Report - Current Bugs and Issues

A forum for chatting about in-development game features.
akkamaddi
Posts: 147
Joined: Tue Sep 26, 2017 5:11 am

Re: Report - Current Bugs and Issues

Postby akkamaddi » Fri Nov 24, 2017 4:21 pm

BJG, what screen resolution do you have SiS set to?

bjg
Posts: 638
Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Postby bjg » Fri Nov 24, 2017 6:31 pm

akkamaddi wrote:BJG, what screen resolution do you have SiS set to?

1920x1200
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).

bjg
Posts: 638
Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Postby bjg » Sun Nov 26, 2017 6:26 pm

Tinkers Explorer is smaller than Light Cruiser everywhere but in the fleet panel:

Tinkers_Explorer_size.PNG
Tinkers_Explorer_size.PNG (156.97 KiB) Viewed 20472 times

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Postby Chasm » Mon Nov 27, 2017 6:50 am

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).

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Postby Chasm » Tue Nov 28, 2017 6:14 pm

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).

bjg
Posts: 638
Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Postby bjg » Thu Nov 30, 2017 6:22 pm

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: viewtopic.php?f=2&t=27&p=5549&hilit=derelict#p5549, viewtopic.php?f=2&t=27&p=5579&hilit=derelict#p5579.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Postby Chasm » Thu Nov 30, 2017 10:37 pm

A related bug is if you bomb out a refugee colony the same turn you encounter it, it sometimes turns into a derelict colony.

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Postby zolobolo » Sat Dec 02, 2017 5:26 pm

Tinkers on conquered planet are disconnected despite two machine altars still being available on the planet
Attachments
Disconnected.JPG
Disconnected.JPG (128.07 KiB) Viewed 20388 times

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Postby Chasm » Sat Dec 02, 2017 6:02 pm

Are you playing the tinker side? If not machine altars do not keep them connected.

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Postby zolobolo » Sat Dec 02, 2017 6:42 pm

Chasm wrote:Are you playing the tinker side? If not machine altars do not keep them connected.

No, I am playing as humans.

Ok, that makes sense in a way

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: Report - Current Bugs and Issues

Postby Chasm » Mon Dec 11, 2017 7:42 pm

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.

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Captainspire
Posts: 153
Joined: Mon Mar 30, 2015 8:30 pm

Re: Report - Current Bugs and Issues

Postby Captainspire » Wed Dec 13, 2017 10:39 pm

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

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sven
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Location: British Columbia, Canada
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Re: Report - Current Bugs and Issues

Postby sven » Thu Dec 14, 2017 1:46 am

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.


Should be fixed in the latest builds.

Hives might be getting deployed a bit too frequently in current build.


The latest candidate balance changes went in in r21688. If the behavior still seems off, let me know.

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Postby zolobolo » Sat Dec 16, 2017 11:01 pm

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

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: Report - Current Bugs and Issues

Postby BladeX » Sun Dec 17, 2017 5:04 pm

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..


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