Author Topic: 4.46 Bugs  (Read 9426 times)

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Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #60 on: November 04, 2009, 07:10:49 PM »
Quote from: "zirman"
After the problem i described in my former post, now i'm no longer able to see the Economic window, also if i try to get in it from the system maps.
It is possible it is minimised in the windows bar. If it is, close it by right-clicking and selecting close and then use the Reset Window Position option from the Miscellaneous menu on the main menu bar

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #61 on: November 04, 2009, 07:11:43 PM »
Quote from: "Steve Walmsley"
Quote from: "IanD"
Fear above may be a red herring, had several recovered 5x, 7x, 19x, 20x, no record of anything recovered, nothing in components stockpile either.
OK, thanks for letting me know. This is a frustrating bug at the moment but I will keep trying to figure it out.
Found it! Fixed for v4.5

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #62 on: November 04, 2009, 07:13:03 PM »
Quote from: "Laurence"
Quote from: "Beersatron"
Error in CreateMesonCannon
Error 3201 was generated by DAO.Recordset
you cannot add or change a record because a related record is required in table 'Race'.

I just got this one as well.  Has to be an NPR because it wasn't me.
Fixed for v4.5.

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #63 on: November 04, 2009, 07:16:54 PM »
Quote from: "ussdefiant"
is there any particular reason why game time should suddenly be slowing down for me?

hitting the 1 day time-advance button only moves things forward 30 minutes, the 5 day button moves things forward 4 hours, and the 30 day button only does 6 hours.

I've not jumped into any new systems lately that might have Precursors or anything, although I have discovered a JP in an outlying system that strangely has a JG attached to it.
It is possible that two NPRs are fighting each other. Use the automated turns button on the system map as that will run through turns until an event happens for your race. If the problem persists, send me your DB and I will check for some type of NPR logic loop that has affected a couple of other campaigns (and fix any bug causing it).

If you find a jump point with a JG then it could have been recently built by an NPR or it could be an ancient precursor-built gate.

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #64 on: November 04, 2009, 07:20:23 PM »
Quote from: "zirman"
Steve,this bug,ive been show more than one time..when i click "ok" several times it disappear for just one turn (velocity of the game 1 day)

"Error in CheckWPDiscovery"
Error 3075 was generated by DAO.Database
Syntax error (comma) in query expression 'SystemID=4003 and Xcor^2+Ycor^2>1,41993172289486E+18'

and then after click "ok" it comes another one:
"Error in CheckWPDiscovery"
Error 91 was generated by Aurora
Variabile oggetto o Variabile del blocco With non impostata

And r from some turns who come

Window opened: Economic,
sub window:Industry:

Hope that is something that will not last...i just begun to play the game and i'm a newcomer in this game

Thanks
This might be caused by the decimal separator. In the UK and US, a period (.) is used as the decimal separator, where in some European countries the comma (,) is used. Try changing the regional settings on your PC to US or UK and see if that solves the problem

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #65 on: November 04, 2009, 07:21:28 PM »
Quote from: "alanwebber"
Steve

I'm also having increment problems. You may remember I reported being stuck in a 15 second increment which went on for hours in my last game. I started a new one and now have a 15 minute increment with no messages about NPR's fighting etc and no error messages. In auto mode it runs 15 minutes increments with the odd 30 minutes thrown in. If I run in manual mode, it runs for 15 minutes each turn for any selection unless I choose a 3 hour total time with 1 hour increments when it runs for 1 hour or 1 hour 15 minutes. This has gone on for over 1 month game time.
I found a logic loop in the other DB that had this problem. If you want to try sending me your DB, I can take a look for something similar.

Steve
 

Offline sloanjh

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Re: 4.46 Bugs
« Reply #66 on: November 04, 2009, 11:24:30 PM »
Quote from: "Steve Walmsley"
I am not sure about checking for order repeat as a solution though as many NPR and especially civilian ships will correctly be repeating orders.

Yeah, that was the major problem I saw with the idea - I just couldn't think of a good way to say it succinctly like you did  :-)

John
 

Offline IanD

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Re: 4.46 Bugs
« Reply #67 on: November 05, 2009, 02:21:07 AM »
This may not be a bug, but seven years into a game I have dozens of CMCs but only three shipping lines with no ships :( . Puts back in the need for many freighters to move infrastructure and colonists.

Is there a way of flagging that xeno skills are useful for Engineer regiments? At the moment the commanders of these units are apparently just selected on their ground combat/training skills.

I also have two NPRs fighting and get a lot of the following errors:

Error in MoveMissiles
Error 6 was generated by Aurora
Overflow

And

Error in ExecuteOrders
Error 5 was generated by Aurora
Invalid procedure call or argument

Regards
IanD
 

Offline gregor40

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Re: 4.46 Bugs
« Reply #68 on: November 05, 2009, 04:08:29 AM »
Quote from: "Steve Walmsley"
Quote from: "zirman"
Steve,this bug,ive been show more than one time..when i click "ok" several times it disappear for just one turn (velocity of the game 1 day)

"Error in CheckWPDiscovery"
Error 3075 was generated by DAO.Database
Syntax error (comma) in query expression 'SystemID=4003 and Xcor^2+Ycor^2>1,41993172289486E+18'

and then after click "ok" it comes another one:
"Error in CheckWPDiscovery"
Error 91 was generated by Aurora
Variabile oggetto o Variabile del blocco With non impostata

And r from some turns who come

Window opened: Economic,
sub window:Industry:

Hope that is something that will not last...i just begun to play the game and i'm a newcomer in this game

Thanks
This might be caused by the decimal separator. In the UK and US, a period (.) is used as the decimal separator, where in some European countries the comma (,) is used. Try changing the regional settings on your PC to US or UK and see if that solves the problem

Steve

Hi Steve.
I am new to the game. I find it awesome and addicting, although the mechanics is still a balck hole for me. Untill now I managed to get 2 ships off planet , survey a few planets and find one Jump Point :)

But to the topic - I can confirm that changing the decimal separator removes those cited warning messages. Can you please fix it for the next release so that the game accepts also the European decimal separator?

Michal
 

Offline Andrew

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Re: 4.46 Bugs
« Reply #69 on: November 05, 2009, 09:14:32 AM »
I am still having immense difficulty getting antimissiles to fire.
I have got the Empire of Mans missiles launching but I cannot get anyone else to launch antimissiles.
The escort ships which are currently failing have a 1.3million km range fire control, 1 million km range active sensor both with resolution 0 the missiles where set to 2 antimissile vs 1incoming missile at 900000km and failed to launch , so I changed that to 600000km and they still do not launch.
I also get the overflow error message each incrment missiles are detected by a fleet but that is not what is causing the defense missiles to fail to fire as I get the same error message when they do fire.
The only other factor I can think of is that all the fleets are very inexperienced so could that be dealying the launch of defensive missiles but not preventing final defensive fire beam weapons (It may explain why the Empire of Mans ships fired as they initially had problems but fiddling with ranges seemed to resolve it and they where under missile attack for a long time)

Bizzarly the Meson gun armed PDC's on Mars several million lm away seem to be trying to target the incoming missiles they are set to Final defensive fire and of course are in a different fleet . Could this attempt by ships on the far side of the system and so totally out of range be the reason for the Overflow errors?
 

Offline ussdefiant

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Re: 4.46 Bugs
« Reply #70 on: November 05, 2009, 09:45:35 AM »
Quote from: "Steve Walmsley"
Quote from: "ussdefiant"
is there any particular reason why game time should suddenly be slowing down for me?

hitting the 1 day time-advance button only moves things forward 30 minutes, the 5 day button moves things forward 4 hours, and the 30 day button only does 6 hours.

I've not jumped into any new systems lately that might have Precursors or anything, although I have discovered a JP in an outlying system that strangely has a JG attached to it.
It is possible that two NPRs are fighting each other. Use the automated turns button on the system map as that will run through turns until an event happens for your race. If the problem persists, send me your DB and I will check for some type of NPR logic loop that has affected a couple of other campaigns (and fix any bug causing it).

If you find a jump point with a JG then it could have been recently built by an NPR or it could be an ancient precursor-built gate.

Steve

Steve:
I've had the automated turn thing go through about a week's worth of 30 minute increments and still there seems to be no end to the lag. Whereabouts might i email the DB so that you may look through it?
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #71 on: November 05, 2009, 01:04:32 PM »
Quote from: "IanD"
This may not be a bug, but seven years into a game I have dozens of CMCs but only three shipping lines with no ships :( . Puts back in the need for many freighters to move infrastructure and colonists.
Firstly, check you have designed Freighters and Colony ships as the civs will build your designs. Second, check you have colony ship and freighter designs that the civs can afford. Also, don't forget you can subsidise the civs by giving them wealth to build more ships.

Quote
Is there a way of flagging that xeno skills are useful for Engineer regiments? At the moment the commanders of these units are apparently just selected on their ground combat/training skills.
At the moment, you will have to select commanders with Xeno skills manually as the game has no way of knowing if you intend to use an engineer division for that purpose. If you select a commander with Xeno skills for an Engineer division, flag him as not to be replaced. Although having said that, I probably should set Xeno skills as the default for engineer regiments anyway.

Steve
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #72 on: November 05, 2009, 01:05:17 PM »
Quote from: "ussdefiant"
I've had the automated turn thing go through about a week's worth of 30 minute increments and still there seems to be no end to the lag. Whereabouts might i email the DB so that you may look through it?
stevewalmsley at btinternet.com

Steve
 

Offline Andrew

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Re: 4.46 Bugs
« Reply #73 on: November 05, 2009, 01:10:17 PM »
There is a bug on the ground units screen of the populationsif you want to transfer units from one population on a planet to another (after you have conquered it) you cannot move a DHQ at the top of the unit list (Probably related to the problem others have had in renaming it)
EDIT
Actually you can if you have already trasnferred all its subordinate units but apparently not before
EDIT 2
On another occasion even after the trasnfer of all other troops I could not get the DHQ To transfer
EDIT 3
If you then move the display to all ground units you can transfer that unit
« Last Edit: November 05, 2009, 01:41:21 PM by Andrew »
 

Offline Steve Walmsley

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Re: 4.46 Bugs
« Reply #74 on: November 05, 2009, 01:12:05 PM »
Quote from: "gregor40"
Can you please fix it for the next release so that the game accepts also the European decimal separator?
I don't think I can do that without creating a separate version of the program for countries that use the comma

Steve