Aurora 4x
C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on August 06, 2022, 04:56:32 AM
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Please post potential bugs in this thread for v2.0.1.
First, please check the v2.1 changes list first to see if I already fixed it.
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934
Also check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0
'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 v2.0.1
When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
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Bug, where you don't need a stabilization ship to stabilize a LP, is still there.
I had a fuel fleet with one tanker.
To which I joined a Stabilization fleet (with one stabilization ship) as a sub-fleet.
Then I gave that fleet an order to stabilize a LP in orbit of a gas giant.
After "stabilization" started I detached the stabilization sub-fleet and flew away with it.
Stabilization was still going, but with only Tanker present at the location.
SJW: Fixed for v2.0.1
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Another bug:
Sometimes it will generate a bunch of errors during a new game setup:
(https://lh3.googleusercontent.com/W6_RRPnzr061fpR2PZ1H84r4p1DpTPhsHqyRMMTRub83JuR4S6pP3qMKAg9c0uCbcjVSTHSZOcVvxJlQ2dOf6spu4Shqz0spGKhErKbUE1AK6H9KAjRqVROjaDMoas0EVVl2IkcHberKEQyN422a1hj6O5IOkJKxL291IsMR_GNf3tQEpIxsIg81MytHXfBLaTEeA79s0zLb4MUy-mOLiMhq4gMuOKb-bEe64-h-Fv4MSGgQ_vnNsDGwqI5Zl3_-wyrVNgZa6hAFdWYhVfygqhkOydvpRRY-B2RalYEk-NkSCoBPitCKZ2-TXwzrtt1TxT6SD7kEHAy4UmUMihyj0idRRfkWaI6HH83Lvmg8sWId8c1470DLGsbqSyrNnviOmLl1ZrXHfV0w_C0rMtbmtluMVLCGOoG_7mWczejI5v7ExGeISPHkveUTWlDfTLpflnLpY1uaoiuaXjJTtRyouzULjDvzQvJFYakzrTBFEQy8VU2HmOz_RsuG_HEFM9m_n9qHylNPO4YN8GLnDXcd4hFAQ68o5px401m6qDE-rtJ8h_pCrJgdDhE6d1QOFcOjbx_22XdXXvKXyKy02FtFWDc16UuHaQywfK4_r4wcdXNmG3gkYf6AC2GzKyyEM6rS4azP6wAVpEsYfGEZG-Mf0BiuFTOXdSA0udhAKzt-l6q1WsXsJPCmGnpiAy09rJH6kI-fzU-paQXpJ6Wmg4IZzivwYuQ7Cj_7ojR7xLIi29T_d43Cd8SywvXnNoc=w1009-h687-no?authuser=0)
After that it will sometimes generate errors during system creation using SM.
List of functions that are affected:
#1608
#1562
#2430
#2431
SJW: Also Fixed for v2.0.1. Random Stars has a serious bug, so I will release a v2.0.1 patch soon.
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I've changed the name of this thread to v2.0.1 as there were only two bugs fixed so not worth a new thread.
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when generate a new body with SM its always shows 0m km from the star in the system generation and display screen they show were i expect them on the map screen just not in the display screen so i think its a UI issue so not as important
(https://media.discordapp.net/attachments/402321466839793664/1005453424164339792/unknown.png)
SJW: Will fix itself after orbital movement. Fixed for v2.0.2.
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Terraforming Installation costs:
Wealth 300
Duranium 300
Boronide 300
shouldn't the mineral-costs also be halved? you reduced the costs to 300 BP (wealth is right) - but didn't reduce the mineral costs - so it is the only one were the addition of mineralcosts ar not = wealth costs
(or have I missed something and this is WAD? or is this just a bug showing the wrong costs in the Industry table?)
SJW: Fixed for v2.1
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Terraforming Installation costs:
Wealth 300
Duranium 300
Boronide 300
shouldn't the mineral-costs also be halved? you reduced the costs to 300 BP (wealth is right) - but didn't reduce the mineral costs - so it is the only one were the addition of mineralcosts ar not = wealth costs
(or have I missed something and this is WAD? or is this just a bug showing the wrong costs in the Industry table?)
Yes, that's a bug. If you can access the database, change the values to 150 each for Duranium and Boronide. This is a DB fix though so I will hold off releasing it until there are other DB updates.
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Hey just recorded my first episode playing aurora 2.0, found out conventional geosurvey sensors cannot specify their target ie body but do work with automation standing orders, seems like just a simple oversight :)
SJW: It is caused by a database issue so will be fixed for v2.1
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The displayed values for crew quarters in the misc tab of the ship class design window is incorrect when deployment time is below 3 months.
To replicate, create a new ship design, and adjust the components so it has the following components:
3x cargo hold - standard
1x bridge
Set the intended deployment time to 0.01 month. It should give a ship similar to this:
Tribal class Ammunition Transport 77,071 tons 2 Crew 332.1 BP TCS 1,541 TH 0 EM 0
1 km/s Armour 1-161 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 0 Years MSP 0 AFR 15414% IFR 214.1% 1YR 7,699 5YR 115,483 Max Repair 50 MSP
Cargo 75,000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 0.3 days
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes
In this design, 2x fighter crew quarters are automatically added.
In the misc tab, it shows the following:
Crew Quarter Tons per Man 0.22
Crew Capacity per Crew Quarter HS 232.08
Total Crew HS Required 0.01
Crew HS available 0.08
Crew Berths 2
Spare Berths 16
...
The first 3 values displayed is calculated as if the deployment time is 0.01 month, while in the change log, it says
This effectively reduces the crew to the point where 3 months deployment would be the same in accommodation terms as the full crew with the original planned deployment. In other words, the accommodation requirement is the same in both cases but now the crew is smaller.
This can cause the confusion that the automatically added crew quarters are too large for the crew.
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Not really a bug but on the "Game Information" page, the checkbox for "Add Planet X to the Sol System" does not have a hover tooltip.
SJW: Fixed for v2.1
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Game creation hangs up after creating player races (regardless of number of player races, I tried 1 and 2) if you uncheck "Eccentric Orbits" and "Gas Giant Effects".
SJW: Unable to reproduce
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Military Academy and civilian shipping doesn't work as expected (only Military academies)
To reproduce: Have 1 population with 4+ Military Academies with a Supply of 3, create another population with a demand of 3 Military Academies.
The civilians will move ALL of the Military Academies and the supply/demand values will not decrease.
Edit : Also terraforming stations
SJW: Fixed for v2.1. Will affect any installation that requires multiple standard cargo holds
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Starting a game with orbital motion turned off causes an unending chain of "#3040 - Value was either too large or too small for a Decimal" errors when trying to open either the system screen or the galaxy map. This is true regardless of whether Real Stars is active or not.
Note that this only seems to affect the initial game generation - turning orbital motion off during a game does not cause issues, even when generating new systems.
SJW: Fixed for v2.1. With the new eccentric orbits, minimal orbit movement on system generation is needed. I've added that without affecting orbital movement in the construction phase.
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When clicking from one naval admin command to another, the required bonuses for the naval admin command you click first will sometimes overwrite the bonuses of the naval admin command you click second.
SJW: Fixed for v2.1. For v2.0.1 this only happens until you set the bonuses for a specific command.
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While Civilian Shipping Lines has been disabled from the start of my 2.0.1 game, it created them anyway.
SJW: Working as intended per the tooltip, ""If this is checked, civilian shipping lines will build ships as their finances allow. With this option off, no civilian ships will be built."
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Automatically designed ship classes generate duplicate ship parts with identical names. For example, 3 identical 10cm C3 Infrared Lasers, Two identical starting tech railguns, meson and microwave weapons. These are spread out through the autogenned ship classes and you end up sifting through and redoing the ship classes just to maintain parts commonality
It gives a decent spread of starting engines, sensors and fire control systems, though I would guess that it's possible for the game to give duplicates there, too
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Just finished streaming 2.0.1 and found a few things:
Hostility Mod and Aether Raiders options in game generation lack tooltips.
Rakhas stalled out game generation for me - sample size 1, worked after turning them off. (attached screenshot of game settings that stalled it, race settings were identical otherwise)
Luna generated with a liquid hydrosphere at -11.7 degrees. Would expect it to be Ice Sheet.
Civilian Shipping of Terraforming Installations failed to adjust the supply/demand when picked up/dropped off. Shipping worked fine otherwise, but would result in civilians complaining about being unable to load until I manually cleared the supply.
SJW: Luna, civilian shipping and tooltips all fixed.
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When clicking from one naval admin command to another, the required bonuses for the naval admin command you click first will sometimes overwrite the bonuses of the naval admin command you click second.
I've encountered this as well, though it doesn't actually seem to overwrite anything - if you haven't manually set the admin skill to something, it seems to just display the last admin skill that was set. If you manually set every command's admin skills, it won't overwrite anything.
But, another bug: when detaching a fighter from a squadron, its speed is always set to 1km and must manually be raised to full speed. This is a little tedious for scout fighters (or buoy deployment craft) within a larger squadron.
SJW: Both fixed for v2.1
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was clicking away merrily and this popped up several times in a row
was going to upload a save but on exit and reload the error is gone, let me know if there is anything else I can do to help
here is the message anyway FYI, hope it helps
SJW: Fixed for v2.1. Its an AI problem that won't affect players.
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I'll start working through these today. The next release will be a database release, but I am no rush as there are no obvious game-breaking bugs so far (a dangerous thing for me to say).
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Game creation hangs up after creating player races (regardless of number of player races, I tried 1 and 2) if you uncheck "Eccentric Orbits" and "Gas Giant Effects".
I can't recreate this one - seems to work fine for me. Anyone else have issues?
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Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)
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Survey ships classed as "None" for auto-assignment purposes? (Aurora seems to fail to consider Conventional Geological Survey Sensors as survey sensors?)
Luhu class Survey Ship (P) 4,101 tons 71 Crew 279.8 BP TCS 82 TH 250 EM 0
3048 km/s Armour 1-22 Shields 0-0 HTK 19 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 3.73 Years MSP 542 AFR 134% IFR 1.9% 1YR 61 5YR 910 Max Repair 62.50 MSP
Zhong Xiao Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Yao & Luo Nuclear Radioisotope Engine EP125.00 (2) Power 250.0 Fuel Use 63.25% Signature 125.00 Explosion 10%
Fuel Capacity 750,000 Litres Range 52 billion km (197 days at full power)
Conventional Geological Survey Sensors (1) 0.2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
SJW: Fixed for v2.1. The issue was fractional value for the conventional sensors.
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Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)
What was the event?
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Survey ships classed as "None" for auto-assignment purposes? (Aurora seems to fail to consider Conventional Geological Survey Sensors as survey sensors?)
Luhu class Survey Ship (P) 4,101 tons 71 Crew 279.8 BP TCS 82 TH 250 EM 0
3048 km/s Armour 1-22 Shields 0-0 HTK 19 Sensors 0/0/0/0 DCR 1 PPV 0
Maint Life 3.73 Years MSP 542 AFR 134% IFR 1.9% 1YR 61 5YR 910 Max Repair 62.50 MSP
Zhong Xiao Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Yao & Luo Nuclear Radioisotope Engine EP125.00 (2) Power 250.0 Fuel Use 63.25% Signature 125.00 Explosion 10%
Fuel Capacity 750,000 Litres Range 52 billion km (197 days at full power)
Conventional Geological Survey Sensors (1) 0.2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
Update: looks like it is because it has a geological survey rating of "0". Adding 5 Conventional Geological Survey Sensors make the ship classed correctly as the ship now have "1" geological survey rating.
SJW: Yes, correct. Fixed now.
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Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)
What was the event?
It was a survey completion event.
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Double-clicking on an event from the event list in the tactical window is not working anymore (not for a location "system", it still works for production or research events for example.)
What was the event?
It was a survey completion event.
Ah - don't think that one ever worked :) I'll take a look.
SJW: Fixed now, along with a few similar issues.
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My save from late/early? this night got totally borked. Not sure if its useful for analyzing or just a bad file write. I did do the change to the cost of terraforming facilities with SQLite Browser.
Game drops errors 1170, 3040, 1550 and then endless 917 on load.
I did explore 2 star systems beyond Sol and got attacked by a raider due to "NPR encounter raiders" option, likely.
Value separator was set to british on game creation.
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My save from late/early? this night got totally borked. Not sure if its useful for analyzing or just a bad file write. I did do the change to the cost of terraforming facilities with SQLite Browser.
Game drops errors 1170, 3040, 1550 and then endless 917 on load.
I did explore 2 star systems beyond Sol and got attacked by a raider due to "NPR encounter raiders" option, likely.
Value separator was set to british on game creation.
1170 is loading system bodies from the database, 3040 is colony cost calculation, 1550 is orbital movement, 917 is a distance calculation
It looks like something in the system bodies table in the DB was corrupted, which affected the loading of system bodies, which affected colony cost, orbital movement, etc.
It's possible you inadvertently changed something - or maybe if the SQLite browser was still open it might have had some sort of lock on the database - as system bodies are one of the first tables to be opened.
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I also noticed the "hide fleets in orbit" checkbox has to be ticked twice to undo its effect on reload - it shows as not ticked on reload even though it was ticked on save.
SJW: Fixed for v2.1
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Tool Tips for the renamed engine techs at the bottom of the research screen are incorrect and reference the old improved engine techs when you select them before researching :)
SJW: Fixed for v2.1. It was the power plant techs that were the problem.
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Not sure if its a bug or not. But the system I just discovered has 11 of its asteroids inside the sun.
See attached SS
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Not sure if its a bug or not. But the system I just discovered has 11 of its asteroids inside the sun.
See attached SS
This is related to an issue with trojan asteroids, which is resisting all my attempts to track down. It should fix itself after one or more construction phases.
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After creating a game with orbital motion for asteroids off and opening the galactic map i get "2. 0. 1 Function #3040: Value was either too large or too small for a Decimal"
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After creating a game with orbital motion for asteroids off and opening the galactic map i get "2. 0. 1 Function #3040: Value was either too large or too small for a Decimal"
This one is already reported and fixed. Orbital motion takes about 0.01 seconds, so there is no real benefit to turning it off. Its a legacy option from VB6.
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Advanced raider in Sol by year 2 when "player known systems for raiders 12" was set and 8 for precusors and 24 for Invaders and player had not left Sol.
Description with screenies here.
http://aurora2.pentarch.org/index.php?topic=13030.msg161010;topicseen#msg161010
Not complaining as it was fun but it does look like it might be a bug and others have seen similar. Discussion in "questions not worth their own thread".
http://aurora2.pentarch.org/index.php?topic=11545.msg161005#msg161005
Reporting here because this game began as 2.0.0 and has been updated since to 2.0.1 and 2.0.2.
The save is the start of a second attack with enemy ship visible in Sol.