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Posted by: smoelf
« on: June 07, 2025, 10:13:58 AM »

I recently had a successful espionage event, telling me that two human factions were allied, although they are most definitely set mutually to neutral. Is the espionage-event possibly set to register diplomatic rating instead of treaty level?

Pics attached.
Posted by: Aloriel
« on: June 04, 2025, 01:14:39 PM »

Just had an issue where neutrals were attacked by my minefield (probably starting the Earth-Minbari War).

The situation was this:
A Minbari Survey Ship jumped into Sol through a gate that I had mined (stats for mines below). 4 hours later, which was probably the minimum increment due to me hitting 5 days, my mines went off and hit the survey ship. The Minbari were marked as neutral, and continue to be marked as such.

Since they're marked neutral, I shouldn't be able to fire at them at all. Normal weapons can't be fired at them. Auto-targeting missiles apparently can target neutrals.

Mine outer body (some stats are slightly different due to upgraded tech):
Code: [Select]
Missile Size: 16.64 MSP  (41.600 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 0 km/s     Fuel: 500     1st Stage Flight Time: 1 seconds    1st Stage Range: 0k km
2nd Stage Flight Time: 13 minutes    2nd Stage Range: 7.65m km
Active Sensor Strength: 0.8   EM Sensitivity Modifier: 8
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 6,624,929 km
Cost Per Missile: 7.33     Development Cost: 428
Second Stage: Mk I Mine Warhead x1
Second Stage Separation Range: 4,000,000 km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%

Materials Required
Tritanium  1.5
Boronide  2.655
Uridium  1.3
Gallicite  1.875
Fuel:  500

Warhead (some stats are slightly different due to upgraded tech):
Code: [Select]
Missile Size: 14.84 MSP  (37.100 Tons)     Warhead: 12    Radiation Damage: 12
Speed: 20,216 km/s     Fuel: 500     Flight Time: 14 minutes     Range: 16.57m km
Active Sensor Strength: 0.8   EM Sensitivity Modifier: 8
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 6,624,929 km
Cost Per Missile: 11.78     Development Cost: 542
Chance to Hit: 1k km/s 202.2%   3k km/s 67.4%   5k km/s 40.4%   10k km/s 20.2%

Materials Required
Tritanium  3
Boronide  4.23
Uridium  0.8
Gallicite  3.75
Fuel:  500

Also, I noticed that even though I zero out fuel on the buoy, it still adds 500 fuel to the device.
Posted by: Louella
« on: May 30, 2025, 12:26:39 PM »

In the course of the multifactional war, Earth got hit by missiles several times, and a lot of installations were destroyed, and several populations on Earth and in Sol changed hands, some several times. There were several battles between CMC garrisons as well. Some of the NPRs have been effectively defeated, with no remaining populated colonies, or ordnance.

Sounds like a fun game though!

Yeah ! It is the continuation of the "War of the Worlds" setup that I have been playing. It was all going rather well, until several Earth powers established large populations outside of Sol, and someone refused to recognise someone else's claim on a system. With a complex system of alliances between the different powers, it ended up with at least 3 different mutually-hostile factions at the height of the conflict, which lasted about 6 months, and pushed Earth to the edge of requiring infrastructure to cope with the radioactive fallout.

I'm not sure if e.g. the USA bombarding Brazil from space, putting radioactive dust into the atmosphere of Earth was the cause of France starting a war on the USA, or if there was also a dispute over sovereignty in Luhman 16, but it probably didn't help matters.
Posted by: skoormit
« on: May 28, 2025, 12:33:18 PM »

Mass Driver not respecting reserve levels for mined minerals.

I have a CMC colony from which I am purchasing minerals.
I changed the mineral reserve levels on this colony to non-zero for three minerals.
Two of those minerals (DUR and MER) are being mined on the body.
The other mineral (BOR) is not.

I manually added 100t of BOR via SM-mode.

I expected the stockpile levels of DUR and MER to increase as time passes and mining progresses, until the stockpile levels reach the reserve levels, at which point excess amount would be sent away via the mass driver.

Instead, the stockpile levels of DUR and MER remain at zero, and the mined amount is apparently sent away with the outbound mass driver packets.

(The stockpile level of BOR remains at 100, as expected.)


Image attached.
Posted by: Steve Walmsley
« on: May 27, 2025, 04:17:51 PM »

103 is AI checking fuel, 111 is AI checking for damage, 117 is AI ground force training.
They all run during every construction phase, and sometimes more often, so it must be a very rare bug.
What did you do with SM mode?

Well, the only things I can remember doing with SM mode before all this stuff started happening, was that I adjusted the orbits and environments of some planets in systems where I discovered a couple of new alien races, so that the planets would be suitable for them to colonise. Also used SM mode while designing a few ship classes that I transferred to some of the NPRs, to intervene in their wars.

In the course of the multifactional war, Earth got hit by missiles several times, and a lot of installations were destroyed, and several populations on Earth and in Sol changed hands, some several times. There were several battles between CMC garrisons as well. Some of the NPRs have been effectively defeated, with no remaining populated colonies, or ordnance.

It's probably the transferred ships. NPRs ships are created using the automated design code, which makes sure they are setup in a way the NPRs can handle. If you design a ship and transfer it, the AI will make an attempt to classify it and use it in that role, but it isn't guaranteed. It's best not to transfer ships to an AI race unless they are relatively simple.

Sounds like a fun game though!
Posted by: Louella
« on: May 27, 2025, 02:42:43 PM »

103 is AI checking fuel, 111 is AI checking for damage, 117 is AI ground force training.
They all run during every construction phase, and sometimes more often, so it must be a very rare bug.
What did you do with SM mode?

Well, the only things I can remember doing with SM mode before all this stuff started happening, was that I adjusted the orbits and environments of some planets in systems where I discovered a couple of new alien races, so that the planets would be suitable for them to colonise. Also used SM mode while designing a few ship classes that I transferred to some of the NPRs, to intervene in their wars.

In the course of the multifactional war, Earth got hit by missiles several times, and a lot of installations were destroyed, and several populations on Earth and in Sol changed hands, some several times. There were several battles between CMC garrisons as well. Some of the NPRs have been effectively defeated, with no remaining populated colonies, or ordnance.

Posted by: Steve Walmsley
« on: May 27, 2025, 02:47:25 AM »

In my game, there was a multifactional war between different NPRs that all had the same homeworld (Earth), and I got a couple of error popups, and was wondering what they mean, and if anything I did with SM mode made things worse, so that I would know not to do those things again.

For a while, I got errors for functions #103 and #111, but these went away eventually. These popped up at seemingly random times, whenever I pressed the buttons to advance time. I couldn't figure out a pattern to what was happening.

Lately, I have an error for function #117, which seems to occur at the end of each construction cycle.

iirc, they all just say the same error message: "Object reference not set to an instance of an object".

103 is AI checking fuel, 111 is AI checking for damage, 117 is AI ground force training.

They all run during every construction phase, and sometimes more often, so it must be a very rare bug.

What did you do with SM mode?
Posted by: Louella
« on: May 26, 2025, 06:05:03 PM »

In my game, there was a multifactional war between different NPRs that all had the same homeworld (Earth), and I got a couple of error popups, and was wondering what they mean, and if anything I did with SM mode made things worse, so that I would know not to do those things again.

For a while, I got errors for functions #103 and #111, but these went away eventually. These popped up at seemingly random times, whenever I pressed the buttons to advance time. I couldn't figure out a pattern to what was happening.

Lately, I have an error for function #117, which seems to occur at the end of each construction cycle.

iirc, they all just say the same error message: "Object reference not set to an instance of an object".
Posted by: skoormit
« on: May 25, 2025, 08:11:57 AM »

In FCT_MineralDeposit, there are two fields with data regarding the deposit's original values:

OriginalAcc
HalfOriginalAmount

It appears that these fields do not (always?) get updated based on the findings of ground surveys.
Here are the two records in my database that indicate such:

Code: [Select]
GameID,MaterialID,SystemID,SystemBodyID,Amount,Accessibility,HalfOriginalAmount,OriginalAcc
119,1,14013,1270312,103680000.0,0.1,24502500.0,0.1
119,1,13991,1267757,14905800.0,1.0,230400.0,0.6


Both records have Amount more than 2x HalfOriginalAmount.
The second record also has Accessibility higher than OriginalAcc.

I know that the body of the first record had a geo survey that found additional duranium (with no increase in acc).
I don't recall doing a ground survey of the second one, but it would have happened a long enough time ago that I may have just forgotten.

Posted by: Steve Walmsley
« on: May 20, 2025, 12:52:23 PM »


I've checked and the copy+upgrade does transfer the rank correctly. It's possible I already fixed this in v2.6.

Interesting.
The template I noticed that this happened to was originally copied from a 3kt, then I expanded it to 6kt, then later upgraded it from there.
Maybe something about the particular upgrade path caused the issue.
I repro'd it originally (or so I thought), but I did not document the exact steps, and I can't repro it now.
Starting to seem like a run-of-the-mill PEBKAC.

What about formations led by under-ranked commanders not getting replacements?

Yes, that second one does sound like a bug, but I can't find any reference to commanders in the ground unit replacement code, so I don't understand why that is a factor. When I have more time, I will setup a test and try to reproduce the bug.
Posted by: skoormit
« on: May 20, 2025, 12:21:05 PM »


I've checked and the copy+upgrade does transfer the rank correctly. It's possible I already fixed this in v2.6.

Interesting.
The template I noticed that this happened to was originally copied from a 3kt, then I expanded it to 6kt, then later upgraded it from there.
Maybe something about the particular upgrade path caused the issue.
I repro'd it originally (or so I thought), but I did not document the exact steps, and I can't repro it now.
Starting to seem like a run-of-the-mill PEBKAC.

What about formations led by under-ranked commanders not getting replacements?
Posted by: Steve Walmsley
« on: May 20, 2025, 11:46:29 AM »

Two related issues:

1) A formation template created via the "Copy + Upgrade" button will have a required rank determined by the default logic (based on formation size), rather than simply copied from the original template.
2) If the replacement template for a formation has a required rank higher than the rank of the formation's current commander, the formation will not gain replacements during the Ground Replacement Phase.

As a result, if you reduce the required rank of a template from the default, and then later use the Copy + Upgrade feature on that template (and fail to realize that the required rank of the new template is higher than your original), then your existing formations built with the original template will not gain replacements as expected.

I see issue #1 as a clear bug.
I also see issue #2 as a bug, but I could also see an argument that it is WAI.

I've checked and the copy+upgrade does transfer the rank correctly. It's possible I already fixed this in v2.6.
Posted by: skoormit
« on: May 20, 2025, 06:09:26 AM »

Two related issues:

1) A formation template created via the "Copy + Upgrade" button will have a required rank determined by the default logic (based on formation size), rather than simply copied from the original template.
2) If the replacement template for a formation has a required rank higher than the rank of the formation's current commander, the formation will not gain replacements during the Ground Replacement Phase.

As a result, if you reduce the required rank of a template from the default, and then later use the Copy + Upgrade feature on that template (and fail to realize that the required rank of the new template is higher than your original), then your existing formations built with the original template will not gain replacements as expected.

I see issue #1 as a clear bug.
I also see issue #2 as a bug, but I could also see an argument that it is WAI.
Posted by: Kurt
« on: May 14, 2025, 06:51:50 PM »

I discovered a bit of a complex issue, not sure exactly what happened or why.

The situation:
1. Main Fleet is named the 1st Expeditionary Fleet.  This fleet contains several sub-fleets, including four assault groups and two carrier groups.  Three Assault Groups are currently detached from the main fleet
2. I detached the two carrier groups using the "Detach" button.
3. I launched fighters from the 1st carrier group using the "Launch All" button.
4. I detached the six scout fighters from the rest of the fighter group, again using the "Detach" button
5. I split the scout fighters into three two-ship groups, and sent them across the system to scout possible enemy locations. 
6. I landed the 1st carrier group's fighters on their carriers using the "Land on Assigned Carriers/mothership" command.  At this point only the scout fighters remain in space
7. The scout fighters discover enemy ships, and I detach one carrier from the 1st Carrier Group and launch its fighters using the "Launch All" button.  The fighters launch an ultimately unsuccessful attack and head back to their carrier.
8. I launch all fighters from the 2nd Carrier Group to end the problem. 
9. At this point I decide to consolidate the fleet and move to a location closer to potential targets.  I order the 1st, 2nd, and 3rd Assault Groups to join the 1st Expeditionary Fleet using the "Join as Sub-Fleet" command.  I also order the 1st and 2nd Carrier Groups to join the 1st Expeditionary Fleet using the same command. 

The problem appears when I hit the five second advance.  The five groups join the 1st Expeditionary Fleet as intended, however, approximately half of the 2nd Carrier Group's detached fighter wing simply disappears, as does four of the six scout fighters from the 1st Carrier Group.  Their fleets (containers) on the Naval Organization window still exist, but they have no ships within them, or, in the case of the 2nd's fighters, just under half of what should be there.  They aren't in their correct fleets, and they aren't on their motherships.  They appear to have just disappeared.  At the time of disappearance they were approximately a billion kilometers from their carriers. 

I was a bit frustrated, as there appeared to be no easy way to fix this.  I could add in the missing fighters, but they would be at 0% training, which would be annoying given how much effort i put into getting them trained.  Fortunately I found the thread on how Aurora makes backup saves, and restored to a previous save before the incident happened. 

Still, annoying and worrying for the future.  I suspect that the problem lies within the nested relationships between the fighters and their carriers, and their carriers moving from being independent to becoming a sub-fleet.

I fixed a bug for v2.6 that involved disappearing fighters. It manifested after fighters were part of a fleet that was drag-dropped to another and then the original fleet was deleted. The fighters were duplicated rather than moved (but the originals were invisible), so when the fleet with the invisible originals was deleted, it also removed their duplicates.

Does it sound like that might have been the cause in this situation?

Similar.  I didn't drag/drop, but rather gave the parent fleet orders to join another fleet as a sub-fleet.  The effect sounds the same, though.  I suspected that it might be something like what you say, the fighters still being in existence but invisible.  It reminded me of something that used to happen with the SA program. 

In any case, going back to a previous save resolved the problem, and I won't do something like that again, hopefully. 
Posted by: Steve Walmsley
« on: May 14, 2025, 10:30:29 AM »

I discovered a bit of a complex issue, not sure exactly what happened or why.

The situation:
1. Main Fleet is named the 1st Expeditionary Fleet.  This fleet contains several sub-fleets, including four assault groups and two carrier groups.  Three Assault Groups are currently detached from the main fleet
2. I detached the two carrier groups using the "Detach" button.
3. I launched fighters from the 1st carrier group using the "Launch All" button.
4. I detached the six scout fighters from the rest of the fighter group, again using the "Detach" button
5. I split the scout fighters into three two-ship groups, and sent them across the system to scout possible enemy locations. 
6. I landed the 1st carrier group's fighters on their carriers using the "Land on Assigned Carriers/mothership" command.  At this point only the scout fighters remain in space
7. The scout fighters discover enemy ships, and I detach one carrier from the 1st Carrier Group and launch its fighters using the "Launch All" button.  The fighters launch an ultimately unsuccessful attack and head back to their carrier.
8. I launch all fighters from the 2nd Carrier Group to end the problem. 
9. At this point I decide to consolidate the fleet and move to a location closer to potential targets.  I order the 1st, 2nd, and 3rd Assault Groups to join the 1st Expeditionary Fleet using the "Join as Sub-Fleet" command.  I also order the 1st and 2nd Carrier Groups to join the 1st Expeditionary Fleet using the same command. 

The problem appears when I hit the five second advance.  The five groups join the 1st Expeditionary Fleet as intended, however, approximately half of the 2nd Carrier Group's detached fighter wing simply disappears, as does four of the six scout fighters from the 1st Carrier Group.  Their fleets (containers) on the Naval Organization window still exist, but they have no ships within them, or, in the case of the 2nd's fighters, just under half of what should be there.  They aren't in their correct fleets, and they aren't on their motherships.  They appear to have just disappeared.  At the time of disappearance they were approximately a billion kilometers from their carriers. 

I was a bit frustrated, as there appeared to be no easy way to fix this.  I could add in the missing fighters, but they would be at 0% training, which would be annoying given how much effort i put into getting them trained.  Fortunately I found the thread on how Aurora makes backup saves, and restored to a previous save before the incident happened. 

Still, annoying and worrying for the future.  I suspect that the problem lies within the nested relationships between the fighters and their carriers, and their carriers moving from being independent to becoming a sub-fleet.

I fixed a bug for v2.6 that involved disappearing fighters. It manifested after fighters were part of a fleet that was drag-dropped to another and then the original fleet was deleted. The fighters were duplicated rather than moved (but the originals were invisible), so when the fleet with the invisible originals was deleted, it also removed their duplicates.

Does it sound like that might have been the cause in this situation?