates about 90° further retrograde than it should (seen this twice now so is reproducible).
On the first transit it snaps to its correct location which can bamboozle the AI navigation under some circumstances as it seems to treat the erroneous location as literal.
I include a screeny of a recently stabilised LP3 in Sol which is further away from its parent body (Uranus) on its orbit than it ought to be, also the save at that moment.
If you use Pendragon to chart a path to Orcus it will try to use LP3 but ends up in the wrong place entirely when it snaps to the correct location.
I don't know whether this is working as intended but my Survey Cruiser will not squadron jump when on its own. ship design shown below. I cannot see any obvious error. The jump point is stabilized both sides.Code: [Select]Planet class Survey Cruiser 29,076 tons 778 Crew 16,150.6 BP TCS 582 TH 422 EM 7,110
9079 km/s JR 3-500 Armour 7-84 Shields 237-355 HTK 174 Sensors 14/14/6/4 DCR 20 PPV 58
Maint Life 2.07 Years MSP 6,943 AFR 338% IFR 4.7% 1YR 2,157 5YR 32,362 Max Repair 2400 MSP
Commander Control Rating 2 BRG SCI
Intended Deployment Time: 24 months Morale Check Required
J29250(3-500) Military Jump Drive Max Ship Size 29250 tons Distance 500k km Squadron Size 3
Inertial Fusion Drive EP880.00 (6) Power 5280 Fuel Use 20.07% Signature 70.40 Explosion 11%
Fuel Capacity 5,100,000 Litres Range 157.3 billion km (200 days at full power)
Omicron S237 / R355 Shields (1) Recharge Time 355 seconds (0.7 per second)
Particle Beam-12 (2) Range 800,000km TS: 9,079 km/s Power 30-10 ROF 15
Particle Beam-9 (2) Range 800,000km TS: 9,079 km/s Power 22-11 ROF 10
12cm Railgun V50/C6 (4x4) Range 100,000km TS: 9,079 km/s Power 6-6 RM 50,000 km ROF 5
CIWS-320 (1x12) Range 1000 km TS: 32,000 km/s ROF 5
Beam Fire Control R800-TS6250 (2) Max Range: 800,000 km TS: 6,250 km/s 99 98 96 95 94 92 91 90 89 88
Beam Fire Control R100-TS8000 (2) Max Range: 100,000 km TS: 8,000 km/s 90 80 70 60 50 40 30 20 10 0
Solid-core Anti-matter Power Plant R67 (1) Total Power Output 67.1 Exp 5%
Active Search Sensor AS544-R100 (1) GPS 240000 Range 544.3m km Resolution 100
Active Search Sensor AS37-R1 (1) GPS 240 Range 37.1m km MCR 3.3m km Resolution 1
EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Improved Geological Sensors (2) 4 Survey Points Per Hour
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
Compact ECCM-5 (2) ECM 70
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
I ordered a Mistral gunboat using available components on the planet, one engine and one damage control. Then I realized I had ordered a Mistral type, not a Mistral 1A1, so I canceled the order immediately (before construction began). I ended up with no engine in the stockpile, and two damage controls.
EDITED: While this happened in one game, I couldn't reproduce it in the future, so I'll retract it unless / until I can find a reliable reproduction.
I think a better workaround would be to let the ship finish, then use SM to delete the wrong design and add the new one. That way you don't waste shipyard time with refitting.I ordered a Mistral gunboat using available components on the planet, one engine and one damage control. Then I realized I had ordered a Mistral type, not a Mistral 1A1, so I canceled the order immediately (before construction began). I ended up with no engine in the stockpile, and two damage controls.
Not a bug. If you use components and then cancel the construction order, the components not returned to the stockpile. In simple terms, if components are used they are immediately consumed, and then there is nowhere in the DB where this information is kept to return such components in case you cancel the build order. Of course it would be ideal for this behavior to occur, but it is currently WAD/WAI so this would be a feature in the Suggestions thread instead.
Meanwhile if you do this again the workaround is probably to finish the original build and then do a refit, bit more expensive but will save your resources.
Unless Steve has commented on this previously, I don't see how you can say it isn't a bug.
Duranium: 1,248,199 0.80
Boronide: 672,399 0.80
Vendarite: 409,599 0.70
Gallicite: 828,099 0.60
All the minerals have 0.5+ accessibility.Duranium: 720,000 1.00
Neutronium: 2,175,625 0.80
Mercassium: 4,730,625 0.50
Vendarite: 1,625,625 0.20
All but Vendarite have 0.5+ accessibility.CMC not spawning on highest scoring body.
A CMC just spawned on Eabler-A IV - Moon 11.
The minerals on that moon:Code: [Select]Duranium: 1,248,199 0.80
All the minerals have 0.5+ accessibility.
Boronide: 672,399 0.80
Vendarite: 409,599 0.70
Gallicite: 828,099 0.60
The total quantity, counting Duranium twice, is ~4.4M.
A better body is present in the system.
Eabler-B VI - Moon 1 has no colony, and has these minerals:Code: [Select]Duranium: 720,000 1.00
All but Vendarite have 0.5+ accessibility.
Neutronium: 2,175,625 0.80
Mercassium: 4,730,625 0.50
Vendarite: 1,625,625 0.20
The total quantity of those, counting Duranium twice, is ~8.3M.
Eabler-B orbits the primary at 26.7bkm, which exceeds the 80AU (~12bkm) limit.
But each star has a Lagrange Point within the 80AU limit.
Eabler-B VI orbits Eabler-B at 3.73bkm and has a stable LP (which remains a constant distance of 3.73bkm from the planet).
The moon orbits the planet at just 25kkm.
So the moon is always within 80AU of the LP.
Eabler-A IV orbits Eabler-A at 3.67bkm and has a stable LP.
So that LP is within 80AU of the primary.
Two possible errors come to mind:
1) The check is only counting accessibility > 0.5 (rather than >= 0.5).
2) The check is ignoring the LP at Eabler-A IV, because I stabilized that LP myself. (The other LP was already present.)
DB is attached.
Orbital Population Capacity is currently set to use Int32 data type, which has a maximum value of 2,147,483,647. This means you can have a maximum orbital population capacity of 2,147,483,647 people on your orbital stations before it overflows. I suggest changing it to match whatever the planet uses, whether it's WAD or not. "Should" be easy, though I don't know what the code looks like.
I'm not going to post the error codes, because I don't feel like recreating the problem. Something something Int32. Something something divide by zero. Pretty sure it's a simple cause. If you overflow, your population gets set to zero, and that causes the error log to yell at you for having 0 population in the construction phase.
Kind of a problem for me though, because I'm at capacity for people on Earth, and I need to run my stupidly large shipyards somehow. Gonna have to tug some of them to Venus I guess.
How to reproduce:
Build a combination of stations that supports more than 2,147,483,647 people and put them in orbit of a single planet.
Its WAI. The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.
CMC not spawning on highest scoring body.
...
Its WAI. The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.
I really like that, because such randomness keeps every game fresh. I would like to see this more in the NPR spawn statistics, instead of current gametime based calculation. Or maybe some hybrid between some actual progression metric (because gametime can in some RP scenarios be deceiving), and then a broad gauss curve around that center of random potentialities, so extremely high or low tech encounters are never quite off the table. Just unlikely.Its WAI. The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.
Finally confirming this undocumented-but-observed piece of the CMC behavior, thanks Steve!
If you receive Research Points toward a tech from disassembling "found" components higher than your tech level, but you are currently researching the predecessor tech (e.g. got points towards Cap Recharge 5, but currently researching Cap Recharge 4), you don't get the points.
If you receive Research Points toward a tech from disassembling "found" components higher than your tech level, but you are currently researching the predecessor tech (e.g. got points towards Cap Recharge 5, but currently researching Cap Recharge 4), you don't get the points.
You get the points towards Cap Recharge 4 instead.
If you receive Research Points toward a tech from disassembling "found" components higher than your tech level, but you are currently researching the predecessor tech (e.g. got points towards Cap Recharge 5, but currently researching Cap Recharge 4), you don't get the points.
You get the points towards Cap Recharge 4 instead.
I just got another few components and tried it again, paying attention to the points currently going toward Fuel Consumption: 0.5 liters, and while I got events stating I received a bunch of points (450, 600, etc), the Research screen did not reflect any change due to that, even after I tried closing and reopening the Economics screen, advancing time several 5 day periods, etc.
However, if I cancel the research project, THEN disassemble the components, the points are applied correctly. Hence it appears that if a Research project is in queue, the points from disassembly do not get applied.
I've observed this as well, though in my case I disassembled a Salvage Module 500 while researching that same tech, and the points were not applied. However, in other identical circumstances I've seen it work properly. I'd speculate it requires the tech to be being actively researched but that there's some other factor also required - I'm not sure what that might be.If you receive Research Points toward a tech from disassembling "found" components higher than your tech level, but you are currently researching the predecessor tech (e.g. got points towards Cap Recharge 5, but currently researching Cap Recharge 4), you don't get the points.
You get the points towards Cap Recharge 4 instead.
I just got another few components and tried it again, paying attention to the points currently going toward Fuel Consumption: 0.5 liters, and while I got events stating I received a bunch of points (450, 600, etc), the Research screen did not reflect any change due to that, even after I tried closing and reopening the Economics screen, advancing time several 5 day periods, etc.
However, if I cancel the research project, THEN disassemble the components, the points are applied correctly. Hence it appears that if a Research project is in queue, the points from disassembly do not get applied.
I thought I fixed the research queue bug a while ago. Its working fine in my current game. Are you definitely on v1.13?
Wealth bug
[cut for conciseness]
In C# there was a change for the wealth balance to be limited to double annual wealth (http://aurora2.pentarch.org/index.php?topic=8495.msg111163#msg111163). It looks like the ruin is allowing you to go over the limit (which is 37836, according to your annual wealth of 18918), but then being corrected on the next tick.
I wasn't able to get a divide by zero error in a test world even with adding similar economic buildings. But in the . db you can adjust the population such that 200m causes the divide by zero and 190m does not. Maybe something on the maintenance or civilian side.
Expected behavior: If it does happen it should catch the error before the divide by zero. But maybe a working as intended but i'd kinda expect manufacturing population to be a plateau of a decreasing % beyond a point, not drop off to zero entirely in the first place.
Very small sensor ships don't display their (fairly small) passive sensor radii correctly. Other larger ships in the same area with larger sensors display correctly. I don't know whether it's the size of the sensor or the size of the ship that causes the issue. Here is the ship displayed below. I can turn on and off the display of active sensors, passive sensors, weapons and fire controls, and all of that works as intended for nearby ships that are larger. Yes, I \tried zooming both in and out; I can see the fire control range of another ship which is smaller and the passive sensor range which is larger.Though I am not entirely sure, it could be that the real sensor value always gets rounded down to the next natural number. I faced this recently as well and only got a workable design with a 1.1, thus larger than 1 sensor value.
Ship design below:
FS Seventh Winter 008 (Seventh Winter class Scout Fighter) 49 tons 1 Crew 8.8 BP TCS 1 TH 3 EM 0
3829 km/s Armour 1-1 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 12.25 Years MSP 10 AFR 10% IFR 0.1% 1YR 0 5YR 2 Max Repair 10 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 8 months Morale Check Required
Ion Drive EP3.75 (1) Power 3.8 Fuel Use 62.35% Signature 2.8125 Explosion 6%
Fuel Capacity 5,000 Litres Range 29.5 billion km (89 days at full power)
Thermal Sensor TH0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
EM Sensor EM0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a a for auto-assignment purposes
Quote from: nakorkren link=topic=12522. msg158177#msg158177 date=1642734804I have an individual ship which reports having 0. 4 of a cargo shuttle station in the transported items tab, but when I look at the fleet, it reports only having 0. 2 of a cargo shuttle station. This should be impossible, obviously, since an individual ship can't carry more than the fleet is carrying as a whole, unless another ship is carrying negative cargo, but setting aside the silliness of negative cargo, this is the only ship in the fleet.I've noticed a few times that the Transported tab reports stuff twice.
The missile designer allows you to enter negative values for warhead strength, fuel, etc.
This can be abused by setting one of the sensors to a ridiculous negative value (say -1000), packing the missile with a ridiculous sized warhead, engine, and fuel tank and still get a missile of size 1.
The game then allows you to research the missile (often at a negative RP value to boot!), but unfortunately, or fortunately, depending on your point of view, when you try and build them in the Industry tab, no progress is made. :(
Spit class Orbital Defence Platform 478 tons 3 Crew 46.8 BP TCS 10 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 HTK 0 Sensors 0/0/0/0 DCR 0 PPV 7.5
Maint Life 7.54 Years MSP 6 AFR 18% IFR 0.3% 1YR 0 5YR 3 Max Repair 6 MSP
Magazine 50
Lieutenant Commander Control Rating 1
Intended Deployment Time: 8.7 days Morale Check Required
Size 1 Box Launcher (50) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Missile Fire Control FC5.6-R1 (2) Range 5.6m km Resolution 1
AdderB AMM 4.18mkm 18.7% (50) Speed: 10,400 km/s End: 6.7m Range: 4.2m km WH: 1 Size: 1 TH: 62/37/18
Spit - Copy class Orbital Defence Platform 466 tons 3 Crew 46.7 BP TCS 9 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 HTK 0 Sensors 0/0/0/0 DCR 0 PPV 7.5
Maint Life 7.75 Years MSP 6 AFR 17% IFR 0.2% 1YR 0 5YR 3 Max Repair 8 MSP
Magazine 50
Lieutenant Commander Control Rating 1
Intended Deployment Time: 8.7 days Morale Check Required
Size 1 Box Launcher (50) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Missile Fire Control FC5.6-R1 (2) Range 5.6m km Resolution 1
AdderB AMM 4.18mkm 18.7% (50) Speed: 10,400 km/s End: 6.7m Range: 4.2m km WH: 1 Size: 1 TH: 62/37/18
It was posted here relatively recently, so maybe this was fixed already, but I have also come across the 'misnamed salvage gains' bug. In this bug you disassemble a component that is at least 2 tech levels beyond your current standard, and it will display tech point gain towards the highest level, while actually giving it to the current one. E.g.: If you have ECM-1 technology but get to pick apart a ECM-3 device, it will say "120 tech points to ECM-3", but you actually get 120 towards ECM-2.
The 1.25x size, 1.25x range option on the beam fire control acts like a 0.25x size, 0.25x range option.
The 1.25x size, 1.25x range option on the beam fire control acts like a 0.25x size, 0.25x range option.
--- What version are you on? That's listed in the 1.13 Changes List under fixes and I just booted up to test this and my 1,25 x / 1.25x FCS gives the advertised 125% increase...
Tote2 class Carrier 2,136 tons 39 Crew 245.8 BP TCS 43 TH 0 EM 0
1 km/s Armour 1-14 Shields 0-0 HTK 12 Sensors 0/0/0/0 DCR 2 PPV 0
Maint Life 10.41 Years MSP 179 AFR 15% IFR 0.2% 1YR 3 5YR 45 Max Repair 25 MSP
Hangar Deck Capacity 1,650 tons
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 33 Morale Check Required
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
I have constructed 13 of the following design in my game:Code: [Select]Tote2 class Carrier 2,136 tons 39 Crew 245.8 BP TCS 43 TH 0 EM 0
1 km/s Armour 1-14 Shields 0-0 HTK 12 Sensors 0/0/0/0 DCR 2 PPV 0
Maint Life 10.41 Years MSP 179 AFR 15% IFR 0.2% 1YR 3 5YR 45 Max Repair 25 MSP
Hangar Deck Capacity 1,650 tons
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 33 Morale Check Required
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
The first one was built 23 years ago.
The design was obsoleted 10 years ago.
So I built roughly one per year during that window.
Three of the 13 ships suffered catastrophic failure and exploded.
Does anyone have any idea why?
The most recent ship exploded when its maint clock was at 0.5 years.
It had 100% MSP on board at the time (179, with a Max Repair of 25), and no damaged components.
The components:
Amt Component DAC%
6 Boat Bay 74.4
3 Boat Bay - Small 9.3
2 Engineering Spaces 4.7
2 Crew Quarters 4.7
1 Engineering Spaces - Small 2.3
1 Crew Quarters - Tiny 2.3
1 Bridge 2.3
2.46 High Density Duranium Armor -
EDIT:
Could it be this bug (http://aurora2.pentarch.org/index.php?topic=11565.msg140468#msg140468)?
The bridge and the boat bays are marked as NoMaintFailure in the DB.
That's 86% of the DAC.
Which means hitting one of those 20 times in a row would be a ~4.9% chance.
Given a nominal AFR of 15%, and approximately 13 * 16 = 208 ship years the design has been in use, one would expect approx 208 * 15% = ~31 maint failures, multiplied by the average maint life of the ships over time (to account for AFR being multiplied by years since overhaul).
31 maint failures at 4.9% chance to cause catastrophic failure yields about 1.5 expected explosions.
These ships often spend several years between overhauls. Of the current ships, the average maint time at present is about 2.5 years. So 3 explosions would seem to just represent an AFR multiple of 2. A perfectly cromulent expectation.
Righteous Fist class Ammunition Transport 2 755 tons 65 Crew 426.5 BP TCS 55 TH 400 EM 0
7261 km/s Armour 1-17 Shields 0-0 HTK 27 Sensors 0/0/0/0 DCR 5 PPV 0
Maint Life 7.90 Years MSP 483 AFR 12% IFR 0.2% 1YR 14 5YR 206 Max Repair 200.00 MSP
Tractor Beam
Squire Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Magneto-plasma Drive EP400.00 (1) Power 400.0 Fuel Use 63.25% Signature 400.00 Explosion 10%
Fuel Capacity 500 000 Litres Range 51.7 billion km (82 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Glorious Heritage class Ammunition Transport 10 028 942 tons 2 010 Crew 24 754.7 BP TCS 200 579 TH 0 EM 0
1 km/s Armour 1-4142 Shields 0-0 HTK 460 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 1 Max Repair 50 MSP
Cargo 10 000 000
Squire Control Rating 1 BRG
Intended Deployment Time: 3 months
Fuel Capacity 50 000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
...Doesn't seem to matter if it's thermal or EM, haven't tried with an active sensor.
Heyo, Just Came back to the game after a year away and Trying 1. 13. 0
Trying to create a new game and getting a Error on the "Create new race" screen.
Function #2574: Value was either too large or too small for an Int32
Tried various Option, checked and made sure i didnt have Comma's in stead of full stops any where and no luck.
Any one have any suggestions?
The Minerals screen stopped working in my current game. It won't perform searches correctly. It seems to ignore the first number when searching for a specific mineral. For instance, if I enter . 5 in the first box and then 1. 0 in the second box and press the search button it will return only deposits with a value of 1. 0. This happens whether I choose a specific system or all systems when performing the search
When motionless at a recreational location, deployment time seems to reduce at 9x the passage of time rather than 10x.
On a related note, salvage time seems to depend only on the salvage rate of a single ship, regardless of how many ships are in the fleet. Not sure if this is working as intended, but it seems like salvage should depend on the fleet's total salvage rate.
Make a training command, put fighters inside a carrier, move carrier under the training command with a tanker set to refuel own fleet.
also add a Supply ship set to Resupply own fleet (handles the maint failures assuming that all ships have at least enough MSP to repair the largest component on each ship). I usually set this up for all my major fleets, and have these as a separate sub-fleet (along with an ammo collier) that can be detached before advancing into combat. You do have to reset the Supply ship status periodically (at least after every save) as for some reason the status keeps reverting to No Resupply.
Getting a error, from xx - xxx times per turn, tried with days or hours, still popping up, don't destroy game but annoying...
27 years into game,
1.13.0 Function #1414: The value was either too large or too small for Decimal.
Saved the game last night, now when I try to start it I get the following error
1.13.0 Function #3248: Cannot convert object from DBnull to other types.
Clicking ok and the game starts...
The first I notice is a lost some ships, some 120 destroyers and some 60 light cruisers... :-X
When exporting the medal conditions, commas in the description throw the csv file out of alignment.
Make a training command, put fighters inside a carrier, move carrier under the training command with a tanker set to refuel own fleet.
also add a Supply ship set to Resupply own fleet (handles the maint failures assuming that all ships have at least enough MSP to repair the largest component on each ship). I usually set this up for all my major fleets, and have these as a separate sub-fleet (along with an ammo collier) that can be detached before advancing into combat. You do have to reset the Supply ship status periodically (at least after every save) as for some reason the status keeps reverting to No Resupply.
I think I have found the source of the resupply bug...
in FCT_Ship there are fields for [RefuelStatus] and [OrdinanceTransferStatus] but none for [ResupplyStatus] (there is one for [ResupplyPriority] tho). It looks to me that when the database saves the value that's set in the dynamic memory of the program, it gets lost as the internal data structure doesn't quite match the database one.
When motionless at a recreational location, deployment time seems to reduce at 9x the passage of time rather than 10x.
I actually thought it was supposed to be 3x, and the observed faster rate was an undocumented change in my favor.
Instead of getting the full upgrade to capacitor recharge 4, you only advance towards 3.25, even though it presumably costs just as much research. (I managed to advance focal and frequency tech by 1 full level with the same batch of salvage after all)
This is further proven by the fact that I continued to get tech points to capacitor here, but it is not reflected on the tech screen on the right, since it most likely went to a hidden (also likel 8k RP costing) 3.5 capacitor technology.
I am seeing a STO hitting fighters AFTER those fighters go back and land on their mothership, despite being successfully docked. Upon being hit and taking damage, they are being detached from the fleet. For context, the carrier is inside the STO's range, so it should be a fair target, but fighters docked inside should not. This is happening repeatedly as I try to get the fighters to dock and then move the fighter away.
Duplicate alien components excavated from ruins do not stack.
Some time ago, I excavated four Theta S40 / R300 Shields from a ruins site.
Recently from the same site I excavated another identical shield component.
The stockpiles list now has two entries for these shields--one for the first four, one for the recent one.
According to the class designer, the two components are entirely identical.
Infinite Range PD Bug
1. 13, no mods, no database edits.
New-ish player, encountered while trying to setup area-defense FCs in combat.
The Bug:
If you set a FC to area-defense mode for PD, then give it a target, it will fire at incoming enemy salvos but will actually hit the target you have designated.
Setup
Fleet is about 2. 1m Km away from the enemy, told to stop moving. Incoming missiles. Note that my best range possible outside of missiles is 320k at this tech level
I tell all my ships to area defense with weapons that will be able to get at least one shot off inside the fire envelope before the missiles connect. This bug works with all the longer range beam weapons as far as I can tell, in this example I only could make it happen with lasers because they were the only things that could hit the enemy missiles. It might happen with railguns/other beam options, but I didn't have high enough tech to make it happen.
Note: I originally had this bug because I was trying to figure out how to make area defense work. Tried to give them a target because I was trying to close range with the enemy and wanted them to be ready to shoot the moment they crossed the fire line. Woops.
What happens is the ships fire area defense as normal, but instead of killing missiles it impacts on the ships/stations I have targeted instead, 2. 1m km away from the fleet. It doesn't destroy the missiles either I think.
You can see the energy impact on the salvo, but the event log shows the shots hitting the ships.
This is the event log entries, just to confirm.
Hope this is helpful, I can provide any other information as needed.
EDIT: I am an idiot at using BBC and can't get images to link at the right places, I attached them instead, sorry.
When exporting the medal conditions, commas in the description throw the csv file out of alignment.
Yes, I encountered this myself. Its a CSV file so I would either have to change the file format, or exclude commas from the description field.
Use Components can give free minerals.
If you use components when building multiple ships at a time, you can get free minerals.
Steps:
1) Make a new ship class, add a single engine, and then build a few of those engines with factories.
2) Create a new shipyard, tool it for the new class, and add a second slipway.
3) Delete all other shipbuilding tasks at this colony (not required, but makes it easier to see the effect of the bug).
4) Back on The Shipyards tab, select the new yard, tick the Use Components checkbox (make sure you have the correct engine in the stockpile at this colony), and click the Create Task button twice.
5) On the Mining tab, middle pane, observe the negative value for Gallicite in the SY Tasks column. (It is probably equal to twice the gallicite cost of the new ship class.)
6) Advance time, and observe that your Gallicite stockpile is in fact benefiting from this "income" (i.e., it is not merely a display glitch).
Note that if you do more ships at once, the negative gallicite gained per ship increases. It seems to be equal to N * (N-1) * cost per ship.
Also note: you can prevent the bug by selecting a different shipyard after you click the Create Task button. If you then re-select the original yard and click the Create Task button again, the bug does not occur.
When motionless at a recreational location, deployment time seems to reduce at 9x the passage of time rather than 10x.
I parked a survey ship in orbit of my HW after a long tour of duty.
It had a deployment time of 112.24 months.
I gave the ship a Send Message order, targeting the HW, with an order delay of 29030400 seconds (= 336 days = 11.2 months).
When the ship executed the order it had a deployment time of 11.49 months remaining.
So the clock reduced by 100.75 months in 11.2 months, which gives a ratio of ~8.9955.
Perhaps the fact that the ship had an order in its list caused the deployment clock to increment at normal time rate simultaneously with decrementing at 10x rate.
EDIT:
I then left the ship in orbit, and gave a different fleet a send message order delayed by 1.14 months.
This should have been almost enough time for the survey fleet deployment clock to reduce from 11.49 to zero.
Instead, when that message executed, the survey fleet had a remaining deployment clock of 1.32 months.
So it seems that the issue of reducing by 9x rather than 10x time has nothing to do with an order being in the list.
Possibly related: this survey fleet has two ships.
One is a commercial tug with a maintenance module.
The other is a 1kt engineless survey vessel. It is this vessel that has the deployment clock. (The maintenance clock never rises above 0, because it is always accompanied by the maintenance module.)
Perhaps the issue is that the survey ship is "being tugged" (even though motionless), and that is causing deployment time to increment as time passes, even as it simultaneously reduces by 10x.
I have constructed 13 of the following design in my game:Code: [Select]Tote2 class Carrier 2,136 tons 39 Crew 245.8 BP TCS 43 TH 0 EM 0
1 km/s Armour 1-14 Shields 0-0 HTK 12 Sensors 0/0/0/0 DCR 2 PPV 0
Maint Life 10.41 Years MSP 179 AFR 15% IFR 0.2% 1YR 3 5YR 45 Max Repair 25 MSP
Hangar Deck Capacity 1,650 tons
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 33 Morale Check Required
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
The first one was built 23 years ago.
The design was obsoleted 10 years ago.
So I built roughly one per year during that window.
Three of the 13 ships suffered catastrophic failure and exploded.
Does anyone have any idea why?
The most recent ship exploded when its maint clock was at 0.5 years.
It had 100% MSP on board at the time (179, with a Max Repair of 25), and no damaged components.
The components:
Amt Component DAC%
6 Boat Bay 74.4
3 Boat Bay - Small 9.3
2 Engineering Spaces 4.7
2 Crew Quarters 4.7
1 Engineering Spaces - Small 2.3
1 Crew Quarters - Tiny 2.3
1 Bridge 2.3
2.46 High Density Duranium Armor -
EDIT:
Could it be this bug (http://aurora2.pentarch.org/index.php?topic=11565.msg140468#msg140468)?
The bridge and the boat bays are marked as NoMaintFailure in the DB.
That's 86% of the DAC.
Which means hitting one of those 20 times in a row would be a ~4.9% chance.
Given a nominal AFR of 15%, and approximately 13 * 16 = 208 ship years the design has been in use, one would expect approx 208 * 15% = ~31 maint failures, multiplied by the average maint life of the ships over time (to account for AFR being multiplied by years since overhaul).
31 maint failures at 4.9% chance to cause catastrophic failure yields about 1.5 expected explosions.
These ships often spend several years between overhauls. Of the current ships, the average maint time at present is about 2.5 years. So 3 explosions would seem to just represent an AFR multiple of 2. A perfectly cromulent expectation.
Weird little bug here, with hopefully an easy fix.
I had a pair of heavily-shielded ships which were attacked by a wave of missiles during a 20-minute increment. Each ship is a battlecruiser with six size-20 Delta shield generators, total strength 426 with recharge rate 2.5 (total 300 recharge per 5 min). The missiles did 162 damage to one of the battlecruisers, reducing its shields to 62%, however the ship showed 100% shields in the naval organization window in both the ship and fleet views.
I believe what happened is that the missiles did damage, and then the shields recharged based on the length of the sub-increment. I'm not sure what the sub-pulse length is for 20-minute increments, but with the shields I have on these ships 162 damage could be regenerated in 2m 45s, so I'd guess at least a four-minute sub-pulse. For what it's worth, in the ensuing battle with 5-second increments the shield damage displayed as expected, albeit often with 1% less damage than shown in the combat events due to the few points of recharge during a 5-second increment.
If I am correct, my suggested fix would be to have shield recharge occur prior to damage allocation rather than after, so that damage displayed after a sub-pulse matches the combat logs. This shouldn't have any impact on combat balance, since either way a recharge cycle will occur between weapon/missile damage resolution steps. On the other hand, if it doesn't affect balance this is hardly an urgent bug to fix, as it is just reconciling the visual information more consistently.
When exporting the medal conditions, commas in the description throw the csv file out of alignment.
Yes, I encountered this myself. Its a CSV file so I would either have to change the file format, or exclude commas from the description field.
foo,bar,baz,"quoted field, with commas and ""escaped"" quotes",zed
foo,bar,baz,"quoted field, with commas, \"escaped\" quotes, and \\backslashes",zed
\n
. Same goes for tabs, vertical tabs, other control characters, thin spaces, wide spaces, non–breaking spaces, etc, etc. Exactly which escape sequences you support depends on how much you care about readability of the CSV file, since none of those will distract a proper parser.[/code]
Getting a error, from xx - xxx times per turn, tried with days or hours, still popping up, don't destroy game but annoying...
27 years into game,
1.13.0 Function #1414: The value was either too large or too small for Decimal.
Saved the game last night, now when I try to start it I get the following error
1.13.0 Function #3248: Cannot convert object from DBnull to other types.
Clicking ok and the game starts...
The first I notice is a lost some ships, some 120 destroyers and some 60 light cruisers... :-X
#1414 is Execute Orders - one of the largest functions in the game - I really need to start adding more granular error checking in large functions.
Its a guess, but was it possible a fleet had an order that would take a really, really, large amount of time to execute?
Getting a error, from xx - xxx times per turn, tried with days or hours, still popping up, don't destroy game but annoying...
27 years into game,
1.13.0 Function #1414: The value was either too large or too small for Decimal.
Saved the game last night, now when I try to start it I get the following error
1.13.0 Function #3248: Cannot convert object from DBnull to other types.
Clicking ok and the game starts...
The first I notice is a lost some ships, some 120 destroyers and some 60 light cruisers... :-X
#1414 is Execute Orders - one of the largest functions in the game - I really need to start adding more granular error checking in large functions.
Its a guess, but was it possible a fleet had an order that would take a really, really, large amount of time to execute?
Yea I found 2 small fleets that were in for the looong haul, around 10000 days, 1414 went away and I got a few 1415, shall check again
Getting a error, from xx - xxx times per turn, tried with days or hours, still popping up, don't destroy game but annoying...
27 years into game,
1.13.0 Function #1414: The value was either too large or too small for Decimal.
Saved the game last night, now when I try to start it I get the following error
1.13.0 Function #3248: Cannot convert object from DBnull to other types.
Clicking ok and the game starts...
The first I notice is a lost some ships, some 120 destroyers and some 60 light cruisers... :-X
#1414 is Execute Orders - one of the largest functions in the game - I really need to start adding more granular error checking in large functions.
Its a guess, but was it possible a fleet had an order that would take a really, really, large amount of time to execute?
Yea I found 2 small fleets that were in for the looong haul, around 10000 days, 1414 went away and I got a few 1415, shall check again
#1415 is a very small function that updates the contact location for a fleet. If Execute Orders failed it probably would cause an error in this function as it wouldn't have the position information.
Get this from a few to 50-60 per turn, I presume that has to do with how long the time advances with, a day fewer and a lot more with a month...
Comes and goes, so this might not be from one of my fleets?
Shall try and move everything to Earth and se what happens.
Been checking my shipping lines and there is some realy old types there, going in the 5-600 km/s speed, spending up to a 1000 days to finish that run, fuel is for perhaps 200 days...
When motionless at a recreational location, deployment time seems to reduce at 9x the passage of time rather than 10x.
I actually thought it was supposed to be 3x, and the observed faster rate was an undocumented change in my favor.
I think it is going back x10 but time is also moving forward so it is a net x9.
...I was passing CurrentMaterials by reference and not by value
An intriguing demonstration of C# referencing rules :)Haha, nerd. :)
Plus the wealth display in the title bar is quite misleading at the best of times; it is rarely correct to rely on it to tell you whether you are gaining or losing money, or how much. The only thing you can rely on is your current wealth and maybe the yearly/quarterly/monthly summaries in the wealth tab. I reported this in the past but as far as I recall Steve never acknowledged the problem.
I think it is going back x10 but time is also moving forward so it is a net x9.
But why would time be going forward for deployment purposes while a ship is in orbit of a recreational location?
Possible bug with missile to-hit chances against tiny unarmored station.
I had a fleet with one small ship (2250t) tugging a tiny unarmored station (121t) at 1678 km/s.
I received incoming fire from missiles moving 71.4k km/s.
Each wave was two salvos of five missiles each, with one salvo targeting each ship.
Each time, the tug was hit five times, while the tiny station was not hit ("...attacked by missiles. Damage per Hit 1 No hits") until the eighth wave.
The tug was destroyed by the fifth wave.
The tiny station was not hit until the eighth wave, which scored one hit.
Overall, that's a 2.5% hit rate against a 1km/s target with no countermeasures.
I saved the game at this point, because I plan to self-destruct the tiny station.
Save attached below.
I thought I had fixed this in this past, but I just checked the code and found a logic error.
For v2.0, when components are being selected on the damage allocation chart during maintenance failure, any 'No Maint Failure' components will be re-rolled, without adding to the cumulative '20 times and you are out' rule that leads to catastrophic hull failure.
I thought I had fixed this in this past, but I just checked the code and found a logic error.
For v2.0, when components are being selected on the damage allocation chart during maintenance failure, any 'No Maint Failure' components will be re-rolled, without adding to the cumulative '20 times and you are out' rule that leads to catastrophic hull failure.
I have occasionally wondered if it wouldn’t simply be easier to have a second DAC just for maintenance failures. It would omit any parts that cannot suffer maintenance failures. You could then pick parts out of this DAC in the usual way but without ever needing to reroll. On the other hand, maybe now you’ve finally gotten the rerolls implemented perfectly in all cases, and we won’t ever this this bug again…
I think I have already highlighted this and I don't remember if I have already received an answer.
Gauss Turrets appears for research under Energy Weapons and require an Energy Weapons scientist to be researched with a bonus.
I believe Gauss Turrets should be researched under kinetics weapons by a Missile and Kinetic Weapons Scientist.
TLDR: Gauss turrets are now kinetic research.
About error #1415: Can it have with commanders, had a lot of retirements and 4 times as many changes in rank and so on, but had to hold down enter for 40 seconds with repeated 1415s, in the hundreds, not as many events on the commander side, but a thaught.
About error #1415: Can it have with commanders, had a lot of retirements and 4 times as many changes in rank and so on, but had to hold down enter for 40 seconds with repeated 1415s, in the hundreds, not as many events on the commander side, but a thought.
Its a very short function that only involves contacts and fleets.
This is the entire code in function #1415 for v1.13
public void UpdateContactStartPoint(Fleet f)
{
try
{
List<Contact> Contacts = ContactList.Values.Where(x => x.ContactType == AuroraContactType.Ship).Where(x => x.ContactShip.ShipFleet == f).ToList();
foreach (Contact c in Contacts)
{
c.IncrementStartX = f.Xcor;
c.IncrementStartY = f.Ycor;
}
}
catch (Exception error) { GlobalValues.ErrorHandler(error, 1415); return; }
}
The only place I can see this being an issue is if you somehow have a ship contact for a ship that doesn't exist. If you have access to the database, trying running the following SQL. The result should be 0. If not, that is the problem
Select Count(*) from FCT_Contacts Where ContactType = 1 AND ContactID NOT IN (Select ShipID from FCT_Ship)
I've changed the main line of code in v2.0 to check that ContactShip is not null in case this is the issue.
List<Contact> Contacts = ContactList.Values.Where(x => x.ContactType == AuroraContactType.Ship && x.ContactShip != null).Where(x => x.ContactShip.ShipFleet == f).ToList();