Report - Current Bugs and Issues
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akkamaddi
- Posts: 147
- Joined: Tue Sep 26, 2017 5:11 am
Re: Report - Current Bugs and Issues
BJG, what screen resolution do you have SiS set to?
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bjg
- Posts: 640
- Joined: Wed Feb 03, 2016 10:55 pm
Re: Report - Current Bugs and Issues
1920x1200akkamaddi wrote:BJG, what screen resolution do you have SiS set to?
While other weapon "focus" very close to the mousepoint, the railgun "goes" about a centimeter / 30 pixels to the right (on my screen), which is about a size of smallest ships (Human destroyer for example).
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bjg
- Posts: 640
- Joined: Wed Feb 03, 2016 10:55 pm
Re: Report - Current Bugs and Issues
Tinkers Explorer is smaller than Light Cruiser everywhere but in the fleet panel:
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Chasm
- Posts: 568
- Joined: Sat Feb 06, 2016 9:14 pm
Re: Report - Current Bugs and Issues
Force beam (latest dev build) does not pierce force shields at all (not even partially). Harpy invaders (latest dev build) do not give research points at all (even if they are the 1st harpies encountered and killed).
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Chasm
- Posts: 568
- Joined: Sat Feb 06, 2016 9:14 pm
Re: Report - Current Bugs and Issues
Upload game 5648, next turn fight between phidi scouts (armed with force lance and force field) vs human light cruiser (armed with force lance and force field).
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bjg
- Posts: 640
- Joined: Wed Feb 03, 2016 10:55 pm
Re: Report - Current Bugs and Issues
game_5667
Canopus II had two derelicts (roll back 5 turns to see), but only one derelict benefit at colonization. This is an old bug, reported myself (twice) a while ago: http://stars-in-shadow.com/forum/viewto ... lict#p5549, http://stars-in-shadow.com/forum/viewto ... lict#p5579.
Canopus II had two derelicts (roll back 5 turns to see), but only one derelict benefit at colonization. This is an old bug, reported myself (twice) a while ago: http://stars-in-shadow.com/forum/viewto ... lict#p5549, http://stars-in-shadow.com/forum/viewto ... lict#p5579.
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Chasm
- Posts: 568
- Joined: Sat Feb 06, 2016 9:14 pm
Re: Report - Current Bugs and Issues
A related bug is if you bomb out a refugee colony the same turn you encounter it, it sometimes turns into a derelict colony.
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zolobolo
- Posts: 1544
- Joined: Fri Nov 25, 2016 3:49 pm
Re: Report - Current Bugs and Issues
Tinkers on conquered planet are disconnected despite two machine altars still being available on the planet
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Chasm
- Posts: 568
- Joined: Sat Feb 06, 2016 9:14 pm
Re: Report - Current Bugs and Issues
Are you playing the tinker side? If not machine altars do not keep them connected.
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zolobolo
- Posts: 1544
- Joined: Fri Nov 25, 2016 3:49 pm
Re: Report - Current Bugs and Issues
No, I am playing as humans.Chasm wrote:Are you playing the tinker side? If not machine altars do not keep them connected.
Ok, that makes sense in a way
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Chasm
- Posts: 568
- Joined: Sat Feb 06, 2016 9:14 pm
Re: Report - Current Bugs and Issues
Harpy nest systems are not harpy systems, but standard ones. (2 temporal fields, and a black hole generator). Harpy nest design hints say steward, not harpy nest. Also harpy nest is showing it has crew.
Hives might be getting deployed a bit too frequently in current build.
Hives might be getting deployed a bit too frequently in current build.
- Captainspire
- Posts: 161
- Joined: Mon Mar 30, 2015 8:30 pm
Re: Report - Current Bugs and Issues
I know I'm in brutal mode, but the recovery time for the Gremak pirate raiders is a bit extreme.
Uploaded "game_5756" This is the older time stamp where I beat the first fleet
Uploaded "game_5755" Within 9 turns, they not only rebuild a stronger fleet, (about 5 turns to build a battleship, command cruiser, cruiser, destroyer) but are at my door step already.
They got one planet. That's scary
Uploaded "game_5756" This is the older time stamp where I beat the first fleet
Uploaded "game_5755" Within 9 turns, they not only rebuild a stronger fleet, (about 5 turns to build a battleship, command cruiser, cruiser, destroyer) but are at my door step already.
They got one planet. That's scary
- sven
- Site Admin
- Posts: 1646
- Joined: Sat Jan 31, 2015 10:24 pm
- Location: British Columbia, Canada
- Contact:
Re: Report - Current Bugs and Issues
Should be fixed in the latest builds.Chasm wrote:Harpy nest systems are not harpy systems, but standard ones. (2 temporal fields, and a black hole generator). Harpy nest design hints say steward, not harpy nest. Also harpy nest is showing it has crew.
The latest candidate balance changes went in in r21688. If the behavior still seems off, let me know.Hives might be getting deployed a bit too frequently in current build.
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zolobolo
- Posts: 1544
- Joined: Fri Nov 25, 2016 3:49 pm
Re: Report - Current Bugs and Issues
Harpies have invaded my colonized system a couple of times as well as that of an AI controlled empire: I have read somewhere that they should only go for uninhabited systems
If they attack empires when they are declared war upon, that makes sense as I did do that to see what would happen, but in this case I suggest for the AI to not ever do that, as they are struggling as is with Marauders, Pirates occasional Super Dread and static Harpy forces and there is currently no benefit for them in declaring war on Harpies
If they attack empires when they are declared war upon, that makes sense as I did do that to see what would happen, but in this case I suggest for the AI to not ever do that, as they are struggling as is with Marauders, Pirates occasional Super Dread and static Harpy forces and there is currently no benefit for them in declaring war on Harpies
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BladeX
- Posts: 18
- Joined: Sun Dec 17, 2017 3:17 am
Re: Report - Current Bugs and Issues
the fast tactical animations don't stay on you have to check and uncheck them each game to turn them back on.
turn time has also doubled around the 1300's up to 15 secs waiting between turns...
ashdars keep scrapping their ancient gate it shouldn't be allowed to be scrapped..
turn time has also doubled around the 1300's up to 15 secs waiting between turns...
ashdars keep scrapping their ancient gate it shouldn't be allowed to be scrapped..