Author Topic: v5.56/v5.60 Official Bugs Thread  (Read 65921 times)

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Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #405 on: September 12, 2012, 01:59:06 PM »
First post- I am trying to overhaul my ships at a shipyard; The ship is 1700 tons, and I have over the minimum for maintenance capacity/shipyard capacity.  However, every time I try to click repair in the shipyard menu I get an error 6- overflow and whenever I try to begin overhaul from the task group orders menu nothing changes after over seven months.  Is there something that I'ma not getting about the overhaul function, or is this a genuine bug? I am running 5. 54, would this error be fixed by updating?

I have overflow errors when the game tries to calculate industrial production times on a colony with 100% unrest, i.e. no production at all. Apparently, the calculated time was outside the numerical limit. Could it be something similar?
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #406 on: September 12, 2012, 04:56:12 PM »
I have two rather similar civilian designs:

Code: [Select]
Bordeaux class Freighter    39,850 tons     350 Crew     1215 BP      TCS 797  TH 1265  EM 0
3174 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 19    Max Repair 86 MSP
Cargo 25000    Cargo Handling Multiplier 5   

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 300,000 Litres    Range 208.4 billion km   (760 days at full power)

Code: [Select]
Ghoul B class Salvager    39,700 tons     528 Crew     1375 BP      TCS 794  TH 1265  EM 0
3186 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 200 MSP
Cargo 15000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 200,000 Litres    Range 139.5 billion km   (506 days at full power)

The funny thing is that one of my shipyards, tooled for the Ghoul, can build the Bordeaux as well, as per the 20% rule, but the other (tooled for Bordeaux) cannot build the Ghoul. Both shipyards have exactly equal stats. How come?
 

Offline Sloshmonger

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #407 on: September 12, 2012, 07:19:47 PM »
I have two rather similar civilian designs:

Code: [Select]
Bordeaux class Freighter    39,850 tons     350 Crew     1215 BP      TCS 797  TH 1265  EM 0
3174 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 19    Max Repair 86 MSP
Cargo 25000    Cargo Handling Multiplier 5   

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 300,000 Litres    Range 208.4 billion km   (760 days at full power)

Code: [Select]
Ghoul B class Salvager    39,700 tons     528 Crew     1375 BP      TCS 794  TH 1265  EM 0
3186 km/s     Armour 1-103     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 200 MSP
Cargo 15000   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Magneto-plasma Drive E0.65 comm (11)    Power 230    Fuel Use 6.5%    Signature 115    Armour 0    Exp 2%
Fuel Capacity 200,000 Litres    Range 139.5 billion km   (506 days at full power)

The funny thing is that one of my shipyards, tooled for the Ghoul, can build the Bordeaux as well, as per the 20% rule, but the other (tooled for Bordeaux) cannot build the Ghoul. Both shipyards have exactly equal stats. How come?

The BP numbers don't tell the whole story.  The 20% rule isn't that the BP costs are within 20%, it's that the cost of refitting from one to the other is less than 20% of the total build cost.

Let's look at the (obvious) changes in each design.

From Ghoul to Bordeaux, you must:
Add 2 Cargo holds (10 BP each)
Add 1 Cargo Handling System (10 BP)
Add 2 Fuel Storage (10 BP each)

An addition of 50 BP

Going from Bordeaux to Ghoul:
Add Salvager 500 (200 BP)
Add 1 Crew Quarters (15 BP)

An addition of 215 BP.

Now, since you need to remove the salvager and crew to make the Bordeaux, and the cargo, etc for the ghoul, the total difference in BP is 50+215, or 265 BP.

265  / 1215 = 21.8%
265 / 1375 = 19.2%
 

Offline mevans955

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #408 on: September 12, 2012, 07:58:49 PM »
Quote from: Zook link=topic=4487. msg54572#msg54572 date=1347476346
I have overflow errors when the game tries to calculate industrial production times on a colony with 100% unrest, i. e.  no production at all.  Apparently, the calculated time was outside the numerical limit.  Could it be something similar?

I don't think so; the actual error reads (when I try to repair, not overhaul):
"Error 6 was Generated by Aurora, Overflow"
The heading reads "Error in PopulateShipyardTasks". 

Then there is an error in "GetMineralUsage"

I do now realize that I did not make the distinction between overhauling and repairing (It's my third day playing) but I am still having trouble with overhauling my ships.  I know that it is something like 3 months off the maintenance clock for every month spent overhauling, but when I make the task group overhaul, it does not do so; the maintenance clock continues to go up.  Am I missing something here? I will try to update the game to 5. 60, perhaps that would help. . .

Thanks for the helpful replies though. 

 

Offline Molotof

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #409 on: September 16, 2012, 08:53:13 AM »
Quote
Code: [Select]
When I go to the galactic map, I get "Error 76.  Path not found in "flags\".  I do have the flags folder in the correct place, and there are flags in it.
This is still a problem in 5. 60.  I didn't change any subdirectories.  Also, I have a file named "Extra4Flags. zip" in the Flags folder.  I unzipped it first into a subdirectory of the same name and then directly into the Flags folder, but to no avail. 

This problem can be caused by a game created before you have the flag extracted in the game directory, in this case the game is unable to give flag to each race.  The Data Base must be edited to fix that, in the race table.  Ask for help to somebody that have the DB password.
 

Offline tanq_tonic

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #410 on: September 17, 2012, 09:43:07 PM »
In every game that I start I have a series of ten errors: they are all :

Error 3265 was generated by DAO.Fields
Item not found in this collection.

I did a clean install with 5.6 laid on top.  Will try the re-install again.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #411 on: September 17, 2012, 10:50:09 PM »
In every game that I start I have a series of ten errors: they are all :

Error 3265 was generated by DAO.Fields
Item not found in this collection.

I did a clean install with 5.6 laid on top.  Will try the re-install again.

Are you able to proceed after this?
 

Offline Sloshmonger

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #412 on: September 18, 2012, 09:34:48 AM »
In every game that I start I have a series of ten errors: they are all :

Error 3265 was generated by DAO.Fields
Item not found in this collection.

I did a clean install with 5.6 laid on top.  Will try the re-install again.

Do you delete the existing games when you start every game, so that there are no games available to play?
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #413 on: September 19, 2012, 05:43:49 PM »
If a fighter squadron with weapons firing lands on the carrier, it does not react to the Fleet Cease Fire command. I have to cease fire manually for all.
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #414 on: September 24, 2012, 08:20:13 AM »
Code: [Select]
Rocky Planets: 3   Surveyed: 3
Gas Giants: 3   Surveyed: 3
Moons: 70   Surveyed: 73
Asteroids: 46   Surveyed: 49

I've seen that a few times now. Apparently my geologists charge me twice for some jobs, thinking I'm too busy to notice. Can I have them shot, and where's the button for that?
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #415 on: September 24, 2012, 08:21:46 AM »
P.S.: I've had some division by zero errors in SetupPlanet now and then, but I don't know in which systems. Might be unconnected.
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #416 on: September 25, 2012, 09:25:29 PM »
A weird one: I set up my race parameters to have 20% secondary names reserved for Italian, Spanish, English and German commanders. I haven't checked this window for a long time. Now it's set to 80, -60, 40 and -20 instead of 20,20,20,20 percent.
 

Offline Sinensis

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #417 on: September 25, 2012, 10:03:43 PM »
Quote from: Zook link=topic=4487. msg55149#msg55149 date=1348626329
A weird one: I set up my race parameters to have 20% secondary names reserved for Italian, Spanish, English and German commanders.  I haven't checked this window for a long time.  Now it's set to 80, -60, 40 and -20 instead of 20,20,20,20 percent.

Well it always happen to me in my current game, if I compact the database. . .
So after I compact the database I always set it up again. . .
Don't know how this is happen though. .
 

Offline Sloshmonger

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #418 on: September 29, 2012, 11:06:14 AM »
When there are two (or more) Stable Wormholes in a system, only the most recently created one shows as a valid destination for fleets.
 

Offline Zook

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #419 on: September 29, 2012, 09:08:29 PM »
When loading an existing multistage missile design in the design window, the separation range is always shown as 150,000km even when originally set to a different value, both in the text and the input field.

When you look at the tech list window for missiles, enemy missile designs show "Number in service". I certainly didn't build (or capture) any, so I guess that's the number the other guys have.


edit: I was wrong abut that one.
« Last Edit: September 30, 2012, 09:30:25 PM by Zook »