There is no current fix for it; I was speaking of a potential fix.Captainspire wrote: Do these update also affect/update on current saved games? I just reloaded the game at 1496, it captured the lasted bug/update fix, but the Ashdar ships still vanish at 1499.
Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
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- Posts: 424
- Joined: Wed Apr 29, 2015 2:33 am
Re: Report - Current Bugs and Issues
Blackscreen error while trying to check on planetary defense stats in combat; report uploaded in 'game_3166'.
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- Posts: 424
- Joined: Wed Apr 29, 2015 2:33 am
Re: Report - Current Bugs and Issues
Text for Fusion technology claims Fusion adds one production per factory; empirical observation indicates it actually adds two production per factory. This should be made consistent, either by changing the text or the effects.
Re: Report - Current Bugs and Issues
Stellar Surge beam attack animation much longer then before - since steam update of today
Primary bean, railgun and other weapons do not show this symptom
Primary bean, railgun and other weapons do not show this symptom
Re: Report - Current Bugs and Issues
While I agree that the animation is long, it's the same length as it was before (the length of the sound effect, which hasn't changed).zolobolo wrote:Stellar Surge beam attack animation much longer then before - since steam update of today
Re: Report - Current Bugs and Issues
Ambient sound causing a lot of system hesitation mid to late game. Was seeing a hesitation of about 1 second per qued project, with the ambient planet sound effect resetting each time a project was put in (howling wind of a glacier world for example). Turning ambient off stopped this entirely. Ambient might be using a bit more resources then it should? I don't recall the sound effects resetting with each slotted project before, so that might be the cause of it ?
Re: Report - Current Bugs and Issues
About 40 turns farther in, game literally hangs and crashes out on founding a new colony. See game 3201 Colonize Achelus. Seeing extreme slowdown even with sound off (though turning it off helped). It DID NOT do this before. Seems related to founding a new colony in a new system. New colonies in established systems aren't having the issue.
Re: Report - Current Bugs and Issues
Game 3202 gremak were able to capture and keep a human light cruiser and space station, when I have not researched xeno engineering. See Enif system for light cruiser. Capture of both was done 2 turns prior. Currently researching xeno engineering.
Re: Report - Current Bugs and Issues
Game 3204 as phidi able to capture and keep a human transport without having xenotech. See Elowar system.
Re: Report - Current Bugs and Issues
Really? Don't recall it took so long. It seems like 6s or so. Even seems to have some wait time here and there - usually after the second attack when a planet is shooting at invading shipsArioch wrote:While I agree that the animation is long, it's the same length as it was before (the length of the sound effect, which hasn't changed).zolobolo wrote:Stellar Surge beam attack animation much longer then before - since steam update of today
Re: Report - Current Bugs and Issues
Not sure if these are bugs or intentional...
When you colonize a planet with the Tarib species, and they revolt, the icon for the revolting pops is the same as the normal one, unlike the other species.
I understand that they are probably silicon-based life forms, and that facial expressions are probably not their thing, but at least their 'eyes' might glow red or something...
Another thing, and I admit this is a nitpick -
When fired, torpedoes have a greater range per turn than missiles of the same type, yet their movement animation is slower. If we assume that a single turn represents a certain fixed amount of time, this doesn't make much sense. It could be reasoned that the torpedoes are more massive than missiles, and so move more ponderously, but then they should have a shorter range than missiles, or it could be argued that because of their greater size they have more powerful engines, and thus move faster, but then their animation should be faster than the missile one, not slower...
When you colonize a planet with the Tarib species, and they revolt, the icon for the revolting pops is the same as the normal one, unlike the other species.
I understand that they are probably silicon-based life forms, and that facial expressions are probably not their thing, but at least their 'eyes' might glow red or something...
Another thing, and I admit this is a nitpick -
When fired, torpedoes have a greater range per turn than missiles of the same type, yet their movement animation is slower. If we assume that a single turn represents a certain fixed amount of time, this doesn't make much sense. It could be reasoned that the torpedoes are more massive than missiles, and so move more ponderously, but then they should have a shorter range than missiles, or it could be argued that because of their greater size they have more powerful engines, and thus move faster, but then their animation should be faster than the missile one, not slower...
Re: Report - Current Bugs and Issues
The planetary pop indicator on top of the planet symbol seem off:
https://www.dropbox.com/s/350a3gsi9f1d5 ... r.JPG?dl=0
Noticed this a couple of times but seems apparent in this scenario:
1. My ships are blockading the planet, and pop is starving, sill the light blue indicator is prognosis pop expansion. Shouldn't it be red or not present at all?
2. The ratio between dark blue bar and the total capacity of the bar should indicate how far the capacity has been populated right? But according to their current state the planet should be populated well above 50% to its capacity where in fact it is only populated at this point at around 28%
https://www.dropbox.com/s/350a3gsi9f1d5 ... r.JPG?dl=0
Noticed this a couple of times but seems apparent in this scenario:
1. My ships are blockading the planet, and pop is starving, sill the light blue indicator is prognosis pop expansion. Shouldn't it be red or not present at all?
2. The ratio between dark blue bar and the total capacity of the bar should indicate how far the capacity has been populated right? But according to their current state the planet should be populated well above 50% to its capacity where in fact it is only populated at this point at around 28%
Re: Report - Current Bugs and Issues
Yoral Frigates are able to initiate boarding action without boarding module
Re: Report - Current Bugs and Issues
The ratio shows the progress to the next full pop. When the bar fills up the population increases by +1.zolobolo wrote:The planetary pop indicator on top of the planet symbol seem off:
https://www.dropbox.com/s/350a3gsi9f1d5 ... r.JPG?dl=0
Noticed this a couple of times but seems apparent in this scenario:
1. My ships are blockading the planet, and pop is starving, sill the light blue indicator is prognosis pop expansion. Shouldn't it be red or not present at all?
2. The ratio between dark blue bar and the total capacity of the bar should indicate how far the capacity has been populated right? But according to their current state the planet should be populated well above 50% to its capacity where in fact it is only populated at this point at around 28%
Re: Report - Current Bugs and Issues
Tarib have a "discontent" population graphic, but it looks like it's not being properly displayed.Awaras wrote:When you colonize a planet with the Tarib species, and they revolt, the icon for the revolting pops is the same as the normal one, unlike the other species.
I understand that they are probably silicon-based life forms, and that facial expressions are probably not their thing, but at least their 'eyes' might glow red or something...
Another thing, and I admit this is a nitpick -
Larger missiles have more mass and more fuel. Real cruise missiles are much slower than real air-to-air missiles, but have many times the range.Awaras wrote:When fired, torpedoes have a greater range per turn than missiles of the same type, yet their movement animation is slower. If we assume that a single turn represents a certain fixed amount of time, this doesn't make much sense. It could be reasoned that the torpedoes are more massive than missiles, and so move more ponderously, but then they should have a shorter range than missiles, or it could be argued that because of their greater size they have more powerful engines, and thus move faster, but then their animation should be faster than the missile one, not slower...
That said, I think there's an argument to be made that torpedoes are a little bit too slow. We'll take a look at this when we get around to doing the holistic tactical weapons balance pass which we never seem to have time to get around to doing.