Author Topic: v1.8.0 Bugs Thread  (Read 82702 times)

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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #435 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).

Offline skoormit

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Re: v1.8.0 Bugs Thread
« Reply #436 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?
 
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Offline Marski

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Re: v1.8.0 Bugs Thread
« Reply #437 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.
 

Offline Guridan

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Re: v1.8.0 Bugs Thread
« Reply #438 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
 

Offline DoctorDanny

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Re: v1.8.0 Bugs Thread
« Reply #439 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...
 

Offline RedDagger

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Re: v1.8.0 Bugs Thread
« Reply #440 on: April 27, 2020, 08:26:50 AM »
I took a gander at DIM_PlanetaryTerrain in the database, I think I spotted a typo.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #441 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?
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #442 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.
 

Offline RedDagger

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Re: v1.8.0 Bugs Thread
« Reply #443 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.
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #444 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.
 

Offline skoormit

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Re: v1.8.0 Bugs Thread
« Reply #445 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 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.
 
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Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #446 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 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
 

Offline skoormit

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Re: v1.8.0 Bugs Thread
« Reply #447 on: April 27, 2020, 09:06:37 AM »
Well thats me cooked

Say what now?
Is this a Britishism I've not heard before?
 

Offline DoctorDanny

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Re: v1.8.0 Bugs Thread
« Reply #448 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?

« Last Edit: April 27, 2020, 10:01:40 AM by DoctorDanny »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #449 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.