Report - Current Bugs and Issues

A forum for chatting about in-development game features.
bjg
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Joined: Wed Feb 03, 2016 10:55 pm

Re: Report - Current Bugs and Issues

Post by bjg »

game_8927
If I try to add Carriers to the research queue it adds Fleet Logistics as a prerequisite, while Shipyards (the alternative prerequisite) is already in the queue.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

game_8948
Orthin set an outpost on keid ignoring my presence there.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

game_8955
Why isn't Orthin voting for me? There is an alliance, and my military seem to be stronger than theirs (according to the graph).
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PrivateHudson
Posts: 206
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Game_9128. Attempt to move pop from Ashdar Prime to newly founded Gemma produces transport at Gemma labeled "Pop transport 0 turns to Unknown", population isn't added to Gemma's.
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PrivateHudson
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Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Probably, alien schemers shouldn't propose to attack factions with which you are already at war.
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PrivateHudson
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Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Why the launch of Leech missiles isn't accompanied by any sound? Not sure if this is a bug or a feature.
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PrivateHudson
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Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Nitpick: Tinkers Missile Destroyer shows in ship designer (leftmost row, installed components) single missile launcher for the 2x medium slot, but twin launcher for 1x missile slot.
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siyoa
Posts: 182
Joined: Fri Apr 21, 2017 3:19 pm

Re: Report - Current Bugs and Issues

Post by siyoa »

on planet screen for metal production details, the text (see picture as well) ... Continuing work on

the script is (mining.lua)

Code: Select all

    local text = format( [=[Continuing work on <b>%s</b> will require <b>%d</b><METAL> next turn.]=],
      building_design or (planet.activity and 'Manufacture Population') or planet.project_name, metal_use)
but it is planet.project_name that contains name of the hull/project, building_design is numerical value that contains order of hull

for Colony ship:


building_design: 3
planet.activity: nil
planet.project_name: Colony Ship


for non-ship project:


building_design: nil
planet.activity: nil
planet.project_name: Glacier Terraforming


it seems that order of variables in the script needs to be changed (EDIT: building_design probably doesn't need to be there at all)

Code: Select all

    local text = format( [=[Continuing work on <b>%s</b> will require <b>%d</b><METAL> next turn.]=],
      planet.project_name or (planet.activity and 'Manufacture Population') or building_design, metal_use)
Attachments
metal_use_project_name.JPG
metal_use_project_name.JPG (155.9 KiB) Viewed 33756 times
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gaerzi
Posts: 210
Joined: Wed Jul 10, 2019 1:30 pm

Re: Report - Current Bugs and Issues

Post by gaerzi »

Did you add a metal cost to terraforming? The text about the "incomplete hull" sounds weird in that context too. The incomplete hull of the planet?
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PrivateHudson
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Location: Chelyabinsk, Russia

Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Though not very harmful, pirate colony ships left over from defeated pirate bands try to attack your vessels and bomb your colony (apparently, using content of their waste tanks) each turn. Maybe apply to them pop transports' surrender mechanic?
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siyoa
Posts: 182
Joined: Fri Apr 21, 2017 3:19 pm

Re: Report - Current Bugs and Issues

Post by siyoa »

gaerzi wrote:Did you add a metal cost to terraforming? The text about the "incomplete hull" sounds weird in that context too. The incomplete hull of the planet?
nope , no metal cost to terraforming

that text is there only for projects that need metal (my screenshot is showing ship being build), and it either says "hull" or "project", depends on building_design (i.e. is it ship or no)

Code: Select all

  if (metal_use > 0) or (building_metal >0)

    local text = format( [=[Continuing work on <b>%s</b> will require <b>%d</b><METAL> next turn.]=], 
     planet.project_name or (planet.activity and 'Manufacture Population') or building_design, metal_use)

    if building_metal > 0
      text ..= format( " (The incomplete %s already contains <b>%d</b><METAL>.)",building_design and 'hull' or 'project', building_metal)
    end
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PrivateHudson
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Re: Report - Current Bugs and Issues

Post by PrivateHudson »

Dialog to recall transports from pool always states "Ships will arrive in 3 turns", even when you have researched strategic speed techs and the actual waiting time will be 2 or 1 turn.
zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Post by zolobolo »

There is no relationship penalty from an ally who is stronger then the player but the player did not vote on them during council vote (abstained instead)

It was mentioned in the change log some time ago that such a penlty has been introduced
zolobolo
Posts: 1544
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Tinker Forge module does not replenish ammunition when assigned to Starbase

Reported some time ago that ammo is not generated after having assimilated the tech as another race but the issue seems more generic:
If the Tinker Forge is applied within the ship designer by the player (and not being art of the base design) the ammo replenishment effect does not apply)
zolobolo
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Joined: Fri Nov 25, 2016 3:49 pm

Re: Report - Current Bugs and Issues

Post by zolobolo »

Base deflector shield does not seem to reduce its capacity (from base 80 ro a lower value) after the module has been damaged to 6/10(will keep an eye out for the other designs if is the case for other ships as well outside of Ashdar Light Carrier):
Shield cap.png
Shield cap.png (1.24 MiB) Viewed 31173 times
Reduced movement is in effect for the same design when reduced to 6/10
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