Thanks for the upload; I believe this should be fixed as of r22080.rustyi wrote:Error on attacking harpies. game_6246
Report - Current Bugs and Issues
- sven
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Re: Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
Ship equipped with only "Pulse Generator" will retreat from combat when battle is resolved automatically
Tactical combat AI does not recognize the weapon when equipped on player ship or the autocombat script does not consider Pulse Generator as a weapon and figures that the battle is unwinnable
Test case:
1. Orthin Destroyer equipped with only Pulse Generator and no other weapons attacks undefended Outpost
2. When clicking Autocombat, the ship flees
If playing the battle manually and clicking autocombat, the ship also flees
Edit: below screenshot demonstrates another mechanic where this is the case: When selecting attack combat, the game evaluates the destroyer equipped with Pulse Generator as a non-combat ship and is thus not part of the auto-selection.
The Pulse Generator does of course double as an offensive weapon and the ship equipped with it should be considered as an offensive ship
Tactical combat AI does not recognize the weapon when equipped on player ship or the autocombat script does not consider Pulse Generator as a weapon and figures that the battle is unwinnable
Test case:
1. Orthin Destroyer equipped with only Pulse Generator and no other weapons attacks undefended Outpost
2. When clicking Autocombat, the ship flees
If playing the battle manually and clicking autocombat, the ship also flees
Edit: below screenshot demonstrates another mechanic where this is the case: When selecting attack combat, the game evaluates the destroyer equipped with Pulse Generator as a non-combat ship and is thus not part of the auto-selection.
The Pulse Generator does of course double as an offensive weapon and the ship equipped with it should be considered as an offensive ship
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- Not Combatant.png (1.79 MiB) Viewed 16472 times
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Re: Report - Current Bugs and Issues
game_6299: The next vote for the Galactic Council is reported to occur in negative three turns; last turn it was estimated to occur in negative two turns. Probably not desired behavior.
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Re: Report - Current Bugs and Issues
game_6329: Can't end turn with a troop transport one turn out from a rebel-held system. Unable to continue game unless fixed.
- sven
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Re: Report - Current Bugs and Issues
A patch for this one went up about 10 minutes ago. Hopefully should be sorted out as of r22099.nweismuller wrote:game_6329: Can't end turn with a troop transport one turn out from a rebel-held system. Unable to continue game unless fixed.
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Re: Report - Current Bugs and Issues
It is indeed resolved. Thanks, and keep up the good work.sven wrote:A patch for this one went up about 10 minutes ago. Hopefully should be sorted out as of r22099.nweismuller wrote:game_6329: Can't end turn with a troop transport one turn out from a rebel-held system. Unable to continue game unless fixed.
Re: Report - Current Bugs and Issues
Cloaked Orthin Military Transport texture issue when underway
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- Cloacked.png (404.42 KiB) Viewed 16407 times
Last edited by zolobolo on Fri Mar 23, 2018 8:39 pm, edited 1 time in total.
Re: Report - Current Bugs and Issues
Cloaked ship flashes when missile is destroyed which has targeted it
Re: Report - Current Bugs and Issues
game 6422
Marauder encounter... I met them like 100 turns ago. And they aren't in that system...
Marauder encounter... I met them like 100 turns ago. And they aren't in that system...
- harpy eagle
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Re: Report - Current Bugs and Issues
I think I've discovered a bug in the wants_to_retreat() function used by the AI to decide if a ship should retreat.
If a ship has fired all of it's weapons before the AI moves it during the turn, which happens if the ship has only PD weapons and they all fire in reaction to moving trackers, the AI retreats the ship even though it has definite combat value.
The bug no longer occurs if you replace the call to potential_shots() with a function that does not count fired weapons.
EDIT: see attached zipped savefile. If you view the battle between the Haduir and Ashdar, 3 of the Haduir cruisers retreat halfway through despite having functional PD weapons, and the Ashdar win. If the game is modded to replace potential_shots() with a function that does not count fired weapons, the ships do not retreat and the Haduir win.
If a ship has fired all of it's weapons before the AI moves it during the turn, which happens if the ship has only PD weapons and they all fire in reaction to moving trackers, the AI retreats the ship even though it has definite combat value.
The bug no longer occurs if you replace the call to potential_shots() with a function that does not count fired weapons.
EDIT: see attached zipped savefile. If you view the battle between the Haduir and Ashdar, 3 of the Haduir cruisers retreat halfway through despite having functional PD weapons, and the Ashdar win. If the game is modded to replace potential_shots() with a function that does not count fired weapons, the ships do not retreat and the Haduir win.
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- retreat_bug.zip
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- harpy eagle
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Re: Report - Current Bugs and Issues
OK, just gonna report this here because I'm pretty sure it is a bug.
When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make regular anti-missiles just because you can now make a new type of warhead.
When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make regular anti-missiles just because you can now make a new type of warhead.
Re: Report - Current Bugs and Issues
that's kind of because regular anti-missiles (tech 'Anti-Missiles') and nuclear missiles (tech 'Guidance Systems') are two separate tech while for fusion anti-missiles and fusion missiles, both are unlocked by one common tech (tech 'Fusion Warheads')harpy eagle wrote:OK, just gonna report this here because I'm pretty sure it is a bug.
When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make regular anti-missiles just because you can now make a new type of warhead.
you can change prereq = all_of('Guidance Systems','Fusion'), for Fusion Warheads to prereq = all_of('Anti-Missiles','Guidance Systems','Fusion'), ... but now you would need to research regular anti-missiles before you can unlock fusion missiles (if you only care about missiles, but not anti-missiles) ... or you can separate anti-missiles from warheads for whole length of tech tree (up to anti-matter missiles), similar as it is done for torpedoes
How did YOU get a key? All right, go in.
Re: Report - Current Bugs and Issues
Visual bug for cloaked Military Transport in tactical battle or when underway between start systems
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Re: Report - Current Bugs and Issues
Even after the batch of text corrections last patch, the descriptions for clicking on Opil, Gems, and Precious Metals are still incorrect for current observed values of those resources. The descriptions for clicking on the resources indicate a bonus of +5 coins per market for Opil and Gems, and +2 coins per mine for Precious Metals; the planetary economy reports and overall imperial incomes indicate an actual bonus of +10 coins per market for Opil and Gems and +5 coins per mine for Precious Metals. This is such a simple fix I'd do it myself on my own game if I had been able to find the files with resource descriptions.
- harpy eagle
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Re: Report - Current Bugs and Issues
The description appears to be in Lua state\Galaxy\special_resources.luanweismuller wrote:Even after the batch of text corrections last patch, the descriptions for clicking on Opil, Gems, and Precious Metals are still incorrect for current observed values of those resources. The descriptions for clicking on the resources indicate a bonus of +5 coins per market for Opil and Gems, and +2 coins per mine for Precious Metals; the planetary economy reports and overall imperial incomes indicate an actual bonus of +10 coins per market for Opil and Gems and +5 coins per mine for Precious Metals. This is such a simple fix I'd do it myself on my own game if I had been able to find the files with resource descriptions.
Or if you want to change the amount of coins they give you, that's in Lua State\Orders\coin_production.lua