Stuck in never-ending loop of "2.1.1 Function #1954, #1943 and #478: Object reference not set to an instance of an object." errors.EDIT: After searching a bit better, saw Steve's post about it maybe being related to detection. I opened the game again and SM-moved my two Player Empire surveillance ships which were approaching the Cylon colonies back to Earth, and now I can advance time without the errors appearing. Sending even one ship back to the planets causes the errors to start appearing as time advances; once the ship arrives on station in detection range the error loop continues forever. Re-opening again, and turning the active sensors off on the Mk. II Cylon BDB's still triggers some errors, but they stop after holding down Enter for a second or two and time advances.
In a second test, I SM-ed away my surveillance frigates (which carry thermal sensors, EM sensors, and an ELINT module. I then sent a commercial Tug to within 1m KM of the new Cylon colonies, and no errors appeared. It wasn't until I sent a surveillance ship to join the Tug that the error cycle returned. Surveillance ships at older Cylon colonies in Sol do not have the issue.
In a third test, deleting the Mk. II Cylon BDB's allowed the surveillance ship to get within 1km of the colony without errors. Insta-building a Mk. II Cyclon BDB into a fleet located at the colony the Surveillance ship was within 1km of caused the error cycle to begin again.
Last update, it seems as if a surveillance frigate approaches a Mk. II Cylon BDB the errors begin. I instead insta built 4 of the original Cylon BDB desisgns at the colon 1M by the frigate, and no errors occur.DATABASE MODIFICATION: All Particle Beam sizes (except for PB-2) set to a size of 300 tons prior to game creation, similar to the upcoming v2.2.0TN Start
Random Stars (Starting Sol System)
86000 Construction Cycle Time
20% Research Speed
Local System Gen chance 50%
Local System Generation spread 15%
NPR Generation Chance (by Player) 75%
NPR Generation Chance (by NPR) 10%
Ruin Generation Chance 50%
All spoiler generation enabled for Player and NPR
One Second Sub Pulse EnabledGame in the DB is titled "Waiting for 2 dot 2" and is just shy of 13 years into a play-through with 2 Human players, one main empire and then 1 general boogeyman (Cylons) that I use to spawn a defense colony with a ton of ground forces on newly discovered planets with minerals or alien ruins. I also generated 1 NPR at game creation, but have not encountered an NPR yet in game. Maybe about 5-years into the game, I also imported Froggiest1982's excellent medal pack from here:
https://aurora2.pentarch.org/index.php?topic=11424.0 , and it has been working great auto-awarding medals.
I recently explored my JP #1 in the starting Sol system. When I first tried to explore it, the game hung processing, and after ~15 minutes I used end task to stop. I restarted the game and explored JP#1 again, generating the new Proxima Centauri system. I then used Space Master to switch to the Cylon empire and did the following:
1. Explored the same Jump Point for the Cylons to see the new system (2 Planets, 1 Dwarf Planet with 1.9 colony cost).
2. Spawned a ruin and HW minerals on the Dwarf Planet.
3. Created Colonies on 1 planet with a large amount of minerals (Proxima Centauri I-A) and the dwarf planet (Proxima Centauri II-A).
4. SM-edited the environments of both planets to be habitable from the Economics window.
5. Edited the Diameter of the dwarf planet (Proxima Centauri II-A) in the System window using "Modify Body" to first change it from 400 to 500, then 500 to 600.
6. Went through the Civilian tab of Proxima Centauri I-A to spawn a pile of colony buildings, including auto mines, military academies, naval HQ, financial centers, etc.
7. Used "Edit Pop" to set a I-A's colony pop to 50M.
8. Used the GU training tab in Economics to build a large army (~55 formations).
9. Used instant research to increase Cylon technology in Particle Beam strength and armor.
10. Copied the Cylon "Salamander" Beam Defense Base Class to create an updated Mk. II version of the class with the new PL-9 beams, updated the armor, and added a power plant.
11. Went to Cylon Fleet Organization and created 2 new Defense fleet for Proxima Centauri I-A and II-A, used the miscellaneous tabs to move the empty fleets to their respective planets
12. Insta-built 2 BDB Salamander Mk. II's into the Proxima Centauri I-A's defense fleet, and 1 into Proxima Centauri II-A's defense Fleet.
13. Enabled Active Sensors and shields for the two new defense fleets.
14. Went to the Civilian tab of Proxima Centauri II-A to spawn a pile of colony buildings, including auto mines, military academies, naval HQ, financial centers, etc.
15. Used "Edit Pop" to set II-A's colony pop to 50M.
16. Used the GU Training tab to build a large army (~30 formations)
17. Edited I-A's Pop up to 75M.
18. Went to the ground units tab and designed v2 versions of the Cylon ground forces to use the new armor and racial weapon score.
19. Marked the original ground force versions as obsolete
19. Created v2 versions of the Cylon Ground Formations, did not obsolete the original ground formations.
20. Insta-GU-trained a limited number of the v2 formations on all existing Cylon Colonies in Proxima Centauri and Sol.
21. Switched back to Player Empire, sent two surveillance frigates to set up positions 1M km from Proxima Centauri I-A and II-A.
22. Advanced time, got a few pop-ups of "Object reference not set to instance of object" errors until time stopped with the enemy Cylon pops being detected.
23. Saved
24. Now attempting to advance time even 5 seconds produces a constant cycle of the following errors. I can hold down enter as long as I want and the errors never stop, I need to "End Task" to exit Aurora. Re-opening Aurora and trying to advance time repeats the same series of errors.
"2.1.1 Function #1954: Object reference not set to an instance of an object."
"2.1.1 Function #1943: Object reference not set to an instance of an object."
"2.1.1 Function #478: Object reference not set to an instance of an object."