Report - Current Bugs and Issues

A forum for chatting about in-development game features.
zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Postby zolobolo » Fri Jan 28, 2022 7:29 pm

Yoral Escort Cruisers:
Yoral Escort Cruiser.GIF
Yoral Escort Cruiser.GIF (314.6 KiB) Viewed 38735 times


The image shows flak cannons still (on main game page on steam and in game as well) but that weapon didnt make it into the game

Another visual note is that it has hardpoints for only 2 turret weapons while the image cotnains 3
We have had a similar debate during Yoral Torpedo Destroyers: The reason the one on the left and right are controlled via a single weapon selection but since the economic (and specifically upkeep) rebalance I think it would be possible to give the proper amount of guns to match the image. Especially as if we go by image this would result in overall less guns: 3 instead of 4

In this case two forward firing medium hardpoints (check)
3 Medium Turret Hardpoints (Instead of current 4)
If this makes the Escort Cruisers too weak (which might be as most base destroyers boost 4 turrets) then its cost can be slightly decreased to match its damage output OR its base hull increased

Not sure if it would be too weak though as it does have forward firing guns which would still give it 5 guns altogether compared to the default 4

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

Re: Report - Current Bugs and Issues

Postby zolobolo » Fri Jan 28, 2022 9:29 pm

There seems to be an instant income increase when clsing Trade Deal even though there isnt any free transport capacity to capitalize on the additional trade routes that bacame available

Might be a bug or an intended instant boost to income beyond the trade route capacity bonus but then it needs to be communicated

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

Re: Report - Current Bugs and Issues

Postby zolobolo » Sun Jan 30, 2022 1:04 pm

What kind of a reaty does the light green line signal in Faction Relations page?:
Green Treaty.GIF
Green Treaty.GIF (813.54 KiB) Viewed 38713 times


If it does represent a treaty suggest to list it within the legend on the left hand side

gaerzi
Posts: 210
Joined: Wed Jul 10, 2019 1:30 pm

Re: Report - Current Bugs and Issues

Postby gaerzi » Sun Jan 30, 2022 2:48 pm

It's the open border treaty, isn't it? Your Yorals are at war with the two Ashdar factions, the Ashdars have open border together, the Ashdar Colonials are allied with the Phidi, and the Phidi are at war with the Orthin.

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

Re: Report - Current Bugs and Issues

Postby zolobolo » Sun Jan 30, 2022 5:01 pm

gaerzi wrote:It's the open border treaty, isn't it? Your Yorals are at war with the two Ashdar factions, the Ashdars have open border together, the Ashdar Colonials are allied with the Phidi, and the Phidi are at war with the Orthin.

Might be
This is the thing though: the Colonials and Phidi are not allied :)
So the blue line between the two is the open boreds treaty (I assume) - its also closer to the color seen for the legend

But it might be that both are open border treaty just hte color shifted for one of them for some reason
Or its another treaty entirely....

Edit: Ok into DEV potions I went and found this with some poking of the treaties:
Both lines and colors represent Open Borders Treaty
Why is one of a different color?
Well my best guess is becasue there seems to be a base yellow line below it and that is shifting the color tone :):
Trade Treaty.GIF
Trade Treaty.GIF (765.16 KiB) Viewed 38710 times


So what is the yellow line then? :)
Well it doesnt actually seem to be realted to any diplomatic treaty: I have canceled everything and the line still remains even after the next turn is porcessed and it should be udpated

My best guess is that one side is supporting the other with food and that might be represented via this line (even if the deal is canceled)

Dragar
Posts: 119
Joined: Wed Mar 21, 2018 12:20 pm

Re: Report - Current Bugs and Issues

Postby Dragar » Sat Feb 05, 2022 4:16 pm

zolobolo wrote:Yoral Escort Cruisers:
Yoral Escort Cruiser.GIF


The image shows flak cannons still (on main game page on steam and in game as well) but that weapon didnt make it into the game

Another visual note is that it has hardpoints for only 2 turret weapons while the image cotnains 3
We have had a similar debate during Yoral Torpedo Destroyers: The reason the one on the left and right are controlled via a single weapon selection but since the economic (and specifically upkeep) rebalance I think it would be possible to give the proper amount of guns to match the image. Especially as if we go by image this would result in overall less guns: 3 instead of 4

In this case two forward firing medium hardpoints (check)
3 Medium Turret Hardpoints (Instead of current 4)
If this makes the Escort Cruisers too weak (which might be as most base destroyers boost 4 turrets) then its cost can be slightly decreased to match its damage output OR its base hull increased

Not sure if it would be too weak though as it does have forward firing guns which would still give it 5 guns altogether compared to the default 4


The Yoral escort cruiser has to contend with the Advanced Destroyer - that basically matches or exceeds it in everything except marginally better medium weapon fire arcs (which makes sense for an escort vessel), including production and metal cost. If anything the Escort Cruiser needs its turrets increasing from the image (maybe they are on the bottom of the hull!) but maybe limited to light.

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

Re: Report - Current Bugs and Issues

Postby zolobolo » Sat Feb 05, 2022 6:32 pm

Dragar wrote:The Yoral escort cruiser has to contend with the Advanced Destroyer - that basically matches or exceeds it in everything except marginally better medium weapon fire arcs (which makes sense for an escort vessel), including production and metal cost. If anything the Escort Cruiser needs its turrets increasing from the image (maybe they are on the bottom of the hull!) but maybe limited to light.

Yes it would of course be an option to double to effectvie count of guns for the middle harpoint implying there is one on the bottom as well: thsi would make the platform more cost effecticve as well as result in a consistent amount of guns used for each harpoint

But the game has a base philosophy of what you see is what you get: I know that there are already ships that do the opposite of the above and reduce the amount of weapons compared to the visualisation for balancing purpose (instead of giving us more guns then visualised) but these changes have been made before the economic rebalance - hence my line of thinking is that these deviations from the core pricinple could be now rectified with the help of the updated upkeep system. As opposed to creating new anomalies I mean

Dragar
Posts: 119
Joined: Wed Mar 21, 2018 12:20 pm

Re: Report - Current Bugs and Issues

Postby Dragar » Sat Feb 05, 2022 6:45 pm

gaerzi wrote:
Dragar wrote:I've narrowed this down - it looks to be related to having too many types of species on one planet? Removing all the Threshers from Bacab seemed to fix it.

It's not "too many races", it's some of the minor races that cause this issue, because they lack some of the "chibi" icons used for notifications. I believe that if you go to Lua state\GUI\~GalaxyMap\@MoraleReports.lua, line 85, and replace

Code: Select all

      return notification_icons.chibi![report.race]

with

Code: Select all

      return notification_icons.chibi[report.race] or notification_icons.chibi![remove_race_suffix | report.race]

that should fix the crash.


Thanks! That absolutely fixed it!

User avatar
PrivateHudson
Posts: 206
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Postby PrivateHudson » Mon Feb 07, 2022 9:52 pm

Game_10358: Elnath colony has among available production items Refit (already destroyed) Brake Base.

User avatar
PrivateHudson
Posts: 206
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Postby PrivateHudson » Wed Feb 09, 2022 1:42 pm

Game_10359: There was a splinter colony at Aurelon. Looks like it's no more. But I believe nobody has defeated pirates guarding it. Do splinter colonies have a limited lifespan?

User avatar
PrivateHudson
Posts: 206
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Postby PrivateHudson » Sun Feb 20, 2022 9:43 pm

1. When an ally successfully defends your colony, and you had no forces in that battle, you receive notification "We suffered defeat at ...".
2. I have a colony hosting a Battle Mech brigade, Assault Marine company, some 800k content and 1.2m discontent inhabitants. There is an empty Assault Cruiser in the system, along with other ships. I press Cruiser's Load button, put mouse cursor upon the colony, and get tooltip RACE_POP_TOO_LOW, preventing loading of the Marines. Furtunately, Marines' Load button on the colony screen still works, but this way you can't control in which ship they will get.

AMX
Posts: 66
Joined: Fri Nov 24, 2017 10:41 pm

Re: Report - Current Bugs and Issues

Postby AMX » Sat Mar 05, 2022 11:01 am

Dragar wrote:
gaerzi wrote:
Dragar wrote:I've narrowed this down - it looks to be related to having too many types of species on one planet? Removing all the Threshers from Bacab seemed to fix it.

It's not "too many races", it's some of the minor races that cause this issue, because they lack some of the "chibi" icons used for notifications. I believe that if you go to Lua state\GUI\~GalaxyMap\@MoraleReports.lua, line 85, and replace

Code: Select all

      return notification_icons.chibi![report.race]

with

Code: Select all

      return notification_icons.chibi[report.race] or notification_icons.chibi![remove_race_suffix | report.race]

that should fix the crash.


Thanks! That absolutely fixed it!

I ran into a version of this as well (game_10389)

Apparently my problem were unhappy Harmonized Humans - I posted my own (slightly uglier) workaround in the Modding section.

gaerzi
Posts: 210
Joined: Wed Jul 10, 2019 1:30 pm

Re: Report - Current Bugs and Issues

Postby gaerzi » Sun Apr 17, 2022 9:14 am

Manufacture population is bugged. You can keep using it even if your Harmonized/Tinker population is maximum.

For example, suppose you have a planet with just about as many Tinkers as it can possibly have, and a non-harmonized population that's better at occupying the planet's habitats. For example your Tinker empire colonized the Thresher homeworld. Anyways, since the planet still has growth potential, it is possible to select Manufacture Population as an activity, even if no more Tinkers will be produced. However, it will eat up the metal stockpiles just fine despite not doing anything; and you won't have a notification about the activity not doing anything.

Code: Select all

function PlanetProperty.cant_manufacture_pop(planet)
   if total_pop(planet) >= calc_pop_slots(planet,planet.empire)
    return 'planet_full'
  end

   for race ; planet.pop?
      if race_can_be_manufactured(race)
         return
      end
   end

   return 'no_synthetic_races'
end


So the logic is just to look at whether the planet is full (it's not) and then check if there's at least one manufacturable race. It should instead check for whether there's growth potential for any and all synthetic races present on the planet.

Code: Select all

function Planet.manufactured_pop_growth(planet)
   if planet.activity~='Manufacture Population'
      return
   end

   local manufacture_population_growth_rate,manufacture_population_metal_rate in planet

   if FLAG.inside_pop_update
      local used_metal = min(planet.empire?.metal or 0, manufacture_population_metal_rate)

      manufacture_population_growth_rate *= used_metal / manufacture_population_metal_rate

      if planet.empire
         planet.empire.metal-=used_metal
      end
   end

   local rval = {}
   for race,n ; planet.pop?
      if race_can_be_manufactured(race)
         rval[race]=manufacture_population_growth_rate
      end
   end
   local div = nkeys(rval)
   for r,n ; rval
      rval[r]/=div
   end
   return rval
end


Same logic issue: subtract metal first, then set up growth rate, but it's not taking into account actual growth rate. There's no checking for overcrowding or max reached.


Likewise, I don't see City Planning checking for synthetic populations. I'll have to test that with a save where I annex the Tinkers as a non-Tinker empire to check if I can set up City Planning on a 100% Tinker world... And if that increases food consumption despite Tinkers not eating food and not getting extra growth from the activity.

User avatar
PrivateHudson
Posts: 206
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Postby PrivateHudson » Thu May 19, 2022 10:19 am

Was about to report double DoW offer from an ally, but Upload game logs failed. Is the game no longer supported?

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

Re: Report - Current Bugs and Issues

Postby zolobolo » Thu May 19, 2022 4:24 pm

Freed Slaves morale bonus sliterd multiple times: probably due to differetn types of pops freed
Freed Slaves.GIF
Freed Slaves.GIF (320.4 KiB) Viewed 31991 times


Return to “Testing”

Who is online

Users browsing this forum: No registered users and 84 guests