Yes. You get a different bonus for each type of free slave, I don't consider this as a bug though perhaps the race could be placed in the text to make this clearer.zolobolo wrote:probably due to differetn types of pops freed
Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
Yes that would help with claritygaerzi wrote:Yes. You get a different bonus for each type of free slave, I don't consider this as a bug though perhaps the race could be placed in the text to make this clearer.zolobolo wrote:probably due to differetn types of pops freed
Also if all freed slave bonuses are listed after another so they form a group and makes it easy to see at a glance how much wieght they alltogether have even if not aggregated into a single metric
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Re: Report - Current Bugs and Issues
When a planet experiences a successful slave revolt, the slaves don't free themselves, which makes it trivial to take the planet. Experienced when my neighbors the Gremak got their own population on Algor knocked down to below one unit, so the Algorians revolted... and remained slaves.
Re: Report - Current Bugs and Issues
But they are still counted in the rebellion strenght correct?nweismuller wrote:When a planet experiences a successful slave revolt, the slaves don't free themselves, which makes it trivial to take the planet. Experienced when my neighbors the Gremak got their own population on Algor knocked down to below one unit, so the Algorians revolted... and remained slaves.
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Re: Report - Current Bugs and Issues
Presumably, given they successfully revolted against the Gremak. They aren't counted in defensive strength for the planet, which meant I was able to take the planet as the Phidi with no resistance whatsoever.
Re: Report - Current Bugs and Issues
Minor graphical bug.
The Tinkers Heavy Cruiser overlays don't seem to be working as intended.
When torpedoes are equipped in the dome hardpoints, the lower part of the weapon images clip through the hull layer.
This does not appear to affect any of the other Tinker ships, nor any other weapon type.
And I've not noticed it anywhere else.
The Tinkers Heavy Cruiser overlays don't seem to be working as intended.
When torpedoes are equipped in the dome hardpoints, the lower part of the weapon images clip through the hull layer.
Spoiler: show
And I've not noticed it anywhere else.
Re: Report - Current Bugs and Issues
Minor code bug.
\galaxy\planet_types.lua
Line 666 does not follow the same formatting as every other similar entry:
Looks like it should read
\galaxy\planet_types.lua
Line 666 does not follow the same formatting as every other similar entry:
Code: Select all
663 growth 'gremak' {
664 High = { 'Hive', 'Island', 'Swamp' },
665 Medium = {'Coral'},
666 Arid = 'Low',
Code: Select all
Low = {'Arid'},
Re: Report - Current Bugs and Issues
Error during AI turn processing:
Save upload also fails when going back to the previous turn
The error does not crash the game - it can continue
Send Report failedSave upload also fails when going back to the previous turn
The error does not crash the game - it can continue
Re: Report - Current Bugs and Issues
The resolution issue seems to have been resolved at some point for the Failing Fleet event on 4k resolution:
I have reinstalled the runtime not long ago that likely did the trick - before the two options were bumping heads together (no pixel spacing in between them)Re: Report - Current Bugs and Issues
Some interesring behaviour that doesn't seem like it ought to be happening:
When one of your colonies is in range of a Marauder base, that base will send raiding parties to your colony so long as it has transport ships available.
If those transports are captured or destroyed the base will take some time to replace them before re-commencing raids.
But when those transports escape they return to thier base and launch another raid the following turn.
The odd behaviour occurs when you destroy or capture all the combat ships, but allow the transports to escape.
When those transports return to thier base they will launch a new raid the following turn with or without any combat ships, but a new transport will be generated the same turn the raid is launched.
There does not seem to be any limit to the number of transports which can be amassed in this manner.
https://i.imgur.com/i92gsBU.jpg
Pictured: Me waiting for Xeno Engineering to finish so I can abuse this.
When one of your colonies is in range of a Marauder base, that base will send raiding parties to your colony so long as it has transport ships available.
If those transports are captured or destroyed the base will take some time to replace them before re-commencing raids.
But when those transports escape they return to thier base and launch another raid the following turn.
The odd behaviour occurs when you destroy or capture all the combat ships, but allow the transports to escape.
When those transports return to thier base they will launch a new raid the following turn with or without any combat ships, but a new transport will be generated the same turn the raid is launched.
There does not seem to be any limit to the number of transports which can be amassed in this manner.
https://i.imgur.com/i92gsBU.jpg
Pictured: Me waiting for Xeno Engineering to finish so I can abuse this.
Re: Report - Current Bugs and Issues
Well, I also hit this:
c:\dev\boost_1_44_sven\boost\random\bern...distribution.hpp
Line: 50
Expression: _p >= 0
It is very reproducible, but since I don't run a vanilla game, a save is probably not useful.
What happens is that I try to fight a Marauder base+planet, the fight goes well as far as I can determine and then I get hit with this. I suspect it's tied to looting techs from that world. Or maybe not, I've gotten techs from invading dino colonies before without issues. I can even remove the base and defences from the planet and the crash still persists.
Any ideas what to do to avoid this? I've tried commenting out or otherwise removing or making inaccessible every instance of 'bernoulli_trials' in the .lua files, both modded and unmodded, but no dice. Perhaps a circular dependency in the techs? That's the one other hard crash I had, with no error messages or anything.
Edit: Figured it out. Modified Marauder Raider combat power calculations were off and returned zero, so more than one raider company on the planet triggered this.
c:\dev\boost_1_44_sven\boost\random\bern...distribution.hpp
Line: 50
Expression: _p >= 0
It is very reproducible, but since I don't run a vanilla game, a save is probably not useful.
What happens is that I try to fight a Marauder base+planet, the fight goes well as far as I can determine and then I get hit with this. I suspect it's tied to looting techs from that world. Or maybe not, I've gotten techs from invading dino colonies before without issues. I can even remove the base and defences from the planet and the crash still persists.
Any ideas what to do to avoid this? I've tried commenting out or otherwise removing or making inaccessible every instance of 'bernoulli_trials' in the .lua files, both modded and unmodded, but no dice. Perhaps a circular dependency in the techs? That's the one other hard crash I had, with no error messages or anything.
Edit: Figured it out. Modified Marauder Raider combat power calculations were off and returned zero, so more than one raider company on the planet triggered this.
Re: Report - Current Bugs and Issues
An occurance with the Humans that can lead to thier having some significant difficulty at game start.
If all available colony sites are only accessible with range extended ships AND those sites are >3 turns travel away from Fargone AND the colony site has low fertility, the Humans will be forced into a situation where:
-They can only land 1 pop on a world with a colony ship
-That pop is instanly "starving"
-If a farm is bought there will not be enough money in the treasury and ships will be scrapped (usually starting with the CA, which is a game ender)
-Not buying the farm means the pop starves and the colony collapses before the transports arrive & unload to start trading
This can technically be circumvented by sending both colony ships to the same place colonising with one and unloading the other, so you get twice as long before the colony implodes.
But this level of micro should ideally not be needed at all. (And the AI can't.)
Possible soultions - Any one of:
-Ensure one of the Humans "nLocals" systems is always in base ship range of Fargone
-Ensure one of the planet draws in those 2 systems always has high fertility (Island or Arid+)
-Add an extra empty Transport to the Human starter fleet
-Add an extra 50 coins to the Human starting treasury
If all available colony sites are only accessible with range extended ships AND those sites are >3 turns travel away from Fargone AND the colony site has low fertility, the Humans will be forced into a situation where:
-They can only land 1 pop on a world with a colony ship
-That pop is instanly "starving"
-If a farm is bought there will not be enough money in the treasury and ships will be scrapped (usually starting with the CA, which is a game ender)
-Not buying the farm means the pop starves and the colony collapses before the transports arrive & unload to start trading
This can technically be circumvented by sending both colony ships to the same place colonising with one and unloading the other, so you get twice as long before the colony implodes.
But this level of micro should ideally not be needed at all. (And the AI can't.)
Possible soultions - Any one of:
-Ensure one of the Humans "nLocals" systems is always in base ship range of Fargone
-Ensure one of the planet draws in those 2 systems always has high fertility (Island or Arid+)
-Add an extra empty Transport to the Human starter fleet
-Add an extra 50 coins to the Human starting treasury
Re: Report - Current Bugs and Issues
I have two save games now that have failed to continue by a LUA error. "chibi is missing required field: race -> nil" in MoraleReports.lua, 85.
I'm on v38803 (GOG "development branch"). I never had any issues on the stable branch. I guess I need to return to it. What are the chances my saves will load fine in the older stable version (v38774)?
I'm on v38803 (GOG "development branch"). I never had any issues on the stable branch. I guess I need to return to it. What are the chances my saves will load fine in the older stable version (v38774)?
- PrivateHudson
- Posts: 207
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Seems like this bug: http://stars-in-shadow.com/forum/viewto ... 785#p11426 . Try this: http://stars-in-shadow.com/forum/viewto ... 800#p11479 .emky wrote:I have two save games now that have failed to continue by a LUA error. "chibi is missing required field: race -> nil" in MoraleReports.lua, 85.
I'm on v38803 (GOG "development branch"). I never had any issues on the stable branch. I guess I need to return to it. What are the chances my saves will load fine in the older stable version (v38774)?