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Re: Report - Current Bugs and Issues

Posted: Mon Jan 01, 2018 7:46 pm
by sven
zolobolo wrote:Color scheme for Mercenaries bought from Marauders does not change in the fleet management screen - see attached

The color scheme of Phidi is correctly displayed on the strategic map

When entering combat with the merc ship, the color is still that of the Marauders


This is actually working as intended. I felt it was confusing to have mercenary ships on the strategic map showing in mercenary colors, as that made it harder to see which empire was controlling them. So, the inconsistency is intentional.

Re: Report - Current Bugs and Issues

Posted: Mon Jan 01, 2018 8:28 pm
by zolobolo
sven wrote:
zolobolo wrote:Color scheme for Mercenaries bought from Marauders does not change in the fleet management screen - see attached

The color scheme of Phidi is correctly displayed on the strategic map

When entering combat with the merc ship, the color is still that of the Marauders


This is actually working as intended. I felt it was confusing to have mercenary ships on the strategic map showing in mercenary colors, as that made it harder to see which empire was controlling them. So, the inconsistency is intentional.

IsnĀ“t the merc color black?
At least that is what I usually saw when playing with other races

In this case it is the same color sceme as used by the Marauder factions - according to the above logic shouldn`t these then be black (the merc color) in battle and when viewing their details?

Just now realized that the scema used on hte galaxy map fleet icon is the one when a ship is captured - make sense to differentiate them from merc ships...or does it?
Mercs could easily have the same color scheme as captured vessels of the specific faction plus an icon or Yellow sword on their hull. This way you could spare the need to have a dedicated merc color template, give that to a mayor faction duplicate on them map, and prevent the confusion when two merc ships meet on the tactical battle from behalf of two different empire

Re: Report - Current Bugs and Issues

Posted: Mon Jan 01, 2018 9:05 pm
by sven
zolobolo wrote:Teros do not colonize a close planet in system: Aurelon of type: Ocean

Might be due to the new hostile world mechanic?
Distance wise seems close, enough to their home-world, they have several Colony ships and have established outposts around this system


Good catch. This was indeed a bug. It should be fixed as of r21740. (The AI should no longer colonize all possible worlds, but, it should establish a colony or an outpost on at least one planet per system, if it's able to.)

Re: Report - Current Bugs and Issues

Posted: Mon Jan 01, 2018 10:14 pm
by sven
zolobolo wrote:AI sending Outpost Transport to system where Super Dread is waiting for it - see screenshot
It seems that the danger should be visible for the AI as it has a colony nearby.
The transport gets destroyed in the next turn - seems to be not retreating but engaging the threat


I think the AI should be more sensible about not sending outposts to guarded systems as of r21741. Thanks for the reports.

Re: Report - Current Bugs and Issues

Posted: Mon Jan 01, 2018 11:45 pm
by nweismuller
Opil help text is claiming it's worth +5 coins and +1 influence per Market, but examination of income breakdown for Tendao indicates Opil is currently worth +10 coins and +1 influence per Market. Probably worth fixing whichever of those values is mistaken.

Re: Report - Current Bugs and Issues

Posted: Tue Jan 02, 2018 9:41 am
by zolobolo
sven wrote:The AI should no longer colonize all possible worlds, but, it should establish a colony or an outpost on at least one planet per system, if it's able to.

Two questions:
1. Are we sure that colonization will take place first before Outpost building?
Meaning: If only one habitable planet (with environmental hazard) is available in a system, will the AI establish a colony there or build an outpost and ignore the planet altogether due to its penalty...
2. The overall idea then is to have several AI empires occupy most system with multiple planets...is this a preparation for a diplomacy penalty on contested systems to get the Galaxy all riled up? :)

Re: Report - Current Bugs and Issues

Posted: Tue Jan 02, 2018 3:32 pm
by zolobolo
Humans do not colonize Oceanic nor Ice world in system: Mendorn

At first this seems like the same issue regarding avoidance of Hazard worlds, but what is strange in this scenario is that the Humans did not build any Colony ships for a long time now - so might be that they would colonize the planets there but are simply prioritizing other things.

I have seen them building Mines (their metal is 0), two transports, and some scout ships, but sadly cannot observe their behaviour further as you can see the other AI empire has declared war on them and they will be wiped out in a few turns

Save has been attached

Update:
The Humans have actually colonized the ice planet at Turn 186 after Gremak have declared war on them! Thus their prioritizes seem to have been off

Also observe the proper invasion fleet of the Gremak heading towards the Human system: Haldor
They have overwhelming firepower + tanks for ground invasion, yet they turn tail as soon as they arrive and head towards Betelguese, an unremarkable Gremak outpost with no strategic value... the strategic decisions seem to be off, and this behaviour (turning around voiding a sure win) seems to be cropping up a lot lately

Re: Report - Current Bugs and Issues

Posted: Tue Jan 02, 2018 9:24 pm
by nweismuller
Precious Metals have another help text mismatch with actual output reported in-game. Current help text value is +2 coins, current actual output as seen in planetary coin report is +5 coins.

Re: Report - Current Bugs and Issues

Posted: Tue Jan 02, 2018 11:29 pm
by sven
zolobolo wrote:1. Are we sure that colonization will take place first before Outpost building?


It should almost always work out that way. (In the rare case that an AI has dispatched an outpost transport before researching habitat domes, but then completed habitat domes when the transport arrives, it might not, but, that should be very unusual.)

zolobolo wrote:Meaning: If only one habitable planet (with environmental hazard) is available in a system, will the AI establish a colony there or build an outpost and ignore the planet altogether due to its penalty...


If the AI has the ability to colonize at least one planet in a system, it should always do so. The outpost case should only come up if the AI currently finds colonizing any world to be impossible. And the hostile env avoidance logic is only triggered if the AI already has control of the star system. (Because of either an outpost or, more likely, another colony.)

zolobolo wrote:2. The overall idea then is to have several AI empires occupy most system with multiple planets...is this a preparation for a diplomacy penalty on contested systems to get the Galaxy all riled up? :)


Well, no, actually :) The AI's respect one another's territory; they won't settle in a system that either the player or another AI has already claimed. The intent of the hostile env + AI colonization changes is to reduce the amount of 'colony spamming' done by the AI. More specifically, the AI should no longer end up maintaining dozens of low-value colonies on planets inside territory it already controls. (And because of the hostile env upkeep costs, the player might want to consider doing the same.) I'm hoping this will make the mid/late game less of a grid, as it should mean that there are less unimportant planets inside everyone's empires; which ought to imply both less planet micro for the player, and fewer attacks / invasions / bombardments necessary to absorb an enemy empire.

Re: Report - Current Bugs and Issues

Posted: Wed Jan 03, 2018 5:37 am
by Chasm
The hostile stipend makes sense. However the humanity side seems to need a bit more cash at the outset now. Many times you are forced to colonize a hostile world with one or both of your colony ships. Your 1st colony usually requires a buy of the farm (or starvation, choose). Would suggest maybe 50 more cash for this side at the outset.

Re: Report - Current Bugs and Issues

Posted: Thu Jan 04, 2018 8:55 am
by zolobolo
sven wrote:Well, no, actually :) The AI's respect one another's territory; they won't settle in a system that either the player or another AI has already claimed. The intent of the hostile env + AI colonization changes is to reduce the amount of 'colony spamming' done by the AI.

I see :(
I was hoping we would have more conflict arising from shared ownership of a system hence the marking of the system with the color of the first empire to colonies a planet there: everyone else is conducting aggressive colonization with potential diplomatic penalties...

But if this is not the plan, do you have another idea how to foment conflict in the Galaxy?
Currently it is very easy to avoid war with other empires due to the many diplomacy relationship bonuses that present themselves: like helping out with food, metal or signing treaties and a bunch of Influence

Re: Report - Current Bugs and Issues

Posted: Thu Jan 04, 2018 1:11 pm
by BladeX
in fleet battle if you use the drop down arrow to minimize the fleet window, select your fleet (because the zoom isn't good enough) than pull the window back up you can no longer see any of your weapons, select them to manually fire.

also the faster battle animation bug still hasn't been fixed.

Re: Report - Current Bugs and Issues

Posted: Fri Jan 05, 2018 1:41 am
by akkamaddi
zolobolo wrote:But if this is not the plan, do you have another idea how to foment conflict in the Galaxy?
Currently it is very easy to avoid war with other empires due to the many diplomacy relationship bonuses that present themselves: like helping out with food, metal or signing treaties and a bunch of Influence


So, I cannot answer on behalf of the devs, but I would point you to the "future additions" part of the development roadmap: Espionage.

When that kicks in, you should be able to foment some friction yourself with lying, bribery, and sabotage.

Actually (and I know this is a ways off), a good option here is in the Espionage interface, be able to create the task "Spread [positive|negative] rumors between [empire pull-down] and [empire pull-down]". If successful, you create a bit of happiness or anger between the two empires. If failed, they both are angry with you (less if "positive" rumors).

Re: Report - Current Bugs and Issues

Posted: Fri Jan 05, 2018 3:03 pm
by Chasm
If the colony ships of 2 different empires come into a system you have a fleet in, and in that system there is a world they both wish to colonize, you will only be given a prompt to intercept for one of the colony ships. The other will cause a bug report that says an unresolved battle has occurred, and to press end turn again. At that point you will be allowed to intercept the 2nd colony ship.

Re: Report - Current Bugs and Issues

Posted: Fri Jan 05, 2018 6:45 pm
by zolobolo
akkamaddi wrote:Actually (and I know this is a ways off), a good option here is in the Espionage interface, be able to create the task "Spread [positive|negative] rumors between [empire pull-down] and [empire pull-down]"

I wouldn't keep my hopes up for Espionage: in all the games I have seen this system, it was always dull and tedious (except for 7K, man that game was ahead of its time :))

Even if this is an update (and not DLC which would only affect some of the players), and implemented brilliantly, I doubt it would cause overall increase of war declaration

The logical choice would be to have a negative relationship effect arising from existing game play mechanics so no additional actions and AI scripting is necessary, yet overall hostilities would increase significantly for all