Report - Current Bugs and Issues

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Chasm
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Re: Report - Current Bugs and Issues

Postby Chasm » Fri Dec 16, 2016 2:01 am

Refitting starter space station crashes game, see upload 1652. Same game, cloaked gremak ships do not decloak when they fire. Bug or feature?

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Fri Dec 16, 2016 4:29 am

Chasm wrote:Refitting starter space station crashes game, see upload 1652.


Hrm. It would appear there are a number of cloaking-related bugs here. Most of the egregious ones should be fixed in r18648.

Chasm wrote:Same game, cloaked gremak ships do not decloak when they fire. Bug or feature?


My intent had been that players would manually decloak before firing, but I see now that this is perhaps less than optimal. Just showing weapons as normal, and then implicitly decloaking the ship if it fires (which I think is what you're suggesting?), would be a much smoother UI experience, and I don't see many drawbacks. Give me a minute to hack that together...

edited by sven: This UI behavior update should be working as of r18651. (Now on 'stable'.)

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SirDamnALot
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Re: Report - Current Bugs and Issues

Postby SirDamnALot » Fri Dec 16, 2016 5:33 am

Arioch wrote:Yeah, I've noticed that the Marauders are getting more aggressive in the early game, and taking planets instead of just raiding them.

If that is a bug, please don't fix it :)
And I agree, the human pirates could be more "adventurous" instead of passive roadblocks. (I liked that in some CIV games the "barbarians" would eventually start their own empire if unchecked :mrgreen: )

Probably not a bug:
Same game as game_1648 - r18609 Dev, a Gremak world has serious overpopulation (26/20) because the raiders where very successfull in capturing slaves.

Chasm
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Re: Report - Current Bugs and Issues

Postby Chasm » Fri Dec 16, 2016 5:35 pm

Game 1654 out of the blue end of turn fatal crash. No idea why.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Fri Dec 16, 2016 7:12 pm

Chasm wrote:Game 1654 out of the blue end of turn fatal crash. No idea why.


Cloaked fleet bug. Should be fixed as of r18659. Thanks for the report.

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SirDamnALot
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Re: Report - Current Bugs and Issues

Postby SirDamnALot » Sat Dec 17, 2016 9:01 pm

game_1676, r18665 Dev
Colonists on Kochab II are complaining that it is to crowded. Yes, it was under the gremak marauders. But I fixed that years ago!
Shouldn't the penalty not go away after solving the problem, or at least fade out over the years?
(Or are they complaining about the 4 different races on the planet?)

some other oddities:
The ex slaves of Kochab II have two entries for slave liberation in their morale. Maybe because I released different populations on different turns?

what determines the colonist picture for humans? I've had a single woman, a single man and I think man+woman showing for colonists. Not sure what triggers the change.

I've invaded a human colony, of course the inhabitants were not happy with their new overlords. So they became dissidents, revolted, got invaded again.
Now I've had a colony which whole population were dissidents that did not work. Building stuff was out of the question, but rush buying stuff was ok with them :D

Edit:
game_1677, r18665 Dev
I have shedueled in production centers like Aldebaran III, Tendao, Minsing W II, to build Transport ships, followed by the repeat task.
The Advisor message that the transport is complete and a new transport is sheduled seems to be out of whack.
Several transports are listed as completed on the same colony. Maybe transports that have been completed in the past by the repeat task?
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bjg
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Re: Report - Current Bugs and Issues

Postby bjg » Sun Dec 18, 2016 12:48 am

SirDamnALot wrote:Several transports are listed as completed on the same colony.

It's possible to do multiple things in one turn now - not everything requires a whole year to complete.
You could build multiple ships per turn in MoO1, so I like it very much.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Sun Dec 18, 2016 3:54 am

bjg wrote:
SirDamnALot wrote:Several transports are listed as completed on the same colony.

It's possible to do multiple things in one turn now - not everything requires a whole year to complete.
You could build multiple ships per turn in MoO1, so I like it very much.


Yes, this is almost certainly what happened here. That said, the adviser text in this case *is* terrible. When I wrote this up, I talked myself into believing that the text wouldn't often appear in cases where you completed more than 2 or 3 projects inside the same turn. Clearly, I didn't anticipate someone clever using a 250 wrench shipyard world with a 50% build discount to churn out transports at the rate of 8x/turn :-P

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SirDamnALot
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Re: Report - Current Bugs and Issues

Postby SirDamnALot » Sun Dec 18, 2016 9:00 am

sven wrote:
bjg wrote:
SirDamnALot wrote:Several transports are listed as completed on the same colony.

It's possible to do multiple things in one turn now - not everything requires a whole year to complete.
You could build multiple ships per turn in MoO1, so I like it very much.


Yes, this is almost certainly what happened here. That said, the adviser text in this case *is* terrible. When I wrote this up, I talked myself into believing that the text wouldn't often appear in cases where you completed more than 2 or 3 projects inside the same turn. Clearly, I didn't anticipate someone clever using a 250 wrench shipyard world with a 50% build discount to churn out transports at the rate of 8x/turn :-P

Yes, I did not know that you can get as much ships as you have wrenches. Thats cool :)
Is there some indicator in the planet screen that shows the expected yield?
And yes, my Empire looks a bit like Warhammer 40k with specialised forgeworlds and gardenworlds :mrgreen:

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Arioch
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Re: Report - Current Bugs and Issues

Postby Arioch » Sun Dec 18, 2016 6:05 pm

sven wrote:Yes, this is almost certainly what happened here. That said, the adviser text in this case *is* terrible. When I wrote this up, I talked myself into believing that the text wouldn't often appear in cases where you completed more than 2 or 3 projects inside the same turn. Clearly, I didn't anticipate someone clever using a 250 wrench shipyard world with a 50% build discount to churn out transports at the rate of 8x/turn :-P

While not especially pretty, it's functional, and I'm not sure there are any better alternatives (since the queue may have any combination of same or different items in it).

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SirDamnALot
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Re: Report - Current Bugs and Issues

Postby SirDamnALot » Sun Dec 18, 2016 8:56 pm

I think the mass producing feature is not yet reflected in the metal forecast. I have a positive forecast, but still a shortfall on production.

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SirDamnALot
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Re: Report - Current Bugs and Issues

Postby SirDamnALot » Mon Dec 19, 2016 9:30 pm

started a new game on r18679 Dev, game_1703
The Nasarog system shows the icon for combat, but there are no forces beside my own. Some Phidi scouts are retreating to the system from star harpies, but they will arrive in 3 turns. (Why can they retreat to me instead of their own closest system?)
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Chasm
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Re: Report - Current Bugs and Issues

Postby Chasm » Tue Dec 20, 2016 1:22 am

Best guess is there is a phidi colony in that system. Human color is red, that is orange, so they have a larger population then you, there.

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Arioch
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Re: Report - Current Bugs and Issues

Postby Arioch » Tue Dec 20, 2016 1:38 am

I don't see the issue; there's clearly a Phidi colony in the Nasarog system.

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spitfire_ch
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Re: Report - Current Bugs and Issues

Postby spitfire_ch » Tue Dec 20, 2016 2:07 am

Hi,
I am not sure if this is a bug, at least it's not totally clear to me: you can edit the design of planetary defense, but you can not refit existing planetary defenses. Is this done automatically?

Talking of refitting in general:
    • it would be nice if you could refit existing objects to new (stored) designs
    • and if you could edit existing designs and save them as a new design (as opposed to overwriting the existing design)


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