Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
Game 5428 dev version
Denebola III colony (gremak) was starved out.
Gremak space station stayed in orbit after colony was starved out.
Upon recolonization, the space station is now still occupying that orbital slot, and cannot be scrapped or refitted.
Re Shipyard: need to put a note then that only 1 shipyard bonus will apply, since by old rules 2 shipyards had their bonuses stack.
Denebola III colony (gremak) was starved out.
Gremak space station stayed in orbit after colony was starved out.
Upon recolonization, the space station is now still occupying that orbital slot, and cannot be scrapped or refitted.
Re Shipyard: need to put a note then that only 1 shipyard bonus will apply, since by old rules 2 shipyards had their bonuses stack.
Re: Report - Current Bugs and Issues
Hi,
Small one, but... From RACES.lua:
At the end of the section where you define singulars and plurals, you don't have a comma after the last entry. This is only a problem if you are trying to add things at the end of the file:
Thanks.
Small one, but... From RACES.lua:
Code: Select all
['hover tanks'] = {
singular = 'hover tank',
}
}
Code: Select all
['hover tanks'] = {
singular = 'hover tank',
}, -- <- Make sure there is a comma here!!! <-
-- #ADDITIONS, and make sure there is a comma after the hover tanks entry above.
Abbizi = { plural = "Abbizi" },
['Tacheed Tacheed'] = { plural = 'Tacheed Tacheed', },
['Bound Spectrals'] = { singular = 'Bound Spectral', },
Tzidpah = { plural = "Tzidpahot" },
Bobaoshi = { plural = "Bobaoshi" },
}
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- Posts: 424
- Joined: Wed Apr 29, 2015 2:33 am
Re: Report - Current Bugs and Issues
Probable bug: refitting a station with loaded space habitats to another design (with the same number of habitats) causes existing population on the old station to disappear. Probably not intended that overhauling the power core to allow science stations and replacing the armor should get rid of the existing inhabitants.
Re: Report - Current Bugs and Issues
Well, when refitting a station I think it would make sense that you'd want to disembark the inhabitants first (replacing the armor presumably means breaching the hull), but I agree that having them simply disappear is not ideal behavior.nweismuller wrote:Probable bug: refitting a station with loaded space habitats to another design (with the same number of habitats) causes existing population on the old station to disappear. Probably not intended that overhauling the power core to allow science stations and replacing the armor should get rid of the existing inhabitants.
Re: Report - Current Bugs and Issues
When deploying a Mobile Base to an otherwise unconscionable planet, the status of the planet shows as if it were colonizable but is not
Either tha planet needs to be displayed as non-colonizable as before, or it needs to be colonizable so that it is not misleading to players and it becomes visible when the planet is actually ready for colonization due to advances in research
Either tha planet needs to be displayed as non-colonizable as before, or it needs to be colonizable so that it is not misleading to players and it becomes visible when the planet is actually ready for colonization due to advances in research
- Attachments
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- Colonisation.JPG (31.46 KiB) Viewed 17077 times
Re: Report - Current Bugs and Issues
Even when tinker population is captured by gremak marauders, that population is never taken back as slaves, nor is it sold. Working as intended, or bug? In fact, it seems tinkers are immune to having a colonies population totally removed ( see game 5491, world Aurelon I) World has a full fleet of 13 transports loaded with marauders over it, no defenses, and still has a population of 1. Marauder fleet is also bugged because of it (it wont return to base).
Re: Report - Current Bugs and Issues
@Chasm, I don't think there are assets for a slave tinker, and in RACES.lua, they don't have the enslave-able flag.
While it would be a good idea (the classic Star Wars "restraining bolt"), another more Gremak-y idea...
Tinkers are made of metal.
Like their ships.
And Gremak lack empathy.
Just saying.
While it would be a good idea (the classic Star Wars "restraining bolt"), another more Gremak-y idea...
Tinkers are made of metal.
Like their ships.
And Gremak lack empathy.
Just saying.
Re: Report - Current Bugs and Issues
Harmonized population can't be enslaved. The two states are mutually exclusive, and since Tinkers can't be de-Harmonized, that also means they can never be enslaved.
Slavery is the coercion of individuals by threats of violence. Harmonized individuals' emotions are firmly under control, and so they have no fear; they can't be coerced.
Slavery is the coercion of individuals by threats of violence. Harmonized individuals' emotions are firmly under control, and so they have no fear; they can't be coerced.
Re: Report - Current Bugs and Issues
In that case shouldn't the marauders be just wiping the planets out? Or as a tinker, are you immune to marauder raids? Because this is the effect the AI tinkers are having happen.
Re: Report - Current Bugs and Issues
Star harpy invaders still do not give research points if they are 1st star harpies killed (in spite of patch notes).
Re: Report - Current Bugs and Issues
Not to push the point, but I think Chasm has a valid question. The Marauders are slavers. Also, the Marauders would take the Tinkers from harmonized worlds to their own bases, so there would be no Machine Altars to help them commune with the collective voice of Dzibix.Arioch wrote:Slavery is the coercion of individuals by threats of violence. Harmonized individuals' emotions are firmly under control, and so they have no fear; they can't be coerced.
My restraining bolt comment would also apply. If a de-harmonized Tinker still cannot be coerced, is that because of the machinery? Could the machinery then be hacked? Because that would be a slave. Depending on your view of slavery, it could be "hacked" or "droned", but the effect would be the same, owning a sentient and bending its will to servitude.
Re: Report - Current Bugs and Issues
I was wondering the same thingChasm wrote:In that case shouldn't the marauders be just wiping the planets out? Or as a tinker, are you immune to marauder raids? Because this is the effect the AI tinkers are having happen.
I guess it is ok for Marauders to still invade Tinkers so nothing needs to be changed with the reasoning that they are not after slaves in this case, but are kinda just looting the colonies for valuables. It would be messy to script when they should attack and when not otherwise.
Re: Report - Current Bugs and Issues
They aren't invading either, just waving hello from space
Re: Report - Current Bugs and Issues
Shipyards still will only work if place in the second orbital slot and there is nothing placed in the 3rd.
If something is placed in the 3rd slot, and then destroyed, then the bonus returns.
If something is placed in the 3rd slot, and then destroyed, then the bonus returns.
- Captainspire
- Posts: 153
- Joined: Mon Mar 30, 2015 8:30 pm
Re: Report - Current Bugs and Issues
Minor graphical issue:
One direct prerequisite for Bio domes is Fusion, but there is no branch from fusion to them.
One direct prerequisite for Bio domes is Fusion, but there is no branch from fusion to them.