Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
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.
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.
Re: Report - Current Bugs and Issues
game_8948
Orthin set an outpost on keid ignoring my presence there.
Orthin set an outpost on keid ignoring my presence there.
Re: Report - Current Bugs and Issues
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).
Why isn't Orthin voting for me? There is an alliance, and my military seem to be stronger than theirs (according to the graph).
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
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.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Probably, alien schemers shouldn't propose to attack factions with which you are already at war.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
Why the launch of Leech missiles isn't accompanied by any sound? Not sure if this is a bug or a feature.
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
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.
Re: Report - Current Bugs and Issues
on planet screen for metal production details, the text (see picture as well) ... Continuing work on
the script is (mining.lua)
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)
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)
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 (155.9 KiB) Viewed 33761 times
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Re: Report - Current Bugs and Issues
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?
- PrivateHudson
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
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?
Re: Report - Current Bugs and Issues
nope , no metal cost to terraforminggaerzi 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?
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
- Posts: 206
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Report - Current Bugs and Issues
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.
Re: Report - Current Bugs and Issues
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
It was mentioned in the change log some time ago that such a penlty has been introduced
Re: Report - Current Bugs and Issues
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)
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)
Re: Report - Current Bugs and Issues
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):
Reduced movement is in effect for the same design when reduced to 6/10