Update: it's silently switched to Research the next turn. I'd prefer to have an "event".bjg wrote:Does "City Planning" suppose to "finish" once the planet reaches it's population maximum? It doesn't.
game_915, Aurelon III.
Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
- SirDamnALot
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Re: Report - Current Bugs and Issues
In windowed mode, the close planet overview X is dangerously near to the Quit Program X from windows (which terminates the program immediately).
Maybe add a "are you sure to quit?" dialog when hitting the Windows border X.- sven
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Re: Report - Current Bugs and Issues
There's also a (currently undocumented) "developer hotkey", where hitting ctrl+alt+shift+left-arrow will jump you back in time by 10 turns. If you ever wonder how, exactly, I'm able to comment on things that happened in the distant history of some of these save uploads, that's the answerSirDamnALot wrote: Done! Game_916.
I thought I didn't have the save anymore (got only one from later), but you can rewind several years, how cool is that for debugging!![]()

Like some of the trickier things that are possible with the tactical animation timeline, reviewing and/or summarizing parts of the game history is another element of the engine that currently is useful mostly just for debugging, but which I think we may be able to turn into some cool gameplay features in the future.
Niklas Jansson's spawling "Master of Orion Remake" design musings have been a very real source of inspiration for us. I don't agree with everything he has to say about 4X design -- but, one place where we do agree is on the importance of world-building, and there's a lot of ways that the ability to examine the history of your own galaxy can, I think, aid in that. Exposing various kinds of "logs" both in-game (like the power-graphs in MOO2) or after the game (like the historical power map animations in many Civ games) is certainly something we're planning to do.
Re: Report - Current Bugs and Issues
game_917, Acrux I - something is wrong with rounding again, the population stopped at 23999999, showing as 23/24.
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Re: Report - Current Bugs and Issues
Interesting. Looks like the Phidi, Orthin, and Yoral all got to almost exactly max pop at about the same time, and couldn't decide how to split up the remaining 1 colonist worth of habitat allowance between thembjg wrote:game_917, Acrux I - something is wrong with rounding again, the population stopped at 23999999, showing as 23/24.

Should be fixed in on dev (r14958). Thanks again.
- sven
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Not a bad idea. And easy to do. I'll take a look at that. Thanks for the suggestion.SirDamnALot wrote:Maybe add a "are you sure to quit?" dialog when hitting the Windows border X.
edited by sven: Should be added as of r14959 (currently on 'dev'). Let me know if you have any trouble with the feature.
- SirDamnALot
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Re: Report - Current Bugs and Issues
You guys are awesomesven wrote:Not a bad idea. And easy to do. I'll take a look at that. Thanks for the suggestion.SirDamnALot wrote:Maybe add a "are you sure to quit?" dialog when hitting the Windows border X.
edited by sven: Should be added as of r14959 (currently on 'dev'). Let me know if you have any trouble with the feature.

Short test series with the dev version:
In main menu, in game and tactical screen:
clicking X -> Dialog -> OK
Taskbar, close window -> Dialog -> OK
Alt+F4 - No reaction, application continues to run -> odd, but not dramatic
- SirDamnALot
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Re: Report - Current Bugs and Issues
Some (space) oddities about edge panning/scrolling in windowed mode for the galaxy/tactical map.
-The area that is checked for scrolling starts very close to the border of the window and reaches a good bit outside of it.
Courser Lock On/Off has no impact (as it only affects fullscreen)
-Fullscreen has the same effect but you notice that more with Multimonitor and courser lock off.
-The boundaries move with the window size, so the boundary start seems alright, but the rectangle direction seems outward instead innward.
Attached is a sketch of the "felt" scroll boundaries.
-The left/right boundaries are "attached" to the window, the up/down bounderies stretch over everything. I can scroll up/down on the other monitor.
-sidenote: The window doesn't need to have focus to catch the courser position.
-The area that is checked for scrolling starts very close to the border of the window and reaches a good bit outside of it.
Courser Lock On/Off has no impact (as it only affects fullscreen)
-Fullscreen has the same effect but you notice that more with Multimonitor and courser lock off.
-The boundaries move with the window size, so the boundary start seems alright, but the rectangle direction seems outward instead innward.
Attached is a sketch of the "felt" scroll boundaries.
-The left/right boundaries are "attached" to the window, the up/down bounderies stretch over everything. I can scroll up/down on the other monitor.
-sidenote: The window doesn't need to have focus to catch the courser position.
- Attachments
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- scroll_example.jpg (144.5 KiB) Viewed 17339 times
- sven
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I should fix that. I'm currently ignoring the standard alt+key messages because I wanted the ability to include hotkeys that depend on 'alt' (which many of the developer shortcuts do). I should probably include a special case for alt+f4 though.SirDamnALot wrote:Alt+F4 - No reaction, application continues to run -> odd, but not dramatic
I've also finally decided to take a shot at one of Gyrfalcon's long-standing requests. The latest dev build (r14969) changes the way we remember the fullscreen/windowed setting, and unlike the system used in prior builds, the game now *should* restore your window to it's prior position, whatever that was, provided that the window rectangle being restored is completely inside one of your monitors. I.e., I've done a little extra work, and I *think* I've put together a loading system that should avoid the xkcd problem.Gyrfalcon wrote:It does now remember that I've set it to windowed. It did not remember position or size, which would be nice.
- SirDamnALot
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Re: Report - Current Bugs and Issues
Tried it with both monitors, works fine for me =)I've also finally decided to take a shot at one of Gyrfalcon's long-standing requests. The latest dev build (r14969) changes the way we remember the fullscreen/windowed setting, and unlike the system used in prior builds, the game now *should* restore your window to it's prior position, whatever that was, provided that the window rectangle being restored is completely inside one of your monitors. I.e., I've done a little extra work, and I *think* I've put together a loading system that should avoid the xkcd problem.
- sven
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Re: Report - Current Bugs and Issues
After sleeping on this, I decided that these behaviors could use a little tweaking. In the current dev build (r14969) the behaviors should be:SirDamnALot wrote: Short test series with the dev version:
In main menu, in game and tactical screen:
clicking X -> Dialog -> OK
Taskbar, close window -> Dialog -> OK
Alt+F4 - No reaction, application continues to run -> odd, but not dramatic
clicking X -> Yes/NO Dialog
Taskbar, close window -> Game exits without dialog
Alt+F4 -> Game exists without dialog
The theory being that if you're hitting alt+f4 or trying to close from the task bar, you're probably not doing it by accident so the Yes/No isn't necessary.
- sven
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Re: Report - Current Bugs and Issues
Versions of this issue have been reported before. I think the "boundaries" you're noticing aren't really true boundaries, what's actually happening is probably that you've hit the maximum pan for your map, so the panning stops a certain distance outside the window. But, for a smaller window (or a bigger map) the "felt" areas would be bigger.SirDamnALot wrote:Some (space) oddities about edge panning/scrolling in windowed mode for the galaxy/tactical map.
-The area that is checked for scrolling starts very close to the border of the window and reaches a good bit outside of it.
Courser Lock On/Off has no impact (as it only affects fullscreen)
-Fullscreen has the same effect but you notice that more with Multimonitor and courser lock off.
-The boundaries move with the window size, so the boundary start seems alright, but the rectangle direction seems outward instead innward.
Attached is a sketch of the "felt" scroll boundaries.
-The left/right boundaries are "attached" to the window, the up/down bounderies stretch over everything. I can scroll up/down on the other monitor.
-sidenote: The window doesn't need to have focus to catch the courser position.
The core issue here is that I'm not really sure what the "correct" behaviors ought to be. If you're playing in windowed mode, you can start a drag-pan inside the window, then move the cursor outside the window, and the drag action will continue until you release the mouse button. If you're planing in a small window, this can be handy, and in other cases, I'm not certain it really hurts anything.
Right now, there is an oddness where the dashed line shown when previewing population move orders will follow your mouse position even if it's outside the window area. That, I think, is worth fixing. If you notice any other specific oddness, or have ideas about how the windowed-mode cursor control choice be made a little better, let me know

- SirDamnALot
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Re: Report - Current Bugs and Issues
Closing by taskbar is definitely a conscious act =) Alt-F4 depends if Windows and I are on the same page what the current window issven wrote: clicking X -> Yes/NO Dialog
Taskbar, close window -> Game exits without dialog
Alt+F4 -> Game exists without dialog
The theory being that if you're hitting alt+f4 or trying to close from the task bar, you're probably not doing it by accident so the Yes/No isn't necessary.

At work I have 2 monitors and run several parallel sessions (putty, IDE, office stuff) and it still happens that a copy/paste keystroke hits the wrong window. But I don't see a problem, this probably an academic discussion.
(You sure know you are on the right track, when that is the level of "bugs" you get bothered about

Catching the movement everywhere while clickdragging is fine. Feels natural, because it's an actual effort.Versions of this issue have been reported before. I think the "boundaries" you're noticing aren't really true boundaries, what's actually happening is probably that you've hit the maximum pan for your map, so the panning stops a certain distance outside the window. But, for a smaller window (or a bigger map) the "felt" areas would be bigger.
The core issue here is that I'm not really sure what the "correct" behaviors ought to be. If you're playing in windowed mode, you can start a drag-pan inside the window, then move the cursor outside the window, and the drag action will continue until you release the mouse button. If you're planing in a small window, this can be handy, and in other cases, I'm not certain it really hurts anything.
The edge panning feels different. If you have the time, could you do the following experiment? In windowed mode, with enough desktop margin around the window.
1. Start on the middle of the screen and move the courser to the left. Notice when the map starts to pan. (for me: really close to border)
2. Move the courser further, outside the window. The map is probably still panning for a bit and hits left most position.
3. Move the courser outside the window to the other side.
4. Slowly move the courser from the right towards the game window. Notice when the map starts to pan. (for me: quite outside the border)
Thats what I mean that the scroll borders feels off.
(Bonus fun: instead left and right, try up and down, but put the game window faar away to the left or right. Panning on the Y axis works for any courser position on the X axis

But I admit, this is a gut feeling that this is wrong. If the boundaries would move completely inside the window, you would inadvertly pan while managing your planet report, confirming event bubbles, click next turn or accessing the top bar with the ressource summary.
So, no, I don't really have a clue what would be better

(except the Up/Down panning, thats silly to have it react even far far away from the game window

Re: Report - Current Bugs and Issues
Reports about people moved via stargates seem to be off. No matter how many times you move colonists to particular planet, it says 1,000,000 (once). Says 1 even if you move couple of species together. I think it says 2 if you move 2 of the same kind at once.
Also gives you a "stargate" report if you move colonists within one system.
Doesn't really bother me, but probably worth fixing.
Also gives you a "stargate" report if you move colonists within one system.
Doesn't really bother me, but probably worth fixing.
Re: Report - Current Bugs and Issues
Just sent a bug report game_919. Why can't it attack the planet?