Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 21, 2020, 02:58:18 PM

Title: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 21, 2020, 02:58:18 PM
Please post bugs in this thread for v1.8.0

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v1.8.0

When you post, please post as much information as possible, including:
Title: Re: v1.8.0 Bugs Thread
Post by: buergerjoh on April 21, 2020, 03:23:50 PM
Fresh install: 1.5.1 => 1.8.0 (deleted .exe and .db)
Start the game
press 30 days

Function 2786: The object reference was not set to an object instance.


When saving the game:

Function 1462: The object reference was not set to an object instance.


While saving aurora stopped working. After a restart the save had worked and the errors were gone.
Title: Re: v1.8.0 Bugs Thread
Post by: DFNewb on April 21, 2020, 03:27:39 PM
Please add this to known issues:

Minimum distance does not work for move to when it comes to bodies orbiting another body and construction phases.

Example:
Set a ship to move to Venus minimum distance 10 000 000 (10mil km)
Watch it complete the order as it should.
Now pass time through a construction phase, the planet will move in its orbit and the ship you ordered to move to before will now magically jump into 0km range and orbiting the planet.

This has been around since 1.0.
Title: Re: v1.8.0 Bugs Thread
Post by: abdull on April 21, 2020, 03:28:42 PM
its me again with the fun #2520 bug this time i tried it to be sure if it was still there, now it happens when typing in the class drop down box, press enter, and then click new ship class
i got the #2520 followed by a #2899
saving the game got me a #1462 followed by a #1465
letting the game run in 5 day increments gave me a #2786 every 30 days

i know its not a thing people would usually do but i just wanted to check if it was still there :)
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 21, 2020, 03:29:39 PM
Fresh install: 1.5.1 => 1.8.0 (deleted .exe and .db)
Start the game
press 30 days

Function 2786: The object reference was not set to an object instance.


When saving the game:

Function 1462: The object reference was not set to an object instance.


While saving aurora stopped working. After a restart the save had worked and the errors were gone.

2786 is Unload Installation and 1462 is Saving Cargo.

EDIT: Seen this in my own test game, although not solved yet.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 21, 2020, 03:30:09 PM
its me again with the fun #2520 bug this time i tried it to be sure if it was still there, now it happens when typing in the class drop down box, press enter, and then click new ship class
i got the #2520 followed by a #2899
saving the game got me a #1462 followed by a #1465
letting the game run in 5 day increments gave me a #2786 every 30 days

i know its not a thing people would usually do but i just wanted to check if it was still there :)

Maybe just stop doing that :)
Title: Re: v1.8.0 Bugs Thread
Post by: abdull on April 21, 2020, 03:31:16 PM
Quote from: Steve Walmsley link=topic=10990. msg126686#msg126686 date=1587501009
Quote from: abdull link=topic=10990. msg126684#msg126684 date=1587500922
its me again with the fun #2520 bug this time i tried it to be sure if it was still there, now it happens when typing in the class drop down box, press enter, and then click new ship class
i got the #2520 followed by a #2899
saving the game got me a #1462 followed by a #1465
letting the game run in 5 day increments gave me a #2786 every 30 days

i know its not a thing people would usually do but i just wanted to check if it was still there :)

Maybe just stop doing that :)

sure thing :)
Title: Bridge For FACs
Post by: joshuawood on April 21, 2020, 03:42:52 PM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.   
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 21, 2020, 04:56:56 PM
Instant research when setting up a race will research the tech whether it you could afford it or not (not in SM mode). I had 1,400 points left and thought I would only put 1,400 out of the 5,000 points required. Instead it researched the tech to 100%.
Title: Re: Bridge For FACs
Post by: Froggiest1982 on April 21, 2020, 05:23:23 PM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I think over 1000 tons you require a bridge. Was same for VB6 aurora, there it is the entry on the wiki http://aurorawiki.pentarch.org/index.php?title=Bridge

I am not sure this was removed on C# but I don't think so.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: GhostIsGone on April 21, 2020, 05:30:50 PM
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero."

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.
Title: Re: Bridge For FACs
Post by: Migi on April 21, 2020, 05:36:19 PM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I think over 1000 tons you require a bridge. Was same for VB6 aurora, there it is the entry on the wiki http://aurorawiki.pentarch.org/index.php?title=Bridge

I am not sure this was removed on C# but I don't think so.

The mechanics in VB are the same as C#, the difference is that C# has a helper function somewhere which adds a bridge but sometimes is very frustrating.
Title: Re: Bridge For FACs
Post by: Steve Walmsley on April 21, 2020, 05:37:27 PM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

Try removing something else, then the bridge, then put the other component back.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: L3n8nb84b on April 21, 2020, 05:41:21 PM
Function #2398: Object reference not set to an instance of an object
 
i have one NPR in the game.

right before it shows in the event log it said: This could be due to an action involving a non-player race, or do to fire controls set to open fire without active target.

its not me cause i am on a conventional start.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 21, 2020, 05:51:25 PM
I hope we are now getting to the stage where the bugs are going to be harder to track down. If you get missing object bugs now, please could you attach a database if you have a save shortly before the bug happens. Thanks.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Yezarul on April 21, 2020, 06:10:55 PM
Howdy,

I'll be updating soon, just finishing out this game on 1.   7.   1.   
That being said, I have not seen this posted in any of the previous, so it is likely still true in 1.   8.   

When manually telling a Fuel Harvester to "Transfer Fuel to Refuelling Hub" and the Refueling Hub Fleet has multiple hubs in the fleet, they can go over the cap of fuel.   

***Having to manually tell it to as there is no Transfer Fuel to Hub.    Harvester Transfer and Return does not seem to set it to the hub*** (Edit: They seem to be doing it now.  Will keep eye out)


Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Chrisianak on April 21, 2020, 06:16:24 PM
Hello Steve,

Thanks for fixing the infrastructure bugs.   

Order Delay does not seem to do anything.    If you could get that working, and better yet have it work with cycle moves and/or templates, It would greatly help with scheduling orders, setting reminders, etc.    Downside of the faster speed is looking up and wondering where the year went.   

Also Ground forces don't seem to display their Police power. 

Not sure if bug or WAI, but after successfully testing ruin translation and exploitation, the resulting colony is trying to import ancient artifacts rather than export them.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 21, 2020, 07:02:08 PM
v1.8.0

I was getting this issue since older versions from time to time but not sure how to reproduce, now I think I've found it.

In "Class Design" Window, Choose Wide View
1. Select a ship design
2. Remove any component from the ship(Not required step)
3. Double click a category (rather than a component), which I often accidentally do.
4. Got error "Function #242: Null Reference Exception"
(Further clicking on category items do not trigger error, only immediately after selecting a ship design.)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: metalax on April 21, 2020, 07:21:40 PM
Game Information/New Game window

Following are for the mouseover descriptions for the vaious options.

Maximum Number of Systems - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System Generation Chance % - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System generation Spread - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Research Speed - Missing description.
Teraforming Speed - Missing description.
Survey Speed - Missing description.
NPR Generation Chance (by Player) - oxy should be oxy or methane.
NPR Generation Chance (by NPR) - oxy should be oxy or methane.
Allow Human NPRs - Missing description.
Generate Rakhas - Missing description.
Allow Civilian Harvesters - Missing description.
Earth Mineral Deposits - Missing description.
Minimum NPR Distance - Missing description.
Maximum NPR Distance - Missing description.
Add Planet X to the Sol System - Missing description.

Suggestion: Make the description for options in the first column also appear when mousing over the option name and not just the data entry box, similarly to how it works for the checkbox items.
Title: Re: v1.8.0 Bugs Thread
Post by: Iceranger on April 21, 2020, 08:00:55 PM
Minor inconsistency in missile window:
In the image below, the flight time shows as 43 seconds. However, if we use the total fuel (861), engine fuel consumption (70217.21) to caluculate the flight time, it gives 861/70217.21*3600 = 44.143 which is apparently close to 44 seconds. Note that the fuel amount is rounded down in the display (0.3447 * 2500 = 861.75), so I don't understand why the flight time is 1 second less than it should be...
(https://cdn.discordapp.com/attachments/388444714577297408/701480817934729347/unknown.png)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 21, 2020, 09:26:53 PM
Conditional order to resupply if supplies are low does nothing.  No errors or messages are generated.

Clicking in any list that doesn't have anything selected will scroll to the top before selecting something resulting in a wrong item being selected.

I have a lead on the single/double click inconsistency with some controls:  It seems to be caused by tool-tips intercepting the first click.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: thashepherd on April 21, 2020, 09:34:27 PM
The function number: 1868
The complete error text: "Unable to cast object of type 'ha' to type 'f4'." / "Unable to cast object of type 'iy' to type 'f4'."
The window affected: Order of Battle tab in the Ground Forces window
What you were doing at the time: Clicking the 'Change Rank' button while a planet or system is selected (see attached)
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? Found in 1.8.0, reproduced in 1.5.1
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Saquenay on April 21, 2020, 09:42:05 PM
This is an update for the bug I signaled with 1. 6. 3, which I have confirmed still exists in 1. 8. 0.

Setup: a fleet with a ship with absolutely no fuel capacity, such as a station being towed by a tug.

If you select a tanker fleet and issue the 'join fleet and refuel' order, you will get a divide by 0 error 854.   The errors (multiple per time increment) persist until you detach the tanker.   If instead you have the tug/space station fleet target the tanker fleet and 'refuel from stationary tankers', you get a divide by 0 error 858.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: redivider on April 21, 2020, 09:43:24 PM
This on 1.   7.   3, posting here because the thread is locked and Im not sure its fixed (dont have 1.   8 yet) ATTENTION LONG POST AHEAD, CLICK THE PICTURES

We have 2 fleets, the first is the station, so no armor, no engines, no fuel.    The second is a tanker with refueling system + a tug https://puu.   sh/FAKrQ/215a6bbae2.   png

We set movement order to tug the station https://puu.   sh/FAKtw/4d56316ab9.   png

So we now have https://puu.   sh/FAKuu/176a60c42a.   png

Lets move to stephen-oterma now https://puu.   sh/FAKvD/fe3fc9da3e.   png https://puu.   sh/FAKvV/5d18dd5ef1.   png

We get a spam of like 30 divide by 0 errors (1 day interval) https://puu.   sh/FAKwb/d2886cd078.   png but all is fine and we move a bit, OH NO the tugs fuel is out https://puu.   sh/FAKxv/eba514c09e.   png

No problem, now I will click DETACH (not the movement order to detach tractored ships) https://puu.   sh/FAKxU/5bfcd6ecea.   png

We remove the "move to stephen otherma" order and wait a day so the tug is refueled to max https://puu.   sh/FAKz4/9ad6ec28f7.   png

Now we move again to stephen otherma, its moving as if its still tugging the station, but the fleet with the station is supposedly left behind! https://puu.   sh/FAKAI/cdc6485673.   gif

But look what happens when we add a "release tractored ships" ! https://puu.   sh/FAKCg/c159ac779b.   gif
POOF! the station appears to be teleported

current fuel scenario: https://puu.   sh/FAKCZ/de989b8136.   png
and naval org: https://puu.   sh/FAKGb/39875c9dac.   png (notice the extra empty group that you have to delete)

 8) Edit: Arrrgh excuse my bad formatting
Title: "New Combat contact" doesn't cause an interupt
Post by: joshuawood on April 21, 2020, 10:15:21 PM
New combat contacts aren't a player interupt not sure if WAI

https://cdn. discordapp. com/attachments/402321466839793664/702356453155143771/unknown. png

If you have a bouy in a system and an enemy fleet comes and blows it up the next tick/increment goes flying by (sometimes weeks because time goes by so fast)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Malorn on April 21, 2020, 10:21:08 PM
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Desdinova on April 21, 2020, 10:30:47 PM
Not sure if a bug in the strictest sense but I've been stuck on 2 hr increments for over a month, making the game drastically slower. Is there some kind of AI stalemate?

Database attached.

Edit: Literally the turn after it returned to normal time.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Malorn on April 21, 2020, 10:33:10 PM
V1.8

After earlier bug, went ahead and created the game anyway. DB is now broken. Uploaded.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 21, 2020, 10:59:30 PM
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
The number changes based on assigned population. If you don't mind the NPR having a lower population then this is an acceptable workaround.
There might be a lower limit at which an NPR becomes locked by its low tech level and is unable to progress, I think avoiding this is the reason for the 100k point lock in.
I'll note the default transnewtonian start costs about 30,000 research points, but even if you give an NPR that it will spend points on ship systems and other unnecessary stuff like ground construction and sorium harvesters, so I would be wary of reducing their starting points too much.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Wieseltrupp on April 21, 2020, 11:29:14 PM
The bug where the MSP of a ship get incorrectly calculated when you install a smaller Maintenance Storage Bay on a ship that has already an Engineering space AND a Larger Maintenance Storage Bay still persists

Fresh Install 1.51 -> 1.80
Windows 7
Seperator set tp point
Default game (that comes with the install) or any new created ones

Recreate:
Create a new ship, add a Large Maintenance Storage Module, then add a smaller one
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 21, 2020, 11:32:30 PM
Version 1.8, Ground Forces window

After deleting a CMC on Davida, I noticed a command assignment to their garrison unit in the event log.  I have an empty colony of my own on that world.

Ground Forces window
-check Location
-check Show Civilian
-select Davida from the list
Function #2123: Sequence contains no elements
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Malorn on April 21, 2020, 11:39:05 PM
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
The number changes based on assigned population. If you don't mind the NPR having a lower population then this is an acceptable workaround.
There might be a lower limit at which an NPR becomes locked by its low tech level and is unable to progress, I think avoiding this is the reason for the 100k point lock in.
I'll note the default transnewtonian start costs about 30,000 research points, but even if you give an NPR that it will spend points on ship systems and other unnecessary stuff like ground construction and sorium harvesters, so I would be wary of reducing their starting points too much.

I'm aware there is a workaround, though that is somewhat counterproductive when attempting to create china. But I don't follow your later reasoning. First off, you can't increase them or decrease them, so it's a not a minimum. Moreover, the NPR when first generated does not have 100k points, only after modification, therefore one could assume all NPRs probably do not have 100k points, but rather have points scaled in other ways.

It's a bug, I feel characterizing it as a feature is a disservice to the game. While I understand that many wish to defend Aurora, I am persistently confused by the desire to whitewash bugs as features. Steve does not attempt to this, why would would fans of the game wish to? A minor bug is not an assault on the game or it's quality.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: shanedday on April 22, 2020, 12:00:50 AM
V1. 8. 0 When creating a medal, then deleting, it seems that the deleted medals still trigger based on the condition.  Seen in the Event Log and displayed against the Commander.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: shanedday on April 22, 2020, 12:07:16 AM
V1. 8. 0 'Orders Not Possible' seems to be reported much often compared with earlier versions (V1. 7) when triggered off standing orders.  (survey nearest body and survey nearest survey location).  I will just hide the event, but thought it is performing differently. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Malorn on April 22, 2020, 12:16:39 AM
Managed to explode the DB again, locked up and crashed, no error message displayed. Was passing time using 30 day button at the time. Uploaded.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: TMaekler on April 22, 2020, 12:21:29 AM
Don’t know if that was mentioned before:  there are no messages in the log that a new production has began after another one was finished. Would be nice to have that as in VB6.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 22, 2020, 01:09:05 AM
1.8.0, Economics window, Environment tab
If you switch to the Environment tab without switching colonies, the gas field shows Aestusium.  Switching to a different colony and back shows the correct gas.
If you are adding water vapour and condensation occurs, the Maximum Atm field shows '0'.
Title: Maintenance storage bay bug
Post by: Zhatelier on April 22, 2020, 03:32:39 AM
As it has been reported before, I'm explaining the bug briefly:

When you add in more than one type of maintenance storage components, only the last type will be calculated, all the other types will be ignored. Hence adding a small storage to a ship that already has a large one, the total MSP will drop significantly. Also works vice versa, adding a large storage to a ship with a standard one, the standard will be ignored.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Scorchicus on April 22, 2020, 03:44:22 AM
Laser warheads were supposed to be removed for C# weren't they? Well, the techs are still there.  Just research soft x-rays and watch the soft x-ray laser warhead tech appear.  If you keep progressing, the rest will appear too.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 22, 2020, 04:27:36 AM
Here's a small curiosity which may or may not be a bug:

Low FuelBarnards StarFriedrich Bessel has only 0 percent of its maximum fuel (0 litres)
Low FuelProcyonEdward Barnard has run out of fuel
Low FuelBarnards StarEdmond Halley has only 0 percent of its maximum fuel (0 litres)

These three ships are all out of fuel (oops), but one of them has a different message. The difference is likely related to the standing orders they have.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: hadi on April 22, 2020, 04:49:38 AM
After adding some more naming theme sets to my game, I press the auto rename all button for my commanders, and it  keeps renaming them to my first original naming theme, and won't include the ones i added after game creation.
Not sure if this is a bug, or it is intended.
edit: I had to close the window and re open it, so disregard.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 05:12:19 AM
After adding some more naming theme sets to my game, I press the auto rename all button for my commanders, and it  keeps renaming them to my first original naming theme, and won't include the ones i added after game creation.
Not sure if this is a bug, or it is intended.
edit: I had to close the window and re open it, so disregard.

Have you set your race to use the new naming theme?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Energyz on April 22, 2020, 05:32:13 AM
V 1.7.3, but that wasn't reported

Function #311 null error

DB attached, the next increment will prompt up the bug

Edit: also the next 2000 increment :(. Think it killed my game
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: VimWabbit on April 22, 2020, 05:38:33 AM
#3232+1609+1608+1562+1558+815 on exploring new system.
https://imgur.com/a/aw5DFGy

and db:
https://drive.google.com/open?id=18Eb0HarxI41Sehp6Vvj6VN3HS4_l2EW1
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 22, 2020, 05:42:44 AM
With the Events Window

For certain events i change the text and background colours.

However after I save the game , close the game down and then start game from the desktop i find that the Events texts have reverted to the default white on blue. The game is not remembering my colour preferences.

DavidR
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: firsal on April 22, 2020, 06:04:33 AM
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demonius on April 22, 2020, 06:13:02 AM
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help

"Please do not post bugs from previous versions unless you confirm they are still present in v1.8.0" quoted from Steve.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: firsal on April 22, 2020, 07:38:36 AM
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help

"Please do not post bugs from previous versions unless you confirm they are still present in v1.8.0" quoted from Steve.

Turns out this has been fixed already, my bad. ;D

I just figured it was worth reporting despite the earlier version since replication (finding a pre-industrial NPR) seems difficult. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: The_Seeker on April 22, 2020, 08:06:09 AM
I believe I may have found a bug in missile engine power consumption above racial maximum boost, according to this post: http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804

For a 5 MSP (12.5 Ton) missile engine, 500% boost, with:
Engine Power per MSP: 1 (Internal Confinement Fusion Drive Tech)
Fuel Consumption per EPH: 0.4
Racial Max Power Boost: 2.5

The missile should have (Engine size fuel boost modifier) * (engine power boost modifier) * (linear missile engine power overboost modifier) * (Fuel efficiency modifier) = fuel consumption per power hour:
(SQRT (10 / (12.5/50)) * (5^2.5) * (((5 - 2.5) * 4) + 1) * (0.4) = ~707 Fuel Consumption per Power Hour

In-game, Aurora 1.8 displays a whopping 17,677.67 Fuel Consumption per Power Hour!

I believe absolute fuel consumption is either incorrectly labeled as EPH, or EPH is multiplied by engine power erroneously.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: k on April 22, 2020, 08:53:24 AM
Visual bug on the galactic map window

new 1. 8. 0.  TN - default setting game, 10 year in
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: k on April 22, 2020, 08:58:53 AM
Quote from: k link=topic=10990. msg126872#msg126872 date=1587563604
Visual bug on the galactic map window

new 1.  8.  0.   TN - default setting game, 10 year in

It fix itself.  just close and reopen galactic map
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 22, 2020, 09:03:16 AM
Please add this to known issues:

Minimum distance does not work for move to when it comes to bodies orbiting another body and construction phases.

Example:
Set a ship to move to Venus minimum distance 10 000 000 (10mil km)
Watch it complete the order as it should.
Now pass time through a construction phase, the planet will move in its orbit and the ship you ordered to move to before will now magically jump into 0km range and orbiting the planet.

This has been around since 1.0.

Fixed.
Title: Re: Bridge For FACs
Post by: Steve Walmsley on April 22, 2020, 09:05:32 AM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I can't reproduce this one. The bridge is removed without a problem.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 09:06:59 AM
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero."

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship. Otherwise I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships, or just that one?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 09:08:37 AM
Instant research when setting up a race will research the tech whether it you could afford it or not (not in SM mode). I had 1,400 points left and thought I would only put 1,400 out of the 5,000 points required. Instead it researched the tech to 100%.

Yes, it was that way in VB6 too. I could add something for non-SM mode, but probably easier to leave it flexible and let players decide how to use it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 09:12:52 AM
Function #2398: Object reference not set to an instance of an object
 
i have one NPR in the game.

right before it shows in the event log it said: This could be due to an action involving a non-player race, or do to fire controls set to open fire without active target.

its not me cause i am on a conventional start.

The bug is in the officer assignment code. I haven't reproduced it, but I have added some extra checks to prevent the error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 09:49:07 AM
Version : 1.8
Random Stars
Game Start - SM Galaxy Generation

This problem started in 1.7, but is still present in 1.8
Systems don't link to existing systems, or at least are exceptionally unlikely to. They don't seem to be following local system rules, and will generate beyond the maximum system limit.
I mapped two galaxies, the first in 1.8 C#, the second in 7.1 vb6.
My settings were random stars, 20 galaxy limit, 50%/15 for local connections.

vb6 you get the stringy mess I love so much. There are only 20 available systems. Force generating more causes a crash. Forcing new jump points just makes more connections to the existing systems.
In 1.8 you get lines of systems that simply extend from Sol (or whatever your start point) endlessly, never connecting. It seems to completely ignore the system limit when *exploring*, but if you try to force generate over 20 it still crashes.
Title: Re: Bridge For FACs
Post by: Black on April 22, 2020, 10:21:34 AM
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I can't reproduce this one. The bridge is removed without a problem.

I had same problem on 1.7.3. I tried to reproduce it at 1.8.0 (default game, decimal separator - period), but I encountered slightly differen issue:

ship slightly above 1000t:
(https://i.ibb.co/yRpMrzZ/fac-01.png) (https://ibb.co/dct3RNV)

then remove 1 Engineering Space:
(https://i.ibb.co/qJ88qdz/fac-02.png) (https://ibb.co/QDVVSfZ)

Now if you remove bridge it should go below 1000, but I click on the bridge, tonage is changed but bridge remains:
(https://i.ibb.co/XpPmDTN/fac-03.png) (https://ibb.co/3WbtvHG)

I need to click the bridge again to get rid of it:
(https://i.ibb.co/Nxm0Syz/fac-04.png) (https://ibb.co/qBWH5rw)

There is more strange behavior but it is difficult to explain I actually got situation when I removed component and tonage got up.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: peli082 on April 22, 2020, 10:23:52 AM
When building a station through construction at the industry tab.  The designs doesn't lock up.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 10:27:13 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 10:35:53 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.

The parent HQ needs to be big enough to fit itself and all the formations under it.

In your case, 37500 HQ needed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Iceranger on April 22, 2020, 10:38:00 AM
I believe I may have found a bug in missile engine power consumption above racial maximum boost, according to this post: http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804

For a 5 MSP (12.5 Ton) missile engine, 500% boost, with:
Engine Power per MSP: 1 (Internal Confinement Fusion Drive Tech)
Fuel Consumption per EPH: 0.4
Racial Max Power Boost: 2.5

The missile should have (Engine size fuel boost modifier) * (engine power boost modifier) * (linear missile engine power overboost modifier) * (Fuel efficiency modifier) = fuel consumption per power hour:
(SQRT (10 / (12.5/50)) * (5^2.5) * (((5 - 2.5) * 4) + 1) * (0.4) = ~707 Fuel Consumption per Power Hour

In-game, Aurora 1.8 displays a whopping 17,677.67 Fuel Consumption per Power Hour!

I believe absolute fuel consumption is either incorrectly labeled as EPH, or EPH is multiplied by engine power erroneously.
As far as I can tell, the 'fuel efficiency' box shows fuel per EPH, and the 'fuel per EPH' is actually fuel per hour (thus = fuel efficiency * engine power).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 10:44:17 AM
Hello Steve,

Thanks for fixing the infrastructure bugs.   

Order Delay does not seem to do anything.    If you could get that working, and better yet have it work with cycle moves and/or templates, It would greatly help with scheduling orders, setting reminders, etc.    Downside of the faster speed is looking up and wondering where the year went.   

Order delay now implemented. It is working with cycle orders, repeat orders and templates.

This is a DB change so the next version will be v1.9.0. This may be a day or two, because this release seems to have fewer bugs so I am not in any rush.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 22, 2020, 10:51:45 AM
Not sure if this has been reported.   Version 1.  8.  0

I just finished creating freighter design.   Then I created new colony ship class.   I decided that it would be easier to just copy the old class.   Copy goes fine, but when I try to switch The class of this new Freighter - copy, I get "Function 235: Cannot add or insert the item 'Mule' in more than one place.   You must first remove it from its current location or clone it.   Parameter name: node". 

Edit: Once refreshing the design window, it is now visible in Colony Ship section.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: k on April 22, 2020, 10:54:53 AM
a terraform bug.   You can SM add none as a gas

V1. 8. 0 new game,16 year in, TN start and default setting
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 11:00:54 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.

The parent HQ needs to be big enough to fit itself and all the formations under it.

In your case, 37500 HQ needed.

I really wish people would start doing their own research and testing before waving mine off as idiocy.

So I did your testing for you.


This time, I used 1x4775 (HQ5000) and 1x63(just the HQ12,500)
The HQ5000 is attached to the HQ12,500.
The 5000 has a R7 Ground Leader with 8500 GCC and 10% Training
The 12,500 has a R6 Ground Leader with 25,000 GCC and 15% Training

The 5000 caps at 150 morale, which is what is expected for 10% Training.
What is not expected for me is that the Parent Commander provides 0 training bonuses to attached formations.
Furthermore, tying into my original example, a parent commander doesn't include the size of his attached formations when calculating bonuses to his own personal formation.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 11:03:00 AM
In a previous bug thread you mentioned removing the auto turn breaker for fighter construction cause at some point you are gonna be making fighters every construction phase if you choose to go that route.
I notice it still remains in 1.8 as making a fighter produces the ship construction event which stops auto turns.

Also Civilian scrapping and replacing sometimes stops auto-turns, and it some times does not. I have not been able to pinpoint why this happens yet but it does not seem consistent in 1.8. Has anyone else noticed this?

If possible it would be nice to have auto-turns stop when a new civil mining colony opens up but not when one gets more complexes. When new ones open up I like to set them right away to purchase minerals and I think a lot of other players do too.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 11:05:11 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.

The parent HQ needs to be big enough to fit itself and all the formations under it.

In your case, 37500 HQ needed.

I really wish people would start doing their own research and testing before waving mine off as idiocy.

So I did your testing for you.


This time, I used 1x4775 (HQ5000) and 1x63(just the HQ12,500)
The HQ5000 is attached to the HQ12,500.
The 5000 has a R7 Ground Leader with 8500 GCC and 10% Training
The 12,500 has a R6 Ground Leader with 25,000 GCC and 15% Training

The 5000 caps at 150 morale, which is what is expected for 10% Training.
What is not expected for me is that the Parent Commander provides 0 training bonuses to attached formations.
Furthermore, tying into my original example, a parent commander doesn't include the size of his attached formations when calculating bonuses to his own personal formation.

EDIT:

Quote
Finally, ground forces officers have a Ground Combat Training bonus, which affects morale. Each construction phase, any formation element with less than 100 morale will regain that morale at a rate of 100 per year, plus the commander training bonus (so a 20% bonus would increase morale recovery to 120 per year). Formation elements can continue to improve morale above 100, using the following process:
The training bonus percentage (after any reduction for command rating and HQ rating penalties) is converted into a morale bonus at 1% = 1 morale point (so 10% training bonus = 10 morale bonus).
Maximum formation element morale is 100 plus 5x the morale bonus
Formation element morale increases at a rate equal to the morale bonus per year multiplied by the 'Morale Gain Modifier'
The 'Morale Gain Modifier' is calculated as 1 - ((Element Morale - 100) / (Maximum Morale - 100))
For example, a formation element has 140 morale and the commander of the parent formation has a Ground Combat Training bonus of 30%. However, he is commanding a formation that is slightly too large for his Ground Combat Command rating, so he has a Command Modifier of 0.8. The training bonus is 24% (30% x 0.8), which converts to a morale bonus of 24. The maximum morale for the formation is therefore (100 + (5 x 24)) = 220. The morale gain modifier is 1 - ((140-100) / (220 - 100)) = 0.667. Therefore, the formation will gain morale at 24 * 0.667 = 16 points per year.

Looks like its WAI.

I went through all the ground combat posts and nowhere is it mentioned that commander bonuses go into the smaller formations so either it's not in yet or it will never be in.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 11:09:27 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.

The parent HQ needs to be big enough to fit itself and all the formations under it.

In your case, 37500 HQ needed.

I really wish people would start doing their own research and testing before waving mine off as idiocy.

So I did your testing for you.


This time, I used 1x4775 (HQ5000) and 1x63(just the HQ12,500)
The HQ5000 is attached to the HQ12,500.
The 5000 has a R7 Ground Leader with 8500 GCC and 10% Training
The 12,500 has a R6 Ground Leader with 25,000 GCC and 15% Training

The 5000 caps at 150 morale, which is what is expected for 10% Training.
What is not expected for me is that the Parent Commander provides 0 training bonuses to attached formations.
Furthermore, tying into my original example, a parent commander doesn't include the size of his attached formations when calculating bonuses to his own personal formation.

Are your ranks set up properly? It works fine for me.

Do you commanders have high enough GU size stat?

(https://i.imgur.com/R7EGV5U.png)

In this image, your officer has a bonus of 20% training, and a unit morale of 180.
This is not capped. Swap it to a 10% training and it will fall to 150 after a construction tick.
What this means is that the 20% training bonus of your parent commander is not providing any trickle down bonus to your attached formations.
What this means is it does not matter how much you attach to your parent formations.
What this means is that a large GCC like 1,000,000 is completely meaningless because you will never have that much in a single formation.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 11:12:30 AM
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.

The parent HQ needs to be big enough to fit itself and all the formations under it.

In your case, 37500 HQ needed.

I really wish people would start doing their own research and testing before waving mine off as idiocy.

So I did your testing for you.


This time, I used 1x4775 (HQ5000) and 1x63(just the HQ12,500)
The HQ5000 is attached to the HQ12,500.
The 5000 has a R7 Ground Leader with 8500 GCC and 10% Training
The 12,500 has a R6 Ground Leader with 25,000 GCC and 15% Training

The 5000 caps at 150 morale, which is what is expected for 10% Training.
What is not expected for me is that the Parent Commander provides 0 training bonuses to attached formations.
Furthermore, tying into my original example, a parent commander doesn't include the size of his attached formations when calculating bonuses to his own personal formation.

Are your ranks set up properly? It works fine for me.

Do you commanders have high enough GU size stat?

(https://i.imgur.com/R7EGV5U.png)

In this image, your officer has a bonus of 20% training, and a unit morale of 180.
This is not capped. Swap it to a 10% training and it will fall to 150 after a construction tick.
What this means is that the 20% training bonus of your parent commander is not providing any trickle down bonus to your attached formations.
What this means is it does not matter how much you attach to your parent formations.
What this means is that a large GCC like 1,000,000 is completely meaningless because you will never have that much in a single formation.

Yes after switching out commanders I noticed this too. I edited the original. It takes much longer than 1 construction phase tho.

Formations with commanders with 0 training get no bonuses with the parent formation has a commander with training for sure.

But after reading this:

Quote
Finally, ground forces officers have a Ground Combat Training bonus, which affects morale. Each construction phase, any formation element with less than 100 morale will regain that morale at a rate of 100 per year, plus the commander training bonus (so a 20% bonus would increase morale recovery to 120 per year). Formation elements can continue to improve morale above 100, using the following process:
The training bonus percentage (after any reduction for command rating and HQ rating penalties) is converted into a morale bonus at 1% = 1 morale point (so 10% training bonus = 10 morale bonus).
Maximum formation element morale is 100 plus 5x the morale bonus
Formation element morale increases at a rate equal to the morale bonus per year multiplied by the 'Morale Gain Modifier'
The 'Morale Gain Modifier' is calculated as 1 - ((Element Morale - 100) / (Maximum Morale - 100))
For example, a formation element has 140 morale and the commander of the parent formation has a Ground Combat Training bonus of 30%. However, he is commanding a formation that is slightly too large for his Ground Combat Command rating, so he has a Command Modifier of 0.8. The training bonus is 24% (30% x 0.8), which converts to a morale bonus of 24. The maximum morale for the formation is therefore (100 + (5 x 24)) = 220. The morale gain modifier is 1 - ((140-100) / (220 - 100)) = 0.667. Therefore, the formation will gain morale at 24 * 0.667 = 16 points per year.


I believe it is WAI.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 22, 2020, 11:14:28 AM
a terraform bug.   You can SM add none as a gas

V1. 8. 0 new game,16 year in, TN start and default setting

I feel like this is one of those bugs where the fix is just "don't do that"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 22, 2020, 11:19:21 AM
Sry if already reported.  1. 8. 0

In Ground Forces window, STO Targeting tab.  When changing the formation targeting, it does not update in Target Type column, but needs window refresh.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 11:24:58 AM


Yes after switching out commanders I noticed this too. I edited the original. It takes much longer than 1 construction phase tho.

Formations with commanders with 0 training get no bonuses with the parent formation has a commander with training for sure.

But after reading this:

Quote
Finally, ground forces officers have a Ground Combat Training bonus, which affects morale. Each construction phase, any formation element with less than 100 morale will regain that morale at a rate of 100 per year, plus the commander training bonus (so a 20% bonus would increase morale recovery to 120 per year). Formation elements can continue to improve morale above 100, using the following process:
The training bonus percentage (after any reduction for command rating and HQ rating penalties) is converted into a morale bonus at 1% = 1 morale point (so 10% training bonus = 10 morale bonus).
Maximum formation element morale is 100 plus 5x the morale bonus
Formation element morale increases at a rate equal to the morale bonus per year multiplied by the 'Morale Gain Modifier'
The 'Morale Gain Modifier' is calculated as 1 - ((Element Morale - 100) / (Maximum Morale - 100))
For example, a formation element has 140 morale and the commander of the parent formation has a Ground Combat Training bonus of 30%. However, he is commanding a formation that is slightly too large for his Ground Combat Command rating, so he has a Command Modifier of 0.8. The training bonus is 24% (30% x 0.8), which converts to a morale bonus of 24. The maximum morale for the formation is therefore (100 + (5 x 24)) = 220. The morale gain modifier is 1 - ((140-100) / (220 - 100)) = 0.667. Therefore, the formation will gain morale at 24 * 0.667 = 16 points per year.


I believe it is WAI.


And it may be.
But then why have GCC limits of 1,000,000?
If there are no trickle down bonuses, a top level general can command your entire forces just as effectively with a GCC of 5,000 or a GCC of 1,000,000. It only seems to affect his direct formation.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: baller deluxe on April 22, 2020, 11:30:30 AM
I noticed this in 1. 7. 3 and it still happens in 1. 8. 0, however I'm not sure if it's a bug or not.

I have a Space Station in orbit of Jupiter acting as a fleet base.  It has a refueling hub, maintenance module, rec facilities, and 50 fuel harvesters to keep it topped up.  When a ship is told to refuel at the hub, it will move to the base/Jupiter and remain there until after the refuel is completed.  If you skip ahead 5 turns the ship will remain in a stationary position whilst Jupiter continues its orbit, leaving it behind.  It would be cool if the ship would remain orbiting the planet the hub is at, but I'm not sure if this is a bug or not.

1. 8. 0 specific, I've noticed a lot of 'orders not possible' coming from standing orders where before they'd just be completely silent.  Setting a grav/geo survey with standing orders and then just telling them to move to a system worked great in previous versions and needed very little input.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 11:32:33 AM
I noticed this in 1. 7. 3 and it still happens in 1. 8. 0, however I'm not sure if it's a bug or not.

I have a Space Station in orbit of Jupiter acting as a fleet base.  It has a refueling hub, maintenance module, rec facilities, and 50 fuel harvesters to keep it topped up.  When a ship is told to refuel at the hub, it will move to the base/Jupiter and remain there until after the refuel is completed.  If you skip ahead 5 turns the ship will remain in a stationary position whilst Jupiter continues its orbit, leaving it behind.  It would be cool if the ship would remain orbiting the planet the hub is at, but I'm not sure if this is a bug or not.

1. 8. 0 specific, I've noticed a lot of 'orders not possible' coming from standing orders where before they'd just be completely silent.  Setting a grav/geo survey with standing orders and then just telling them to move to a system worked great in previous versions and needed very little input.

People asked for this. It would be nice if it checked if the ship has TWO standing orders before giving the message tho.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: bean on April 22, 2020, 11:40:54 AM
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 22, 2020, 12:13:31 PM
I have my Grav Survey ship under overhaul at Earth . Did not first give it a refuel and resupply order before the overhaul order. It moved to Earth and is now in overhaul.

However I now have a recurring ( 5 day ) event notification stating only has 19.5% of its maximum fuel.

DavidR
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 12:20:22 PM
v1.8.0

I was getting this issue since older versions from time to time but not sure how to reproduce, now I think I've found it.

In "Class Design" Window, Choose Wide View
1. Select a ship design
2. Remove any component from the ship(Not required step)
3. Double click a category (rather than a component), which I often accidentally do.
4. Got error "Function #242: Null Reference Exception"
(Further clicking on category items do not trigger error, only immediately after selecting a ship design.)

I thought what bug was fixed a few versions ago. I can't reproduce it so I checked the code and nothing will execute unless a component is clicked. Please can you confirm 1.8.0 on Misc tab of Tactical Map?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ektor on April 22, 2020, 12:24:45 PM
I got the same bug back in 1.63 and now that I've tried again, I got  the same bug. I'm trying to build forced labour camps and mines and it bugs out my game terribly. It gives the bug "#2217 An item with the same key has already been added" when I try to open the economy summary, and it turns into this:

(https://i.imgur.com/EtFJEBA.png)

Here's my DB
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 12:33:00 PM
Game Information/New Game window

Following are for the mouseover descriptions for the vaious options.

Maximum Number of Systems - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System Generation Chance % - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Local System generation Spread - States it does not effect Real Stars games, but the option for that is instead labeled Known Star Systems. This could cause unnecessary confusion for players generating new games.
Research Speed - Missing description.
Teraforming Speed - Missing description.
Survey Speed - Missing description.
NPR Generation Chance (by Player) - oxy should be oxy or methane.
NPR Generation Chance (by NPR) - oxy should be oxy or methane.
Allow Human NPRs - Missing description.
Generate Rakhas - Missing description.
Allow Civilian Harvesters - Missing description.
Earth Mineral Deposits - Missing description.
Minimum NPR Distance - Missing description.
Maximum NPR Distance - Missing description.
Add Planet X to the Sol System - Missing description.

Suggestion: Make the description for options in the first column also appear when mousing over the option name and not just the data entry box, similarly to how it works for the checkbox items.

All the above is now done.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 12:37:16 PM
I have my Grav Survey ship under overhaul at Earth . Did not first give it a refuel and resupply order before the overhaul order. It moved to Earth and is now in overhaul.

However I now have a recurring ( 5 day ) event notification stating only has 19.5% of its maximum fuel.

DavidR

If it only has 19.5% of fuel that sounds like working as intended. Just order it to refuel and then go back into overhaul.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: VimWabbit on April 22, 2020, 12:51:54 PM
Unless I'am doing something wrong:

Creating a sensor buoy, eg 5 therm 5 em no engine 0 fuel  easy peasy and launch ready ordnance drops one sensor buoy at launch ready location. Hurray!

Creating a Mine, eg 5 therm, 5 em no engine 0 fuel with 5 size 2 second stage missiles loaded in and do a launch ready fleet says its done the order but there is no sign of the mine.

Asked on discord so posting here.

 

Title: Re: v1.8.0 Bugs Thread
Post by: LuciusSulla on April 22, 2020, 01:09:39 PM
Ground formation without an HQ unit can be assigned with a commander; and would even have commander auto-assigned to them. But as I understand the ground command rules (http://aurora2.pentarch.org/index.php?topic=8495.msg110196#msg110196), the commander's bonus will not apply at all.
Am I misunderstanding something here?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Castinar on April 22, 2020, 01:10:11 PM
With the Events Window

For certain events i change the text and background colours.

However after I save the game , close the game down and then start game from the desktop i find that the Events texts have reverted to the default white on blue. The game is not remembering my colour preferences.

DavidR
Mine has not been doing that since V1.0  --- though strangely (and someone noted it in...1.5 or so) that some of the colors are being remembered between saves (some w/ background and text colors).  Most however I have to reset every time I reopen a save file.

Its nothing more than a nuisance, so I've not brought it up again, preferring to let more important things get fixed first :)
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 22, 2020, 01:27:53 PM
Minor inconsistency in missile window:
In the image below, the flight time shows as 43 seconds. However, if we use the total fuel (861), engine fuel consumption (70217.21) to caluculate the flight time, it gives 861/70217.21*3600 = 44.143 which is apparently close to 44 seconds. Note that the fuel amount is rounded down in the display (0.3447 * 2500 = 861.75), so I don't understand why the flight time is 1 second less than it should be...

It was caused by a rounding to 3 places and then a rounding down. I've changed it to normal rounding without restriction and it works fine now.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 22, 2020, 01:31:37 PM
I have my Grav Survey ship under overhaul at Earth . Did not first give it a refuel and resupply order before the overhaul order. It moved to Earth and is now in overhaul.

However I now have a recurring ( 5 day ) event notification stating only has 19.5% of its maximum fuel.

DavidR

If it only has 19.5% of fuel that sounds like working as intended. Just order it to refuel and then go back into overhaul.


I cannot give the vessel a refuel order -  the message " orders cannot be assigned to a fleet which contains ships undergoing overhaul " pops up as a warning.I can find no way of exiting overhaul before completion of the overhaul.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Aloriel on April 22, 2020, 01:36:05 PM
v1.80

Class Theme - Elemental is missing L (Lima) from the military phonetic alphabet.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DoctorDanny on April 22, 2020, 01:37:24 PM
Starting a game with autodesigned shipclasses still adds modules that are not researched by your race.

Effect is that you get ship designs that your yards can't actually build.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Gladaed on April 22, 2020, 02:21:01 PM
My tug ran out of fuel during tugging. Tugging the tug lead to generally wierd interaction. Assicated stations/ships are jumping between TG's randomly.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 02:34:47 PM
I have my Grav Survey ship under overhaul at Earth . Did not first give it a refuel and resupply order before the overhaul order. It moved to Earth and is now in overhaul.

However I now have a recurring ( 5 day ) event notification stating only has 19.5% of its maximum fuel.

DavidR

If it only has 19.5% of fuel that sounds like working as intended. Just order it to refuel and then go back into overhaul.


I cannot give the vessel a refuel order -  the message " orders cannot be assigned to a fleet which contains ships undergoing overhaul " pops up as a warning.I can find no way of exiting overhaul before completion of the overhaul.

Click on the ship being overhauled and then click the Leave Overhaul button (in the row of buttons at the bottom).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: VimWabbit on April 22, 2020, 02:36:47 PM
My tug ran out of fuel during tugging. Tugging the tug lead to generally wierd interaction. Assicated stations/ships are jumping between TG's randomly.

Ye... I managed to tug my ship already being tugged(or if I tugged the tug already tugging), it was a hangar module with docked fighters; the entire hangar and every docked fighter exploded. Then I got weird stuff happening when I detached a tug from a fleet, moved the tug and did something and the thing it got detached from/tugged suddenly rejoined at new position.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Disguy on April 22, 2020, 02:48:45 PM
Likely a bug. . .
CIV Transports bringing trade goods to zero population colony.  Earth to Ganymede
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Pedroig on April 22, 2020, 02:51:42 PM
Likely a bug. . .
CIV Transports bringing trade goods to zero population colony.  Earth to Ganymede

They got a hot tip    ;)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Bobtown on April 22, 2020, 03:11:27 PM
Got a repeating series of errors when my ships discovered a new system:
Object not set to instance in following functions:
#2608
#222
#224
#2339

that cycled about 20 times, before the game continued (so far no further problems)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Desdinova on April 22, 2020, 03:11:42 PM
For survey tasks, the tactical map doesn't show the ETA; it shows 00:00:00
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ametsala on April 22, 2020, 03:44:42 PM
Quote from: Steve Walmsley link=topic=10990. msg126879#msg126879 date=1587564419
Quote from: CatchItGamer link=topic=10990. msg126720#msg126720 date=1587508250
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero. "

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship.  Otherwise I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships, or just that one?

The design has armor thickness of zero, which seems to cause the error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Friday on April 22, 2020, 03:52:10 PM
TN start, Random Systems, Rolled and deleted systems till I got a nice one & created a race and started the game.

At some point in I discover a system with a NPR, ran away and hoped they'd wither away.  After a bit I get the 5 sec increments.  Later I look back at the system and they seem to have been conquered and there's around 80 wrecks floating around.  All this happened not even 3 years into the campaign.

Every time I advance in time I get the 1821 error. 

DB attached.  Separator is a dot, if it matters.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Vivalas on April 22, 2020, 04:14:35 PM
a terraform bug.   You can SM add none as a gas

V1. 8. 0 new game,16 year in, TN start and default setting

I feel like this is one of those bugs where the fix is just "don't do that"

Correct, but, these types of bugs should definitely be reported and properly fixed, because cases like that were users can input improper data into the program are undesirable, as it can happen by accident.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 04:15:51 PM
Can someone test area defense fire mode for PD? I don't seem to be able to get it to work.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 22, 2020, 04:18:22 PM
Version 1.8
SM'ed a bunch of stuff to facilitate a player to player homeworld take over.

Function #1555: Object reference not set to an instance of an object.
After Player A conquers Player B's Homeworld.

Edit: After many Function #1555's, There was one function #1554 and after clearing these. Happens every construction tick.
Function #1460 on saving.

EditEdit: Apparently after a save and reload there's no trace of any of this. I also uploaded the exe instead of the database XD
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: bean on April 22, 2020, 04:26:07 PM
My tug ran out of fuel during tugging. Tugging the tug lead to generally wierd interaction. Assicated stations/ships are jumping between TG's randomly.

Ye... I managed to tug my ship already being tugged(or if I tugged the tug already tugging), it was a hangar module with docked fighters; the entire hangar and every docked fighter exploded. Then I got weird stuff happening when I detached a tug from a fleet, moved the tug and did something and the thing it got detached from/tugged suddenly rejoined at new position.

I had something similar happen in 1.7.3 (haven't replicated in 1.8 yet).  I had a tug running low on fuel, so I detached the tugged ship from my fleet without releasing it (it was slow, but had its own fuel) and tried to send the tug back for more fuel.  Instead, it stayed at the speed it had while tugging, and the tugged ship appeared at the destination.  Later, I SMd the tug back to base, and did a "release tractored ships", and the tugged ship appeared there, in a completely different system.  It looked like it just didn't release the tractor when I detached it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 22, 2020, 04:28:54 PM
Getting this error every time I try to change targets of any ship in Battle fleet 03 on attached db.

(https://i.imgur.com/kvCTbPg.png)


1.8 new game. Normal settings.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Grogfeld on April 22, 2020, 04:43:40 PM
Tiny bug.

Cargo ships with cargo hold below 5k can't move cargo.  The standard cargo orders doesn't appear.
I've created small freighter with 2 tiny cargo holds (1k capacity) just to move minerals (I don't use mass drivers) and cargo shuttles module and no joy. 
When I edited in SM mode design adding 3 additional cargo holds the orders showed up.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 22, 2020, 05:03:45 PM
v1.8.0

I was getting this issue since older versions from time to time but not sure how to reproduce, now I think I've found it.

In "Class Design" Window, Choose Wide View
1. Select a ship design
2. Remove any component from the ship(Not required step)
3. Double click a category (rather than a component), which I often accidentally do.
4. Got error "Function #242: Null Reference Exception"
(Further clicking on category items do not trigger error, only immediately after selecting a ship design.)

I thought what bug was fixed a few versions ago. I can't reproduce it so I checked the code and nothing will execute unless a component is clicked. Please can you confirm 1.8.0 on Misc tab of Tactical Map?

Looks like I cannot reproduce it now either.  :-\ (I confirm it is 1.8.0 as I have checked now.)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Froggiest1982 on April 22, 2020, 05:09:19 PM
I know it's silly but may avoid some confusion with what is a bug and could be fixed soon or what is actually intended and may be implemented later. From your known bugs post you may change this:

Known Bugs
You can find a second Sol in Real Stars games
If windows are invisible or white, use the Reset Windows button on the Misc tab of the Tactical Map
Genetic Modification doesn't exist yet
No Hot Keys & Missing Tool Tips. This was a conscious decision rather than a bug. To get close to the release date, the cosmetic items had to suffer. These will be added over time.
Date formats. Some users see the day of the week in displayed dates, which means there is not enough room. This can be fixed in by changing Windows date to shorter format in settings.
There are no events on the main window - only on the Events window. Another sacrifice to faster delivery.
Unload tasks not using Max Items.
Transit by sub-fleet not working

Restrictions (these are things that will not change)
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
The maximum year in the game is 9999 (this is a Microsoft DateTime restriction)
When using new image files, add them to the appropriate sub-directory before accessing them via the game

Working as Intended
If you can't load or unload, check your freighter has cargo shuttle bays
Sometimes time increments will be shorter than you specify. This is because something is happening elsewhere in the galaxy and it is causing reduced increments, which is working as intended
Using a Movement Template will removing existing orders (otherwise there could be contradictions between the last order given and the first order in the template)


to this:

Known Bugs
You can find a second Sol in Real Stars games
If windows are invisible or white, use the Reset Windows button on the Misc tab of the Tactical Map
Unload tasks not using Max Items.
Transit by sub-fleet not working

Restrictions (these are things that will not change)
Aurora is a hobby project coded for use on a UK computer. Therefore, you will need to change your decimal separator to a period, rather than a comma, for optimum performance. Otherwise you will suffer invalid string errors.
The maximum year in the game is 9999 (this is a Microsoft DateTime restriction)
When using new image files, add them to the appropriate sub-directory before accessing them via the game

Working as Intended
If you can't load or unload, check your freighter has cargo shuttle bays
Sometimes time increments will be shorter than you specify. This is because something is happening elsewhere in the galaxy and it is causing reduced increments, which is working as intended
Using a Movement Template will removing existing orders (otherwise there could be contradictions between the last order given and the first order in the template)
Date formats. Some users see the day of the week in displayed dates, which means there is not enough room. This can be fixed in by changing Windows date to shorter format in settings.

Missing Features (in development)
Genetic Modification doesn't exist yet
No Hot Keys & Missing Tool Tips. This was a conscious decision rather than a bug. To get close to the release date, the cosmetic items had to suffer. These will be added over time.
There are no events on the main window - only on the Events window. Another sacrifice to faster delivery.
Title: Weird NPR Sensor readings
Post by: joshuawood on April 22, 2020, 05:14:20 PM
I am having an NPR arrive at a point every 2 hours like clockwork then dissapearing from sensors, even though there is NO way they can get to that point without me seeing them?

https://i. imgur. com/6X3GI1G. png

i have no idea what a [PARTIAL] sensor contact means? their engines are more than within my thermal limit but they leave, then turn up again?

i will attach the DB for you to have a look at if you want but i understand if you want to ignore this since it's not 1. 8 :)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Energyz on April 22, 2020, 05:15:15 PM
Bug on V 1.7.3, but i've checked both bug threads and nothing on that subject.

I had about 500M fuel of reserve on Earth, and it just went poof in an instant. I've checked the fuel reserve like 60 days earlier so I'm positive nothing could have eaten it that fast.

What I suspect happened : Shipyards just completed some ships

(https://i.ibb.co/HKwbLz3/Capture.jpg) (https://ibb.co/x29BKjd)

As you notice everything went fine fuel wise until the Helmdale.

And I think this is the reason :

(https://i.ibb.co/Htgycj3/Capture2.jpg) (https://imgbb.com/)

Earth just went out of MSP, and couldn't supply entirely the Bombarde, and I guess it caused Earth fuel reserve to reset.

Edit : I've managed to replicate that bug on 1.7.3, so I'm pretty sure it's the MSP causing the issue
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kracc on April 22, 2020, 05:34:50 PM
Hi, there seems to be a bug on empire creation with NPRs.  If creating an NPR, whenever you attempt to set its starting tech points it changes your value to 100,000 no matter what, even if the population would mean it would be more or less.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:08:58 PM
The function number: 1868
The complete error text: "Unable to cast object of type 'ha' to type 'f4'." / "Unable to cast object of type 'iy' to type 'f4'."
The window affected: Order of Battle tab in the Ground Forces window
What you were doing at the time: Clicking the 'Change Rank' button while a planet or system is selected (see attached)
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? Found in 1.8.0, reproduced in 1.5.1

Fixed. Thanks for the detailed bug report.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:15:13 PM
This is an update for the bug I signaled with 1. 6. 3, which I have confirmed still exists in 1. 8. 0.

Setup: a fleet with a ship with absolutely no fuel capacity, such as a station being towed by a tug.

If you select a tanker fleet and issue the 'join fleet and refuel' order, you will get a divide by 0 error 854.   The errors (multiple per time increment) persist until you detach the tanker.   If instead you have the tug/space station fleet target the tanker fleet and 'refuel from stationary tankers', you get a divide by 0 error 858.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:17:36 PM
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.

Can you confirm it was a player race and not an NPR? That code should only trigger if the NPR checkbox is checked.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:20:20 PM
v1.8

When setting starting tech points manually during game setup, on the second player created race, it sets itself to 100,000 and will revert any player input. This is with research speed set to 50. No idea if those factors matter or not.
The number changes based on assigned population. If you don't mind the NPR having a lower population then this is an acceptable workaround.
There might be a lower limit at which an NPR becomes locked by its low tech level and is unable to progress, I think avoiding this is the reason for the 100k point lock in.
I'll note the default transnewtonian start costs about 30,000 research points, but even if you give an NPR that it will spend points on ship systems and other unnecessary stuff like ground construction and sorium harvesters, so I would be wary of reducing their starting points too much.

I'm aware there is a workaround, though that is somewhat counterproductive when attempting to create china. But I don't follow your later reasoning. First off, you can't increase them or decrease them, so it's a not a minimum. Moreover, the NPR when first generated does not have 100k points, only after modification, therefore one could assume all NPRs probably do not have 100k points, but rather have points scaled in other ways.

It's a bug, I feel characterizing it as a feature is a disservice to the game. While I understand that many wish to defend Aurora, I am persistently confused by the desire to whitewash bugs as features. Steve does not attempt to this, why would would fans of the game wish to? A minor bug is not an assault on the game or it's quality.

The 100k is deliberate, to avoid players reducing NPR tech points below the level at which the NPR is viable. If you prevent an NPR from having the necessary tech, it will just cause bugs. You can increase them above 100k for an extra challenge.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:31:58 PM
Don’t know if that was mentioned before:  there are no messages in the log that a new production has began after another one was finished. Would be nice to have that as in VB6.

Added.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: aramina on April 22, 2020, 06:39:50 PM
Remember seeing something about this bug in a previous version's thread, but I've encountered it again and also found a workaround that may explain why it's happening? (Not a programmer)

Was terraforming in a brand new game, 1. 8. 0 and the environment tab of the colony refused to save my 0. 2 atm max for oxygen.  Tried different formats, at one point putting in 00. 20 just to test if you know, maybe something weird would work, found that no matter what I did, if I put in a number in that max atm field, then immediately closed the colony screen it wouldn't save.  However, if I switched over to another colony and back before closing the screen, the field saved properly.  I didn't think to test switching tabs within the same colony, but hopefully this helps figure out what's going on.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:40:23 PM
1.8.0, Economics window, Environment tab
If you switch to the Environment tab without switching colonies, the gas field shows Aestusium.  Switching to a different colony and back shows the correct gas.
If you are adding water vapour and condensation occurs, the Maximum Atm field shows '0'.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:41:22 PM
Laser warheads were supposed to be removed for C# weren't they? Well, the techs are still there.  Just research soft x-rays and watch the soft x-ray laser warhead tech appear.  If you keep progressing, the rest will appear too.

Removed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:42:33 PM
Here's a small curiosity which may or may not be a bug:

Low FuelBarnards StarFriedrich Bessel has only 0 percent of its maximum fuel (0 litres)
Low FuelProcyonEdward Barnard has run out of fuel
Low FuelBarnards StarEdmond Halley has only 0 percent of its maximum fuel (0 litres)

These three ships are all out of fuel (oops), but one of them has a different message. The difference is likely related to the standing orders they have.

The 0 percent might not be zero due to rounding. Should move to 'run out of fuel' shortly thereafter.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 06:43:45 PM
V 1.7.3, but that wasn't reported

Function #311 null error

DB attached, the next increment will prompt up the bug

Edit: also the next 2000 increment :(. Think it killed my game

I think that was fixed in 1.8. Please don't report bugs unless you confirm they are in the current version.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Guridan on April 22, 2020, 07:22:52 PM
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 22, 2020, 07:24:38 PM
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

Do you remember the text of the errors? The number tells me where but the text tell me what.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Chrisianak on April 22, 2020, 07:41:38 PM
Atmospheric pressure and absolute temperature can go below 0.

Created new game to experiment with terraforming cold worlds (Minerva moon to be specific)

Add a gas that freezes at current temperature.
Update body
GH factor and pressure are incrementally reduced every time you press the button, eventually going negative.

Also not sure if WAI, but since Greenhouse factor is limited to 3. 00, it is effectively impossible to make cold worlds viable.   And with Aestium having a 100k freeze point, it is useless on a world below 33. 3k base temperature before albedo is taken into account.

Would you ever introduce a way to alter albedo to heat/cool worlds?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: zatomic on April 22, 2020, 07:54:48 PM
From a conventional start, you can create a missile with EM or Thermal sensors (maybe also active, once the first level of active sensor strength is researched and geosurvey when that's researched) even though you have no reactor tech. It shows the power requirement but the reactor MSP stays at 0. It did let me create the project. I didn't try researching and building it, so I don't know if the missile would actually work, but it should probably not allow sensors to be added until reactor tech is available. Another option would be a conventional level reactor tech with terrible performance to go with the conventional engine tech.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Licarious on April 22, 2020, 08:20:47 PM
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Gabethebaldandbold on April 22, 2020, 08:33:18 PM
The Research prototype buton wont appear for future prototypes after the pre-requisite research is done.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Guridan on April 22, 2020, 08:38:43 PM
Quote from: Steve Walmsley link=topic=10990. msg127109#msg127109 date=1587601478
Quote from: Guridan link=topic=10990. msg127108#msg127108 date=1587601372
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).   Increments went down to 5sec for quite some time until I got spammed by errors in function #713.   I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking. 

TN start with random stars, just 6 years into the game. 
Made a fresh install when 1.  8 was released and I have changed my windows regional settings to UK.

Do you remember the text of the errors? The number tells me where but the text tell me what.

Was the usual Object reference not set to an instance of an object, its the only error message I have seen in any of my games  :P

I had the same thing happening again after just passing time from my last save, did it several times and it always happened.
I also had a couple of these (though never all of them in the same run):
#4: Object reference not set to an instance of an object
#300: Object reference not set to an instance of an object
#1538: Object reference not set to an instance of an object
#1554: Object reference not set to an instance of an object
#1821: Object reference not set to an instance of an object

Made a save where the NPR had started the fight but before the errors happened and attached it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Aloriel on April 22, 2020, 08:56:04 PM
v1.80

Frequently, a system will eternally report below 100% geo survey complete.
A prime example of this is in the linked database file.

Steps to find it:
1) Open galactic map
2) Note that 40 Eridani is listed at 13% complete
3) Open system generation and display
4) Switch to 40 Eridani
5) Note that all of the worlds, moons, comets, and asteroids have been surveyed.

Good luck!
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: kyonkundenwa on April 22, 2020, 09:22:36 PM
Frequently, a system will eternally report below 100% geo survey complete.

40 Eridani-C has 400 unsurveyed asteroids, presumably due to it being outside of the 10 billion km autosurvey limit.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 22, 2020, 10:03:42 PM
I ordered a Transport with only 1000 space to pickup a Formation that is 2000 tons.
The event log reports " TR Afgan has completed orders. Orbiting Earth"
Of course the transport is still empty. It should have given an error message about insufficient capacity.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ektor on April 22, 2020, 10:05:43 PM
Steve, not to be annoying, but did you see my bug report? I think it's a pretty major one.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: se5a on April 22, 2020, 10:40:56 PM
I'm still on 1.7.3, but got someone else to confirm on 1.8:

Open both the missile design screen AND the component design screen.
Design and Create a sensor/missile FC. *don't* close the design screen.
Design and Create a missile, on clicking create, you should get an error pop up "Function #2047: An item with the same key has already been added. Key: 78139"
Ok that error. and get the message about the missile being added to research.
go to research. missile does not exist in MK.
look under SC, missile name exists there, however the info says it's a fire control.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Yezarul on April 22, 2020, 11:42:58 PM
v 1. 8

When assigning Fleet Training to a group, if a ship is in overhaul their maintenance goes up as if in training.

Expected: Ships marked for overhaul should be excluded from training until complete.
Title: Re: v1.8.0 Bugs Thread
Post by: Stoned on April 23, 2020, 12:28:21 AM
I am having an issue (only with military fleets so far) where the ships become entirely immobile yet fully functional until they eventually die from lack of repair supplies. 

Edit: I have discovered that the fleet will continue to move if in task force training, but is otherwise immobile.
Title: Re: v1.8.0 Bugs Thread
Post by: serger on April 23, 2020, 01:24:14 AM
It looks like WAI reading the Changes post (http://aurora2.pentarch.org/index.php?topic=8495.msg103818#msg103818), but it can be a bug of model:
Small crafts ("fighters") are subjects to crew grade (that depends on academy level of quality in time of their production, and must affect battle effectiveness), but their cew grade levels are not trainable, eventually because small crafts have no command & control system by design.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 23, 2020, 02:08:36 AM
Reporting same bug in 1.8.0 as in 1.7.3; CIWS won't engage missiles.

- playing on 1.8.0
- Operating System's decimal separator is a " . "
- Operating System's grouping separator is a " , "
- Aurora is run in administrator mode
- Conventional start
- "Real stars" is on
- I had a exploration ship with four "AK-676M" CIWS in it's design, following then-neutral alien fleet, which after sending garbled messages turned hostile and launched missiles at it
- RADAR was off
- combat settings were untouched aka default state a military ship would be in when they're built from a shipyard
(https://i.imgur.com/RX2RrdZ.png)


Explorer ship class in question;

Code: [Select]
EX Konstantin Feoktistov  (Projekt 5744 class Exploration Ship)      13,744 tons       313 Crew       3,439.5 BP       TCS 275    TH 154    EM 0
4656 km/s    JR 3-50      Armour 3-51       Shields 0-0       HTK 79      Sensors 28/28/4/4      DCR 41      PPV 0
Maint Life 5.43 Years     MSP 3,720    AFR 137%    IFR 1.9%    1YR 211    5YR 3,172    Max Repair 400.000 MSP
Kapitan pervogo ranga    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

OKB-640 13750M83 FTL drive     Max Ship Size 13750 tons    Distance 50k km     Squadron Size 3

Design Bureau 632 VMMP-0320 Fusion thruster (4)    Power 1280.0    Fuel Use 28.28%    Signature 38.4000    Explosion 10%
Fuel Capacity 2,750,000 Litres    Range 127.3 billion km (316 days at full power)

AK-676M (4x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T2M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
Improved Gravitational Sensors (2)   4 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I have attached game state to this post.
As usual, custom medals are in use, custom medal & ribbon pack in use: http://aurora2.pentarch.org/index.php?topic=10763.0
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: VimWabbit on April 23, 2020, 02:34:11 AM
Started a new game. Not to much explored, ran into two NRP's being almost nextdoor buddies(tm) . Get along decently with one of them, the other hostile.

Few years and then the 5s increments start. ...everythings moving fast, turning the event window off and I'am looking at almost a minute of ingame time per real life second. Huzzah, this awesome!

Now they've been at it for... 36 hours of 5s updates I think. 
However it keeps throwing me interrupting Function #311's(Object reference not set to an instance of an object) irregurarly(0-4 times/hour) thinking this won't resolve due to whatever is throwing them errors.


 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 23, 2020, 02:47:38 AM
Another issue with troop loading. Attempted to load a size 2000 unit into a fleet with 2 ships of 1000 capacity.
I expected this was possible because the total capacity was sufficient, however this didn't work, which may be intended.
However, there was no message about insufficient capacity, the ship continued on its orders as if everything was fine.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Zhatelier on April 23, 2020, 03:13:28 AM
Another issue with troop loading. Attempted to load a size 2000 unit into a fleet with 2 ships of 1000 capacity.
I expected this was possible because the total capacity was sufficient, however this didn't work, which may be intended.
However, there was no message about insufficient capacity, the ship continued on its orders as if everything was fine.
In VB6 a single ground unit could only be loaded into one transport, I'm expecting that was not changed for C#.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 03:13:48 AM
Steve, not to be annoying, but did you see my bug report? I think it's a pretty major one.

You will have to be more specific - there are 10 pages in this thread.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 23, 2020, 03:15:22 AM
I am having an issue (only with military fleets so far) where the ships become entirely immobile yet fully functional until they eventually die from lack of repair supplies. 

Edit: I have discovered that the fleet will continue to move if in task force training, but is otherwise immobile.

What the speed set to? Does it have fuel? Are the engines damaged?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SerBeardian on April 23, 2020, 03:25:10 AM
1.8.0, confirmed on Discord with 4 people.

Little bit edge case, but:

Turret Prototypes with 0 tracking speed can still be used in turrets.

They also stack infinitely. Anyone up for a Death Star laser made out of 10cm Infrareds?

Quote
Damage Output 3    Rate of Fire 15 seconds     Range Modifier 10,000
Max Range 1,920,000 km     Turret Size 22002.22 HS  (1,100,111 tons)     HTK 11216
Power Requirement 768    Recharge Rate 256
Cost 170308.96    Crew 954
Maximum Tracking Speed: 0 km/s
Development Cost 1703080 RP

Materials Required
Duranium  76.80
Neutronium  68388.64
Boronide  76.80
Corundium  256.0

(yes, it fires many, many 3-damage shots)

Related, but possibly balance more than bug: turrets even designed with 0 tracking speed still have 10k tracking speed listed when added to the ship, which (since they can also be armored, combine HTK from their weapons, have reduced crew requirement, and have zero gear mass), means that a 0-tracking turret is significantly better than the equivalent quantity of weapons.

DB attached.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 03:29:13 AM
Version : 1.8
Random Stars
Game Start - SM Galaxy Generation

This problem started in 1.7, but is still present in 1.8
Systems don't link to existing systems, or at least are exceptionally unlikely to. They don't seem to be following local system rules, and will generate beyond the maximum system limit.
I mapped two galaxies, the first in 1.8 C#, the second in 7.1 vb6.
My settings were random stars, 20 galaxy limit, 50%/15 for local connections.

vb6 you get the stringy mess I love so much. There are only 20 available systems. Force generating more causes a crash. Forcing new jump points just makes more connections to the existing systems.
In 1.8 you get lines of systems that simply extend from Sol (or whatever your start point) endlessly, never connecting. It seems to completely ignore the system limit when *exploring*, but if you try to force generate over 20 it still crashes.

That does look very odd. Anyone else have a similar problem in Random Stars?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 03:30:57 AM
When building a station through construction at the industry tab.  The designs doesn't lock up.

Fixed
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 23, 2020, 03:37:19 AM
Oh and I forgot to mention in my post last page; The missiles were detected 10 seconds before impact and I immediately set the aliens as "hostile".
I've searched and asked about this problem but have turned up nothing. Last time I had wrong decimal separators that could've caused this, but not this time.

If there's more information I need to add, please do tell me.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Tyrannus Rex on April 23, 2020, 04:08:11 AM
Ver 1. 8 fresh install
Sol start
Custom Race
Conventional Start
SM HW minerals and TN tech; 1 NPR
Decimal separator
One day turns (86399 production cycle)

1.  Have been trying to figure out how the economy works and how to get it running appropriately to at least let me run in the black.  Budget will fluctuate from +2 to +12; back again to negative numbers, then positive.  Even though showing a surplus in all budget displays.  Very confusing. 

2.  Set shipyard to continual increase and clicked on blank space above military yard, had Function #618: Object reference not set to an instance of an object.
Don't believe that this is a bug, but could be semi-similar to another bug/error that was reported I believe in 1. 6.

Attaching DB for reference purposes. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 04:14:19 AM
Not sure if this has been reported.   Version 1.  8.  0

I just finished creating freighter design.   Then I created new colony ship class.   I decided that it would be easier to just copy the old class.   Copy goes fine, but when I try to switch The class of this new Freighter - copy, I get "Function 235: Cannot add or insert the item 'Mule' in more than one place.   You must first remove it from its current location or clone it.   Parameter name: node". 

Edit: Once refreshing the design window, it is now visible in Colony Ship section.

I couldn't create this one, but I will watch for it in future.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 04:16:19 AM
a terraform bug.   You can SM add none as a gas

V1. 8. 0 new game,16 year in, TN start and default setting

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Black on April 23, 2020, 04:58:38 AM
Found a problem when I set my tanker/supply ship to join and refuel/resupply fleet that has ships without fuel tanks.

The function number: #854
The complete error text: An attempt was made to divide by zero. (translated from my language)
What you were doing at the time: Most likely caused by command to join and refuel fleet that has ships without fuel tanks
TN start default 1.8.0 game.
Decimal separator is period.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 23, 2020, 05:45:27 AM
Someone in the discord mentioned that they had the same problem and slapped a resolution 1 radar on their ship and the CIWS started firing.
I did the same and lo and behold, it worked.

It would be worthwhile for Steve to add a mention somewhere that CIWS still in fact require a missile detection radar for them to work
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 23, 2020, 05:47:00 AM
version 1.  8.  0

Sector governor bonuses are not applied.   I have total mining capacity of 7110 and duranium accessibility is 0.  9.   Production shows 6399 which is as expected. 

Problem is that I also have Sector Governor with 15% mining bonus.   So the actual production should be more than currently. 

Similarly, when I have sector governor with population growth bonus of 20%, the annual growth rate (surface) does not increase.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Cosinus on April 23, 2020, 05:48:42 AM
Quote from: Steve Walmsley link=topic=10990. msg127186#msg127186 date=1587633259
Quote from: Eretzu link=topic=10990. msg126920#msg126920 date=1587570705
Not sure if this has been reported.    Version 1.   8.   0

I just finished creating freighter design.    Then I created new colony ship class.    I decided that it would be easier to just copy the old class.    Copy goes fine, but when I try to switch The class of this new Freighter - copy, I get "Function 235: Cannot add or insert the item 'Mule' in more than one place.    You must first remove it from its current location or clone it.    Parameter name: node".   

Edit: Once refreshing the design window, it is now visible in Colony Ship section.

I couldn't create this one, but I will watch for it in future.

Just for reference, I also experienced this bug in 1. 6. 3. , but since I could not reproduce it and 1. 7 was released at that point, I did not report it.  In my case it also happened after I copied a class and tried to change the class designation (like freighter or colony ship), even when I left the designation the same.  It only occurred with one class however and now I can copy that class just fine.  I have no idea what the problem was.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 23, 2020, 05:57:52 AM
v1.8.0

If primary order is not valid but secondary order is valid, we are still getting "Orders Not Possible" messages when the ship has no other orders (and stopping auto-turn).

1. Have a survey ship with both geo-survey sensors and grav-survey sensors.
2. Set a survey ship with Primary standing order "Survey Nearest Body" and Secondary standing order "Survey Nearest Survey Location"
3. Send the ship to a system with all bodies geo-surveyed (or having no stellar bodies at all) but have some grav-survey points remaining to survey
4. Every time the ship has no order Events prompt "<ship> is unable to carry out its default order (Survey Nearest Body) as there is no acceptable destination within ten billion kilometers. And stopping auto-turn too.

I am pretty sure VB6 Aurora does not have such behavior unless both orders are not valid.

Attached DB have this keep happening, if it helps.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 23, 2020, 06:04:08 AM
Tiny bug.

Cargo ships with cargo hold below 5k can't move cargo.  The standard cargo orders doesn't appear.
I've created small freighter with 2 tiny cargo holds (1k capacity) just to move minerals (I don't use mass drivers) and cargo shuttles module and no joy. 
When I edited in SM mode design adding 3 additional cargo holds the orders showed up.

v1.8.0, I can confirm this too, having orbital miners with a single Tiny cargo bay intended to "pack up the minerals" after mining, just to found myself unable to do so. :(
(Not so much luck to add cargo bay for me because I need to keep the design under 10k tons for my shipyards to build...)
(If needed, my database on the last post also have such designs)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: abdull on April 23, 2020, 07:58:01 AM
Quote from: pwhk link=topic=10990. msg127210#msg127210 date=1587639472
v1. 8. 0

If primary order is not valid but secondary order is valid, we are still getting "Orders Not Possible" messages when the ship has no other orders (and stopping auto-turn).

1.  Have a survey ship with both geo-survey sensors and grav-survey sensors.
2.  Set a survey ship with Primary standing order "Survey Nearest Body" and Secondary standing order "Survey Nearest Survey Location"
3.  Send the ship to a system with all bodies geo-surveyed (or having no stellar bodies at all) but have some grav-survey points remaining to survey
4.  Every time the ship has no order Events prompt "<ship> is unable to carry out its default order (Survey Nearest Body) as there is no acceptable destination within ten billion kilometers.  And stopping auto-turn too.

I am pretty sure VB6 Aurora does not have such behavior unless both orders are not valid.

Attached DB have this keep happening, if it helps.

i got this in since 1. 8 aswell earlier versions did not do this
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 23, 2020, 08:02:42 AM
I don't know if this is a bug , but should there be the facility to re-order each mineral by quantity in the Minerals screen. at present only Duranium is sorted by quantity.

DavidR
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: ExChairman on April 23, 2020, 08:18:09 AM
This is from 1.7.3 haven't updated to last yet, so it might be fixed already: My shipofficers, for now are going into retirement at the age of 31, 32 & 38...?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 08:30:14 AM
I don't know if this is a bug , but should there be the facility to re-order each mineral by quantity in the Minerals screen. at present only Duranium is sorted by quantity.

DavidR

http://aurora2.pentarch.org/index.php?topic=8495.msg110919;topicseen#msg110919

"The window will order by the mineral with the highest minimum amount"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 08:31:38 AM
This is from 1.7.3 haven't updated to last yet, so it might be fixed already: My shipofficers, for now are going into retirement at the age of 31, 32 & 38...?

Yes, working as intended. See the changes log.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Duzzit on April 23, 2020, 08:44:24 AM
Minor thing, big sorium harvesters will not automatically dump fuel on a planet if they only have a refuelling hub, they specifically require a refuelling system to do the auto-order.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: TMaekler on April 23, 2020, 09:09:30 AM
When a ship goes above it's intended deployment time, there is no record of that in the log messages.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kiks on April 23, 2020, 09:12:09 AM
When generating a new race, build points are still locked at what ever the starting population size was. They do not adjust to changing the population like any other population stats.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kristover on April 23, 2020, 09:20:27 AM
Not so much a bug but an annoyance but on the event log, when a Commander is promoted can the message show his command?  I don’t use automated assignments and about 15-20 years in when I get a ton of promotions, the promoted officer is relieved if too senior for assignment and leaves their ship/unit posting and I don’t notice unless I check specifically for it..  It seems like it would be easy enough text to add to event log promotion notification. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: TMaekler on April 23, 2020, 09:31:11 AM
I accidently openend Aurora again by clicking on the game icon - and it opened another copy of the game.  :o Intended?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Sara on April 23, 2020, 09:32:20 AM
First bug:

1)  Build a (civilian) ship and set the armour to 0.
2) Update the armour
3) Build and put the ship into a fleet.
4) If you select the ship in fleet view, you get an "Function #2801: tried to devide by 0 (zero)" error .  .  .   and the ship description under "ship design display" shows only "error" instead of whats in the ship.

Fix: Dont build ships (that are not station) with 0 Armour . . .  thats unintuative since stations are allowed no armour.


2nd bug:

Quote

Survey  class Survey Craft      4. 616 tons       140 Crew       1. 394,4 BP       TCS 92    TH 400    EM 0
4332 km/s    JR 3-50      Armour 1-24       Shields 0-0       HTK 31      Sensors 0/0/6/6      DCR 5      PPV 0
Maint Life 6,77 Years     MSP 944    AFR 34%    IFR 0,5%    1YR 36    5YR 536    Max Repair 200 MSP
Commander    Control Rating 2   BRG   SCI   
Intended Deployment Time: 48 months    Morale Check Required   

J6000(3-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3

Internal Fusion Drive  EP400,00 (1)    Power 400    Fuel Use 17,68%    Signature 400    Explosion 10%
Fuel Capacity 500. 000 Litres    Range 110,3 billion km (294 days at full power)

Active Search Sensor AS113-R100 (1)     GPS 10500     Range 113,8m km    Resolution 100
Advanced Geological Sensors (2)   6 Survey Points Per Hour
Advanced Gravitational Sensors (2)   6 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

giving this ship (that should be valid for surveying for all intense and purposis) the standing orders to "survey next five system bodies" or "survey nearest survey location" doesnt initiate that task if you have select increment length & select sub-pulse length set to 1 hour (i waited 15 days, restarted PC and client to make sure those wern't it either).
If increment length set to 3h (and sub-pulse stays at 1h) it works like expected and it works the orders out.

(v1. 8, first year, decimal separator is a comma)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 23, 2020, 09:43:33 AM
Immediately after a temperature rise causes an ice sheet to melt, water vapour ATM is double-counted (for GHF purposes) on the Environment tab.
The error goes away after the following production cycle.
I noticed this when Europa's ice sheet melted, because the new temperature reported in the Event log did not match the temperature on the Environment tab.  (The Env tab was making the error. )
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 23, 2020, 10:05:17 AM
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Trackman1997 on April 23, 2020, 10:08:15 AM
This likely isn't strictly a bug, but you can create multiple jump points on any body capable of sustaining jump points.    I do not know if there's a max limit or if there's any downsides to doing so (it has not generated any errors so far as I have seen, and you can use these jump points as normal).    When initially created it will appear (at least visually) another 60 degrees behind the L5 Lagrange point until you pass time and then it will show up at the L5 Lagrange point, overlaying any other jump points there.   link to image: https://photos. app. goo. gl/xm5k3F1jgYdrQtMa7

In case this is relevant, this was a Conventional Start and it has been 44 years since the start, I am using real stars (I believe), decimal separator (US computer), I have not tried it in other games yet, but seems easily recreatable in this current game as every body in the Sol system currently has 3 jump points (I was expecting that since I could create more than one that the other jump points would show up in the other lagrange points, such as the L4, and wasn't certain if them overlapping was a visual bug, a mechanic bug in causing them to take the same position, or a minor bug of allowing the creation of multiple jump points when 1 is sufficient).   

Also not certain if anyone else has ever posted about this before (I have not checked the entire bug thread to see), so apologies if you are already aware and haven't fixed it as it is relatively unimportant as it doesn't seem to cause any weird behavior besides being mildly confusing to me.   
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: TMaekler on April 23, 2020, 10:17:50 AM
When you change the colors of some events in the log, when you only change the text color but not the background, after save & restart, those color changes are gone.

Edit (24.04.2020): it seems to be a bit different. Some log entries like "Retirement" seem to loose the color settings, no matter what you set them to.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Bughunter on April 23, 2020, 10:28:45 AM
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

Also had that, but it was an older patch level (1.5.x?) so never reported. In my case it was triggered after I used SM/unlock design to change a jump engine between commercial/military. Always got the error message on the first jump attempt but worked fine on next increment.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: johiah on April 23, 2020, 10:42:28 AM
Not strictly a bug but the gal map has display options for low and medium cost worlds separated between normal and LG infra, while "habitable" does not. What this means is once you get the logistics colony cost reduction tech you get silly things like in the image I linked below. While the system does indeed have something like 8 habitable planets, most of those are inconsequential asteroids.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Black on April 23, 2020, 10:47:13 AM
Encountered bug in Naval Organization, tested several times, it happens everytime. Version 1.8.0.

I have fleet with subfleets setup:
(https://i.ibb.co/Zzqd1Sw/fleet-01.png) (https://imgbb.com/)

After that I save the game and exit. When I start the game the subfleet setup is broken:

(https://i.ibb.co/px3ZgHp/fleet-02.png) (https://imgbb.com/)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Migi on April 23, 2020, 10:49:58 AM
1.8.0
Class design window error message
TN start, not progressed beyond start date, Real Stars
I got this error message:
Code: [Select]
Function #235: Cannot add or insert the item 'Abundantia Mk1A' in more than one place. You must first remove it from its current location or clone it.

Parameter name: node

To reproduce the error message:
Click new ship class, at the time I had the Abundantia selected. Note the Abundantia has hull class 'Mass Conveyor  FT-M'
Click on the hull designation box (not the dropdown, the text).
Scroll the mouse wheel down and get the error message.
The new class disappears from the class list until you do something to refresh it (eg either of the tick boxes at the bottom).

After testing a few times this sometimes happens if you scroll up but not always.
Occasionally it works normally, I didn't manage to work out what was different between those times.
Note this also happens if you start with hull class 'Military Tanker  TKM' and scroll up (although the class in the error message changes).


Normally you can use the mouse wheel to scroll between hull classes quite happily, or you can type a few letters to scroll to that part of the list. The only thing I can think of which is different is that the short hull designation has a dash in it, maybe that is what is causing the issue?

Database attached in case it is needed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: GhostIsGone on April 23, 2020, 10:50:32 AM
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero."

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship. Otherwise, I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships or just that one?

I only got problems with this specific design. I would take a guess and say it's because I set the armor value to 0? When I create a couple of fleets of these for example, and when clicking on different fleets with this design in them, I get that exception every single time. Also, when I've built at least one of this design, whenever I try to open the naval organization window, I get exactly 4 exceptions before the window opens. I still got the database with the design, I can upload it when I haven't already.

EDIT: Looks like I haven't attached the database, I have already replaced the design with a better one, but the design still exists.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Black on April 23, 2020, 10:53:50 AM
Yes, 0 in the armor value is the problem.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Elysium43 on April 23, 2020, 11:20:33 AM
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.   

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Bughunter on April 23, 2020, 11:34:57 AM
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.   

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.

Sounds like a database would help Steve to sort that one out if you can upload it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Elysium43 on April 23, 2020, 11:38:01 AM
Quote from: Bughunter link=topic=10990. msg127331#msg127331 date=1587659697
Sounds like a database would help Steve to sort that one out if you can upload it.
Good point, its been attached to this post.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kristover on April 23, 2020, 11:40:52 AM
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.   

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.

I had a similar thing happen to me in 1.7.3 with ships instead after a crash.  Hitting the next turn increment resulted in a Function #787.  Had to go back to previous saved DB.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: johiah on April 23, 2020, 12:31:00 PM
Another kind of but not really a bug; If your screen is big enough (4k) and you try to have the galactic map fill the whole thing, it won't display systems past a certain point. Presumably this is because you didn't want planets that weren't visible to the player being loaded and causing lag, and rather than checking for the size of the map window it just has a set dimension that planets will load inside?
The galactic map is fully functional still, just something I noticed and seemed a little off.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Friday on April 23, 2020, 12:35:11 PM
Tiny oversight on prototypes and turrets;

Create a gauss/laser weapon prototype.  Use the prototype to create a turret prototype.  Use the turret prototype in a hull design.  Press the button to research the prototype.  Now you can research the turret without needing to research the gauss/laser itself.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ektor on April 23, 2020, 01:20:07 PM
You will have to be more specific - there are 10 pages in this thread.

This one (http://aurora2.pentarch.org/index.php?topic=10990.msg126974#msg126974)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: johiah on April 23, 2020, 01:24:16 PM
I've got another one that's legitimately an issue and also freaking bizarre. I've got 7 planets over 100 mil and 4 over 200 mil. I keep getting messages that pickup failed for civvy ships trying to grab textiles of machinery or whatever. These pickup failed messages break autoturn, along with messages when civvies scrap old ships. IMO neither of these things should break autoturn, thoughts?
Oh and I suppose the fact that I'm running out of textiles might be an issue as well but I don't know if that's my fault or if the game's civvy production needs tweaking.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Inglonias on April 23, 2020, 01:50:00 PM
Selecting the table header on the jump point list in the system view (the table at the bottom left) causes this to occur on 1.8.0:

Function #3098: Object reference not set to an instance of an object
Title: Re: v1.8.0 Bugs Thread
Post by: LuciusSulla on April 23, 2020, 01:57:50 PM
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
Title: Re: v1.8.0 Bugs Thread
Post by: SpikeTheHobbitMage on April 23, 2020, 02:16:12 PM
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.
Title: Re: v1.8.0 Bugs Thread
Post by: LuciusSulla on April 23, 2020, 02:24:18 PM
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
Title: Re: v1.8.0 Bugs Thread
Post by: Friday on April 23, 2020, 02:37:48 PM
Quote from: LuciusSulla link=topic=10990. msg127384#msg127384 date=1587669858
Quote from: SpikeTheHobbitMage link=topic=10990. msg127382#msg127382 date=1587669372
Quote from: LuciusSulla link=topic=10990. msg127379#msg127379 date=1587668270
Two JPs in one system leading to a same system.

DB attached.  Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4).  The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4).  That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?

Had it aswell in a game
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 23, 2020, 02:38:12 PM
Fleets don't remember sub-fleet structure when joining other fleets.

Reproduce:
 - Have a fleet with at least two levels of sub-fleets. IE: "Armada" -> "Intel" -> "Scouts"
- Detach "Intel". You should now have a Fleet called "Intel" with a Sub-Fleet "Scouts". So far so good.
- Tell the fleet "Intel" to join fleet "Armada" as a sub-fleet.
- You now end up with all ships in "Intel" and "Scouts" in the same sub-fleet called "Intel" under "Armada".
- Expected result would be to end back at same fleet structure as we started with.

This makes it so you can't really organize your ships into fleet hierarchies, since as soon as you detach one of the parts to go do something, you lose the structure.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: aramina on April 23, 2020, 03:06:38 PM
Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Desdinova on April 23, 2020, 03:25:57 PM
Are NPRs still refusing all communication? I've discovered 2 in my current game and neither are willing to communicate. I even found the home planet of one and dropped a diplomatic ship in orbit, no luck.

DB attached.

Title: Re: v1.8.0 Bugs Thread
Post by: Stoned on April 23, 2020, 03:34:26 PM
Function #2471 Value cannot be null
Parameter name: value
I can no longer make or manage medals but i am still able to give them out.  version is 1. 8. 0
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: IanD on April 23, 2020, 03:51:53 PM
The function number: v1.8.0
The complete error text: Function #2169: Object reference not set to an instance of an object.
The window affected: Initially the Research Window, but after that on pressing all buttons up to the Create design window of the tool bar at the top of the System view window the same error popped up but on pressing OK the window appeared.
What you were doing at the time: I had designed Stellarator fusion reactors with a power of 3, 6, 10 and 12.4 then gone to the Research window and tried to queue them for a scientist. The error message appeared and on pressing OK the item disappeared from the projects list. This happened for all of the reactors. It now happens for all attempts to queue a project. The only other thing of note was the reactors were not whole integers in size.
Conventional or TN start: TN start.
Random or Real Stars: Real Stars
Is your decimal separator a comma? Decimal Separator
Is the bug is easy to reproduce, intermittent or a one-off? Edit: After closing the program the error disappeared and when I went to research new reactor project the original projects appeared in the queue when I went to queue the new projects. No sign of the error now.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Campaign is 18 years duration.

Db Attached

Sorry uploaded same Db x3 due to internet problems.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Froggiest1982 on April 23, 2020, 04:33:23 PM
Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: johiah on April 23, 2020, 04:47:34 PM
So you can go negative in starting RP and BP. This isn't really an issue because I'd rather go a little over than have a little bit sitting around for forever.
What is an issue, is the ai going way over. I made an NPR far from sol, explicitly reduced its RP and BP. I go look in the database later, and it's sitting at -138k RP and -34k BP. Presumably this isn't intended behavior as I didn't really want this ai to be at a similar tech level as me.
Title: Re: v1.8.0 Bugs Thread
Post by: SpikeTheHobbitMage on April 23, 2020, 04:53:01 PM
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
There is/was a bug that creates duplicate Sol systems, but JP loops, including duplicates, are intentional.

Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
It is a change from VB.  Before, if you put a colony on a cost 0 world they would immediately start sending colonists, even if it was behind enemy lines.  Or on an enemy homeworld.  People complained about that for some reason.
Title: Re: v1.8.0 Bugs Thread
Post by: Froggiest1982 on April 23, 2020, 05:03:58 PM
Two JPs in one system leading to a same system.

DB attached. Two JPs in Esege Malan(3) lead to Ptah(4).

I believe one of the JPs were found in Esege Malan(3) and led me into Ptah(4). The other JP was hidden in Esege Malan(3) and was discovered during surveying Ptah(4). That hidden JP connected back to Esege Malan(3).
This is working as intended.

I thought this was a fixed bug?
There is/was a bug that creates duplicate Sol systems, but JP loops, including duplicates, are intentional.

Might be a bug, might be WAI, if you fully terraform a planet/moon to 0 colony cost before putting any colonists there, and do not send any infrastructure (as it doesn't need any) civilian shipping lines won't be activated to start building ships and trading for the first time.  I had to send infrastructure to the moon to get my civilians to wake up and do stuff.

I am quite sure it's WAI. In order to avoid civilian shipping to send unwanted infrastructure or colonist on a rock you may want to keep as automated mining colony only you have 2 ways to start off a colony with Civilians:

A - You drop off some infrastructure on a planet with a colony. The Civs will then establish a route to drop off colonists.
B - You drop off colonists on a rock with a colony. You will be able then to create an infrastructure contract to drop off installations from a colony to another. If you create the contract but there aren't any people the civs wouldn't still build ships.

Regarding point B I don't know if that changed for Aurora C#, but that was how it worked in Aurora VB6.
It is a change from VB.  Before, if you put a colony on a cost 0 world they would immediately start sending colonists, even if it was behind enemy lines.  Or on an enemy homeworld.  People complained about that for some reason.

Thanks. I guess I didn't notice as I am still acting as it was in VB6. I may try to let the civvies do their work next time and see if it's working without me touching it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 05:44:31 PM
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 23, 2020, 05:44:47 PM
The bug where the MSP of a ship get incorrectly calculated when you install a smaller Maintenance Storage Bay on a ship that has already an Engineering space AND a Larger Maintenance Storage Bay still persists

Fresh Install 1.51 -> 1.80
Windows 7
Seperator set tp point
Default game (that comes with the install) or any new created ones

Recreate:
Create a new ship, add a Large Maintenance Storage Module, then add a smaller one

http://aurora2.pentarch.org/index.php?topic=11056.0
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 23, 2020, 06:09:09 PM
v1.8.0

I think I reported this before but issue still persists, is it actually WAI?

1. Have a ship that has a broken component
2. Repair the ship
3. Being Overhaul (rewind clock) for the ship
4. When the ship has finished repairing, the ship stops overhauling (Even though maintenance clock is not zero yet).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 23, 2020, 06:11:16 PM
Problem with ground conquest - I have reason to believe that there are 400 tons of hidden STO units that are preventing me from conquering a planet in the Arcturus system (see attached 1.8.0 DB). They do not reliably show up when lit up on active and are not being engaged by any ground forces on the planet (set a trooper company on the planet to frontline attack to see what I mean).

The ground forces contact says 0 tons but despite that ground intel says between 3-13 infantry are on the planet. Firing missiles at the ground forces makes a #311 Object not set to an instance error (missiles hitting nothing). There are ships in orbit and the STO is not firing on them.

Note that because of prior bombardment all formerly alive 9B civilians and based on ELINT readings all installations are gone (there were 27k installations at one point).

Edit: The problem planet was owned by a randomly generated NPR - I just attacked and successfully took a precursor outpost with around 40k tons in military and 5k tons in STOs with no problems.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ironclad Mouse on April 23, 2020, 06:30:59 PM
V.  1. 8. 0
Random Stars Conventional Start
Decimal separator is a period
I was designing a colony ship, when I got done I copied it to make a cargo ship that could be built from the same yard
When I went to change the new ship to be a cargo ship I got an error message saying something to the effect of "Error ship design "corellian" cannot be in two categories at once"
In case it's relevant my colony ship design is called Purgatory
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 23, 2020, 06:43:13 PM
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0
That may be what is intended, but it isn't what happens.

Components:
Code: [Select]
0.8x Composite Armour
1x Bridge
1x Crew Quarters - Small
2x Crew Quarters - Tiny
1x Engineering Spaces
1x Fuel Storage - Large
1x Fighter Maintenance Storage Bay
1x Large Maintenance Storage Bay

Class 1
Code: [Select]
Hyuga class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 77    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes

Class 2
Code: [Select]
Nagato class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,057    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
 
These two classes have identical component lists.  The only difference is the order that the storage bays were added.  The Hyuga's MSP is obviously wrong, but I suspect that the Nagato's is just subtly wrong.

Edit:
If the Engineering Spaces is removed, both designs have exactly 2020 MSP.  Adding it back in returns to the incorrect numbers.  AFAICT they should both have 2077 MSP.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: ndkid on April 23, 2020, 08:30:29 PM
I just got a
Code: [Select]
Function #4: Object Reference not set to an instance of an object when advancing 30 days. Conventional start, 22 years in, no NPRs or spoilers encountered yet. Unfortunately, it appears to be a one-off, and I hadn't saved that game yet, so I don't have a db that can be helpful. :-/
Title: Re: v1.8.0 Bugs Thread
Post by: consiefe on April 23, 2020, 09:32:33 PM
When I click to an individual ship in a fleet, I always get "#2801 tried to divide by zero" exception.  I think this is why I can not fire my weapons becuse in the fleet level my fire controls don't show up. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 23, 2020, 10:30:06 PM
Known Star Systems=off
3x NPRs
separator='.'
Stock 1.8.0 database
Create Game
After confirming species parameters:
Function #3232: Object reference not set to an instance of an object
Function #1609: Object reference not set to an instance of an object
Function #1608: Object reference not set to an instance of an object
Function #1562: Object reference not set to an instance of an object
Function #1423: Object reference not set to an instance of an object
Function #2939: Object reference not set to an instance of an object
Hang with 100% CPU

Restored clean database and tried again.  Again after confirming species parameters:
Function #1654: A null reference or invalid value was found [GDI+ status: InvalidParameter]
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: JuJo on April 23, 2020, 10:33:12 PM
Quote from: Elysium43 link=topic=10990.  msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.   I saved the game last night and I opened it up today.   First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.   I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't. 

This is 12 years into TN start.   I started with real stars but changed it to random stars before leaving Sol.   Most of my Units were Insta made but some were made normally.   I have a period as a decimal separator and Windows 10.   Also I had no error text during all my time playing 1.  8.  0

I'll upload the DB. 


Thanks Steve for all the amazing work.   I hope you get to play your game soon!

Edit: When I say Units I mean Formations.  I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.  Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: EvadingHostileFleets on April 24, 2020, 02:22:43 AM
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demakustus on April 24, 2020, 03:48:18 AM
Quote from: SpikeTheHobbitMage link=topic=10990. msg127465#msg127465 date=1587685393
Quote from: Steve Walmsley link=topic=10990. msg127452#msg127452 date=1587681871
Quote from: byron link=topic=10990. msg126946#msg126946 date=1587573654
Multiple types of maintenance storage bays don't seem to stack.   If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.   This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

hxxp: aurora2. pentarch. org/index. php?topic=11056. 0
That may be what is intended, but it isn't what happens.

Components:
Code: [Select]
0.8x Composite Armour
1x Bridge
1x Crew Quarters - Small
2x Crew Quarters - Tiny
1x Engineering Spaces
1x Fuel Storage - Large
1x Fighter Maintenance Storage Bay
1x Large Maintenance Storage Bay

Class 1
Code: [Select]
Hyuga class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 77    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes

Class 2
Code: [Select]
Nagato class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,057    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
 
These two classes have identical component lists.   The only difference is the order that the storage bays were added.   The Hyuga's MSP is obviously wrong, but I suspect that the Nagato's is just subtly wrong.

Edit:
If the Engineering Spaces is removed, both designs have exactly 2020 MSP.   Adding it back in returns to the incorrect numbers.   AFAICT they should both have 2077 MSP.

Agreed, definitely a bug - the order in which you add components shouldn't affect MSP capacity.  It seems the last component is taken into account.  I'll just add some screenshots to your report (notice component lists are exactly the same, but MSPs are different).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Jorgen_CAB on April 24, 2020, 03:52:15 AM
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0

I think there actually IS a bug there... the problem is that the game only calculate the smallest Maintenance Bay you put on the ship and ignore any other size of Maintenance Bay.

As long as you only put one size of maintenance bay on the ship it works as intended but not if you put multiple "different" sizes on, then the larger ones are ignored.

The easiest way to check this is to add a small one and then a large one... the MSP is not increased at all but decreased, that should never happen if you add a large one after a small one for example.

Procedure...
Start a new ship design... add a small maintenance bay (I ended up with 147 MSP)... then add a large one (I got 137 MSP).

I then remove the small one and I get 2057 MSP on that ship.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 04:37:50 AM
I noticed this in 1. 7. 3 and it still happens in 1. 8. 0, however I'm not sure if it's a bug or not.

I have a Space Station in orbit of Jupiter acting as a fleet base.  It has a refueling hub, maintenance module, rec facilities, and 50 fuel harvesters to keep it topped up.  When a ship is told to refuel at the hub, it will move to the base/Jupiter and remain there until after the refuel is completed.  If you skip ahead 5 turns the ship will remain in a stationary position whilst Jupiter continues its orbit, leaving it behind.  It would be cool if the ship would remain orbiting the planet the hub is at, but I'm not sure if this is a bug or not.


Its because the fleet is moving to another fleet, rather than system body, so it stays in the location rather than in orbit.

I've added some code for the various refuel and resupply orders, so that if the target fleet is in orbit, the moving fleet will pick the body it is orbiting.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 24, 2020, 04:39:36 AM
Ground formation without an HQ unit can be assigned with a commander; and would even have commander auto-assigned to them. But as I understand the ground command rules (http://aurora2.pentarch.org/index.php?topic=8495.msg110196#msg110196), the commander's bonus will not apply at all.
Am I misunderstanding something here?

You need an HQ for the bonuses to apply, but a commander can still gain experience from being in command.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 24, 2020, 04:42:43 AM
I have a GSV Survey vessel that had its MSP highlighted in red as a warning. I therefore sent it to Earth for refuel , resupply and overhaul.

However after completion of overhaul its name in the Naval Organization screen remains in red whilst all other vessels are in normal white.

DB attached.

DavidR

PS Just found it is in need of repair - obviously an overhaul does not automatically repair a ship - will return it to Earth and try and repair through the shipyard menu.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Black on April 24, 2020, 04:48:48 AM
I have a GSV Survey vessel that had its MSP highlighted in red as a warning. I therefore sent it to Earth for refuel , resupply and overhaul.

However after completion of overhaul its name in the Naval Organization screen remains in red whilst all other vessels are in normal white.

DB attached.

DavidR

Red normally means that there is damaged component. Maybe our ship didn't have enough suplies to repair something?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 04:53:10 AM
I got the same bug back in 1.63 and now that I've tried again, I got  the same bug. I'm trying to build forced labour camps and mines and it bugs out my game terribly. It gives the bug "#2217 An item with the same key has already been added" when I try to open the economy summary, and it turns into this:

(https://i.imgur.com/EtFJEBA.png)

Here's my DB

Tracked it down. Forced Mines and Forced Construction have the same worker type (none). I'll fix it for v1.9. Thanks for the DB.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: ChaosRemnant on April 24, 2020, 05:01:28 AM
Not really what I would call a big bug as it has an easy fix on the player side, but if you assign one of your current researchers to be a research admin it can cause a large amount of null references if there are more queued for that scientist.    Easy fix for the player is to just remove the research labs from the active research project(s).   

Can be reproduced by assigning then unassigning a researcher to be a research admin on earth.    Then go to research tab and click on the research that researcher was working on.   

Functions without a queue: #578 Object reference not set.   
Functions with a queue: #578 Sequence contains no elements.   
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 05:09:30 AM
With the Events Window

For certain events i change the text and background colours.

However after I save the game , close the game down and then start game from the desktop i find that the Events texts have reverted to the default white on blue. The game is not remembering my colour preferences.

DavidR
Mine has not been doing that since V1.0  --- though strangely (and someone noted it in...1.5 or so) that some of the colors are being remembered between saves (some w/ background and text colors).  Most however I have to reset every time I reopen a save file.

Its nothing more than a nuisance, so I've not brought it up again, preferring to let more important things get fixed first :)

If you only change the text colour, it wasn't being saved. Fixed now.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 05:34:24 AM
My tug ran out of fuel during tugging. Tugging the tug lead to generally wierd interaction. Assicated stations/ships are jumping between TG's randomly.

Ye... I managed to tug my ship already being tugged(or if I tugged the tug already tugging), it was a hangar module with docked fighters; the entire hangar and every docked fighter exploded. Then I got weird stuff happening when I detached a tug from a fleet, moved the tug and did something and the thing it got detached from/tugged suddenly rejoined at new position.

I've added code to prevent a ship being tractored or establishing a tractor link when already in a tractor link.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 06:14:26 AM
Quote from: Steve Walmsley link=topic=10990. msg126879#msg126879 date=1587564419
Quote from: CatchItGamer link=topic=10990. msg126720#msg126720 date=1587508250
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero. "

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship.  Otherwise I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships, or just that one?

The design has armor thickness of zero, which seems to cause the error.

I've added code to prevent a player setting armour to zero.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 07:29:37 AM
TN start, Random Systems, Rolled and deleted systems till I got a nice one & created a race and started the game.

At some point in I discover a system with a NPR, ran away and hoped they'd wither away.  After a bit I get the 5 sec increments.  Later I look back at the system and they seem to have been conquered and there's around 80 wrecks floating around.  All this happened not even 3 years into the campaign.

Every time I advance in time I get the 1821 error. 

DB attached.  Separator is a dot, if it matters.

Thanks for the database. That has resolved a long-standing problem.

Most of the time I use random integers. For choosing ground forces targets, I use a random long due to the potential size. Because the long function uses a double in the randomisation, it was occasionally producing a zero output, which meant the targeting was against a null formation, which caused the error. I've added code to the random generation to ensure results are 1 or higher.

EDIT: I used this db to resolve some other problems relating to NPRs being conquered, so double thanks :)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 24, 2020, 08:34:00 AM
v1.8.0
Trying to rename a prototype component in "Class Design" window when prototypes are not shown throws an NRE error.

1. Create a prototype component
2. Open "Class Design" Window.
3. Select a ship, use Wide View, Check "Prototypes" checkbox
4. Add the created component to a ship
5. Uncheck "Prototypes" checkbox
6. Select the new component from the ship
7. Hit "Rename Comp" button
8. Choose a name and confirm
9. Error: Function #278 Null Reference Exception
The component does get renamed, but not immediately reflected in the window.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 09:05:46 AM
Version 1.8
SM'ed a bunch of stuff to facilitate a player to player homeworld take over.

Function #1555: Object reference not set to an instance of an object.
After Player A conquers Player B's Homeworld.

Edit: After many Function #1555's, There was one function #1554 and after clearing these. Happens every construction tick.
Function #1460 on saving.

EditEdit: Apparently after a save and reload there's no trace of any of this. I also uploaded the exe instead of the database XD

In someone's database I found a problem with admin commands following the conquering of an NPR home world. That same issue would have caused these problems, so I think it is now fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 09:14:05 AM
Getting this error every time I try to change targets of any ship in Battle fleet 03 on attached db.

(https://i.imgur.com/kvCTbPg.png)


1.8 new game. Normal settings.

Its is caused by a flag bridge with no commander assigned. I've fixed this specifically, plus another bug in reaction speed calculation.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Thrake on April 24, 2020, 09:21:04 AM
Edit: Not a bug.

I don't know if it's cosmetic but I have no sector commander listed despite appointing one.  This is a random system game.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Cobaia on April 24, 2020, 09:28:02 AM
Quote from: Thrake link=topic=10990. msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.   This is a random system game.

You need to go to the Sector Management window and appoint the system to the sector.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 09:28:51 AM
I know it's silly but may avoid some confusion with what is a bug and could be fixed soon or what is actually intended and may be implemented later. From your known bugs post you may change this:

I've changed it in line with your suggestion.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pwhk on April 24, 2020, 09:41:06 AM
More of a missing feature than a bug I guess, but under "Naval Organization" Window, "Shipping Line" tab, the value "Best Share Price" appears to be always 1.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 24, 2020, 10:00:18 AM
Quote from: Cobaia link=topic=10990. msg127584#msg127584 date=1587738482
Quote from: Thrake link=topic=10990.  msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.    This is a random system game. 

You need to go to the Sector Management window and appoint the system to the sector.

Does the sector governor bonuses work for someone else?

And I mean governor is assigned as well as system to sector.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 24, 2020, 10:04:17 AM
Quote from: Cobaia link=topic=10990. msg127584#msg127584 date=1587738482
Quote from: Thrake link=topic=10990.  msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.    This is a random system game. 

You need to go to the Sector Management window and appoint the system to the sector.

Does the sector governor bonuses work for someone else?

And I mean governor is assigned as well as system to sector.

AFAIK I have a known issue I have been getting since 1.0 release:

Assign sector commander.
Don't get the bonuses.
Save game, close game, re-open game.
Get the bonuses.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 24, 2020, 10:07:58 AM
Thanks, didn't know about workaround
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 24, 2020, 10:31:06 AM
In somewhat the same vein as my last bug report.
Ships don't keep fleet names when splitting into single ships.

This might just be something functioning differently in C# then VB6, but in VB6 if you had a fleet and you ordered it to split into single ships, each ship got their own fleets named "original fleet name" #1, "original fleet name" 2, "original fleet name" 3 etc. In C# they get names based on the ship name.

The old way really helped in see at a glance where these ships belonged, and when putting the original feet together again.
And since different ships in a class have potentially very different names. I don't recognize what type of ship it is by name, but by what task I've given it or fleet/sub-fleet it's part of.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: bean on April 24, 2020, 10:33:57 AM
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0
That's not the problem I was seeing.  I was building a supply ship (commercial), and had about 30,000 MSP in large maintenance bays.  I was just slightly under my tonnage target, and decided to round it out with a smaller maintenance bay, which immediately dropped me from 30,000 to like 400.  I then played with it some, and no matter what happened, it would only calculate MSP based on the most recently added type of maintenance bay.

Edit: Looks like this was fixed in another thread.
Title: Re: Weird NPR Sensor readings
Post by: Steve Walmsley on April 24, 2020, 10:38:31 AM
I am having an NPR arrive at a point every 2 hours like clockwork then dissapearing from sensors, even though there is NO way they can get to that point without me seeing them?

https://i. imgur. com/6X3GI1G. png

i have no idea what a [PARTIAL] sensor contact means? their engines are more than within my thermal limit but they leave, then turn up again?

i will attach the DB for you to have a look at if you want but i understand if you want to ignore this since it's not 1. 8 :)

PARTIAL means you have lost contacts turned on.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Wieseltrupp on April 24, 2020, 10:40:29 AM
When having 2 Ground Units where the only differense is the "Avoid Combat" flag, setting one of it to Obsolete will hide both

DB Attached


The window affected - Ground Forces, Formation Templates Tab
What you were doing at the time - Setting one of the Units to "Obsolete"
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - No, could not reproduce in a new game
If this is a long campaign - say 75 years or longer - its 7 years into the game

DB Attached, game name "New Frontiers"
Try to keep "AA/AT/AP Squad" while Setting their Non-Combat clones "Infantry Anti-Personnel/Light Anti-Aircraft/Licht Anti-Vehicle" to Obsolete
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 10:42:03 AM
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

I've fixed another bug that I think should also fix this.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 10:48:53 AM
Atmospheric pressure and absolute temperature can go below 0.

Created new game to experiment with terraforming cold worlds (Minerva moon to be specific)

Add a gas that freezes at current temperature.
Update body
GH factor and pressure are incrementally reduced every time you press the button, eventually going negative.

Also not sure if WAI, but since Greenhouse factor is limited to 3. 00, it is effectively impossible to make cold worlds viable.   And with Aestium having a 100k freeze point, it is useless on a world below 33. 3k base temperature before albedo is taken into account.

Would you ever introduce a way to alter albedo to heat/cool worlds?

GH factor having a max of 3 is working as intended. It was the same in VB6.

I've changed Aestusium to freeze point of 1k.

I've added some checks on atmospheric pressure.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 10:59:39 AM
From a conventional start, you can create a missile with EM or Thermal sensors (maybe also active, once the first level of active sensor strength is researched and geosurvey when that's researched) even though you have no reactor tech. It shows the power requirement but the reactor MSP stays at 0. It did let me create the project. I didn't try researching and building it, so I don't know if the missile would actually work, but it should probably not allow sensors to be added until reactor tech is available. Another option would be a conventional level reactor tech with terrible performance to go with the conventional engine tech.

I've added a conventional reactor with 1/4 the power output of the pressurised water reactor.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:09:43 AM
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a popup explaining the ruin already exists.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Nori on April 24, 2020, 11:13:46 AM
Function #4
Object reference not set to an instance of the object.
Happened when I advanced 30 days right after capturing what I think is a pre-industrial NRP's planet.
TN start
Random Stars
Seems like a one off bug so far. ~edit: happens on construction increment now.

DB Attached from the increment right after. Event took place in Zaga system I think.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:16:25 AM
I ordered a Transport with only 1000 space to pickup a Formation that is 2000 tons.
The event log reports " TR Afgan has completed orders. Orbiting Earth"
Of course the transport is still empty. It should have given an error message about insufficient capacity.

Added an event.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 24, 2020, 11:19:39 AM
It looks like WAI reading the Changes post (http://aurora2.pentarch.org/index.php?topic=8495.msg103818#msg103818), but it can be a bug of model:
Small crafts ("fighters") are subjects to crew grade (that depends on academy level of quality in time of their production, and must affect battle effectiveness), but their cew grade levels are not trainable, eventually because small crafts have no command & control system by design.

I've added an exception to the control rule for ships of 1000 tons or less.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: zatomic on April 24, 2020, 11:27:23 AM
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a pop up explaining the ruin already exists.

I just tested:

Create new game in fresh database (all default settings)
SM On
SM GeoSurvey full system
Select Mars (which had no ruin) and hit random ruin. It generated a abandoned colony and an installation (Bio 100%)
Closed system window. Saved game. Exit.
Relaunch and check, the installation is still there, the ruin is gone.

I repeated again with another new game in a fresh database. Added ruins to mars, Venus, and mercury (none of which had one to start). Venus also got an installation. Saved, exit, reload. All the ruins are gone. The installation on Venus is still there.

Based on this, I don't think the bug is not only when hitting random ruin on a planet that already has a ruin.

Additionally, being able to re-roll ruins is a nice feature when setting up a game where you want something like a sizable ruin on mars to act as a jump-start to a conventional start, though that's obviously just a nice to have.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Prack on April 24, 2020, 11:28:11 AM
Saw this error reported in V1. 6. 3 but I'm getting it now in V1. 8. 0
In the missile design screen, selecting a buoy with no engine in the load previous drop down throws errors

Function #2044: Object reference not set to an instance of an object.
Followed by
Function #2043: Object reference not set to an instance of an object.

The no engine checkbox is then unchecked and the engine size dropdown has nothing selected
As long as the engine size is empty any changes raise the 2044 error again.

The buoy does still work though

Also,

When changing the second stage, the info does not update.  Building this missile results in it having the previously selected second stage. 
Changing anything, including the separation distance causes the info to update as expected
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:31:11 AM
Started a new game. Not to much explored, ran into two NRP's being almost nextdoor buddies(tm) . Get along decently with one of them, the other hostile.

Few years and then the 5s increments start. ...everythings moving fast, turning the event window off and I'am looking at almost a minute of ingame time per real life second. Huzzah, this awesome!

Now they've been at it for... 36 hours of 5s updates I think. 
However it keeps throwing me interrupting Function #311's(Object reference not set to an instance of an object) irregurarly(0-4 times/hour) thinking this won't resolve due to whatever is throwing them errors.

I've been running automated turns on this for a while without any bugs. I may have already fixed it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 24, 2020, 11:31:48 AM
1.8
To add to the list of missing functions, it appears like civilian trade between races just doesn't happen.

I have a multi-earth start, every race is set to 200 relations, and toggled to allow trade.
Every race has civilian freighters.
Two races have idle freighters when there is fur demand on Earth A and fur supply on Earth B. Very poor capitalists.

Edit: Mercury also has a fur demand and the fur suppliers are not willing to trade.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:38:13 AM
Someone in the discord mentioned that they had the same problem and slapped a resolution 1 radar on their ship and the CIWS started firing.
I did the same and lo and behold, it worked.

It would be worthwhile for Steve to add a mention somewhere that CIWS still in fact require a missile detection radar for them to work

It's a bug. They should not require prior detection as the CIWS detects them and fires at the last second.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:39:00 AM
v1.8.0

If primary order is not valid but secondary order is valid, we are still getting "Orders Not Possible" messages when the ship has no other orders (and stopping auto-turn).

1. Have a survey ship with both geo-survey sensors and grav-survey sensors.
2. Set a survey ship with Primary standing order "Survey Nearest Body" and Secondary standing order "Survey Nearest Survey Location"
3. Send the ship to a system with all bodies geo-surveyed (or having no stellar bodies at all) but have some grav-survey points remaining to survey
4. Every time the ship has no order Events prompt "<ship> is unable to carry out its default order (Survey Nearest Body) as there is no acceptable destination within ten billion kilometers. And stopping auto-turn too.

I am pretty sure VB6 Aurora does not have such behavior unless both orders are not valid.

Attached DB have this keep happening, if it helps.

Should be fixed now.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 11:43:49 AM
Tiny bug.

Cargo ships with cargo hold below 5k can't move cargo.  The standard cargo orders doesn't appear.
I've created small freighter with 2 tiny cargo holds (1k capacity) just to move minerals (I don't use mass drivers) and cargo shuttles module and no joy. 
When I edited in SM mode design adding 3 additional cargo holds the orders showed up.

v1.8.0, I can confirm this too, having orbital miners with a single Tiny cargo bay intended to "pack up the minerals" after mining, just to found myself unable to do so. :(
(Not so much luck to add cargo bay for me because I need to keep the design under 10k tons for my shipyards to build...)
(If needed, my database on the last post also have such designs)

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: 15minutegamer on April 24, 2020, 12:18:32 PM
Hi

Trying to load the game up and I am getting function #3056 Object reference not set to an instance of an object
It started up with function #1170 the given key was not present in the dictionary

This happened on load up, didn't even get in to start the game
Cant close the game or do anything, the error just keeps coming up

Also cant Ctrl+alt+delete
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 12:39:59 PM
When a ship goes above it's intended deployment time, there is no record of that in the log messages.

Added a new 'Exceeded Deployment' event.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 12:45:15 PM
When generating a new race, build points are still locked at what ever the starting population size was. They do not adjust to changing the population like any other population stats.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ektor on April 24, 2020, 12:56:15 PM
Tracked it down. Forced Mines and Forced Construction have the same worker type (none). I'll fix it for v1.9. Thanks for the DB.

Thanks a lot, Steve!
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: dr125 on April 24, 2020, 01:38:12 PM
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 02:02:03 PM
Not so much a bug but an annoyance but on the event log, when a Commander is promoted can the message show his command?  I don’t use automated assignments and about 15-20 years in when I get a ton of promotions, the promoted officer is relieved if too senior for assignment and leaves their ship/unit posting and I don’t notice unless I check specifically for it..  It seems like it would be easy enough text to add to event log promotion notification.

I've added an event for commanders being unassigned.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 24, 2020, 02:03:38 PM
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

That is working as intended. When you jump, the jump drive will not work again for a few minutes.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Caplin on April 24, 2020, 02:06:14 PM
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

That is working as intended. When you jump, the jump drive will not work again for a few minutes.

Maybe a separate "jump drive is cooling down/recharging/whatever," notification would make this clearer?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Wieseltrupp on April 24, 2020, 02:09:56 PM
Or a small hint in the ship details screen if thats not already the case. that info would only be usefull if you jump onto an contestet JP and have to jump back
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 24, 2020, 02:14:34 PM
Steve, I've hit another LP routing bug (or the same bug again). I sent some cargo ships to deliver mines to a colony in the system next door, and it decided to take a very long path to LP2, which is near a planet orbiting the second star in the system, in order to get to LP1, which is near a planet orbiting the primary. The fleet ran out of fuel about half way there, a mere 10 billion km or so short of LP2. LP1 is a Lagrange point that I stabilized myself specifically so that I could get access to the secondary, but ships have gone to and from the colony around the primary a number of times since then; this is the first time any have tried to go the long way. Since it doesn't happen every time, I suspect that reproducing this will not be straight forward.

The image shows the orders and the tactical map, so you can see just how long the route is. In particular, I note that the "All Orders Distance" shown in the movement orders is only 4.02 billion km, which is a good estimate for how long the route is supposed to be.

(http://db48x.net/temp/Screenshot%20from%202020-04-24%2010-41-28.png)

Sadly I'm still using 1.73. You haven't mentioned fixing any pathfinding bugs in 1.80, so I hope this bug report is still useful to you.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: idefelipe on April 24, 2020, 03:12:25 PM
Hey Steve. Maybe it was reported yet, but if you create a Random Ruins with SM it will not be there when you save, exit the game and continue later.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Prack on April 24, 2020, 03:20:58 PM
It seems a geosurvey buoy that is not at a valid survey location causes an error
Function #1544: Object reference not set to an instance of an object.
Was messing with box launcher and launched a 2 stage missile at a random waypoint.  the payload was a geosurvey buoy and I'm now getting the error on each construction phase. 
Is there any way of deleting buoys?

Also, is it working as intended that a ship with a single large size box launcher can carry multiple small missiles? As expected I can only fire one missile and can't reload in deepspace but I can choose any missile it has onboard to be launched.  So I can have 1 big launcher 3 different smaller missiles and fire which ever one would be best for the current situation.  So the reloading is more a recharge rate.  Once a launcher is charged it can be loaded with any missile and fired.  Then it just needs to be recharged again before firing.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: HeroicHan on April 24, 2020, 03:23:27 PM
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.

I'm actually running a very similar situation.
1.8: 3 player races. One has an elint platform right over earth, and intel points are still at 0 after 3 years.
I even tested by setting human xenophobia to 0 and hostile, and running the game for a year. Still no intel points on the other earth or luna colonies.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 24, 2020, 04:16:27 PM
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: dr125 on April 24, 2020, 04:17:48 PM
I played on to see what would happen, lost the orbital fight. I put some troops on attack. I am now getting Error 1793: Attempted to divide be zero. I also am losing troops without seeing any actual fighting ( or at least enemy losses).

EDIT: Playing around with SM lets me set the relations to friendly, but I still can't see hostile. Perhaps something with relations not being established with SM created races? I created another race on Mars as an NPR and the exact same issue as I described in the previous post - can't see hostile/neutral button, but if I SM the relations to positive, I can ally with them.
Title: Re: v1.8.0 Bugs Thread
Post by: Stoned on April 24, 2020, 04:21:29 PM
Loading ordnance is not working, I have all the necessary parts to begin loading yet the loading never begins.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 24, 2020, 05:04:59 PM
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 24, 2020, 05:17:45 PM
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 24, 2020, 05:22:31 PM
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.

Oh I thought you mean balance between the tanker and the other ships. Tankers work fine for me, all the ships seem to be filled equally from what I've seen.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Gladaed on April 24, 2020, 05:37:50 PM
My commercially engined, military grade ships cannot use military grade jump drives.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Luna on April 24, 2020, 05:48:37 PM
Quote from: Gladaed link=topic=10990. msg127732#msg127732 date=1587767870
My commercially engined, military grade ships cannot use military grade jump drives.

WAI, as far as I know.  Military JDs are for ships with military engines, commercial JDs are for ships with commercial engines.  It's not the ship type that matters for JDs, it's the engine type.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 24, 2020, 05:49:41 PM
My commercially engined, military grade ships cannot use military grade jump drives.

That's not a bug. Ships with commercial engines must use commercial jump drives, and ships with military engines must use military jump drives.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: JuJo on April 24, 2020, 05:59:24 PM
Quote from: db48x link=topic=10990. msg127720#msg127720 date=1587766665
Quote from: DFNewb link=topic=10990. msg127715#msg127715 date=1587765899
Quote from: db48x link=topic=10990. msg127704#msg127704 date=1587762987
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well.  I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.



Did you appoint any Refuel Priority to the ships? This is done in the Class Design under the Miscellaneous tab
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 24, 2020, 06:33:00 PM
My commercially engined, military grade ships cannot use military grade jump drives.

That's not a bug. Ships with commercial engines must use commercial jump drives, and ships with military engines must use military jump drives.
It is a change from VB where military jump drives worked with civilian engines and I can't find any mention of it in the change logs.  As long as a tender or group transit leader can carry both types of drive I'm not concerned.

Edit: There is a post that could be read that way, in that C# allows fleets with both types of engine and where both types of drive are available, as long as every ship can jump then the fleet can jump.  Needs testing.
Title: Re: v1.8.0 Bugs Thread
Post by: Boris on April 24, 2020, 07:52:53 PM
Standing orders that are configured to resupply once supply is bellow 20% are disregarded (the survey vessel continues to survey until it breaks down). Also there is no warning that the ship exceeded it's deployment period (like there was in Aurora 4X).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: pm on April 24, 2020, 08:17:07 PM
Hi,

I haven't launch Aurora for a few days, so I install v1.   8, create a new game, change almost nothing in the settings except cosmetics in the race creation and just obtain directly a message box : "No image found for Flag: Thumbs.   db".   .   .    I haven't change anything in the Flags directory since I get v1.   0.    If I opened the race information window, the flag's here, i tried and change it from there then change it back without a problem.   .   .   

I haven't seen reports about flags since a long time, and I just tried to create a new game again with the same settings and it works fine.   .   .    I imagine it's not a big deal, just disturbing

EDIT : I just deleted the 2 games I've created to check if the message box shows up, and now the original game (Federated Nations) and the first one I created are both named 'h0'.  .  .   I read that in posts about previous versions but thought it had been fixed.  .  . 

EDIT 2 : ok a last one.  After that I stop testing and try to play :-) . . .  When i quit Aurora and launch it again, the names of the 2 games were back to normal, if I select the game I created, i got the same message box (pict attached), and same thing if I switch between the 2 games, each time I launch the one I created, I got the message. . .  even after savings the game after few 30 days increments, each time I launch the game it's the same

Thanks again

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 24, 2020, 08:34:43 PM
Minor QOL request.
The Scrap "Class" Dropdown box should filter out types of vessel that aren't present.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SerBeardian on April 24, 2020, 09:18:00 PM
1.8, DB attached, decimal as separator.

Dug up some Science Departments.
Couldn't use them in ship directly, so disassembled for the RP.
RP instead went into Aux Control tech line instead of Science Department tech line.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Gabethebaldandbold on April 24, 2020, 09:48:19 PM
When I order my fleets to follow the enemy they just go to their location and then stop, "completing" the order and leting the enemy escape
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 24, 2020, 10:10:40 PM
Hi,

I haven't launch Aurora for a few days, so I install v1.   8, create a new game, change almost nothing in the settings except cosmetics in the race creation and just obtain directly a message box : "No image found for Flag: Thumbs.   db".   .   .    I haven't change anything in the Flags directory since I get v1.   0.    If I opened the race information window, the flag's here, i tried and change it from there then change it back without a problem.   .   .   

I haven't seen reports about flags since a long time, and I just tried to create a new game again with the same settings and it works fine.   .   .    I imagine it's not a big deal, just disturbing

EDIT : I just deleted the 2 games I've created to check if the message box shows up, and now the original game (Federated Nations) and the first one I created are both named 'h0'.  .  .   I read that in posts about previous versions but thought it had been fixed.  .  . 

EDIT 2 : ok a last one.  After that I stop testing and try to play :-) . . .  When i quit Aurora and launch it again, the names of the 2 games were back to normal, if I select the game I created, i got the same message box (pict attached), and same thing if I switch between the 2 games, each time I launch the one I created, I got the message. . .  even after savings the game after few 30 days increments, each time I launch the game it's the same

Thanks again
That sounds like one of the races picked Thumbs.db as its flag.  Certainly a bug.  The Thumbs.db files should probably not be included in the install package.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 24, 2020, 10:34:02 PM
1. 8. 0

Minor bug

I had this happened twice in succession.  I transited jump ship and two grav surveyers with "transit and divide" -order.  Once done I ordered jump ship to transit back, but I got Transit Failure cannot tranisit as there is no available jump drive capable of allowing fleet's commercial engines to enter the jump point. 

In the following increment it jumps just fine so nothing game breakin, just weird.

That is working as intended. When you jump, the jump drive will not work again for a few minutes.

I think when the jump drive is temporarily unavailable but otherwise functional we should get a warning in the log but not an interrupt.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: AlStar on April 24, 2020, 10:44:25 PM
Version 1.8.0: (Fresh game, Known Star Systems off)
My gravitational survey ships found two jump points fairly close to each other. I gave a jump-capable ship the orders to standard transit to Unknown JP#1 and Unknown JP#2.

What I expected to happen: Ship moves to JP#1, discovers system, jumps back, moves to JP#2, discovers system.
What actually happened: Ship moves to JP#1, discovers system, moves the distance between JP#1 and JP# 2 in the newly discovered system (so that it was in the middle of space); then suddenly popped into JP#2, discovering it.

Edit: I think I know why this can happen - transit orders into unexplored JPs don't take you out of the original system's interface, so you can queue up multiple transit orders in the same system.

Edit^2: Yep. You can do it with any unexplored JP - the second transit order takes place in the new system.

(https://drive.google.com/uc?export=view&id=1l62f8DYCYW_36zO2xiPSUQ-XWAPA9Dho)
Note that there are no other discovered JPs in the system.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ancalagon on April 24, 2020, 11:14:03 PM
Is there an event in Aurora C# for when the Precursors abduct your lifepods?

I had lifepods launched after losing a battle, ticked 8 hours forward, and suddenly the lifepods were gone with no message. In VB6, there is some sort of message indicating that they were captured.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: emchammer on April 25, 2020, 12:10:07 AM
You can stabilise lagrange points multiple times, leading to there being multiple LP points on the same location.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Froggiest1982 on April 25, 2020, 12:47:42 AM
Is there an event in Aurora C# for when the Precursors abduct your lifepods?

I had lifepods launched after losing a battle, ticked 8 hours forward, and suddenly the lifepods were gone with no message. In VB6, there is some sort of message indicating that they were captured.

They may died rather then been abducted although I remember there was a log in both cases.
Title: Re: v1.8.0 Bugs Thread
Post by: serger on April 25, 2020, 01:33:36 AM
Conventinal, Real Stars, '.' separator.
Ground Based Survey Potential of all colonies (Mars, Venus, Mercury) is shown as "Completed", the same as Earth's, from the time of colony creation. Ground survey units with survey commanders on those colonies do nothing visible by years.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Wieseltrupp on April 25, 2020, 02:06:04 AM
You dont have to do a Ground Survey on every Body. The bodys with Ground Survey Potential are shown in the Events window and in the System Generation Display marked with a number. Bodys without potential will show "completed" when you create a Colony on them.
There is also a "Display-> Ground Survey Locations" checkbox on the Galactic map that shows you systems where Bodys with Ground Survey Potential can be found
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: redivider on April 25, 2020, 04:24:42 AM
You cannot resupply your space station (not sure if you can actually supply other ships, but I CAN supply my own colony).   

I have a station and a ship.    Both commercial, both have MSP storage, both have at least 1 maint module, both have cargo shuttles; designs: https://puu.  sh/FCgCK/099e20158b.  png https://puu.   sh/FCgyo/b881e0b924.   png

If I set a move order for the supply ship to "join & resupply" nothing happens.   
If I detach the station and give it an order to "resupply from own ships" nothing happens.   

Their resupply settings: https://puu.   sh/FCgvp/4d14f7c125.   png https://puu.   sh/FCgAg/61e183f154.   png

To show that the station is still not resupplied: https://puu.   sh/FCgAQ/c59e6ad378.   png

EDIT: I have figured out a way to make it work, the problem is that the station has to NOT also be a supply ship.  Perhaps there should be a "resupply own supply ships" thingy in the dropdown like for tankers "resupply own tanker".  Because this means i have to go into the class design menu, click obsolete, find the old space station, click the supply box, wait for it to be supplied, do it again; every time I want to resupply a deep space maint station.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: JUTWIK on April 25, 2020, 04:26:10 AM
hi,
i can't see the end of my research because the date format is too big
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: redivider on April 25, 2020, 04:28:35 AM
Quote from: JUTWIK link=topic=10990. msg127836#msg127836 date=1587806770
hi,
i can't see the end of my research because the date format is too big

You have to change the date and time format in your windows settings.  Its been repeated over again as is probably somewhere in the forum how exactly to do it.  If you are on linux im not sure.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demonides on April 25, 2020, 04:55:32 AM
hi,
i can't see the end of my research because the date format is too big

change time in windows settings
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Haji on April 25, 2020, 05:33:20 AM
Edit: If you have a population in orbital habitats the population will keep growing indefinitely irrespective of the orbital habitat capacity. Once said capacity is overfilled the game will begin displaying "Function 2244 attempted to divide by zero" every industrial increment. DB attached as an example.

Edit: I'm getting "Function #2244 attempted to divide by zero" every industrial increment. Initially I thought it was due to issues with shipyard task destinations but I have completed all shipyard tasks and even deleted the destination fleet. No joy. DB attached below. Played on Windows 7.

It seems the bug was connected to construction of one of my ships, the Heweliusz. Perhaps I moved its target task group or something. It's cleared now but I'm leaving the report and the database since its still a bug.

I'm getting "Function #2244 attempted to divide by zero" every industrial increment. DB attached. Played on Windows 7.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: 1X3oZCfhKej34h on April 25, 2020, 05:38:50 AM
Quote from: SpikeTheHobbitMage link=topic=10990. msg127796#msg127796 date=1587784240

That sounds like one of the races picked Thumbs. db as its flag.   Certainly a bug.   The Thumbs. db files should probably not be included in the install package.

IDK if it's in the install, but if it's not I'm pretty sure Windows would just generate a new one.  Should just be excluded from the files races can pick.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 25, 2020, 06:13:22 AM
Quote from: SpikeTheHobbitMage link=topic=10990. msg127796#msg127796 date=1587784240

That sounds like one of the races picked Thumbs. db as its flag.   Certainly a bug.   The Thumbs. db files should probably not be included in the install package.

IDK if it's in the install, but if it's not I'm pretty sure Windows would just generate a new one.  Should just be excluded from the files races can pick.
Only the Flags/Thumbs.db is shipped with 151Full.  It really shouldn't be.  Agreed that it should be excluded from the picker.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Froggiest1982 on April 25, 2020, 07:22:19 AM
Quote from: SpikeTheHobbitMage link=topic=10990. msg127796#msg127796 date=1587784240

That sounds like one of the races picked Thumbs. db as its flag.   Certainly a bug.   The Thumbs. db files should probably not be included in the install package.

IDK if it's in the install, but if it's not I'm pretty sure Windows would just generate a new one.  Should just be excluded from the files races can pick.
Only the Flags/Thumbs.db is shipped with 151Full.  It really shouldn't be.  Agreed that it should be excluded from the picker.

I think what's happening is that the new C# is set in a way that any image (but I think it's the file then) can be picked from the right folder for the creation of a new race. It applies to flags, races, etc. Probably, if possible, the code should source only for .png or .jpg not sure which one is more convenient or if both can be added. This should automatically sort the issue.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Cedras on April 25, 2020, 07:35:43 AM
1.  8; no Function/error text; TN-Start; decimal separator: period  ; easy to reproduce; still 1st month after game start
Ground Forces Window -> Formation Templates Tab: Unit Information Box shows wrong capabilities for all infantry units with any capability. 
Cost, Annual Maintenance Cost and Development Cost still match the researched unit, but Hit Points and capabilities show only the current selection in the Unit Class Design Tab. 
The box shows whatever capabilities are currently selected after instant creation or the last selection if the ground forces window was closed and reopened. 
Further testing revealed, that closing the ground forces window between infantry unit creation leads to the correct display of infantry units with 1 capability.   Infantry units with more than 1 capability show no capabilities at all.   Cost, Annual Maintenance Cost and Development Cost still match the researched unit. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Alsadius on April 25, 2020, 07:56:29 AM
This is from 1.7.3, but I haven't seen it in the changelogs.

I don't think the Shipyard Operations technologies are working. The modification rate is changing based on the Shipbuilding Rate technologies, and the listed cost is not changing at all. I've played around with this a bunch in Spacemaster, and the math seems pretty clear.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: smoelf on April 25, 2020, 08:31:37 AM
V. 1.8
The statistic 'Unsurveyed Gravsurvey Locations' in the galaxy maps counts  the opposite, namely the number of surveyed gravsurvey locations. The number starts with 0 and counts up as the grav survey ship does its tour.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 08:51:52 AM
I accidently openend Aurora again by clicking on the game icon - and it opened another copy of the game.  :o Intended?

No :)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Dormanil on April 25, 2020, 08:52:40 AM
Quote from: redivider link=topic=10990. msg127837#msg127837 date=1587806915
Quote from: JUTWIK link=topic=10990. msg127836#msg127836 date=1587806770
hi,
i can't see the end of my research because the date format is too big

You have to change the date and time format in your windows settings.   Its been repeated over again as is probably somewhere in the forum how exactly to do it.   If you are on linux im not sure.

No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.
Title: Re: v1.8.0 Bugs Thread
Post by: Boris on April 25, 2020, 09:02:37 AM
when the primary standing order becomes impossible, the notification says: "unable to carry out its default order" even though the secondary order is possible (and being executed).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 09:08:57 AM
Not strictly a bug but the gal map has display options for low and medium cost worlds separated between normal and LG infra, while "habitable" does not. What this means is once you get the logistics colony cost reduction tech you get silly things like in the image I linked below. While the system does indeed have something like 8 habitable planets, most of those are inconsequential asteroids.

Fixed - I have added separate display options for low and normal G habitable worlds.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 09:12:44 AM
Encountered bug in Naval Organization, tested several times, it happens everytime. Version 1.8.0.

I have fleet with subfleets setup:

After that I save the game and exit. When I start the game the subfleet setup is broken:


Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 09:16:14 AM
1.8.0
Class design window error message
TN start, not progressed beyond start date, Real Stars
I got this error message:
Code: [Select]
Function #235: Cannot add or insert the item 'Abundantia Mk1A' in more than one place. You must first remove it from its current location or clone it.

Parameter name: node

To reproduce the error message:
Click new ship class, at the time I had the Abundantia selected. Note the Abundantia has hull class 'Mass Conveyor  FT-M'
Click on the hull designation box (not the dropdown, the text).
Scroll the mouse wheel down and get the error message.
The new class disappears from the class list until you do something to refresh it (eg either of the tick boxes at the bottom).

I can't reproduce. As I scroll up and down the hull type changes on the tree view. Can you recheck version number please.
Title: Re: v1.8.0 Bugs Thread
Post by: Stoned on April 25, 2020, 09:52:26 AM
Ordnance
I am unable to load ordnance onto the battleships, I have ordnance on the planet, ordnance loaders on the planet and the ships, I set the order and no ordnance is loaded
Any ideas?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpaceMarine on April 25, 2020, 10:08:15 AM
I am getting "Function #300" error in a new test game on 1.8 when firing missiles at a population and they impact, attached below is the database and the image of the error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:11:16 AM
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.   

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.

I've reached the point where the v1.9 code can't run a v1.8 database. However, I can look in the database.

There is one ground unit remaining - the 13th Explorator Xenology Team. Is this the only unit that was not on Earth or was it created after the disappearance of the others?

Also, did you save before this happened and was there an error during the save?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:12:41 AM
I've got another one that's legitimately an issue and also freaking bizarre. I've got 7 planets over 100 mil and 4 over 200 mil. I keep getting messages that pickup failed for civvy ships trying to grab textiles of machinery or whatever. These pickup failed messages break autoturn, along with messages when civvies scrap old ships. IMO neither of these things should break autoturn, thoughts?
Oh and I suppose the fact that I'm running out of textiles might be an issue as well but I don't know if that's my fault or if the game's civvy production needs tweaking.

That was a bug a few versions ago. What version are you running? Check the misc tab of the tactical window.
Title: Re: v1.8.0 Bugs Thread
Post by: DFNewb on April 25, 2020, 10:14:48 AM
Ordnance
I am unable to load ordnance onto the battleships, I have ordnance on the planet, ordnance loaders on the planet and the ships, I set the order and no ordnance is loaded
Any ideas?

You need to set the ordnance in the class design page on one of the tabs like in VB.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:16:31 AM
Selecting the table header on the jump point list in the system view (the table at the bottom left) causes this to occur on 1.8.0:

Function #3098: Object reference not set to an instance of an object

Fixed.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 25, 2020, 10:19:02 AM
Function #2471 Value cannot be null
Parameter name: value
I can no longer make or manage medals but i am still able to give them out.  version is 1. 8. 0

What were doing when the error occurred?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Haji on April 25, 2020, 10:25:54 AM
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.   

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.

When I was playing 1.6.3 I had all my ground units organisation just vanish for seven player controlled races. Most of the formations remained but some disappeared. I did not report it as the game was on 1.8 by then but there seem to be something going on with ground forces. In my case there was no error message no nothing I just loaded the game, wanted to check something and organisation was gone. Tried earlier saves but no joy. I still have the database but as I said it's 1.6.3.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:31:10 AM
I am getting "Function #300" error in a new test game on 1.8 when firing missiles at a population and they impact, attached below is the database and the image of the error.

Fixed. The code was trying to use the race of the target ship to check for allied point defence - except it was a target population so it caused an error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:33:46 AM
So you can go negative in starting RP and BP. This isn't really an issue because I'd rather go a little over than have a little bit sitting around for forever.
What is an issue, is the ai going way over. I made an NPR far from sol, explicitly reduced its RP and BP. I go look in the database later, and it's sitting at -138k RP and -34k BP. Presumably this isn't intended behavior as I didn't really want this ai to be at a similar tech level as me.

I think the research value continues to decrease after the start due to normal completed research.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:37:21 AM
v1.8.0

I think I reported this before but issue still persists, is it actually WAI?

1. Have a ship that has a broken component
2. Repair the ship
3. Being Overhaul (rewind clock) for the ship
4. When the ship has finished repairing, the ship stops overhauling (Even though maintenance clock is not zero yet).

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: baller deluxe on April 25, 2020, 10:37:29 AM
Small WAI bug.

Select space station in the drop down menu under industry, then switch to any other tab for that colony, or don't.  If you have another colony with no industry or spaceport, swap to it and receive the "You can't build space stations here" error.  It would be nice if when swapping to colonies that can't handle space stations it would just switch back to the construction/ordnance/fighter menu.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 25, 2020, 10:39:12 AM
When I click to an individual ship in a fleet, I always get "#2801 tried to divide by zero" exception.  I think this is why I can not fire my weapons becuse in the fleet level my fire controls don't show up.

Can you provide a db?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:40:29 AM
Known Star Systems=off
3x NPRs
separator='.'
Stock 1.8.0 database
Create Game
After confirming species parameters:
Function #3232: Object reference not set to an instance of an object
Function #1609: Object reference not set to an instance of an object
Function #1608: Object reference not set to an instance of an object
Function #1562: Object reference not set to an instance of an object
Function #1423: Object reference not set to an instance of an object
Function #2939: Object reference not set to an instance of an object
Hang with 100% CPU

Restored clean database and tried again.  Again after confirming species parameters:
Function #1654: A null reference or invalid value was found [GDI+ status: InvalidParameter]

This is a rare error in system generation. I haven't been able to reproduce yet :(
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 25, 2020, 10:40:55 AM
Small WAI bug.

Select space station in the drop down menu under industry, then switch to any other tab for that colony, or don't.  If you have another colony with no industry or spaceport, swap to it and receive the "You can't build space stations here" error.  It would be nice if when swapping to colonies that can't handle space stations it would just switch back to the construction/ordnance/fighter menu.

This one happens to me a lot. It's minor, but it is annoying.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:41:35 AM
Quote from: Elysium43 link=topic=10990.  msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.   I saved the game last night and I opened it up today.   First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.   I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't. 

This is 12 years into TN start.   I started with real stars but changed it to random stars before leaving Sol.   Most of my Units were Insta made but some were made normally.   I have a period as a decimal separator and Windows 10.   Also I had no error text during all my time playing 1.  8.  0

I'll upload the DB. 


Thanks Steve for all the amazing work.   I hope you get to play your game soon!

Edit: When I say Units I mean Formations.  I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.  Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear.

It sounds like this bug may be caused by some type of problem in saving the ground forces to the database. Did you get any error on the save?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 10:42:47 AM
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Migi on April 25, 2020, 10:43:16 AM
1.8.0
Class design window error message
TN start, not progressed beyond start date, Real Stars
I got this error message:
Code: [Select]
Function #235: Cannot add or insert the item 'Abundantia Mk1A' in more than one place. You must first remove it from its current location or clone it.

Parameter name: node

To reproduce the error message:
Click new ship class, at the time I had the Abundantia selected. Note the Abundantia has hull class 'Mass Conveyor  FT-M'
Click on the hull designation box (not the dropdown, the text).
Scroll the mouse wheel down and get the error message.
The new class disappears from the class list until you do something to refresh it (eg either of the tick boxes at the bottom).

I can't reproduce. As I scroll up and down the hull type changes on the tree view. Can you recheck version number please.
I am definitely on 1.8.0.
I saw the error a few times yesterday, but I don't think it was with the Mass Conveyor, I think it was with the Escorts and maybe some others but I didn't think to note down the details.
I have attached a new copy of my DB (saved today) in case I did something stupid like forget to save before sending and there was some critical bit which was missing.

I have reproduced it today on the attached DB, I couldn't get it to trigger with the Mass Conveyor but I did get it to trigger with both of the Terminus ships, which are the Military Jump Tenders. No idea why that is but possibly I made an error when I did the bug report.
I have found that you don't need to use the mouse wheel, mouse clicks on the list can trigger it as well.

I get the error to trigger when doing all the following changes:
Military Jump Tender to Mass Conveyor
Military Jump Tender to Mass Conveyor then back to Military Jump Tender
Military Jump Tender to Military Tanker
Military Jump Tender to Military Tanker to Military Jump Tender

I got no errors when doing the following:
Mass Conveyor to Military Jump Tender
Mass Conveyor to Military Jump Tender to Mass Conveyor
Military Tanker to Military Jump Tender to Military Tanker
Military Jump Tender to Minelayer
Military Jump Tender to Minelayer to Military Jump Tender
Military Jump Tender to Maintenance Vessel
Military Jump Tender to Maintenance Vessel to Military Jump Tender
Military Jump Tender to Maintenance Vessel to Mass Conveyor to Military Jump Tender
I also tried a few of the missile hulls with no errors.

It seems that you can get it into a state where it works without error which explains why I had trouble trying to get the steps right when I first reported it.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 25, 2020, 10:44:20 AM
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.

Fixed.

Dammit! I was really enjoying that, err, feature.  :)
Title: Re: v1.8.0 Bugs Thread
Post by: Stoned on April 25, 2020, 10:45:42 AM
Quote from: Steve Walmsley link=topic=10990. msg127906#msg127906 date=1587827942
Quote from: Stoned link=topic=10990. msg127405#msg127405 date=1587674066
Function #2471 Value cannot be null
Parameter name: value
I can no longer make or manage medals but i am still able to give them out.   version is 1.  8.  0

What were doing when the error occurred?
I was making a medal and the whole medal system became inoperable
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 25, 2020, 10:49:35 AM
I finally have someone else saying that Area Defense setting for PD does not work.

I have tried numerous times in 1.8 to get it to work and have concluded it's broken / bugged. They do not fire at all.
Title: Re: v1.8.0 Bugs Thread
Post by: Boris on April 25, 2020, 11:05:30 AM
unlike the rest of the colonies, Earth doesn't have a lack of protection penalty
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:05:38 AM
v1.8.0
Trying to rename a prototype component in "Class Design" window when prototypes are not shown throws an NRE error.

1. Create a prototype component
2. Open "Class Design" Window.
3. Select a ship, use Wide View, Check "Prototypes" checkbox
4. Add the created component to a ship
5. Uncheck "Prototypes" checkbox
6. Select the new component from the ship
7. Hit "Rename Comp" button
8. Choose a name and confirm
9. Error: Function #278 Null Reference Exception
The component does get renamed, but not immediately reflected in the window.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:11:12 AM
More of a missing feature than a bug I guess, but under "Naval Organization" Window, "Shipping Line" tab, the value "Best Share Price" appears to be always 1.

Redundant function left from VB6. I've removed it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: JuJo on April 25, 2020, 11:11:34 AM
Quote from: Steve Walmsley link=topic=10990. msg127919#msg127919 date=1587829295
Quote from: JuJo link=topic=10990. msg127484#msg127484 date=1587699192
Quote from: Elysium43 link=topic=10990.   msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.    I saved the game last night and I opened it up today.    First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.    I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't.   

This is 12 years into TN start.    I started with real stars but changed it to random stars before leaving Sol.    Most of my Units were Insta made but some were made normally.    I have a period as a decimal separator and Windows 10.    Also I had no error text during all my time playing 1.   8.   0

I'll upload the DB.   


Thanks Steve for all the amazing work.    I hope you get to play your game soon!

Edit: When I say Units I mean Formations.   I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.   Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear. 

It sounds like this bug may be caused by some type of problem in saving the ground forces to the database.  Did you get any error on the save?


Not that I remember.  I did tried to replicate it by saving a lot in different situations but it didn’t happen again.  I will keep an eye on it to see if i get an error during a save. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:26:03 AM
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a pop up explaining the ruin already exists.

I just tested:

Create new game in fresh database (all default settings)
SM On
SM GeoSurvey full system
Select Mars (which had no ruin) and hit random ruin. It generated a abandoned colony and an installation (Bio 100%)
Closed system window. Saved game. Exit.
Relaunch and check, the installation is still there, the ruin is gone.

I repeated again with another new game in a fresh database. Added ruins to mars, Venus, and mercury (none of which had one to start). Venus also got an installation. Saved, exit, reload. All the ruins are gone. The installation on Venus is still there.

Based on this, I don't think the bug is not only when hitting random ruin on a planet that already has a ruin.

Additionally, being able to re-roll ruins is a nice feature when setting up a game where you want something like a sizable ruin on mars to act as a jump-start to a conventional start, though that's obviously just a nice to have.

Thanks - I've found it. System bodies are only updated in the database if flagged. I forgot to set that flag when the player ruin was created.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:32:12 AM
Hi

Trying to load the game up and I am getting function #3056 Object reference not set to an instance of an object
It started up with function #1170 the given key was not present in the dictionary

This happened on load up, didn't even get in to start the game
Cant close the game or do anything, the error just keeps coming up

Also cant Ctrl+alt+delete

1170 means system bodies are not loading, while 3056 is displaying system bodies

Was this the first time you have run the game, or is this after a save and restart?

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:37:22 AM
It seems a geosurvey buoy that is not at a valid survey location causes an error
Function #1544: Object reference not set to an instance of an object.
Was messing with box launcher and launched a 2 stage missile at a random waypoint.  the payload was a geosurvey buoy and I'm now getting the error on each construction phase. 
Is there any way of deleting buoys?

Also, is it working as intended that a ship with a single large size box launcher can carry multiple small missiles? As expected I can only fire one missile and can't reload in deepspace but I can choose any missile it has onboard to be launched.  So I can have 1 big launcher 3 different smaller missiles and fire which ever one would be best for the current situation.  So the reloading is more a recharge rate.  Once a launcher is charged it can be loaded with any missile and fired.  Then it just needs to be recharged again before firing.

Geo survey was not checking for absence of system body. Fixed.

Launchers can fire any size missile up to the max for that launcher.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:39:39 AM
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.

I'm actually running a very similar situation.
1.8: 3 player races. One has an elint platform right over earth, and intel points are still at 0 after 3 years.
I even tested by setting human xenophobia to 0 and hostile, and running the game for a year. Still no intel points on the other earth or luna colonies.

Something odd is happening as I was using ELINT platforms extensively in my test game without any problems.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:42:46 AM
1.8, DB attached, decimal as separator.

Dug up some Science Departments.
Couldn't use them in ship directly, so disassembled for the RP.
RP instead went into Aux Control tech line instead of Science Department tech line.

They are both part of command and control tech. I might split them out at some point.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Thrake on April 25, 2020, 11:49:21 AM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:50:07 AM
Version 1.8.0: (Fresh game, Known Star Systems off)
My gravitational survey ships found two jump points fairly close to each other. I gave a jump-capable ship the orders to standard transit to Unknown JP#1 and Unknown JP#2.

What I expected to happen: Ship moves to JP#1, discovers system, jumps back, moves to JP#2, discovers system.
What actually happened: Ship moves to JP#1, discovers system, moves the distance between JP#1 and JP# 2 in the newly discovered system (so that it was in the middle of space); then suddenly popped into JP#2, discovering it.

Edit: I think I know why this can happen - transit orders into unexplored JPs don't take you out of the original system's interface, so you can queue up multiple transit orders in the same system.

Edit^2: Yep. You can do it with any unexplored JP - the second transit order takes place in the new system.

(https://drive.google.com/uc?export=view&id=1l62f8DYCYW_36zO2xiPSUQ-XWAPA9Dho)
Note that there are no other discovered JPs in the system.

The problem is caused by the ship having orders beyond the point at which it enters a system that hasn't been created yet. I'll add some code to prevent that.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 11:59:48 AM
Quote from: SpikeTheHobbitMage link=topic=10990. msg127796#msg127796 date=1587784240

That sounds like one of the races picked Thumbs. db as its flag.   Certainly a bug.   The Thumbs. db files should probably not be included in the install package.

IDK if it's in the install, but if it's not I'm pretty sure Windows would just generate a new one.  Should just be excluded from the files races can pick.
Only the Flags/Thumbs.db is shipped with 151Full.  It really shouldn't be.  Agreed that it should be excluded from the picker.

I think what's happening is that the new C# is set in a way that any image (but I think it's the file then) can be picked from the right folder for the creation of a new race. It applies to flags, races, etc. Probably, if possible, the code should source only for .png or .jpg not sure which one is more convenient or if both can be added. This should automatically sort the issue.

I've implemented this option.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:03:48 PM
You can stabilise lagrange points multiple times, leading to there being multiple LP points on the same location.

I've added code to prevent the option being displayed for system bodies with existing Lagrange points.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Nori on April 25, 2020, 12:20:48 PM
Another me too post. In my current save (1.80) I've had my GU disappear twice now. The first time I didn't notice for a while, but this last one happened just last night. I had meticulously recreated all my ground forces (50k strong up to division level) and I saved the game. There was no errors or anything but when I opened the game up just now, not a single unit is left. I'm trying to recreate the issue, but it certainly seems like some sort of save issue. Oddly enough the formations I deleted did save as deleted, but none of the new units I created are around.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ancalagon on April 25, 2020, 12:23:24 PM
In v1.80, we can still find two jump points in System A that both lead to the same System B.

I have experienced this occurrence twice already in a single v1.80 game, and I've seen another user on Discord report it as well.

I was using Random Stars, default local system gen/spread settings, and 1000 stars. I did not discover any system through SM tools. All jump point surveys and systems discovered were done by normal survey ship exploration.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:24:40 PM
Edit: If you have a population in orbital habitats the population will keep growing indefinitely irrespective of the orbital habitat capacity. Once said capacity is overfilled the game will begin displaying "Function 2244 attempted to divide by zero" every industrial increment. DB attached as an example.

Edit: I'm getting "Function #2244 attempted to divide by zero" every industrial increment. Initially I thought it was due to issues with shipyard task destinations but I have completed all shipyard tasks and even deleted the destination fleet. No joy. DB attached below. Played on Windows 7.

It seems the bug was connected to construction of one of my ships, the Heweliusz. Perhaps I moved its target task group or something. It's cleared now but I'm leaving the report and the database since its still a bug.

I'm getting "Function #2244 attempted to divide by zero" every industrial increment. DB attached. Played on Windows 7.

A player race population of the 'The Union' has been placed on a planet (Alpha Centauri-B I). The gravity of the planet is 2.59G but the max gravity tolerance of the race is only 1.3G. This results in a colony cost of -1 as the planet is not habitable. As the population exceeds the capacity of the orbital habitat, Aurora is trying to calculate the planet-based growth rate. As the max population surface area is zero, that is what caused the bug.

Because that section didn't complete, it didn't flag there was no space in the planet so the orbital pop kept growing.

Fixed now. Thanks for the DB.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:28:29 PM
V. 1.8
The statistic 'Unsurveyed Gravsurvey Locations' in the galaxy maps counts  the opposite, namely the number of surveyed gravsurvey locations. The number starts with 0 and counts up as the grav survey ship does its tour.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:31:23 PM
Quote from: redivider link=topic=10990. msg127837#msg127837 date=1587806915
Quote from: JUTWIK link=topic=10990. msg127836#msg127836 date=1587806770
hi,
i can't see the end of my research because the date format is too big

You have to change the date and time format in your windows settings.   Its been repeated over again as is probably somewhere in the forum how exactly to do it.   If you are on linux im not sure.

No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Prack on April 25, 2020, 12:34:01 PM
Quote from: Steve Walmsley link=topic=10990. msg127953#msg127953 date=1587832642
Quote from: Prack link=topic=10990. msg127688#msg127688 date=1587759658
It seems a geosurvey buoy that is not at a valid survey location causes an error
Function #1544: Object reference not set to an instance of an object. 
Was messing with box launcher and launched a 2 stage missile at a random waypoint.   the payload was a geosurvey buoy and I'm now getting the error on each construction phase.   
Is there any way of deleting buoys?

Also, is it working as intended that a ship with a single large size box launcher can carry multiple small missiles? As expected I can only fire one missile and can't reload in deepspace but I can choose any missile it has onboard to be launched.   So I can have 1 big launcher 3 different smaller missiles and fire which ever one would be best for the current situation.   So the reloading is more a recharge rate.   Once a launcher is charged it can be loaded with any missile and fired.   Then it just needs to be recharged again before firing.

Geo survey was not checking for absence of system body.  Fixed.

Launchers can fire any size missile up to the max for that launcher.

Thanks Steve!

About the missile size, the missile size is not the issue, but that 1 box launcher provides magazine space for multiple smaller missiles and that the missile loaded in a box launcher can be changed on the fly.  I'd expect that to change the missile in a box launcher the ship must return to a hanger or similar location?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Doren on April 25, 2020, 12:34:47 PM
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

I've fixed another bug that I think should also fix this.

I think this might be related to a NPR losing it's naval headquarters (or the pop containing the headquarters) and thus not having a naval command anymore
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:36:11 PM
Small WAI bug.

Select space station in the drop down menu under industry, then switch to any other tab for that colony, or don't.  If you have another colony with no industry or spaceport, swap to it and receive the "You can't build space stations here" error.  It would be nice if when swapping to colonies that can't handle space stations it would just switch back to the construction/ordnance/fighter menu.

Changed as suggested.
Title: Re: v1.8.0 Bugs Thread
Post by: Steve Walmsley on April 25, 2020, 12:37:54 PM
unlike the rest of the colonies, Earth doesn't have a lack of protection penalty

That is WAI.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:40:14 PM
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

I've fixed another bug that I think should also fix this.

I think this might be related to a NPR losing it's naval headquarters (or the pop containing the headquarters) and thus not having a naval command anymore

I've fixed that earlier - the top level command now floats somewhere in the Aether but still functions :)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 25, 2020, 12:41:54 PM
No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.

He's saying that you can set the culture so that the date is always in English, and in the en_GB long format, so that the dates are always the expected length. Obviously there is some advantage to presenting the dates in the user's language, even if the rest of the text is not translated, and you would lose that.

The other option, of course, is to give the user a UI for controlling the date format. Letting the user choose between the system long date format, the system short date format, and a custom date format string would cover all the possibilities.

A further option would be to use a table control rather than a list control. The table controls can allow resizing any field, as well as nifty things like sorting by any field when the user clicks on a column header. As a bonus you could then eliminate all of the "sort by X" buttons that you have in some of the windows.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kelewan on April 25, 2020, 12:47:51 PM
Version 1.8.0

Moving Research Facilities to another Planet, I discovered that you can end with negative number of "Research Facilities Available" (may be WAI)

Furthermore you can now press "Add RL" Button to add more "not existing Labs" to your projects and pushing the number ob available Labs further in the negatives
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:48:16 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 12:50:42 PM
No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.

He's saying that you can set the culture so that the date is always in English, and in the en_GB long format, so that the dates are always the expected length. Obviously there is some advantage to presenting the dates in the user's language, even if the rest of the text is not translated, and you would lose that.

The other option, of course, is to give the user a UI for controlling the date format. Letting the user choose between the system long date format, the system short date format, and a custom date format string would cover all the possibilities.

A further option would be to use a table control rather than a list control. The table controls can allow resizing any field, as well as nifty things like sorting by any field when the user clicks on a column header. As a bonus you could then eliminate all of the "sort by X" buttons that you have in some of the windows.

I can have the auto-sort headers in the listview too - but there are downsides to them as well so I have avoided them. I think it is better to have the dates in the local language and allow the user to choose the format, than force a specific format in English.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 25, 2020, 12:57:04 PM
I figured out why Area defense fire does not work:

Quote
Point Defence

In C# Aurora, fire controls set to 'Final Defensive Fire' or 'Final Defensive Fire (Self Only)' will fire on hostile missiles, regardless of whether the fire control is set to 'Open Fire'. Fire controls set to Area Mode or for AMMs will only fire defensively when that fire control is set to 'Open Fire'.

When a missile reaches its target, a target ship will use its CIWS first. If that is insufficient, it will use any weapons linked to fire controls set to 'Final Defensive Fire' or 'Final Defensive Fire (Self Only)'. If that is still insufficient, ships or the same race or an allied race with fire controls set to 'Final Defensive Fire' will be checked in increasing order of distance from the target ship.

A target population will use any ground units assigned to point defence to shoot at incoming missiles. If that is insufficient, the same process as for ships will take place, checking same race or allied ships within point defence range of the planet.

You are unable to set fire controls to Open fire without a target for them, so you need to manually target the missile salvos to use area defense, which makes it pointless. After you destroy a salvo you will get targeting error messages in the log about how the salvo was destroyed and the ships have no target so now you must only pass 5 seconds at a time (again making area defense useless).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 01:03:40 PM
You are unable to set fire controls to Open fire without a target for them

Just click the fire control and click 'Open Fire FC'. There is no check for targets when you click the button.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 25, 2020, 01:06:26 PM
You are unable to set fire controls to Open fire without a target for them

Just click the fire control and click 'Open Fire FC'. There is no check for targets when you click the button.

Open fire fleet and open fire all do not work if there is no target assigned.

Open fire FC does work. Assign all or assign fleet does pass on the Open Fire FC.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 25, 2020, 01:11:26 PM
You are unable to set fire controls to Open fire without a target for them

Just click the fire control and click 'Open Fire FC'. There is no check for targets when you click the button.

Also having FC's set to open fire with no target forces the game into 5 second turns.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 25, 2020, 01:18:28 PM
You are unable to set fire controls to Open fire without a target for them

Just click the fire control and click 'Open Fire FC'. There is no check for targets when you click the button.

Also having FC's set to open fire with no target forces the game into 5 second turns.

I can second this as an issue - imo any beam fire control with a point defense mode should fire on incoming missile salvos without having been told to open fire. AMM controls are complicated since ammo is an issue - they should require the player to tell them to open fire but FC's told to open fire with any set point defence mode should not trigger the increment adjustment event interrupt. (Edit: They should throw the interrupt if the player has assigned a PDFC with an actual non-missile target)

I think in order to reduce annoying micro any FC with a point defence mode should be considered separately from BFCs and MFCs. That way I can press a button that says "Open fire PDFCs" and activate the entire fleets point defence controls at one button press. Likewise this distinction would prevent "auto target FC" from assigning targets to PDFCs so I don't have to worry about my AMMs being wasted on ships for example.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Thrake on April 25, 2020, 01:27:52 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

When I open it I get "function #1171: Can not perform a cast (?) of DBnull item into other types" or so. I do not get the function #1414 like I did previously though (I had runned a few turns after the save I sent you) and everything else looks fine. However GravS6 is missing in my save. I will keep playing and report if something else weird happens in the upcoming turns.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 02:03:08 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

When I open it I get "function #1171: Can not perform a cast (?) of DBnull item into other types" or so. I do not get the function #1414 like I did previously though (I had runned a few turns after the save I sent you) and everything else looks fine. However GravS6 is missing in my save. I will keep playing and report if something else weird happens in the upcoming turns.

1171 means that fleets didn't load. At some point I need to work through all the load/save code and add error checking at the record level rather than table level. I've done this for fleets for v1.9.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 25, 2020, 02:16:08 PM
Quote from: redivider link=topic=10990. msg127837#msg127837 date=1587806915
Quote from: JUTWIK link=topic=10990. msg127836#msg127836 date=1587806770
hi,
i can't see the end of my research because the date format is too big

You have to change the date and time format in your windows settings.   Its been repeated over again as is probably somewhere in the forum how exactly to do it.   If you are on linux im not sure.

No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.

Couldn't you use DateTime.ToShortDateString()?
For reference: https://docs.microsoft.com/en-us/dotnet/api/system.datetime.toshortdatestring?view=netcore-3.1 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.toshortdatestring?view=netcore-3.1)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: kyonkundenwa on April 25, 2020, 03:01:51 PM
1.8, random stars, Local System Generation doesn't seem to function.

Initially my bug report was going to be that the game never generated connections to existing systems, and I ran a test game intending to prove it, but it turns out they're just incredibly unlikely and LSG is a probable culprit. I used default settings except random stars and I allowed 0 NPR, no star swarm, etc in order to have a peaceful galaxy to auto-explore. I SM'd propulsion tech and explored with ships rather than using SM-explore because I wanted it to get created exactly as it would if I were playing "for real".
When I stopped running the test game I had 80 known systems, with two loop connections (labeled "new link") back to known systems and two "double links" which connect systems back to the systems from which they were originally explored. 83 JP explorations in total. Galactic map image and DB attached.
I'm thinking I probably just got the two loop connections by hitting the same random numbers out of 1000, without any interaction from LSG. With 80 systems revealed the chances of that have started to get pretty good (8% chance per JP exploration now). As for the "double links", they are to be expected if LSG is working properly (about a one-in-sixty chance with default 50-15 LSG settings) but are incredibly unlikely (0.1% chance) if it's not working, so it's a bit odd.
I did another game just now with 100 stars, 90% LSGC, 3 LSGS, and have SM-explored 20 systems now without any loops, just double links.

Finally, system naming gets really weird when your name theme runs out. I expected System #0, System #1, etc, but instead about half the new systems are named System #0 and the rest are either slightly more than #1 or slightly less than #1000, with nothing in between.

To reproduce: play random stars game in 1.8 with any LSG settings. Expect few if any connections to known systems.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 25, 2020, 03:34:19 PM
Function #1821: Object reference not set to an instance of an object

Scenario: Epsilon Indi system ground combat against precursor outpost defenders - initial precursor force 20k tons and 2k STO, friendly ground forces is a mechanized assault brigade consisting of mostly mechanized with some armoured forces at around 100k tons (including logistics). STOs are firing at a battlecruiser in orbit and missing and orbiting warships are not doing any form of orbital bombardment.

Ground forces have 80 CAS fighters in orbit on ground support missions. 24 of those fighters are committed to supporting 2 armoured companies and 2 mechanized companies - all 4 of those formations are on frontline attack.

The exception is thrown every combat round - it seems to be preventing any CAS from firing since they still have all their ordnance - ground combat continued until 600 tons of enemy was left but would not progress further (telling the CAS to stop fixed it and the outpost was conquered). Similar exceptions also thrown when CAS fighters are on other ground missions.
Each CAS fighter consists of 2 size 12 strafing pods, 1 size 12 bombardment pod and 1 size 12 AtA pod. There are no precursor ground fighters present.

DB attached - planet of interest is Epsilon indi A-IV, the fighters should already be set to ground support so just play it for the next 8 hours and see what happens.

Edit: I just swapped out the AtA pods for a second bombardment pod - same result, its not because the AtA can't shoot at any fighters.

Authors note: When you have a lot of fighters giving support it becomes incredibly time consuming and tedious to assign them to their formations - i think you should make it so that fighters on ground support are automatically distributed to FFDs (6 per) that are in formations doing frontline attack (and maybe extend that to frontline defence too) and leave the fine tuning up to the player. This could also allow extra fighters to automatically replace downed ones as combat progresses.

P.S: If this is a problem I can work around without getting the next patch please let me know, like if its the AtA pods not having a valid target I'll just swap it out for another pod.

Second problem: I unnasigned the CAS to continue combat and now everytime I try to open ground OOB during combat I get:
Function #2355: Object reference not set to an instance of an object - this is preventing me from opening the ground OOB tab and persists beyond the ground combat (saving the game seems to have fixed the persistence but not the cause. I had also sent all fleets home so idk how I prevented the error from being thrown everytime I opened the OOB)
Edit: I think the second problem is related to unassigning fighters from supporting a formation - the references aren't being cleaned up properly.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Fray on April 25, 2020, 03:41:39 PM
Version 1. 8. 0

On every construction phase, there are two instances of:

Function 2398: Object reference not set to an instance of an object.

Database attached.  See the "Commonwealth of Man" game.  I suspect this may have been caused by combat between two NPRs, since I had a period of forced 5-second increments beforehand.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 25, 2020, 04:16:21 PM
Do NPR factions operate civilian shipping companies - because I think they can still create commercial ships in their homeworld - even if there are no shipyards, no population etc...
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 25, 2020, 04:30:59 PM
Do NPR factions operate civilian shipping companies - because I think they can still create commercial ships in their homeworld - even if there are no shipyards, no population etc...

All NPR freighters and colony ships are civilian shipping. The NPR handles their tasks via contracts.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 25, 2020, 04:33:55 PM
Do NPR factions operate civilian shipping companies - because I think they can still create commercial ships in their homeworld - even if there are no shipyards, no population etc...

All NPR freighters and colony ships are civilian shipping. The NPR handles their tasks via contracts.

If so that is a bug - in my previous report i sent you a DB, there is a system Arturus where there is an empty hostile population, a couple years on from the point of that DB they built a commercial ship despite there being no infrastructure for shipbuilding there.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 25, 2020, 04:47:11 PM
Not so much a bug but an annoyance but on the event log, when a Commander is promoted can the message show his command?  I don’t use automated assignments and about 15-20 years in when I get a ton of promotions, the promoted officer is relieved if too senior for assignment and leaves their ship/unit posting and I don’t notice unless I check specifically for it..  It seems like it would be easy enough text to add to event log promotion notification.

I've added an event for commanders being unassigned.

Not sure if Aurora differentiate between these two events, but could we get an separate interrupt event when Admin Commands are emptied due to promotions/deaths?
We that do use auto assignments don't really care about each and every ship captain etc, but still need to keep on top of admin command positions
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Chrisianak on April 25, 2020, 04:55:34 PM
1.8, random stars, Local System Generation doesn't seem to function.


How do you make your System map so clean?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Red Dusk on April 25, 2020, 05:18:03 PM
Both of these are in 1.8.0, unknown stars start, 1 npr 1 player race. I generated a second race on Mars and SM'd in ships to test with (taking tech up to maximum for a lot of things just to add extra range, tougher armor, etc for most things)

Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.


Also, when setting a fleet to Sync Fire, if all ships reach synchronization but some are missile ships and some are direct fire ships, only the ships equipped with missiles will actually fire, and the others will not fire (and will continue to "await readiness" from other ships in the fleet, never to actually fire as the same process repeats over and over) This occurs even if the direct fire (in this case, railguns) weapons are set to target a ship, and the missiles are set to another target entirely. Only the missiles will fire.
Edit: I actually edited the designs and had only beam weapons and still they would not fire, even with every ship in the fleet displaying "awaiting readiness" in the event log for several increments. It seems like Beam Fire Controls don't like sync fire. This was using a mixture of Railguns and turreted guass cannons on respective designs for each.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 25, 2020, 05:23:47 PM
Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.

Im pretty sure this is WAI but you are right that "no maintenance" should be called something like "no overhauls"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 25, 2020, 07:13:17 PM
Refitting to a new class does not lock the design, when you haven't retooled the shipyard. Retooling the shipyard locks the design, but you can still retool the shipyard to a similar class and retrofit to the class you want. While being built, you are able to modify the design.

Also, add demand for fractional amounts produces a function #609 error input string was not the correct format, but you may edit the amount to use fractions.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 25, 2020, 07:40:06 PM
1.8, random stars, Local System Generation doesn't seem to function.


How do you make your System map so clean?

You can drag the systems around to arrange them however you want. There's a snap-to-grid button in the toolbar for lining things up neatly.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Nori on April 25, 2020, 11:31:26 PM
Minor bug, if you have a tanker set to refuel a fleet and the fleet has a ship with fuel (for instance a tractor orbital hab) it throws a #854 attempted divide by zero.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ahmedok on April 25, 2020, 11:45:06 PM
I am not sure about this one, bug, missing feature or working like intended.

After queuing up a technology from one specific tree, technologies further down that tree do not show up before research completes.  That makes researching one particular low-cost tree a bit tedious.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Impassive on April 25, 2020, 11:56:02 PM
I am not sure about this one, bug, missing feature or working like intended.

After queuing up a technology from one specific tree, technologies further down that tree do not show up before research completes.  That makes researching one particular low-cost tree a bit tedious.

I would say that is WAI, as that was how VB6 also worked.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Hastermain on April 26, 2020, 01:35:25 AM
The function number: #483, followed by #1367

The complete error text:
Function #483: exception of the type system outofmemoryexception was thrown
Function #1367: object reference not set to an instance of an object

The window affected: Aurora bootup (opening the game)

What you were doing at the time: opening the game

Conventional or TN start: TN

Random or Real Stars: Real

Is your decimal separator a comma?: Switched it to period, never had this issue before

Is the bug is easy to reproduce, intermittent or a one-off?: one-off, first time it happened

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: over 120 years
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Castinar on April 26, 2020, 01:40:45 AM
Just had this minor inconvenience --- A fleet entered a JP w/ transit and divide.  Each individual ship had standing orders for survey, with conditional orders to (individually) move to jumppoint when fuel < 40 or MS < 20.  The original ship (head of fleet?) is able to carry out orders -- the ships divided away from the fleet started spamming "Ship XYZ has a standing order to return to its entry point.  However, the entry point is not known." 

It spams the event log every cycle (but does not interrupt the flow...so a minor inconvenience :D )
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: shanedday on April 26, 2020, 03:19:47 AM
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Zhatelier on April 26, 2020, 03:21:20 AM
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
After adding a jump point you'll need to re-do the survey since the JPs aren't defaulted to visible.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Zhatelier on April 26, 2020, 04:12:25 AM
1.8
To add to the list of missing functions, it appears like civilian trade between races just doesn't happen.

I have a multi-earth start, every race is set to 200 relations, and toggled to allow trade.
Every race has civilian freighters.
Two races have idle freighters when there is fur demand on Earth A and fur supply on Earth B. Very poor capitalists.

Edit: Mercury also has a fur demand and the fur suppliers are not willing to trade.
I am having a similar issue in a test game, the civilians from two different races refuse to trade with each other even though supply and demand do exist. This could potentially be because of sharing a homeworld, so I'll do another test to see if having different homeworlds will solve this issue.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 26, 2020, 04:43:05 AM
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
After adding a jump point you'll need to re-do the survey since the JPs aren't defaulted to visible.
I've already posted an issue with this, The Added jump point isn't visible in the system window, which it probably should be when spacemaster is on as "unsurveyed"", and Furthermore there is a bug where the new jump point is literally undiscoverable if the system was already fully surveyed . (At least when spacemaster mode is used to survey). I havent tested if it also applies if the new points are added before every jump point is finished, or if the entire system is surveyed manually, but I suspect that might still be the case.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: hadi on April 26, 2020, 04:48:54 AM
Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.
I noticed this today as well.
I'm hoping that this is a bug/oversight perhaps.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Haji on April 26, 2020, 04:57:01 AM
I created five ground units on one of my planets. I saved, I quit. I loaded the game some time later and those five were gone. There was no error message nor anything else out of the ordinary. I have attached the DB (the units disappeared on Alpha Centauri B II, for "The Union" faction) but I was unable to re-create the issue so I'm not sure if it will be of any use.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 26, 2020, 05:46:44 AM
Maybe not entirely a bug, but doesn't feel right.

The wealth cost of research is tied to research rate, which makes sense originally. Better research tech, means more expensive labs.
But it breaks a bit if you change the global research rate. Since this effects the research rate of labs, you end up with really cheap labs.

Sure, you presumably pay the same amount of wealth pr research point, but once your industry gets going, wealth is the real limiter on research. So you can end up with the same amount of research, you just need to spend the minerals/time to build more labs. Which kind of removes the point of the global setting after a while.



Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Eretzu on April 26, 2020, 05:53:27 AM
Maybe not entirely a bug, but doesn't feel right.

The wealth cost of research is tied to research rate, which makes sense originally. Better research tech, means more expensive labs.
But it breaks a bit if you change the global research rate. Since this effects the research rate of labs, you end up with really cheap labs.

Sure you presumably pay the same amount of wealth pr research point, but once your industry gets going, wealth is the real limiter on research. So you can end up with the same amount of research, you just need to spend the minerals/time to build more labs. Which kind of removes the point of the global setting after a while.

You are still limiter by scientist ability. If they cannot command enough lab, then you cannot rush technologies too fast.

That said, I also second that labs should not get cheaper with slower research rate.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demonides on April 26, 2020, 05:55:56 AM
Hello. I have a problem. I discovered alien system and now every increment take very long time to compute. It is normal ?. Steve can you check this ?

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 26, 2020, 05:56:37 AM
Also take into account the high population requirement of research labs, they're still making the wealth income equivalent of 3.3 Financial centers.
Right now with Half research my labs cost 800 wealth a year to run, but are making 960 wealth a year from their workers.
But thats at base research. Once I get that first research boost I assume it'll be break even. And the cost of making those Labs in the first place is very high.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ground Combat bugs on April 26, 2020, 06:07:54 AM
I'll report multiple bugs that i experienced
updated from 1. 63 to 1. 80 .  used as decimal divider for my normal game
fresh download 1. 51 to 1. 80 for replicating the bugs .  used as decimal divider

Minor bug

1in the ground forces oob the "clear support" button some times works some times doesn't even if you close and re open the window; the work around is changing the hierarchy of that unit clear the support and then put it back in its company.

2 i don t know if it can be called a bug but the auto assign for commander assigned only a few officer on my military ships even tho i put 1 and 2 as a priority on them i would expect to have all of this ships with commanders even i they aren t good

Major bugs

1 i cannot use the fighter they don t work in any of my testes in all the types of missions; in ground support they take part in the battle but they don't shoot (they have the MFC;i also tried one with every sensor and FC possible but noting changed)
the error given is "function 1821 reference to an object not set on an object instance"

2 my units don t resupply properly they don t pool supplies from the higher parent formation
125k battalion HQ 200LG (LV-LOG)  under it
4X 25k company HQ, under each of them
4X 5k Lance
(i was using the battletech OOB classification)
but it was working properly wen i had only the company and lance structure

3 During ground combat i kept receiving this error "function 1810 reference to an object not set on an object instance"
i was invading a NPR homewold and at the end of the battle after 1. 5 in game yr a inf unit was unkillable every GC fase there was no combat just intel of this unit i advanced time for half a year before giving up (i forgot to save so the DB will be before the end of the battle)

suggestions for UI improvements

it would be nice if you could:

select multiples units  at the same time to organize them in the Naval and Ground OOB .
select multiples units  at the same time to assign them their support target for Both GU and ships.
have a way to go directly to the tactical map of a system from the galaxy map.
have the number of your available crew and junior officer displayed in the commander assignment window
in the commandeer assignment window have a way to select the commander clicking on the ship name
in the commander assignment window a a way to filter already assigned commander like you do with the ships.

thanks for your work on this awesome game


Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Fietsenstandaard on April 26, 2020, 06:48:28 AM
Not particularly gamebreaking, but still annoying:

When I use a fleet with several freighters to pick up minerals, the game pauzes and shows me a "pickup failed" alert for each of the freighters that is full.     However, the fleet as a whole can perfectly ship all the resources.    Because I only care about the fact that all minerals are shipped, these pickup failed messages are only slowing me down.    The fleet is doing its job exactly as I want it to.    This happens to me every other in-game week, since that fleet is on cycle moves.     Is it possible to have that message only show up when the fleet cannot pick up the minerals instead of when one of the ships cannot pick up everything?

details:
I'm on a TN start,
use a .   as decimal seperator
Game is going on for 70 years now. 
real stars
version 1.  8
no mods.
Title: Non- Known stars is still broken
Post by: joshuawood on April 26, 2020, 07:27:26 AM
https://i. imgur. com/zuTBqIS. png

Play on any game without known stars selected and within 2-3 jumps you start getting insane numbers of interconnected systems and double jump points between systems
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: NeedHydra on April 26, 2020, 07:38:52 AM
Not game breaking but a big watch out.
Ships under a training admin will not overhaul


TN start
Real Stars
decimal separator
the bug happens when every a ship in under a training admin as in it will stop overhauls if they are moved mid overhaul and resume once they are out
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: MarcAFK on April 26, 2020, 07:50:33 AM
I believe thats WAI, But the mechanic isn't ideal. I manually transfer Ships to a different admin command when they're in overhaul.
If this is indeed working as intended. I would suggest that when a fleet is sent to overhaul it gets pushed from the training admin its current in up to whatever level of Command that training command is in, or none if the training command isn't nested. Then when the entire fleet comes out of overhaul it gets pushed back into the Training command.
There should probably be an interrupt for this, though maybe not, you do get interrupts for every ship thats finished overhaul.  I would offer an addittional suggestion, maybe when multiple ships are sent in for overhaul an interrupt should only fire when the entire fleet is finished. If you really want a stop for each individual ship you could break that unit out into a subfleet.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Migi on April 26, 2020, 08:03:21 AM
I believe thats WAI, But the mechanic isn't ideal. I manually transfer Ships to a different admin command when they're in overhaul.
If this is indeed working as intended. I would suggest that when a fleet is sent to overhaul it gets pushed from the training admin its current in up to whatever level of Command that training command is in, or none if the training command isn't nested. Then when the entire fleet comes out of overhaul it gets pushed back into the Training command.
There should probably be an interrupt for this, though maybe not, you do get interrupts for every ship thats finished overhaul.  I would offer an addittional suggestion, maybe when multiple ships are sent in for overhaul an interrupt should only fire when the entire fleet is finished. If you really want a stop for each individual ship you could break that unit out into a subfleet.
Personally I think there should be a warning message when trying to give a fleet the overhaul command while the fleet is part of a training admin. Moving things around admin commands automatically sounds like it cause people to report more bugs like "why is my fleet missing".
With respect to the overhaul messages, it would be better if there were 2 separate messages
Quote
Fleet AA, X out of Y ships completed overhaul, Z ships still undergoing overhaul
Quote
Fleet AA, all ships completed overhaul
The first would generate a log message only, the second would also interrupt auto-turns.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: legemaine on April 26, 2020, 08:47:54 AM
Hi, don't know if this is WAI, but playing 1. 8 I find that the Researcher I assigned as Academy Commandant is still available to lead research projects.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 26, 2020, 08:50:56 AM
Hi, don't know if this is WAI, but playing 1. 8 I find that the Researcher I assigned as Academy Commandant is still available to lead research projects.

If you assign him/her to a research project, does that not unassign them from the Academy post?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: legemaine on April 26, 2020, 08:52:55 AM
Now I look and he is unavailable - I think this must have been a refresh issue. All is well
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ahmedok on April 26, 2020, 09:04:48 AM
The function numbers: #222, 224, 2339, 2608 all after eachother in a sequence multiple times
The complete error text: All of them are "Object link do not show object example"(or something, because I can not clearly translate that from russian)
The window affected: Tactical
What you were doing at the time: Ship has just discovered new system, Beta Hydri
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: No, it's a dot
Is the bug is easy to reproduce, intermittent or a one-off: encountered it myself first time
Campaign is 46 years into

DB is included
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demonides on April 26, 2020, 09:15:52 AM
Hi. After discovering an opponent in the Gallowglass system, the game slows down a lot. And after trying to remove the system, errors #1555 and #713 occurred. Only killing the process allowed to exit the game.

What you were doing at the time: System deletion due to very slow gameplay
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma: No, it's a dot
Is the bug is easy to reproduce, intermittent or a one-off: Easy to reproduce
Campaign is 32 years into
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Doren on April 26, 2020, 09:20:51 AM
Hi. After discovering an opponent in the Gallowglass system, the game slows down a lot. And after trying to remove the system, errors #1555 and #713 occurred. Only killing the process allowed to exit the game.
These errors have been fixed and I guess will be in 1.9.0. The issue is that the NPR lost it's naval headquarters and then their naval command and thus the naval side of the game fails
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demonides on April 26, 2020, 09:57:14 AM
Hi. After discovering an opponent in the Gallowglass system, the game slows down a lot. And after trying to remove the system, errors #1555 and #713 occurred. Only killing the process allowed to exit the game.
These errors have been fixed and I guess will be in 1.9.0. The issue is that the NPR lost it's naval headquarters and then their naval command and thus the naval side of the game fails

Do you know why the game slows x30?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kelewan on April 26, 2020, 10:17:14 AM
Version 1.8.0

Terraforming Mars i found switching to another Planet or Tab and back to the Environment Tab for Mars the "Maximum Atm" resets to "0"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 26, 2020, 10:25:38 AM
Version 1.8.0

Terraforming Mars i found switching to another Planet or Tab and back to the Environment Tab for Mars the "Maximum Atm" resets to "0"

The GUI isn't great, to the point that I agree it's a bug.
As a workaround, you need to click out of the "Maximum atm" onto somewhere else on the same screen before changing screens for the value to stick
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: dlathro1 on April 26, 2020, 10:29:44 AM
I have a bug where my colony on Luna says it has no maximum on colonists yet is complaining about overcrowding.  Perhaps a rounding error?

I can't figure out how to put pictures in the post, so I've attached them below with the database.

What you were doing at the time: Skipping forward in time
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: No, it's a dot
Campaign is about 85 years into
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Haji on April 26, 2020, 10:32:37 AM
Your Luna colony is over population capacity. The second column of data, the one which begins with "imperial population" is showing the capacity near the bottom being 890 million people. Your colony is 930 million.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 26, 2020, 10:33:29 AM
I have a bug where my colony on Luna says it has no maximum on colonists yet is complaining about overcrowding.  Perhaps a rounding error?

I can't figure out how to put pictures in the post, so I've attached them below with the database.

What you were doing at the time: Skipping forward in time
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma: No, it's a dot
Campaign is about 85 years into

You are past the max for the body size
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kelewan on April 26, 2020, 10:40:22 AM
Version 1.8.0

Terraforming Mars i found switching to another Planet or Tab and back to the Environment Tab for Mars the "Maximum Atm" resets to "0"

The GUI isn't great, to the point that I agree it's a bug.
As a workaround, you need to click out of the "Maximum atm" onto somewhere else on the same screen before changing screens for the value to stick

thanks for the tip. I got it working before, but going to the environment tab would be the easiest way to check the progress on terraforming
if i didn't have to reenter the desired value for the gas to add. Know I am using the system window, but this shows less digits.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: dlathro1 on April 26, 2020, 10:42:52 AM
Quote from: Haji link=topic=10990. msg128263#msg128263 date=1587915157
Your Luna colony is over population capacity.  The second column of data, the one which begins with "imperial population" is showing the capacity near the bottom being 890 million people.  Your colony is 930 million.

Thanks, is there any way to increase that number?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DFNewb on April 26, 2020, 10:43:57 AM
Quote from: Haji link=topic=10990. msg128263#msg128263 date=1587915157
Your Luna colony is over population capacity.  The second column of data, the one which begins with "imperial population" is showing the capacity near the bottom being 890 million people.  Your colony is 930 million.

Thanks, is there any way to increase that number?

No it's based on the surface area of the body and your race's starting stats

http://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Haji on April 26, 2020, 10:48:28 AM
Quote from: Haji link=topic=10990. msg128263#msg128263 date=1587915157
Your Luna colony is over population capacity.  The second column of data, the one which begins with "imperial population" is showing the capacity near the bottom being 890 million people.  Your colony is 930 million.

Thanks, is there any way to increase that number?

No it's based on the surface area of the body and your race's starting stats

http://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078

The only thing I would add to the above is that race stats can be modified with the SM mode allowing you to increase capacity of all planets. I also think you can set the density modifier when creating species which would have allowed you to set it to any number.

In case you don't know SM mode is space master mode activated by clicking a globe near the right edge of the tool bar. It is used to do things "outside" of game such as creating new ships instantly, modifying stars and system bodies or species. Once activated various screens will have additional functions allowing you to perform those actions.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 26, 2020, 11:05:46 AM
The Medals screen only appears to have an area for ribbons to be awarded - on the left side towards the bottom.

Where is the facility to award actual medals as Aurora 4X

Trying to use medals from Aurora 4X or other peoples medal downloads just compresses and distorts the medal image in the ribbon area.

DavidR
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 26, 2020, 11:12:25 AM
The Medals screen only appears to have an area for ribbons to be awarded - on the left side towards the bottom.

Where is the facility to award actual medals as Aurora 4X

Trying to use medals from Aurora 4X or other peoples medal downloads just compresses and distorts the medal image in the ribbon area.

DavidR

This isn't so much a bug as it is a change in how medals work. I suggest you pop this into the suggestions thread cuz it would be cool to be able to have actual medals alongside ribbons
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Calavera on April 26, 2020, 11:41:07 AM
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 26, 2020, 12:19:08 PM
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.

Was Earth building the installations at the time?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 26, 2020, 12:29:53 PM
Disclaimer: I'm quite new to the game, so I might be missing something. . .

During my current game I noticed, that cycle orders of cargo fleets, that consist of two commands, sometimes got canceled.  In these cases my fleet had the commands "Load Installation (infrastructure) on Earth" and "Unload all Installations on Mars" on cycle together with standing orders for refueling and resupply.

From time to time I got "Orders Not Possible" events, that read:
Quote
Cargo Fleet has cycle orders set but only has one order set up.  As this can lead to an endless loop the cycle orders request has been removed.

After that the fleet was orbiting Earth (so the pick-up planet - at least this time, when I tracked it down) without any orders.  However, there were still installations to be transported and I also didn't get the message "picking up stuff not possible, because there is none".
So I assume the check, if there is only one command, sometimes hits the window, when one of the commands was just executed and is being moved to the bottom of the list.

Database from directly after the event is available, if that helps.

Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 26, 2020, 12:35:02 PM
When shift-clicking to add capabilities to a unit, if the list becomes larger than the summary screen allows, the text goes out of view and there is no way to scroll down.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Calavera on April 26, 2020, 12:44:38 PM
Quote from: skoormit link=topic=10990. msg128289#msg128289 date=1587921548
Was Earth building the installations at the time?

No.

Quote from: Droll link=topic=10990. msg128294#msg128294 date=1587922193
Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.

I'm not sure what you mean, so let me explain the situation of conditional orders for the fleet:
The fleet did have a conditional refuel order and also a conditional resupply order.  The cycle itself only contained the load and the unload order.  I didn't see any indicators in the log suggesting, that one of the conditional orders was triggered.  And even if such a conditional order would have been triggered, I would assume, that the cycle would continue afterwards.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demakustus on April 26, 2020, 01:38:13 PM
It seems that when completing new ships when there is not enough MSP to fill them, makes all the fuel disappear from the colony. 
This is a confirmation for 1. 8, Energyz found it in 1. 7. 3 ->
Code: [Select]
http://aurora2.pentarch.org/index.php?topic=10990.msg127079#msg127079
Attached is a DB, where the next construction phase 5 replenishment ships are completed and the fuel disappears (African Union empire). 

I don't know, but maybe it's connected to the weird bug with calculating MSP wrong when equipping different size of maintenance storage bays? ->
Code: [Select]
http://aurora2.pentarch.org/index.php?topic=10990.msg127520#msg127520
Title: Re: v1.8.0 Bugs Thread
Post by: Boris on April 26, 2020, 01:39:46 PM
when opening the galactic map window, it goes to the background after several seconds
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Migi on April 26, 2020, 01:42:34 PM
1.8.0
Commanders window
TN start
Real Stars
Decimal separator is .

I have a commander with a 4500000 tons command limit, looks like he was generated at game start.
His name is Lucius Veranius Libanius, he's a Centurion Legionis (the lowest rank) and he has 661 promotion score, the second highest command limit (65k) has a promotion score of 4523, the third highest a command limit of 50k and a score of 2259.
My guess is that there is a problem with officers at game start getting a command limit which is larger than the game expects.
Possibly there is a problem with the promotion score calculation as well.
I've already uploaded the database in these posts here (http://aurora2.pentarch.org/index.php?topic=10990.msg127320#msg127320) and here (http://aurora2.pentarch.org/index.php?topic=10990.msg127923#msg127923) so I'll save your bandwith from having to carry another copy.
Title: Re: v1.8.0 Bugs Thread
Post by: db48x on April 26, 2020, 02:20:00 PM
when opening the galactic map window, it goes to the background after several seconds

I have this problem with all windows, and I've determined that it's because a tooltip is created in the tactical window. If I move my mouse away from the button to where the new window will appear, the window order doesn't change.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 26, 2020, 02:28:37 PM
I was poking around in the database, and made the simplest possible tech-tree:

(http://db48x.net/temp/Aurora Tech Tree.svg)

I can't help but notice that the "Power Boost 60%" and "Max Squadron Jump Radius - 2500k" techs have a prerequisite with no name, which means that the tech isn't in the database. Perhaps these are typos, or places where the tech tree has been edited to remove something?

A quick test in SM mode shows that you can't get to those techs by researching the earlier ones. Thanks!

Edit: also "Minimal Vehicle Armour - ARM 1"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Napier on April 26, 2020, 02:32:14 PM
Quote from: Calavera link=topic=10990. msg128300#msg128300 date=1587923078
Quote from: Droll link=topic=10990.   msg128294#msg128294 date=1587922193
Also know that if you do not have a refuel order somewhere along the cycle you could trigger a conditional order which would cancel the whole thing.   

I'm not sure what you mean, so let me explain the situation of conditional orders for the fleet:
The fleet did have a conditional refuel order and also a conditional resupply order.    The cycle itself only contained the load and the unload order.    I didn't see any indicators in the log suggesting, that one of the conditional orders was triggered.    And even if such a conditional order would have been triggered, I would assume, that the cycle would continue afterwards. 

In VB6, all previous orders were removed when a conditional order was triggered, because the new orders could cause inconsistencies and errors.   I believe the same in true in C#.    I don't use conditional refuels in cargo runs.   Adding a refuel order at Earth to the list would take care of it in your case. 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Thrake on April 26, 2020, 02:34:42 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

I kept playing the same game and the same error appeared again.

It happened right after that the fleet Tug tractored the ship Cat 002 back home. In the fleet organization window, I have split the ship Cat 002 away from the Tug fleet and now when I click on this fleet, ScoutS2 in the naval organisation window, I get two errors: "#2976 value was too high or too low for a decimal" followed by "#916 value was too high or too low for a decimal". This fleet is composed of a single ship with 0 fuel which is ordered to refuel and resupply on the planet it is orbiting, but it won't do it for some reason.

When I load the game I get error 1171 and 1367 with "Can not perform a cast of DBnull item into other types" text. Errors are gone again and apparently ScoutS2 is gone this time. Could it be linked to the merging of fleets? Could the game keep track of the fleet that was automatically merged with the Tug fleet when I tractored the single ship of the ScoutS2 fleet and en error occured when I recreated a fleet with the same name?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Zhatelier on April 26, 2020, 02:53:37 PM
1.8, comma decimal separator, a diplomacy bug.

I have a quick and dirty test game where I have 3 player races to test trade mechanics, but I ran into a bug with diplomacy (in addition to the fact that currently, the races do not seem to trade with each other). We'll call them races A, B & C. Races A & B started on Sol, on different planets and I SM'd the communications, but the civilians refused to trade with the other race, possibly because there's not enough profit in the same system trade for them. So I figured I'd create another race couple jumps away with a stabilized highway from Sol to there. So race C is 3 jumps away, and I spawned in a race A diplo ship there to open up negotiations more naturally, in due time race A opened communications with C, but C was still attempting to communicate to A and A was now refusing since they already had communications established. So I made a C colony on Luna and spawned their diplo ship there to open communications with B and hopefully with A. Now C has communications with B, but they refuse to let B to establish the same. This might explain why some other players have had trouble communicating with NPRs: the NPR established communications and no longer needs to partake in doing it the other way around. Perhaps as a fix, once one side establishes communications the counterpart does it as well, no matter how far they are in the progress.

Edit: After 3 years and setting communications in SM, still no foreign trade what-so-ever. I even tried making A's colony on Venus a military colony to stop the traders, but the freighters going there simply stopped and a freighter they built on Earth did nothing. After I took the restriction away all freighters returned ferrying infra to Venus.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demakustus on April 26, 2020, 02:58:02 PM
This is almost a cosmetic thing.  When you open the commander window and then change the viewing empire, the commander sorter Minimum Rank and Maximum Rank dropdowns don't update to the now viewing empire - the dropdowns keep the ranks of the empire that opened the window.  Changing the commander type updates the ranks dropdowns.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: redivider on April 26, 2020, 03:10:43 PM
The function number - #407
The complete error text - Object reference not set to an instance of an object.
The window affected - Main window.
What you were doing at the time - Clicking 30 days.
Conventional or TN start - Conventional.
Random or Real Stars - Random.
Is your decimal separator a comma? - No a .
Is the bug is easy to reproduce, intermittent or a one-off? - Seems pretty random.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 71 Years

Db attached, click 30 days and you should get the error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs] Game Creation bug
Post by: Sara on April 26, 2020, 03:47:57 PM
Game Creation bug:

1) Click new game . . . 
2) set "earth Mineral Deposits) to any other number above 100.
3) check minerals on earth

-> its the same no matter what is set (didnt test below 100)

Current fix: space master mod to set them manually :(

Sincerely
Title: Re: v1.8.0 Bugs Ground Combat
Post by: Mr Monnix on April 26, 2020, 04:18:36 PM
I experienced multiple bugs with the Ground combat
Ver 1. 8
my normal game 1. 63 updated to 1. 80 .  decimal divider 1day production cycle
test game to replicate the bugs fresh download of 1. 51 and 1. 80 updated to 1. 80 .  decimal divider

Minor bugs

the "Clear support" in the ground OOB windows some times work some times doesn't even if i close and re open the window the work around is to change the unit hierarchy -> clear support -> put it back in formation .  able to replicate.

i don't think is a bug but the auto assignment for commanders doesn't really assign them i had only 2 warships with commanders on 20 total i also made sure to set those ships with the highest commander priority, i would expect to have them fully staffed even if the commander isn't good on that ship and he was unissigned before.

the Logistic system of ground troop don t work out battle what i mean is that i have all my troop with 0 supplies even tho the highest comand has 120k supplies (LV LOG) and they will not resupply, during the battle it would work but the supply value of my troops will never go above 0 they will pool only what they use on that round and nothing more then that even if i have 6 months worth of supplies available at that moment.  able to replicate.
OOB structure 125kBattalion (LOG)->25 kCompany -> 5k Lance
Also i experienced that Beauvoir in combat but saving and reloading fixed it .  wasn't able to replicate it.

Major bugs

at the end of the battle for a NPR Homeworld there was a immortal single INF unit my 500k troop wouldn't engage it i advanced time to 6 month after, but nothing appended ( all my troops were in Front line Attack stance) during the whole battle there was this message "function 1810 reference to an object not set on an instance" it didn t appear each round of combat only every 3 or 4,i gave up and forgot to save, after when i tried to replicate it i was unable but the same error would still appear.

i wasn t able to use the fighters for ground combat, i designed a fighter with pod bays it was eligible to take part on those missions but  in "search and destroy" and "AA suppression" the Ground combat fase would 't fire i had a increments without any reports, in ground combat support it would appear in the OOB and also in the GC report but only when it would fail catastrophically or when the AA shot at it there wasn t any sign of engagement of hostile troops (it had a MFC in the design i also tested one with every FC and sensor possible but nothing changed).
also if i changed the pod bays with box launchers the design window state that it eligible for planetary mission but there wasn't any option for them in the orders menu.  able to replicate ERRROR function 1821 reference to an object not set on an instance


thanks for all the work on this awesome game hopefully this report will help you to fix more bugs
PS i tried to attach the DB but the server wouldn t post this message
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Lornalt on April 26, 2020, 05:10:55 PM
Cannot Assign commanders higher ranked than the assigned rank to fleet command positions

The function number - none
The complete error text -  "Name of Commander" is not the required rank for this assignment
The window affected - Commander Screen
What you were doing at the time - Assigning ranks
Conventional or TN start - TN start
Random or Real Stars - Real Stars
Is your decimal separator a comma? - comma
Is the bug is easy to reproduce, intermittent or a one-off? - easy to reproduce
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 30 years in. 

From the picture attached you can see that I selected a Rear Admiral to command a fleet command that has a rank of CDRE (commodore) and it would not allow me to do so
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: dlathro1 on April 26, 2020, 07:27:55 PM
Not a bug, just a QoL thing:
I would appreciate if civilians failing to pick up goods on their trade routes wouldn't stop time from advancing.

Not super important just a minor annoyance.  Thanks for all the work you've put into this game!
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: klyoh on April 26, 2020, 09:13:11 PM
Various bugs on ground combat, v1. 8. 0:

On precursor world with hostile ground forces (2200 tons, including Unit Types Centurion, Decurion AA Mech, Praetorian Leaders, Resupply Infantry, STO, STO-PD and Construction Vehicles) :
- Create Colony
- Drop Combat Ground Units from Troop Transport
Bug #1: Clicking on "Transfer Alien" button in Ground Forces Tab at this stage sends an Error #1869 : Impossible to cast an object of type "ha" to type "f4" (potentially rough translation of error text)

- Delete Colony
=> The Ground units seem lost, impossible to load them on the Troop Transport (probably WAI, though a warning would be welcome)
PS: I didn't know how to start the fight, so I played around with the buttons

- Recreate the colony
- Drop Combat Ground Units from Troop Transport
=> I learned that the combat should take place automatically between hostile colonies, but would take at least 8 hours
=> Combat Starts (OK)

- Use Time increments of 8 hours
Potential Bug/Typo #2: On the event log, the first event appears as:
Ground Combat Intelligence      System      Estimated Hostile Force (Error Range: Estimated Hostile Forces: Unknown Unit Types: 383
=> There should probably be a value to "Error Range", a kind of separator between that and "Estimated Hostile Forces" (though maybe not, as there isn't any anywhere else) and a closing parenthesis.

Potential Bug #3: On the event log, even though the "Estimated Hostile Forces" are "Unknown types", all 3 of the detailed reports (bit of a redundacy here - "Element vs GUC Report", "GUC vs GUC Summary" and "Attack vs GUC Summary") give the names of the hostile units (i. e.  "21st RCT Elementals (Maynard A-IV): Attack Report vs Centurion  Shots 282  Hits 2  Armour Penetrated 2  Destroyed 2").

Potential Bug #4:  In this fighting phase, only my units attacked.  I don't known if it is because the enemy missed all his shots or due to a bug, but this happened for the 10 following 8 hours long phases (meaning I clicked 10 more times on the 8 hours increment, and each time I got another fight phase where only my units attacked)
Note: I was in the "front line attack" field position, so no fortification bonus for me.
Note2: In the first phase, I got the "New Alien Ground Unit" report for the Centurion and an accompanying "Intelligence Update" describing its weapon, and the same for the Decurion and the Praetorian Leader in the 3rd phase, so maybe they are indeed firing, but with red shirts.

Potential Typo #5: Positive morale changes are included in a "Element Loss Summary" report.

- On the twelfth phase, I decided to be adventurous and clicked on the 1 day increment.
=> I got the correct 3 fight phases, and this time I got hits and casualties in each phase

Question #6: Is it WAI that we only get a summary of the hits taken, and not detailed reports in triplicate similar to our units' attacks?

Bug #7: On these 3 phases, the Ground Unit I thought lost reappeared guns blazing and started shooting the Precursors.  They were still unaccounted for in the "Ground Units" tab or in the colony summary. 
Beyond the supply issue described below, it must also be noted that only this phantom regiment suffered hits (and losses) in this and the following 2 phases.

Potential Bug #8 (probably linked to #7): It seems my official unit was so in awe of the appearance of the unexpected cavalry that some of them forgot to fire (75% of my 12 heavy elements, just like an out of supply situation).  However, my formation has a combined GSP cost of 1820, and 4 Supply Trucks for a supply of 2000 GSP, and the out of supply situation started in the 12th round of combat (when the phantom regiment appeared).  If I understand your notes correctly, it shouldn't have happened until the 21st round, and then for (nearly ?) everybody simultaneously.  In the Ground Forces tab, at the end of the 14th round of combat, the elementals are shown at 80% supply (though only 25% fired shots during the 14th combat round), and the heavy elements at 70%(the same).  I am wondering if the phantom regiment is drawing from my normal supply in this situation.

- A further 8 hours increment yielded the same result as the previous three combat rounds (#12, #13 and #14) with the phantom regiment.

Potential Typo #9: In event report "Formation Attack Summary", if there were no losses inflicted the field after "Attack summary for X formation:" is blank, maybe there should be a "None" text when the String is empty.

- A further 8 hours increment saw the first losses for the normal regiment, so maybe the strange losses in the previous 4 combat rounds were due to quirks of the RNG (potentially helped by the fact that the phantom regiment was the only one in supply after combat round 12. . . ).  Still does not explain why there were no hits/losses in the first 11 rounds.

At the end of the fight, which I won, the colony was correctly captured, and the phantom regiment disappeared again in the mountains of the planet, never to be seen again.  I only won thanks to this phantom regiment, as I severely underestimated the hit chances of my troops (in the first combat phase, my hit ratio with my elementals was 4 hits for 660 shots, so about 0. 6%. . . ). 

It will probably stay in the tales told from one genetically engineered super soldier in power armor to another, on how, when the murderous robotic gravekeepers come knocking, even if you used up all your ammo to light up your BBQ, maybe you will be lucky and your invisible brother-hobos from beyond the stars will come to snatch the last sausage and kick the appliances back to the kitchen cupboard. . .

Sorry, it's late.

Thank you a lot for a great game!
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Gabethebaldandbold on April 26, 2020, 09:24:23 PM
everytime I click on anything related to Earth, I get function #2169, something about object reference not being defined as object instance, not sure why this is happening, or if its even really a bug. doesn't seem to affect anything, but it is annoying.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Hastermain on April 26, 2020, 11:44:46 PM
The function number:
when loading up: #1170
once game has opened: #3060, appears 4 times
The complete error text:
1170: object cannot be converted from dbnull to other types
3060 (all 4 windows): object reference not set to an instance of an object


actual error: a whole bloody system disappeared, no bodies remain except the star
also, all of my ground units disappeared
had to reset windows for the Events window not to have the 'white screen' error anymore


The window affected: -
What you were doing at the time: opened aurora and loaded saved game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: changed to period
Is the bug is easy to reproduce, intermittent or a one-off?: just look at the DB ;)
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~125 years
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: spartacus on April 27, 2020, 03:02:44 AM
Version 1. 8
Conventional Start
3 NPR

Game plays fine and the saves work fine when loaded but I get this error every time I save.

Function #1503: constraint failed
UNIQUE constraint failed: FTC_EventColour. EventTypeID,
FTC_EventColour. RaceID

I have attached the data base. 
To recreate the error just save the game.






Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 27, 2020, 04:09:34 AM
Hangar reloading is bugged or completely misleading in it's information for ships with box launchers.
The below design is a missileboat, it says hangar reload should take 158 minutes. It's been 3 days now and it's still not reloaded. Ship's ordnance template is set, there's missiles in the magazines of the station. Doesn't work.

Code: [Select]
Tarantul IIM class Missile Boat      5,989 tons       176 Crew       2,302.8 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-50      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 35      PPV 80
Maint Life 2.75 Years     MSP 1,721    AFR 52%    IFR 0.7%    1YR 328    5YR 4,922    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M83 FTL drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes


The station it is landed to, which should reload it.

Code: [Select]
Nablyudat class Resupply Base      141,774 tons       1,318 Crew       9,709 BP       TCS 2,835    TH 0    EM 0
1 km/s      Armour 10-242       Shields 0-0       HTK 198      Sensors 14/14/0/0      DCR 41      PPV 0
MSP 20,042    Max Repair 200 MSP
Hangar Deck Capacity 30,000 tons     Troop Capacity 1,000 tons     Magazine 2,000    Cargo Shuttle Multiplier 18   
Kapitan pervogo ranga    Control Rating 4   BRG   ENG   CIC   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 600   
Maintenance Modules: 10 module(s) capable of supporting ships of 32,000 tons

Fuel Capacity 10,000,000 Litres    Range N/A
Refuelling Capability: 100,000 litres per hour     Complete Refuel 100 hours

AK-676M (10x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-70 "Kukushka" (200)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 25 hours

Perimetr Early Warning System (2)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
EM Sensor E1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: TMaekler on April 27, 2020, 06:47:40 AM
V1.8.0: When you go into the "Industry" Tab on a planet with construction and then switch to one which has no construction AND no spaceport, you get the error message that a "Spaceport is required". Nevertheless, you can create a production job on that planet - even if it has no construction or construction troops at all - and of course nothing happens then to that production.

Maybe you can use the error message better when you actually want to set up a construction and don't have the facilities rather than having it pop up in general. Or remove it entirely. It's propbably obsolete anyway... .
Title: v1.8.0 Save Killer Bugs
Post by: Mr Monnix on April 27, 2020, 07:08:00 AM
Ver 1. 8
1. 63 updated to 1. 8
.  decimal divider
standard TN start customized after with SM
Know Stars
1day prod cycle
21yr in game

Function 1555 reference to an object not set on an instance
Function 713 reference to an object not set on an instance


After I conquered a NPR homewold and managed to get enough troop to get the population to surrender i got various Errors messages and at the second Production cycle after the surrender the Errors mentioned above will pop up for every 5 sec increments so the only way to advace a day is autoclick them away; also during the save i got Function 1460 reference to an object not set on an instance; all the other functions of the game seems to work as intended beside the bugs that i reported in my previous post. 

After i reloaded the Game the messages mentioned above will not show anymore but a new one appeared Function 4 reference to an object not set on an instance every Production cycle

Not related to the bugs above, I noticed that some times not all the events get displayed correctly in the event window Example:
The game stopped the auto increments but there wasn't any message in the events beside the increment time looking around i noticed one of my Cargo fleets arrived at destination and completed it s orders;
also it will not diplay ground combat events properly if you select time increase too big, the type the message is present but there isn't  any description on it.

attached the current save (error 4)

sincerely
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 27, 2020, 07:22:56 AM
The function number - #407
The complete error text - Object reference not set to an instance of an object.
The window affected - Main window.
What you were doing at the time - Clicking 30 days.
Conventional or TN start - Conventional.
Random or Real Stars - Random.
Is your decimal separator a comma? - No a .
Is the bug is easy to reproduce, intermittent or a one-off? - Seems pretty random.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 71 Years

Db attached, click 30 days and you should get the error.

Just wanted to say me too - the circumstances and nature of the message are identical to me though I have around 40 years in my campaign.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 27, 2020, 07:26:55 AM
Hangar reloading is bugged or completely misleading in it's information for ships with box launchers.
The below design is a missileboat, it says hangar reload should take 158 minutes. It's been 3 days now and it's still not reloaded. Ship's ordnance template is set, there's missiles in the magazines of the station. Doesn't work.

Code: [Select]
Tarantul IIM class Missile Boat      5,989 tons       176 Crew       2,302.8 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-50      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 35      PPV 80
Maint Life 2.75 Years     MSP 1,721    AFR 52%    IFR 0.7%    1YR 328    5YR 4,922    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M83 FTL drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes


The station it is landed to, which should reload it.

Code: [Select]
Nablyudat class Resupply Base      141,774 tons       1,318 Crew       9,709 BP       TCS 2,835    TH 0    EM 0
1 km/s      Armour 10-242       Shields 0-0       HTK 198      Sensors 14/14/0/0      DCR 41      PPV 0
MSP 20,042    Max Repair 200 MSP
Hangar Deck Capacity 30,000 tons     Troop Capacity 1,000 tons     Magazine 2,000    Cargo Shuttle Multiplier 18   
Kapitan pervogo ranga    Control Rating 4   BRG   ENG   CIC   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 600   
Maintenance Modules: 10 module(s) capable of supporting ships of 32,000 tons

Fuel Capacity 10,000,000 Litres    Range N/A
Refuelling Capability: 100,000 litres per hour     Complete Refuel 100 hours

AK-676M (10x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-70 "Kukushka" (200)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 25 hours

Perimetr Early Warning System (2)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
EM Sensor E1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Commercial Vessel for maintenance purposes

This might be WAI - I don't think commercial hangar bays can reload military ships, though I could be wrong. Instead of landing the ships try using the ordnance transfer system onboard the station like you would with a collier.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 07:30:05 AM
I've found the communication bug. The NPRs never actually initiated communication (the equivalent of the player clicking the Communicate button).
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 27, 2020, 07:34:29 AM
I've found the communication bug. The NPRs never actually initiated communication (the equivalent of the player clicking the Communicate button).

So you are saying that it's a bug that the bugs don't bug us?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 27, 2020, 07:38:01 AM
This might be WAI - I don't think commercial hangar bays can reload military ships, though I could be wrong. Instead of landing the ships try using the ordnance transfer system onboard the station like you would with a collier.
I haven't found a statement that they can't.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Guridan on April 27, 2020, 07:44:43 AM
Getting a lot of error messages with "Function #858: Attempted to divide by zero" when passing time on the tactical map.  Happens again when I save and restart the game.
1. 8 Random stars, TN start with 1 NPR, 10 years into the game
Using UK windows settings

DB attached
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DoctorDanny on April 27, 2020, 08:06:26 AM
I've taken a planet from a precursor civilization.

Landed my own colonists on the planet.
It now has political status 'occupied'  or 'subjugated' and unrest increases without military presence.

There's no aliens left alive on the planet though...
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: RedDagger on April 27, 2020, 08:26:50 AM
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 08:39:27 AM
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.

Not sure what you are looking at, but that isn't the table from the normal Aurora.db. Do you have some type of mod running?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 08:42:28 AM
I've taken a planet from a precursor civilization.

Landed my own colonists on the planet.
It now has political status 'occupied'  or 'subjugated' and unrest increases without military presence.

There's no aliens left alive on the planet though...

That is working as intended as it is the alien colony. There is nothing to stop you creating your own colony though on the same planet.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: RedDagger on April 27, 2020, 08:50:47 AM
Quote from: Steve Walmsley link=topic=10990. msg128511#msg128511 date=1587994767
Quote from: RedDagger link=topic=10990. msg128509#msg128509 date=1587994010
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.

Not sure what you are looking at, but that isn't the table from the normal Aurora. db.  Do you have some type of mod running?

I extracted the data from DIM_PlanetaryTerrain and put in a spreadsheet to see it more easily.  Here a print of the table.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: SpikeTheHobbitMage on April 27, 2020, 08:59:15 AM
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.

Not sure what you are looking at, but that isn't the table from the normal Aurora.db. Do you have some type of mod running?
The bug they are reporting is that Forested Rift Valley has a different minimum temperature from the other Forested types.

It looks like RD ran a joined query to make better sense of the data rather than just a raw dump.  It is also sorted by name instead of TerrainID, but the numbers look the same.  The two left-most columns are also from a different table, which fits with this being a screenshot of a spreadsheet.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 27, 2020, 09:02:26 AM
This might be WAI - I don't think commercial hangar bays can reload military ships, though I could be wrong. Instead of landing the ships try using the ordnance transfer system onboard the station like you would with a collier.
I haven't found a statement that they can't.

In fact, this post (http://aurora2.pentarch.org/index.php?topic=8495.msg103584;topicseen#msg103584) explicitly says that commercial hangars can reload box launchers.

Quote
They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 27, 2020, 09:04:30 AM
This might be WAI - I don't think commercial hangar bays can reload military ships, though I could be wrong. Instead of landing the ships try using the ordnance transfer system onboard the station like you would with a collier.
I haven't found a statement that they can't.

In fact, this post (http://aurora2.pentarch.org/index.php?topic=8495.msg103584;topicseen#msg103584) explicitly says that commercial hangars can reload box launchers.

Quote
They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships.

Well thats me cooked
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: skoormit on April 27, 2020, 09:06:37 AM
Well thats me cooked

Say what now?
Is this a Britishism I've not heard before?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DoctorDanny on April 27, 2020, 09:59:56 AM
I've taken a planet from a precursor civilization.

Landed my own colonists on the planet.
It now has political status 'occupied'  or 'subjugated' and unrest increases without military presence.

There's no aliens left alive on the planet though...

That is working as intended as it is the alien colony. There is nothing to stop you creating your own colony though on the same planet.

How do I do that?
AFAIK there's a single colony (mine) that's human species. The aliens were precursors.
I tried clicking 'create colony' on the system window, but I dont seem to get another colony.

Will I need to remove the previous one first?

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 10:20:41 AM
Function #1821: Object reference not set to an instance of an object

Scenario: Epsilon Indi system ground combat against precursor outpost defenders - initial precursor force 20k tons and 2k STO, friendly ground forces is a mechanized assault brigade consisting of mostly mechanized with some armoured forces at around 100k tons (including logistics). STOs are firing at a battlecruiser in orbit and missing and orbiting warships are not doing any form of orbital bombardment.

Ground forces have 80 CAS fighters in orbit on ground support missions. 24 of those fighters are committed to supporting 2 armoured companies and 2 mechanized companies - all 4 of those formations are on frontline attack.

The exception is thrown every combat round - it seems to be preventing any CAS from firing since they still have all their ordnance - ground combat continued until 600 tons of enemy was left but would not progress further (telling the CAS to stop fixed it and the outpost was conquered). Similar exceptions also thrown when CAS fighters are on other ground missions.
Each CAS fighter consists of 2 size 12 strafing pods, 1 size 12 bombardment pod and 1 size 12 AtA pod. There are no precursor ground fighters present.

DB attached - planet of interest is Epsilon indi A-IV, the fighters should already be set to ground support so just play it for the next 8 hours and see what happens.

Edit: I just swapped out the AtA pods for a second bombardment pod - same result, its not because the AtA can't shoot at any fighters.

Authors note: When you have a lot of fighters giving support it becomes incredibly time consuming and tedious to assign them to their formations - i think you should make it so that fighters on ground support are automatically distributed to FFDs (6 per) that are in formations doing frontline attack (and maybe extend that to frontline defence too) and leave the fine tuning up to the player. This could also allow extra fighters to automatically replace downed ones as combat progresses.

P.S: If this is a problem I can work around without getting the next patch please let me know, like if its the AtA pods not having a valid target I'll just swap it out for another pod.

Second problem: I unnasigned the CAS to continue combat and now everytime I try to open ground OOB during combat I get:
Function #2355: Object reference not set to an instance of an object - this is preventing me from opening the ground OOB tab and persists beyond the ground combat (saving the game seems to have fixed the persistence but not the cause. I had also sent all fleets home so idk how I prevented the error from being thrown everytime I opened the OOB)
Edit: I think the second problem is related to unassigning fighters from supporting a formation - the references aren't being cleaned up properly.

The 1821 was caused by code that allowed the parent formations of formations attacked by CAS to respond with AA fire. Unfortunately, the code did not allow for the parent formation not to exist. Thanks for the DB.

2355 is the code that opens windows from the toolbar. Not sure that is throwing an error.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 10:22:14 AM
I've taken a planet from a precursor civilization.

Landed my own colonists on the planet.
It now has political status 'occupied'  or 'subjugated' and unrest increases without military presence.

There's no aliens left alive on the planet though...

That is working as intended as it is the alien colony. There is nothing to stop you creating your own colony though on the same planet.

How do I do that?
AFAIK there's a single colony (mine) that's human species. The aliens were precursors.
I tried clicking 'create colony' on the system window, but I dont seem to get another colony.

Will I need to remove the previous one first?

OK, that does look like a bug :)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 10:53:30 AM
Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.

Im pretty sure this is WAI but you are right that "no maintenance" should be called something like "no overhauls"

I've changed weapon failure to be off for 'no maintenance'.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: DoctorDanny on April 27, 2020, 10:58:42 AM
I gave an order to stabilzie a lagrange point on a planet.
Then I cancelled all orders for that fleet.

Afterwards I was unable to give the stabilize lagrange point order on that same body again.
Option simply didn't appear.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demakustus on April 27, 2020, 11:11:14 AM
My ship got destroyed, the commander managed to escape to a lifeboat, she was looking forward to a slow death from asphyxiation.  But the bureaucratic machine never sleeps and she was immediately assigned to a new post (automated assignments turned ON).
I guess it can be done manually too, but somehow it feels wrong that the pencil pushers have power over space-time ;)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:11:19 AM
Minor bug, if you have a tanker set to refuel a fleet and the fleet has a ship with fuel (for instance a tractor orbital hab) it throws a #854 attempted divide by zero.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:34:30 AM
The function number: #483, followed by #1367

The complete error text:
Function #483: exception of the type system outofmemoryexception was thrown
Function #1367: object reference not set to an instance of an object

The window affected: Aurora bootup (opening the game)

What you were doing at the time: opening the game

Conventional or TN start: TN

Random or Real Stars: Real

Is your decimal separator a comma?: Switched it to period, never had this issue before

Is the bug is easy to reproduce, intermittent or a one-off?: one-off, first time it happened

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: over 120 years

This seems to be caused by over two million events in the GameLog table. If you delete them, it should be fine. I will add some code to keep the table trimmed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:42:57 AM
1.8
To add to the list of missing functions, it appears like civilian trade between races just doesn't happen.

I have a multi-earth start, every race is set to 200 relations, and toggled to allow trade.
Every race has civilian freighters.
Two races have idle freighters when there is fur demand on Earth A and fur supply on Earth B. Very poor capitalists.

Edit: Mercury also has a fur demand and the fur suppliers are not willing to trade.
I am having a similar issue in a test game, the civilians from two different races refuse to trade with each other even though supply and demand do exist. This could potentially be because of sharing a homeworld, so I'll do another test to see if having different homeworlds will solve this issue.

I have found a bug in this area, although not sure if it will fix this. Let me know if this still exists in v1.9.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:46:09 AM
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
After adding a jump point you'll need to re-do the survey since the JPs aren't defaulted to visible.
I've already posted an issue with this, The Added jump point isn't visible in the system window, which it probably should be when spacemaster is on as "unsurveyed"", and Furthermore there is a bug where the new jump point is literally undiscoverable if the system was already fully surveyed . (At least when spacemaster mode is used to survey). I havent tested if it also applies if the new points are added before every jump point is finished, or if the entire system is surveyed manually, but I suspect that might still be the case.

You should only be able to see the new jump point if you survey for it, although clicking Full Grav Survey in SM mode should reveal it.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:48:25 AM
The Medals screen only appears to have an area for ribbons to be awarded - on the left side towards the bottom.

Where is the facility to award actual medals as Aurora 4X

Trying to use medals from Aurora 4X or other peoples medal downloads just compresses and distorts the medal image in the ribbon area.

DavidR

There are only ribbons in C# Aurora
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:50:49 AM
It seems that when completing new ships when there is not enough MSP to fill them, makes all the fuel disappear from the colony. 

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 11:56:35 AM
I was poking around in the database, and made the simplest possible tech-tree:

(http://db48x.net/temp/Aurora Tech Tree.svg)

I can't help but notice that the "Power Boost 60%" and "Max Squadron Jump Radius - 2500k" techs have a prerequisite with no name, which means that the tech isn't in the database. Perhaps these are typos, or places where the tech tree has been edited to remove something?

A quick test in SM mode shows that you can't get to those techs by researching the earlier ones. Thanks!

Edit: also "Minimal Vehicle Armour - ARM 1"

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 27, 2020, 12:06:32 PM
ELINT module only goes to strength 14. Is that WAI?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:07:04 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

I kept playing the same game and the same error appeared again.

It happened right after that the fleet Tug tractored the ship Cat 002 back home. In the fleet organization window, I have split the ship Cat 002 away from the Tug fleet and now when I click on this fleet, ScoutS2 in the naval organisation window, I get two errors: "#2976 value was too high or too low for a decimal" followed by "#916 value was too high or too low for a decimal". This fleet is composed of a single ship with 0 fuel which is ordered to refuel and resupply on the planet it is orbiting, but it won't do it for some reason.

When I load the game I get error 1171 and 1367 with "Can not perform a cast of DBnull item into other types" text. Errors are gone again and apparently ScoutS2 is gone this time. Could it be linked to the merging of fleets? Could the game keep track of the fleet that was automatically merged with the Tug fleet when I tractored the single ship of the ScoutS2 fleet and en error occured when I recreated a fleet with the same name?

Nulls are appearing in your db for some double values. Do you have the comma as your decimal separator?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:12:04 PM
This is almost a cosmetic thing.  When you open the commander window and then change the viewing empire, the commander sorter Minimum Rank and Maximum Rank dropdowns don't update to the now viewing empire - the dropdowns keep the ranks of the empire that opened the window.  Changing the commander type updates the ranks dropdowns.

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs] Game Creation bug
Post by: Steve Walmsley on April 27, 2020, 12:14:00 PM
Game Creation bug:

1) Click new game . . . 
2) set "earth Mineral Deposits) to any other number above 100.
3) check minerals on earth

-> its the same no matter what is set (didnt test below 100)

Current fix: space master mod to set them manually :(

Sincerely

What is the actual error and how do you know the minerals are not being generated correctly?

They should be different each game and it would be hard to tell if 80 or 120 are making a difference without checking a lot of samples.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs] Game Creation bug
Post by: DFNewb on April 27, 2020, 12:15:53 PM
Game Creation bug:

1) Click new game . . . 
2) set "earth Mineral Deposits) to any other number above 100.
3) check minerals on earth

-> its the same no matter what is set (didnt test below 100)

Current fix: space master mod to set them manually :(

Sincerely

What is the actual error and how do you know the minerals are not being generated correctly?

They should be different each game and it would be hard to tell if 80 or 120 are making a difference without checking a lot of samples.


I just set it to 1000 to test and got normal numbers.

(https://i.imgur.com/nP5wFdI.png)
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:24:27 PM
The function number:
when loading up: #1170
once game has opened: #3060, appears 4 times
The complete error text:
1170: object cannot be converted from dbnull to other types
3060 (all 4 windows): object reference not set to an instance of an object


actual error: a whole bloody system disappeared, no bodies remain except the star
also, all of my ground units disappeared
had to reset windows for the Events window not to have the 'white screen' error anymore


The window affected: -
What you were doing at the time: opened aurora and loaded saved game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: changed to period
Is the bug is easy to reproduce, intermittent or a one-off?: just look at the DB ;)
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~125 years

This was another game with nulls replacing some doubles in the database.

Did you change to period for the decimal separator before you started the game?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:33:29 PM
The function number - #407
The complete error text - Object reference not set to an instance of an object.
The window affected - Main window.
What you were doing at the time - Clicking 30 days.
Conventional or TN start - Conventional.
Random or Real Stars - Random.
Is your decimal separator a comma? - No a .
Is the bug is easy to reproduce, intermittent or a one-off? - Seems pretty random.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - 71 Years

Db attached, click 30 days and you should get the error.

Fixed. It was related to a CAG being promoted. Thanks for the db.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:35:58 PM
Quote from: Steve Walmsley link=topic=10990. msg128511#msg128511 date=1587994767
Quote from: RedDagger link=topic=10990. msg128509#msg128509 date=1587994010
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.

Not sure what you are looking at, but that isn't the table from the normal Aurora. db.  Do you have some type of mod running?

I extracted the data from DIM_PlanetaryTerrain and put in a spreadsheet to see it more easily.  Here a print of the table.

Yes, understood now and fixed. Thanks.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 27, 2020, 12:36:26 PM
I gave an order to stabilzie a lagrange point on a planet.
Then I cancelled all orders for that fleet.

Afterwards I was unable to give the stabilize lagrange point order on that same body again.
Option simply didn't appear.

That's some very good QA testing.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Kelewan on April 27, 2020, 12:37:16 PM
The function number:
when loading up: #1170
once game has opened: #3060, appears 4 times
The complete error text:
1170: object cannot be converted from dbnull to other types
3060 (all 4 windows): object reference not set to an instance of an object


actual error: a whole bloody system disappeared, no bodies remain except the star
also, all of my ground units disappeared
had to reset windows for the Events window not to have the 'white screen' error anymore


The window affected: -
What you were doing at the time: opened aurora and loaded saved game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: changed to period
Is the bug is easy to reproduce, intermittent or a one-off?: just look at the DB ;)
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~125 years

This was another game with nulls replacing some doubles in the database.

Did you change to period for the decimal separator before you started the game?

AFAIK you can override the decimal separator, or check that it is set correct.
https://docs.microsoft.com/en-us/dotnet/api/system.globalization.numberformatinfo.numberdecimalseparator?view=netcore-3.1
Just so that you don't need to chase know issues
 
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Cobaia on April 27, 2020, 12:39:05 PM
The function number: #917
The complete error text: Value too big or too small for Int32
The window affected: Main game window
What you were doing at the time: Refueling ships and setting Join Fleet Order
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 160 years long

I was able to save the game and remove the orders.  Error stopped.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:47:00 PM
Getting a lot of error messages with "Function #858: Attempted to divide by zero" when passing time on the tactical map.  Happens again when I save and restart the game.
1. 8 Random stars, TN start with 1 NPR, 10 years into the game
Using UK windows settings

DB attached

Running without problems - I think this might be have been related to a bug I fixed when you try to refuel ships without fuel capacity.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 12:55:36 PM
AFAIK you can override the decimal separator, or check that it is set correct.
https://docs.microsoft.com/en-us/dotnet/api/system.globalization.numberformatinfo.numberdecimalseparator?view=netcore-3.1
Just so that you don't need to chase know issues
 

At the moment, the game is using the local separator, which works most of the time but fails when I populate fields that include decimal points. I also tried to interpret the content of a text field and decide which to use based on user intention, but that fails for non-decimal because the thousand separator looks like a decimal point. Finally, I could populate fields based on the local separator but that might cause confusion for people who do enter the periods even when their system is set to comma.

The problem is confusion between the two. I think the simplest thing is to force the game to use periods and inform the user when their separator is set to comma that it will cause problems in the game.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: db48x on April 27, 2020, 01:21:04 PM
AFAIK you can override the decimal separator, or check that it is set correct.
https://docs.microsoft.com/en-us/dotnet/api/system.globalization.numberformatinfo.numberdecimalseparator?view=netcore-3.1
Just so that you don't need to chase know issues
 

At the moment, the game is using the local separator, which works most of the time but fails when I populate fields that include decimal points. I also tried to interpret the content of a text field and decide which to use based on user intention, but that fails for non-decimal because the thousand separator looks like a decimal point. Finally, I could populate fields based on the local separator but that might cause confusion for people who do enter the periods even when their system is set to comma.

The problem is confusion between the two. I think the simplest thing is to force the game to use periods and inform the user when their separator is set to comma that it will cause problems in the game.

There have been several suggestions which would be better than that alternative. If you don't want to fix it properly, you can simply set the decimal separator to whatever you want, and then you don't have to rely on the user to set it up correctly.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Hastermain on April 27, 2020, 01:24:00 PM
The function number:
when loading up: #1170
once game has opened: #3060, appears 4 times
The complete error text:
1170: object cannot be converted from dbnull to other types
3060 (all 4 windows): object reference not set to an instance of an object


actual error: a whole bloody system disappeared, no bodies remain except the star
also, all of my ground units disappeared
had to reset windows for the Events window not to have the 'white screen' error anymore


The window affected: -
What you were doing at the time: opened aurora and loaded saved game
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: changed to period
Is the bug is easy to reproduce, intermittent or a one-off?: just look at the DB ;)
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~125 years

This was another game with nulls replacing some doubles in the database.

Did you change to period for the decimal separator before you started the game?

Ever since previous versions yes, but I just realised the 10^3^x separator (you know, the 10 , 000 , 000 , 000) was set as a period, not a comma. Sorry for the waste of time! dumb mistake of mine
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Guridan on April 27, 2020, 01:47:40 PM
Quote from: Steve Walmsley link=topic=10990. msg128611#msg128611 date=1588009620
Quote from: Guridan link=topic=10990. msg128501#msg128501 date=1587991483
Getting a lot of error messages with "Function #858: Attempted to divide by zero" when passing time on the tactical map.   Happens again when I save and restart the game. 
1.  8 Random stars, TN start with 1 NPR, 10 years into the game
Using UK windows settings

DB attached

Running without problems - I think this might be have been related to a bug I fixed when you try to refuel ships without fuel capacity.

That could very well be, I did have some tugs moving some of my terraformers and they had a refuel scheduled on the way to their destination.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 27, 2020, 01:55:03 PM
If spaceports do not stack, why does more than one spaceport on a planet take more than 1 million workers?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 01:57:56 PM
The function number: #917
The complete error text: Value too big or too small for Int32
The window affected: Main game window
What you were doing at the time: Refueling ships and setting Join Fleet Order
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 160 years long

I was able to save the game and remove the orders.  Error stopped.

I think it was related to movement toward a very distant target. I've changed the value I think was the problem from an integer to a double.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 01:59:08 PM
At the moment, the game is using the local separator, which works most of the time but fails when I populate fields that include decimal points. I also tried to interpret the content of a text field and decide which to use based on user intention, but that fails for non-decimal because the thousand separator looks like a decimal point. Finally, I could populate fields based on the local separator but that might cause confusion for people who do enter the periods even when their system is set to comma.

The problem is confusion between the two. I think the simplest thing is to force the game to use periods and inform the user when their separator is set to comma that it will cause problems in the game.

There have been several suggestions which would be better than that alternative. If you don't want to fix it properly, you can simply set the decimal separator to whatever you want, and then you don't have to rely on the user to set it up correctly.

Assuming the user types in the correct format when required, which is the biggest issue.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 02:01:50 PM
My ship got destroyed, the commander managed to escape to a lifeboat, she was looking forward to a slow death from asphyxiation.  But the bureaucratic machine never sleeps and she was immediately assigned to a new post (automated assignments turned ON).
I guess it can be done manually too, but somehow it feels wrong that the pencil pushers have power over space-time ;)

Fixed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Thrake on April 27, 2020, 02:34:21 PM
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.

I'm running your game without errors. However, I had to delete GravS6 to get the game to load. Maybe that was causing the problem.

I kept playing the same game and the same error appeared again.

It happened right after that the fleet Tug tractored the ship Cat 002 back home. In the fleet organization window, I have split the ship Cat 002 away from the Tug fleet and now when I click on this fleet, ScoutS2 in the naval organisation window, I get two errors: "#2976 value was too high or too low for a decimal" followed by "#916 value was too high or too low for a decimal". This fleet is composed of a single ship with 0 fuel which is ordered to refuel and resupply on the planet it is orbiting, but it won't do it for some reason.

When I load the game I get error 1171 and 1367 with "Can not perform a cast of DBnull item into other types" text. Errors are gone again and apparently ScoutS2 is gone this time. Could it be linked to the merging of fleets? Could the game keep track of the fleet that was automatically merged with the Tug fleet when I tractored the single ship of the ScoutS2 fleet and en error occured when I recreated a fleet with the same name?

Nulls are appearing in your db for some double values. Do you have the comma as your decimal separator?

That was the default setting of my computer, however I have changed it to specifically use dots in the regional settings, that fixed another issue I had so I do not think it is linked to this.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: johiah on April 27, 2020, 02:44:43 PM
I'm not sure if this is an issue unique to me but after not finding any NPRs to fight with gen chance set to 80% and discovering more than 80 systems, I decided to spawn one in manually using SM mode. It builds ships and colonies and seems to be exploiting its home system, but it hasn't left its home system. It's even scanned and knows of the four jump points, but it has never explored any of them. It's made 10 colonies and more than 40 years.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Geezer on April 27, 2020, 02:50:30 PM
I tried creating 100 mines on my new colony on Mars.  Got the attached error.  Pretty sure it was due to the completion date being beyond 9999 since after clicking OK on the error message the screen showed "error" where it should have showed the completion date.

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 27, 2020, 02:52:11 PM
I tried creating 100 mines on my new colony on Mars.  Got the attached error.  Pretty sure it was due to the completion date being beyond 9999 since after clicking OK on the error message the screen showed "error" where it should have showed the completion date.

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Cobaia on April 27, 2020, 03:26:23 PM
Quote from: Steve Walmsley link=topic=10990. msg128623#msg128623 date=1588013876
Quote from: Cobaia link=topic=10990. msg128608#msg128608 date=1588009145
The function number: #917
The complete error text: Value too big or too small for Int32
The window affected: Main game window
What you were doing at the time: Refueling ships and setting Join Fleet Order
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma?: Yes
Is the bug is easy to reproduce, intermittent or a one-off?: Constant
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 160 years long

I was able to save the game and remove the orders.   Error stopped.

I think it was related to movement toward a very distant target.  I've changed the value I think was the problem from an integer to a double.


I've successfully recreated the error.

There was something causing the order to join the fleet to go towards 180º instead of 000º.

I set the ship to join a fleet at Minerva that was 000º.  The ship went 180º.  I've set an waypoint and forced the correct trip.

No bug I think.


Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Droll on April 27, 2020, 03:54:07 PM
Function #1821: Object reference not set to an instance of an object

Scenario: Epsilon Indi system ground combat against precursor outpost defenders - initial precursor force 20k tons and 2k STO, friendly ground forces is a mechanized assault brigade consisting of mostly mechanized with some armoured forces at around 100k tons (including logistics). STOs are firing at a battlecruiser in orbit and missing and orbiting warships are not doing any form of orbital bombardment.

Ground forces have 80 CAS fighters in orbit on ground support missions. 24 of those fighters are committed to supporting 2 armoured companies and 2 mechanized companies - all 4 of those formations are on frontline attack.

The exception is thrown every combat round - it seems to be preventing any CAS from firing since they still have all their ordnance - ground combat continued until 600 tons of enemy was left but would not progress further (telling the CAS to stop fixed it and the outpost was conquered). Similar exceptions also thrown when CAS fighters are on other ground missions.
Each CAS fighter consists of 2 size 12 strafing pods, 1 size 12 bombardment pod and 1 size 12 AtA pod. There are no precursor ground fighters present.

DB attached - planet of interest is Epsilon indi A-IV, the fighters should already be set to ground support so just play it for the next 8 hours and see what happens.

Edit: I just swapped out the AtA pods for a second bombardment pod - same result, its not because the AtA can't shoot at any fighters.

Authors note: When you have a lot of fighters giving support it becomes incredibly time consuming and tedious to assign them to their formations - i think you should make it so that fighters on ground support are automatically distributed to FFDs (6 per) that are in formations doing frontline attack (and maybe extend that to frontline defence too) and leave the fine tuning up to the player. This could also allow extra fighters to automatically replace downed ones as combat progresses.

P.S: If this is a problem I can work around without getting the next patch please let me know, like if its the AtA pods not having a valid target I'll just swap it out for another pod.

Second problem: I unnasigned the CAS to continue combat and now everytime I try to open ground OOB during combat I get:
Function #2355: Object reference not set to an instance of an object - this is preventing me from opening the ground OOB tab and persists beyond the ground combat (saving the game seems to have fixed the persistence but not the cause. I had also sent all fleets home so idk how I prevented the error from being thrown everytime I opened the OOB)
Edit: I think the second problem is related to unassigning fighters from supporting a formation - the references aren't being cleaned up properly.

The 1821 was caused by code that allowed the parent formations of formations attacked by CAS to respond with AA fire. Unfortunately, the code did not allow for the parent formation not to exist. Thanks for the DB.

2355 is the code that opens windows from the toolbar. Not sure that is throwing an error.

Well the 2355 error was thrown every time I tried opening the ground OOB from toolbar AFTER I cleared the CAS supports of by using the clear support button for the supported formations. I do not know exactly how but when my forces returned and landed back on earth (and the CAS landed on their carrier) the error stopped throwing and was able to play as normal.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: swarm_sadist on April 27, 2020, 04:15:09 PM
When designing CIWS, there is no way to select "No ECCM"
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Demakustus on April 27, 2020, 05:17:50 PM
Hmm, it seems I can just stack more and more LG infrastructure on a LG world and have unlimited population capacity, regardless of the world's size.
Attached is a screenshot of Ceres with SM'd LG infrastructure.  The population doesn't seem to be growing but it's not shrinking either, however, the theoretical capacity isn't limited to the 70m the System Generation and Display window suggests.
Is that intended?
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Energyz on April 27, 2020, 05:58:24 PM
Hmm, it seems I can just stack more and more LG infrastructure on a LG world and have unlimited population capacity, regardless of the world's size.
Attached is a screenshot of Ceres with SM'd LG infrastructure.  The population doesn't seem to be growing but it's not shrinking either, however, the theoretical capacity isn't limited to the 70m the System Generation and Display window suggests.
Is that intended?

There are two "population capacity", one given by infrastructure and colony cost, the other by size. So everything is WAI, you can check change logs for more precision
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: bean on April 27, 2020, 06:43:41 PM
I'm in combat, and particularly when setting up AMM FCs, I'm getting lots of Function #2737: Object reference not set to an instance of an object.  As a side note, it would be nice if those worked without having to be switched on individually, which seems to be the only way to make them work for me, or at least if there was a button to turn them on for the whole fleet.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Chrisianak on April 27, 2020, 07:00:54 PM
Max Population capacity is not being respected by orbital habitat population growth or civilian colony transports.

E.G: Give Ceres orbital habitat capacity (another 70m in the test I just ran), fill it to capacity of 140m
Result: Surface growth rate=0%, orbital 4.85%.  Extra pop added to surface corresponding to 4.85% of orbital pop*length/year.  Overcrowding ensues.

Also, civilians will attempt to fill infrastructure capacity, regardless of body max pop.  Unless of course you manually change to source or stable.  Again, overcrowding ensues.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: JacenHan on April 27, 2020, 07:38:00 PM
I am unable to use alien missiles in an ordnance template for my ships. I previously had an alien AMM ship surrender to me (along with a couple of others), containing a full load of missiles. After sending it back to Earth I assigned to one of my normal warship squadrons, and eventually used the "Replace Ordnance" command to upgrade my other ships to a new set of missiles. Because the alien-built AMM ship had no template assigned, all ~1300 of its missiles were dropped off on the planet, and I am now unable to reload them back into the ship. The missiles do show up in the colony stockpile view. The Ordnance Template tab on the fleet window, as well as the matching tab on the ship design window, does not list any alien missiles for me to add to the template of either the class or the ship, regardless of what checkboxes are toggled.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: davidr on April 28, 2020, 02:55:41 AM
Using automated Commander appointments.

My first FT vessel commander was appointed automatically. However the 2nd vessel to be built did not have a commander automatically appointed

db attached showing position 5 days before 2nd FT vessel due from Shipyard. Running forward 5 days , the FT vessel completes but no Commander appointed.

Is it because there are no suitable Commanders with the Logistics Bonus?

DavidR
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Second Foundationer on April 28, 2020, 03:47:17 AM
Really minor bug?/incomplete feature.  The new immersive-to-have shipwise stats (HMS McBoatface: 99 new systems discovered etc. ) are working gloriously.  However, the ship (not fleet) history (constructed, repaired, etc.  as in VB Aurora) appears to be recorded in the database except for changes in command, but nothing is displayed in the Ship Overview/History subpanel.  If it's easy to do with just a few lines, it would be nice to have that back on top of the stats.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Fietsenstandaard on April 28, 2020, 04:01:32 AM
Quote from: johiah link=topic=10990. msg128633#msg128633 date=1588016683
I'm not sure if this is an issue unique to me but after not finding any NPRs to fight with gen chance set to 80% and discovering more than 80 systems, I decided to spawn one in manually using SM mode.  It builds ships and colonies and seems to be exploiting its home system, but it hasn't left its home system.  It's even scanned and knows of the four jump points, but it has never explored any of them.  It's made 10 colonies and more than 40 years.

I have the same problem, cant find anything to fight anywhere!
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: moncu7 on April 28, 2020, 04:49:55 AM
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us.

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.  Removing Cargo Holds from the design makes the Build Time longer.

It seems that it would take longer to build a 50k tons ship than a 150k tons ship.

Is that WAI?

Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 28, 2020, 05:07:51 AM
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us.

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.  Removing Cargo Holds from the design makes the Build Time longer.

It seems that it would take longer to build a 50k tons ship than a 150k tons ship.

Is that WAI?

Larger ships can be built more quickly on a per-BP basis, so building a 150k ship does not take 3x longer than a 50k ship. There is a 'Build Rate' on the shipyard task list. Of course, you need a larger shipyard to build larger ships.

In real life, building a patrol boat is not linear in terms of time vs size compared to building a supertanker, because the yard building each one is intended for that task. There will be a lot more people and equipment dedicated to building the supertanker so it will progress faster per unit of cost.

Building a 150k ship that costs 1500 BP will still take longer than a 50k ship that costs 500 BP, just not 3x as long. However, a 150k ship that costs 500 BP will be faster than a 50k ship that costs 500 BP. At some point in-between there is a cross-over and this is likely to happen with large, low-cost components such as cargo holds.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Andrew Clegg on April 28, 2020, 05:10:39 AM
Quote from: moncu7 link=topic=10990. msg128760#msg128760 date=1588067395
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us. 

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.   Removing Cargo Holds from the design makes the Build Time longer. 

It seems that it would take longer to build a 50k tons ship than a 150k tons ship. 

Is that WAI?



It's probably because cargo bays are really cheap in terms of time they take to build, and the speed with with a shipyard builds a ship is dependant on the ship size, not the shipyard size.  This means that by adding a cheap component, you are increasing the build speed via increasing tonnage, but increasing the build cost in terms of time by a very small amount, which is more than compensated for by the increased build speed.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: moncu7 on April 28, 2020, 06:25:47 AM
Quote from: Steve Walmsley link=topic=10990. msg128766#msg128766 date=1588068471
Quote from: moncu7 link=topic=10990. msg128760#msg128760 date=1588067395
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us. 

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.   Removing Cargo Holds from the design makes the Build Time longer. 

It seems that it would take longer to build a 50k tons ship than a 150k tons ship. 

Is that WAI?

Larger ships can be built more quickly on a per-BP basis, so building a 150k ship does not take 3x longer than a 50k ship.  There is a 'Build Rate' on the shipyard task list.  Of course, you need a larger shipyard to build larger ships.

In real life, building a patrol boat is not linear in terms of time vs size compared to building a supertanker, because the yard building each one is intended for that task.  There will be a lot more people and equipment dedicated to building the supertanker so it will progress faster per unit of cost.

Building a 150k ship that costs 1500 BP will still take longer than a 50k ship that costs 500 BP, just not 3x as long.  However, a 150k ship that costs 500 BP will be faster than a 50k ship that costs 500 BP.  At some point in-between there is a cross-over and this is likely to happen with large, low-cost components such as cargo holds.

Thank you for your reply.

Maybe the larger ships bonuses effect is bigger than the buid time added per new Cargo Hold.  Maybe because Cargo Holds are basically empty space.

No problem if it's intended, then.
Title: Re: v1.8.0 testing of the bugged save of last post
Post by: Mr Monnix on April 28, 2020, 06:25:56 AM
Ver 1. 8

I was testing my Bugged save that i attached to my last post and i noticed that my 25k construction Unit Company didn't count towards the BP on the conquered NPR planet, i investigated further and discovered that all my ground unit were not really there; in the GC OOB they were reported on that planet but they were not appling their effects because i also noticed that my police points were -15200/15200 and if i advance 2 Production cycles (2 days with my settings) a new colony will be generated with the same name as the conquered planet. 

After i realized that i changed the name of the system when i discovered the NPR race name so now i have three colonies on the same planet two with the new name, generated after the surrender and the last one with the old name were my troops are; so the Game errors were generated by me changing the name of the system before the Ground combat ended .

The error that i reported during the save was probably related to the fleets because now i don t have any ship anymore they all vanished and in the naval OOB only the admins comand didn t disappear.

Hopefully this will help you to find a way to stop players like me breaking the game unintentionally

Steve Thanks for the incredible amount of work that you put into the new version and for sharing it with us.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Marski on April 28, 2020, 07:32:45 AM
Version 1.8.0
-107 years ingame
-conventional start


Alright here's a list of problems:
-ship designs (Tarantul III, Tarantul IIM) with box launchers won't reload in commercial hangars of a station "Nablyudat" ( in the time ship design view it say 158 minutes, after waiting for 72 hours I gave up and spacemastered the ordnance in)
-detached ships docked to a station and put them in a fleet and sent them to another system to engage NPR fleet
-said fleet is in another system but in fleet window shows that all but one are still docked in the station I detached them from
-the one ship that isn't "docked" fires on targets, but the rest won't and there's no event showing there's a problem with it
(https://i.imgur.com/Dng3a36.png)

Ship design in question;
Code: [Select]
Tarantul IIM class Missile Boat      5,989 tons       176 Crew       2,302.8 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-50      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 35      PPV 80
Maint Life 2.75 Years     MSP 1,721    AFR 52%    IFR 0.7%    1YR 328    5YR 4,922    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M83 FTL drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Tarantul III class Missile Boat      5,989 tons       177 Crew       2,306.2 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-500      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 36      PPV 80
Maint Life 3.03 Years     MSP 1,844    AFR 48%    IFR 0.7%    1YR 301    5YR 4,511    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M92 FTL drive     Max Ship Size 6000 tons    Distance 500k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Station:

Code: [Select]
Nablyudat class Resupply Base      141,774 tons       1,318 Crew       9,709 BP       TCS 2,835    TH 0    EM 0
1 km/s      Armour 10-242       Shields 0-0       HTK 198      Sensors 14/14/0/0      DCR 41      PPV 0
MSP 20,042    Max Repair 200 MSP
Hangar Deck Capacity 30,000 tons     Troop Capacity 1,000 tons     Magazine 2,000    Cargo Shuttle Multiplier 18   
Kapitan pervogo ranga    Control Rating 4   BRG   ENG   CIC   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 600   
Maintenance Modules: 10 module(s) capable of supporting ships of 32,000 tons

Fuel Capacity 10,000,000 Litres    Range N/A
Refuelling Capability: 100,000 litres per hour     Complete Refuel 100 hours

AK-676M (10x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-70 "Kukushka" (200)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 25 hours

Perimetr Early Warning System (2)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
EM Sensor E1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Commercial Vessel for maintenance purposes



I've attached the save to this post.
System where the station is in: HH Andromedae
System where the fleet is in with the missile boats in question; LHS 288
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Guridan on April 28, 2020, 10:12:49 AM
Quote from: Guridan link=topic=10990. msg128620#msg128620 date=1588013260
Quote from: Steve Walmsley link=topic=10990.  msg128611#msg128611 date=1588009620
Quote from: Guridan link=topic=10990.  msg128501#msg128501 date=1587991483
Getting a lot of error messages with "Function #858: Attempted to divide by zero" when passing time on the tactical map.    Happens again when I save and restart the game.   
1.   8 Random stars, TN start with 1 NPR, 10 years into the game
Using UK windows settings

DB attached

Running without problems - I think this might be have been related to a bug I fixed when you try to refuel ships without fuel capacity. 

That could very well be, I did have some tugs moving some of my terraformers and they had a refuel scheduled on the way to their destination.

Just confirmed this, when I removed the refuel orders I stopped getting the errors.  Should be all good in 1. 9 then since you didnt have any problems.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Resand on April 28, 2020, 11:46:41 AM
Version : 1.8
Random Stars
Game Start - SM Galaxy Generation

This problem started in 1.7, but is still present in 1.8
Systems don't link to existing systems, or at least are exceptionally unlikely to. They don't seem to be following local system rules, and will generate beyond the maximum system limit.
I mapped two galaxies, the first in 1.8 C#, the second in 7.1 vb6.
My settings were random stars, 20 galaxy limit, 50%/15 for local connections.

vb6 you get the stringy mess I love so much. There are only 20 available systems. Force generating more causes a crash. Forcing new jump points just makes more connections to the existing systems.
In 1.8 you get lines of systems that simply extend from Sol (or whatever your start point) endlessly, never connecting. It seems to completely ignore the system limit when *exploring*, but if you try to force generate over 20 it still crashes.

That does look very odd. Anyone else have a similar problem in Random Stars?

Yes, me to

Galaxy seems to almost always generate a new system and very seldom link to existing ones.
I originally thought it was due to having 1000 star galaxies, when I usually had <100 i VB6, so chances was just smaller, but then I noticed this post :)

One good example is the game by Saquenay on YT https://youtu.be/x3BHtydGipY?t=7040 (https://youtu.be/x3BHtydGipY?t=7040). First hint of a system connecting to another known system at that time with about 25 systems explored.

I also tried the whole SM generation thing.
DB added with 50 star limit galaxy. Unknown stars, no NPR at start and no NPR generation chance. Rest is default
I went 4 - 5 jumps deep before backtracking until I had about 60 systems.
I then went and back filled until I got 100. Could probably get more systems, but got bored :)

In all of those 100 system (with 50 max) I have two connections that go back to another known system. Not counting two or more connections between the same two systems, which there are quite a number of.

Couple anecdotes doesn't make proof, but maybe worth looking into.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Ektor on April 28, 2020, 12:02:32 PM
When you click the option to delete an asteroid belt while making a system, it deletes all asteroids in all belts.
Title: Re: v1.8.0 Bugs Thread [1.8.0][bugs]
Post by: Steve Walmsley on April 28, 2020, 12:11:59 PM
Locking thread for new release.