Report - Current Bugs and Issues
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Game_9765. Yoral declared war and offered open ports treaty in the same turn. Accepting creates absurd situation - war along with agreement.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Humans declared war over declined territorial ultimatum. My allies Phidi have come to my aid. When several turns later the ultimatum target system was emptied (I withdraw asteroid outpost from there), I agreed to Humanity ceasefire. To my surprise, Phidi/Human war continued apace.
Re: Report - Current Bugs and Issues
Unfortunately I didn't save the game, but today I witnessed an ally attack our enemy planet and interfered, because I wanted to invade the planet and safe the people (instead of them getting bombed). So I destroyed the attacking ships of my ally and he did not mind AT ALL. Not a word about it, no approval penalty, nothing.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
If I understand correctly, primitive races should not benefit from the Militia tech. However, today threshers were shown in bomb/invade dialog as strength 2 militia.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Game_9816. Correct me if I'm wrong, but shouldn't the outcome of combat ships vs population transports encounter be latter's guaranteed surrender? Seems, it even generates different pre-battle notification. And once again auto-resolution of such an encounter (any of 2 notifications) at Vega leads to normal battle, with 1-2 transports destroyed and the rest fleeing. Are any probabilities involved?
- sven
- Site Admin
- Posts: 1621
- Joined: Sat Jan 31, 2015 10:24 pm
- Location: British Columbia, Canada
- Contact:
Re: Report - Current Bugs and Issues
There are no probabilities. The distinction is whether the transports are traveling as part of a pop move (in which case, they're considered to be "under civilian command", and will surrender automatically), or if they're part of a military fleet (in which case they won't auto-surrender).PrivateHudson wrote:Game_9816. Correct me if I'm wrong, but shouldn't the outcome of combat ships vs population transports encounter be latter's guaranteed surrender? Seems, it even generates different pre-battle notification. And once again auto-resolution of such an encounter (any of 2 notifications) at Vega leads to normal battle, with 1-2 transports destroyed and the rest fleeing. Are any probabilities involved?
This game includes a very complex situation. The human empire has been sending pop transports into a war zone, and the planets those pop transports are arriving at have been getting captured by your empire before the transports had a chance to land. At Vega, there are 2 groups of such transports, one that was heading to Vega, and now can't land there (because you captured the planet), and other group that was headed to Yaluk, couldn't complete the trip (because you captured it), and were forced to retreat to Vega. One of these groups is still technically under civilian command, but, another has reverted to military command, as a result of the mess around Yaluk.
I don't *think* there are many formal bugs here -- (the title over the retreating Yaluk ships is wrong, but, that's a pretty minor thing). The situation is admittedly pretty weird and confusing though.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Thank you, Sven. Now it's all clear. I don't think there are any bugs at all, all interactions make sense. Sending pop into war zone is, probably, not very wise for AI, but capturing those transports is fun, they can constitute substantial part of the spoils of war.sven wrote:I don't *think* there are many formal bugs here -- (the title over the retreating Yaluk ships is wrong, but, that's a pretty minor thing). The situation is admittedly pretty weird and confusing though.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Is there any way to trigger vote for chancellor after you postponed it, and if not, why? I.e. when your assistant asks about "Convene the counsel", and you choose not "See to it", but "No, this is not the right time", because in 2 turns someone will become your ally. Then you enter diplomacy screen, select Galaxy counsil, and it shows "Next vote in -2 turns", and no "Convene now" button.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
If I'm not mistaken, there's currently a situation that feels unfinished, when two (or more) different empires' outposts meet at unclaimed system, possibly complicated by the presence of warships and dipl. stance (war/neutral/alliance). Player can claim the system through his outpost notification or build/orbit order without any diplomatic negotiations or relationship penalties. It would be logical to disable/hide these options until other parties have conceded the system to you, or at least treat its use as broken negotiations, complete with rel. hit and warning about it. Fortunately, the matter isn't urgent, as the player can remedy it himself by "ethical" order of actions.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
- sven
- Site Admin
- Posts: 1621
- Joined: Sat Jan 31, 2015 10:24 pm
- Location: British Columbia, Canada
- Contact:
Re: Report - Current Bugs and Issues
You're the first person to notice this in the 4 years since the game was released!PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
Re: Report - Current Bugs and Issues
I might have noticed, but it didn't (or wouldn't) bother me. Navigation in (hyper)space is tricky.sven wrote:You're the first person to notice this in the 4 years since the game was released!PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Yeah, just write it off to hyperlane irregularities.bjg wrote:I might have noticed, but it didn't (or wouldn't) bother me. Navigation in (hyper)space is tricky.sven wrote:You're the first person to notice this in the 4 years since the game was released!PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
Re: Report - Current Bugs and Issues
In a turn-based game, transit times must always be whole integer values, and so it's not really possible to eliminate rounding errors in some situations.
Re: Report - Current Bugs and Issues
But is it a "bug" or is it a "feature"?sven wrote:You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
I've also noticed that travel times vary based on your pathing. You can find examples where it saves you a turn as well as examples that cost you a turn. Looking at the travel times to stars along your path doesn't feel exploitative to me. It just feels like an element of the game.
("Fixing" it also feels... sticky. I suppose you could round up in all situations and increase all travel speeds by about 10 - 15%. That feels like the right starting point.)