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LongSquared
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Re: Report - Current Bugs and Issues

Post by LongSquared »

I ran into the following error after accidentally redirecting a loaded civilian transport back to its original departure point:

transport.png
transport.png (324.51 KiB) Viewed 19646 times


It's reproducible for me by loading the save I uploaded and hitting done turn.

Apparently those dinosaurs really didn't want to be sent back to their point of departure.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

LongSquared wrote:Apparently those dinosaurs really didn't want to be sent back to their point of departure.


patched on 'dev'. space dinosaur transport should no longer respond inappropriately to right-clicks. thanks for the report :)
LongSquared
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Re: Report - Current Bugs and Issues

Post by LongSquared »

Completing an Outpost Transport led to the following error:

OutpostTransportError.png
OutpostTransportError.png (327.09 KiB) Viewed 19646 times


The save file that's been uploaded should reproduce the same error upon hitting Done Turn.

Already embittered due to being unable to build the 'normal' Troop Transport, the Yoral object strenuously to any attempts to keep them from building any other sort of transport.
Last edited by LongSquared on Tue Mar 24, 2015 9:53 pm, edited 1 time in total.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

LongSquared wrote:Already embittered due to being unable to build 'normal' Troop Transport, the Yoral object strenuously to any attempts to keep them from building any other sort of transport.


Interesting. I can replicate it, should be an easy fix.
LongSquared
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Re: Report - Current Bugs and Issues

Post by LongSquared »

The attempts of the Yoral empire to expand further have been stymied by the following crash:

Crash.png
Crash.png (678.16 KiB) Viewed 19670 times


It's reproducible for me by loading the save I uploaded and hitting 'Done Turn'. I'm not sure what specifically I may have done to lead to it.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

LongSquared wrote:It's reproducible for me by loading the save I uploaded and hitting 'Done Turn'. I'm not sure what specifically I may have done to lead to it.


Well done! We'd seen this issue once before, but, this is the first time it's been reproducible. My hunch (given that the crash does reproduce for me) is that a battle on the far side of the galaxy involves beam weapons with a negative chance to hit. If so, it should be pretty straightforward to fix. Many thanks!
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Gyrfalcon
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

Gyrfalcon wrote:I've managed to use Retreat and not have my ship destroyed but, on the next turn, the ship is destroyed without any combat.

Ok, I got it to happen in game_28 at Aldib. When I rewound it, I had two combat results, one of which had nothing in it and the other that showed the ship that I had retreated as captured, although no one got close enough in the actual combat to try and capture it.

EDIT: Thinking about it a bit more, I think there was the option to Attack Aldib after I retreated from the Defend fight. If the game was auto-resolving that fight, it would explain why ships aren't escaping when they Retreat. If so, I'd vote for Retreat excluding the possibility of further combat and, maybe, force a return to a colony for repairs.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:EDIT: Thinking about it a bit more, I think there was the option to Attack Aldib after I retreated from the Defend fight. If the game was auto-resolving that fight, it would explain why ships aren't escaping when they Retreat. If so, I'd vote for Retreat excluding the possibility of further combat and, maybe, force a return to a colony for repairs.


Yeah -- this is indeed what's happened here. I think the first issue with the way this save played out is that you were able to attack Ravin's forces before responding to his dialog choices. That let your scout steal the initiative, when you should have been immediately being chased by a pack of angry slavers :)

One of the highest priority fixes on my list right now is to ensure that you're forced to finish negotiating with NPCs before starting combat.

The next issue is that the game isn't warning you about fights that will be autoresolved when you hit end-turn. Thus is something we're planning to fix soon-ish, but, we're still mulling over just how that feature will be implemented.

If so, I'd vote for Retreat excluding the possibility of further combat and, maybe, force a return to a colony for repairs.


If you retreat after being attacked your ship should be safe from those enemies for the rest of the turn. However, if you attack, and then immediately retreat, the fleet you attacked will get another chance to shoot you down before you leave the system. The basic rule governing combat is that each empire can initiate at most 1 attack per star-system per turn. So, when you attacked the Mauraders, you used up your 1 attack in Aldib, but, they had yet to use theirs, and that meant they had an opportunity to chase down and capture your scout.

I think the retreat/attack handling rules are probably about right as is. Your proposal could work as well -- but, a forced trip home is a bit more complex to implement, because it would introduce a bunch of new edge cases. For example, say you attacked an enemy fleet in a system where you had a colony, then retreated, then had the enemy attack (and potentially destroy) your colony in that system. There're lot of ways a scenario like that could lead to confusing / buggy situations. The current rules are simpler -- and I think the big issues we're seeing here can be resolved with a few modest UI improvements.
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Gyrfalcon
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

game_36 is an example of a bug trying to scrap a Starbase, this one at Rasalgethi II. I finished a Fleet Base and wanted to free up the slot for something else, but get an error when I click the Scrap button: error : don't know how to scrap this ship:
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:game_36 is an example of a bug trying to scrap a Starbase, this one at Rasalgethi II. I finished a Fleet Base and wanted to free up the slot for something else, but get an error when I click the Scrap button: error : don't know how to scrap this ship:


hrm, yes. did you refit this station at some point in the past? i have a theory about why this one is happening ;)

(if so, it should be a straightforward fix, but, i'm about to call it a day, so this will need to wait for the morning :) )
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Gyrfalcon
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

It is entirely possible I've retrofitted it, yes.

Have a good night.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:It is entirely possible I've retrofitted it, yes.

Have a good night.


ok, that was actually a really quick fix -- so, i posted it to 'dev'. i think your updater is having some issues though -- so, let me know if you have trouble updating to r12019 and testing the fix out.
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Gyrfalcon
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

My updater works fine, as long as my AT&T-based DSL doesn't have a hiccup. :|

And that does fix the problem, Starbase scrapped, Shipyards, here I come.
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Gyrfalcon
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

I hit a crash on turn 1475 after playing for somewhere shy of two hours.
Crash.jpg
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It did not repeat when I reloaded, however. game_37 is the turn after the place it crashed initially. I did load that dev build you just put up before loading the autosave to see if the crash would happen again.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:I hit a crash on turn 1475 after playing for somewhere shy of two hours.
Crash.jpg

It did not repeat when I reloaded, however. game_37 is the turn after the place it crashed initially.


I think a fix for this went up about an hour ago -- so, you likely wouldn't have had the patch when this crash occurred, but, you should have it now. Certainly let me know if you see it again.
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