Report - Current Bugs and Issues

A forum for chatting about in-development game features.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

bjg wrote:game_967, Bellatrix II - if I embark the mech, colony will disappear.

It is related to mech being on the first place again. The next turn population grew over a mil, and mecs embarked fine.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

bjg wrote:
bjg wrote:game_967, Bellatrix II - if I embark the mech, colony will disappear.

It is related to mech being on the first place again. The next turn population grew over a mil, and mecs embarked fine.


Hrm, thanks for the report. This drew my attention to a collection of related bugs. They should all be fixed as of r15081 (currently on 'dev').
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

Probably not a bug, but missing feature:
Starting as humans and selling my outpost at once (destroying all fleets because no home to return to), gives a game over message, but not actually halting the game/back to main screen. I can "watch" the universe as a spectator and continue to do science (5 Science points as base).

edited by sven: Yes, the lack of any post-game epilogue screens is a missing feature, and one we are planning to fix before release. That said, some of the Civ games did give you the option of continuing to play even after the game was "over", and I think that's a feature we may well imitate. But, being able to continue to conduct research after your empire has been destroyed is a bug, and one that that should be fixed in the next patch.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

game_972 - arrival of colonists can trigger switch of production to whatever is the "auto". This time Arcusi II switched from Research to Factory, I've seen switching from Research to Trade before in the game. To be clear - I never choose Auto production.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

sven wrote:
SirDamnALot wrote:- Our funky letter ß gets translates as SS...which you probably shouldn't do, some people may get weird about that.


(I could also probably ask Nate if he could make us a quick lower-case style "ß". He's pretty good about responding to emails, and it might not be a big deal.)


Nate very graciously offered to update the font for us. As of r15095 (currently on 'dev') you should be able to include a "ß" in custom names, and I believe it should look more or less right :)
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

mharmless wrote:Build r15018
Can capture ground units intact inside their transport ships.


Maybe not really a bug, but it sure feels weird to intercept a troopship over the Haduir homeworld and then turn around and use the troops to invade them. The first two alternatives that pop into my head are that the transports should be emptied when captured (Enemy ground units are spaced after seizing control of the transport), or if you want to keep some people from complaining about how you should be able to use the equipment, grant the 10 metal the unit would have cost to build yourself. Either of these options seem just fine to me.

I do think seizing population on transports to put to work is just fine the way it is. Only combat units seem weird.

The population morale system, which is not fully implemented, should prevent captive population from fighting for the captor. Captured ground units should probably be destroyed.
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Re: Report - Current Bugs and Issues

Post by bjg »

I don't think captured ground units should be destroyed. These are tanks or even giant robots - there is no real difference between reusing them or ships, - just reprogram and/or put your people in. However, requiring a "repair" might make sense.
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Re: Report - Current Bugs and Issues

Post by mharmless »

bjg wrote:I don't think captured ground units should be destroyed. These are tanks or even giant robots - there is no real difference between reusing them or ships, - just reprogram and/or put your people in. However, requiring a "repair" might make sense.


From my perspective, the troop's main cost is training. 10 metal is chump change. Seizing a transport full of mechs doesn't supply you with a bunch of trained mechwarriors and officers. The fact that your troops magically and instantly transform between tank -> hovertank -> mech just kind of re-enforces the equipment as being worth very little on its own.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

mharmless wrote:
bjg wrote:I don't think captured ground units should be destroyed. These are tanks or even giant robots - there is no real difference between reusing them or ships, - just reprogram and/or put your people in. However, requiring a "repair" might make sense.


From my perspective, the troop's main cost is training. 10 metal is chump change. Seizing a transport full of mechs doesn't supply you with a bunch of trained mechwarriors and officers. The fact that your troops magically and instantly transform between tank -> hovertank -> mech just kind of re-enforces the equipment as being worth very little on its own.

The same goes for ships. The number of people needed for a battalion and for a military ship are comparable.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

game_977 and game_978 (just in case). 3 things: bomber isn't reloading after one attack; "auto-resolver" gives "DRAW", but the colonizer still finishes the intercepted colonization; can't save (that was accidental, but still an error).
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

R15165 Dev,
In the colony improvment detail screen, where your output is tallied for you, there is a glyph mark <eq> for science and factories.
Unbenannt.png
Unbenannt.png (181.47 KiB) Viewed 17132 times


edited by sven: Opps. Should be fixed as of r15177 (currently on 'stable').
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

The technology "Hyperspace Metrics", increases my traveling speed on the galaxy map.
The tech fluff says a speed of 1.1 parsec/turn. My advisor says it is now 50% faster than before.
How fast am I actually going ? =)
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

R15177 dev, Game_989
I have a colony ship in orbit of my colony Rastaban II.
On the colony screen, the humans are shown as transparent and "in Orbit".
I clicked on the human pop icon (trying to disembark em somehow) and got following error:

Code: Select all

Lua state\Galaxy\pop_growth.lua:328: missing required value: race_i
Lua state\Galaxy\pop_growth.lua:328:additional_allowed:
 Lua state\GUI\~GalaxyMap\@PlanetPane.lua:276:race_info_text:
  Lua state\GUI\~GalaxyMap\@PlanetPane.lua:644:set_desc_text:
   Lua state\GUI\~GalaxyMap\@PlanetPane.lua:330:cb:
    Lua state\GUI\@EventDispatcher.lua:215:@PlanetPane.lua:528

Seems the colony screen trys to calculate pop, growth, pop cap like for normal colonists (here are teros the actual colonists).
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

SirDamnALot wrote:R15177 dev, Game_989
I have a colony ship in orbit of my colony Rastaban II.
On the colony screen, the humans are shown as transparent and "in Orbit".


This is an old awkwardness in the core mechanics. Technically, colony ships are just population transports with the ability to found new colonies. In some ways, that makes a lot of sense (there are in fact colonists on your colony ships, and if you really want to, you can disembark them to an inhabited world).

At the same time, we don't want new players to disembark the colonists on their colony ships by accident -- because then they'll be left with an empty colony ship that's not capable of colonizing anything -- which is likely to be confusing.

So, the awkward compromise is to have the low-level rules respect colony ship's ability to embark/disembark colonists, but, exempt colony ships from a lot of the UI shortcuts that make embarking / disembarking from transports easy.

In this case, that your human colonists are showing up as a transparent "in Orbit" population is probably a design mistake. To be consistent with the rest of our UIs, the humans should not appear in this case.

SirDamnALot wrote:R15177 dev, Game_989
Seems the colony screen trys to calculate pop, growth, pop cap like for normal colonists (here are teros the actual colonists).


Yes, that's exactly what's happening. Thanks for the report -- this should be a pretty simple fix.

edited by sven: Both these issues should be fixed as of r15183.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

sven wrote:This is an old awkwardness in the core mechanics. Technically, colony ships are just population transports with the ability to found new colonies. In some ways, that makes a lot of sense (there are in fact colonists on your colony ships, and if you really want to, you can disembark them to an inhabited world).

Ah, that explains why I also could invade an undefended colony with civilians :mrgreen:
(or at least try, I doubt my settlers are much help against tanks and militia ;) )

sven wrote:So, the awkward compromise is to have the low-level rules respect colony ship's ability to embark/disembark colonists, but, exempt colony ships from a lot of the UI shortcuts that make embarking / disembarking from transports easy.

In this case, that your human colonists are showing up as a transparent "in Orbit" population is probably a design mistake. To be consistent with the rest of our UIs, the humans should not appear in this case.

Aww, and I just got the idea how I could exploit ahem "boost" my pop growth by mass producing colony ships :mrgreen:
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