Bug Reporting for v2.7.1

Please post potential bugs in this thread for v2.7.1

Please check the v3.0.0 Patch Notes post to see if the problem has already been fixed.

‘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 unless you are using Microsoft Windows. Aurora is not designed for other operating systems.

Please don’t report bugs if you are running mods. Instead, try to reproduce the bug in the normal game.

Please do not post bugs from previous versions unless you confirm they are still present in v2.7.1

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 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

Not sure this is a bug or PEBCAK - but I imagine this isn’t WAI. When I assign an officer to a flag bridge in the officers window:

I get the following:

Which shows as:

If I look at the Sepulchre’s fleet, it shows:

And up top:

This is what I get on the events:

image

So it doesn’t seem like assigning to a fleet NAC is working. Is this just some raw PEBCAK?

SJW: Fixed for v3.0

Hello, I got a 3418 error after a 5 days increment.

The game is a conventioal start

Real stars

114 years in game

SJW: Fixed now I think :slight_smile:

A weird one. #3418 is CargoLost. It happens when a ship is damaged or destroyed and cargo is lost. If it was a civilian, any contract is updated to account for the now missing item.

So if the ship picked up a mine to move, the supply and demand contracts would be updated to reflect that. If the ship is destroyed, the lost supply or demand is restored so another ship can fulfil the same contract.

That is done by updating an existing amount of demand, or re-instating a past one. There appears to be scope for a bug where the re-instatement is the opposite of a new order. So it tries to re-instate a supply order, but there is now a demand for the same thing. I’ve added some checks to prevent it, but this should be a very rare set of circumstances.

Got a minor oddity - could be WAI.

My survey ships have learned the hard lesson of not having parasite craft to check a stabilized jump point before jumping in and losing all hands. :slight_smile: So I’ve developed a simple “probe” class ship that’s about 15 tons with a 5 ton active sensor and a jump drive that supports up to 20 tons and.. well that’s about it. No engine, no fuel.

When I load the Probe onto a survey frigate, the frigate’s fuel Conditional is constantly triggered. If I SM the probe design and add 100 liters of fuel (with a minimal fuel storage) and SM fill up the Probe, it no longer triggers the conditional.

SJW: Fixed for v3.0

There are two problems here.

Firstly, the conditional orders should not be checking any ships in the hangar, so I have fixed that.

Secondly, this is the check if the condition is met, where Level is the % conditional. So if Level is 20% and Capacity is 50,000, it will return true once fuel drops to 10,000

if (Fuel <= (FuelCapacity * Level / 100))
   return true;

However, there is a logic flaw that results in the code returning true when fuel capacity is zero. Also fixed for v2.8

I copied this from a reddit question post “mines targeting neutrals”, not sure what is happening or why but am wondering if it is a bug.

v 2.7.1 - a race “The Grand Ott Theocracy” appearing sporadically on the fringes of Earth territory has a diplomatic reputation of 0.

I put a diplomatic station on the far side of a JP leading from an Earth territory “highway” system to a neutral no-mans land system, containing a JP which leads to their system, which my ships visited and found a war zone full of wrecks and two colonies of two different NPRs. The largest colony belonged to the Ott and the other to the “Kingdom of Rewa”, a mutually friendly power with diplomacy rating of 804 at Earth and trade and survey agreements. They seem to be having a war.

On the near side of this JP to no-mans land mines were placed using the v2.7.1 workaround, with launch ready ordnance to the JP and a long lasting (29 yrs) first stage with active scanners on both stages. This is to test their intentions as I thought they would probably fire on the diplomatic station before jumping if they are of a hostile disposition.

The Ott ship did not fire and retained a 0 rating and I kept the diplomacy radio button on neutral as it jumped. To my surprise when the neutral Ott ship crossed into the highway system the mines launched and 5 seconds later impacted the Ott ship. Ott ship speed prior to impact was 12,598km/s and it produced lifepods when destroyed.

Can anyone explain this? I thought mines would not launch at a neutral object, I thought they only launched at a hostile. Is this due to 0 diplomatic rating or Rewa friendly’s war with Ott, or a continuation of the bugs with mines in v2.7.1? Or have I missed something else? This screenshot shows the mine related messages, which indicate they launched on emergence of the neutral Ott ship but lost their target then reacquired the neutral ship as a target using active sensors.

Next 5s interval the mines attacked and in one playthrough destroyed the neutral Ott ship, which is very fast for my tech level at 12,598km/s. Why?

SJW: Missiles using onboard sensors to find their own target will engage any ship target that does not belong to the launching race. Minefields should only be laid where you don’t expect any neutral traffic to pass.

OK thanks for explaining, I had better be careful where I put my minefields!

Conventional start, 31 years in. I think there is a problem with civilian shipping lines building/replacing colony ships. The first 6 ships for each of the two lines were evenly split between colony ships and freighters. Since then I’ve gotten nothing but freighters. All six F1 freighters have now been replaced with 13 newer generation freighters, but I still have the same six C1 colony ships. Theory: Colony ships are much more expensive to build than Freighters. Could checks for new freighters start as soon as there is enough shipping line wealth to do so, producing months of checks for freighters (since shipping line income is currently low) before enough is saved for a colony ship?

.zip/.7z uploads are not allowed so here’s a download link AuroraDB civilian colony ship issue.7z

SJW: It’s a known bug that I have fixed for v3.0

I’m having issues with Major multi system NPR generation during the game. I’m running these settings which should ensure the next NPR I find is a Major multi system NPR. I’ve been saving and loading the game before exploring a new JP.
Most of the times I get nothing likely because there is no habitable planet, but sometimes the game freezes completely, I assume that’s when it finds a habitable planet, but then the game hangs indefinitely and never recovers, I’ve let it run for up to 30 minutes and it never finished.
Tried multiple times and with various settings like with Local System Generation Chance % as 0 or higher, also with Minimum Comets per System or 0.

SJW: Please try to reproduce on an un-modded game.

Based on the screenshot, it looks like you are running a mod to the normal game, which could be causing the problem. That is why I request no bug reports unless you can reproduce the problem on an un-modded game. I could be spending time searching for a bug that isn’t even in my code.

I have not had any other reports of problems with multi-system NPRs. As it sounds like your problem is happening a lot, I would have had similar reports from other players if it was happening in a normal, un-modded game.

One other option you can try is turning off Rakhas. I seem to remember a Rakhas generation bug, but I can’t remember if it is only fixed in v3.0

Sorry about that, I didnt really consider it since it should be just a cosmetic mod, but it’s possible it has some impact. I did some more testing with vanilla and with this graphics mod, here’s what I found:

  • Vanilla starting Multi-System NPR works correctly
  • Vanilla game start middle-game Multi-System NPR works correctly
  • Modded starting Multi-System NPR works correctly
  • Modded game start middle-game Multi-System NPR works correctly
  • Vanilla with my current save file Multi-System NPR causes freeze too

By “game start” I mean a new save file and exploring a JP.

Update: Disabling Rakhas fixed it!

1 Like

It looks like there is a bug with the “Auto-Design Ground Forces” option on race creation. The initially created formation templates do not appear in the Ground Forces Organizations tab, and neither do formation templates created using “Copy + Upgrade” from them. Using the normal “Copy” option does show the new template in the Organizations tab.

A user reported this on Discord, I recreated the issue on a brand new save file.

SJW: Working as intended. The auto-design creates formations, not organizations.

1 Like

SJW: Working as intended. The auto-design creates formations, not organizations.

Hi Steve. Maybe I didn’t make the issue completely clear - the problem is that the auto-generated formation templates are not available as options for creating new organizations. As I understand it, all non-obsolete formations should be available in the middle column of the organizations tab. As you can see in the screenshot, none of the auto-generated formations are present.

The list of “Commander, Air Group" is empty.

I have several commercial carriers, I tried to appoint one commander to the position of Commander Air Group, but I found that the list is empty regardless of the selected Naval Officer. The list remained empty, even when I selected an officer who was automatically assigned to this position.

At the moment, I don’t have military carriers - only commercial ones.

SJW: Working as intended. You can only assign a CAG to a carrier with > Primary Flight Control.

Minor bug: the Repair Yard installation costs half as much wealth (1200) but the same amount of minerals (1200 duranium + 1200 neutronium) as a Naval or Commercial Shipyard. It seems like it should probably also have half the mineral cost.

I see there is a note in the v2.1.0 changelog about fixing this, but I am still seeing it on v2.7.1.

SJW: Fixed for v3.0

A minor one, still bit annoying, when you finish to research a missile and at the same time you have the create project window or the turrent window (I am not sure but I think it is the project window) open, the missile won’t appear under the ordnance menu in the industrial tab (in the technology win. and researched projects yes for example so it exists) until you do not close the game and reopen it.

Automatic CAG assignment to a ship without PFC does not look like “intended”. :slightly_smiling_face: But it’s there, of course.

I also don’t see this ship in the Chief Engineer list - there are only military ships.

I think the list for the CE and CAG roles in Commanders window has the same filter as “Executive Officer - Military", and it just doesn’t display commercial ships. But they can be on commercial ships.

I also checked the Tactical Officer and Science Officer lists on a separate commercial ship. :slightly_smiling_face: It works the same way - only military ships in list. The presence of CIC/SCI does not make the ship military, their presence on commercial is useless, but can be used for RP purposes.

Zooming the tactical map zooms about the screen center, rather than the window center.

I currently play on an ultrawide monitor, so I would like to have Aurora in ~2/3 of the monitor width and some other window off to the side. However, when zooming the tactical map with the mouse scroll wheel or the UI buttons, the map zooms in or out as if it was centered at the center of the monitor/screen, rather than zooming into/out from the center of the game window. This means whatever I’m trying to zoom in on is liable to fall out of view and pretty much forces me to play with the game at full screen.

Actually, it zooms in on whatever coordinate in the game window was the center of the screen when the game started up. Since Aurora always starts maximized, I think this means the “center of the window” is not being updated when the game window size changes.

This also affects click-to-center. If I click on a body to center the view on it, the body actually appears off to the side if I have reduced the window size.

Using a vanilla 2.7.1 installation. I have pushed an NPR back their home system and separated their fleets from home support. I have just started picking away at their home world STOs. I am now getting 1 error #5 and 11 error #89 after each time advance. It doesn’t matter if it is a 5sec interval or 1 day interval, the game will increment by the button I pushed. Any advice on the cause and whether this is a bug or not would be helpful.

Welchbloke

Yes, sounds like a bug. Never seen a #5 error before, but it is the master function for most of the NPR strategic fleet deployment (sending forces to other systems).

#89 is a small function called indirectly by #5 that is used by the AI to search for available ships to join existing fleets with missing ships. So if an AI fleet loses an escort ship, it will look for new construction or maybe an orphan from another fleet.

For #89 to throw an error, it would need something like an NPR ship that is somehow part of an operational group organisation without being designed by the AI (which shouldn’t happen), or the fleet itself doesn’t have an operational group object (a fleet composition / role guide for the AI).

Whatever is happening, it must be very unusual as I haven’t seen this issue before.