Report - Current Bugs and Issues

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zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Below show the scenario, where Phidi Trade ship is equipped with Science Station

Note that its bonus is not registered in the scie4nce yield breakdown

The bonus only disappears if the ship equipped with the Science Station has been assigned to the trade pool, it will show up correctly otherwise.
It also does not matter if the ship is assigned manually or automatically to the trade pool thus it seems the science income calculation simply does not query ships from the pool unlike when trade capacity is calculated

When Trade ship from the trade pool is then used to transport pops, the science bonus still does not apply - only when ship is taken out of the pool
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

The science tooltip doesn't give a complete breakdown, it just shows the top contributors. Notice that the total science is +21, but the list shows +6 and +3.

Transports with Science Stations don't generate science when they're assigned to the Trade Pool. That is as intended.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Arioch wrote:The science tooltip doesn't give a complete breakdown, it just shows the top contributors. Notice that the total science is +21, but the list shows +6 and +3.

Transports with Science Stations don't generate science when they're assigned to the Trade Pool. That is as intended.
Yes, the tool-tip numbers do not add up - was only showing it cause the yield from Science stations is always displayed in the list. I assumed the rest comes from default science income of the race + some other planet that did not make the list (only top 3 displayed + Science Stations yield)

Are you sure you don't want to reconsider allowing Science Station bonus in trade pools as well?
It would be difficult to describe in which cases they do not give bonus when in the same situation (transporting pop directly) they do. Its just not fully intuitive

The only race affected would be the Phidi (being the only ones having an extra system slot on a Cargo Pod compatible hull) - and since they are kinda pacifists, it wouldn't offset the balance. Just make sure that the default Trade Ship design contains this module instead of armor and the AI is golden :)

Its not like the AI would take out its dual-purpose trade ships from the trade pool to combat Harpies or enemy incursions... might as well have the science advantage for them - and for the player: it gives all the more reason to play as pacifist. Instead of trade/combat ships we can chose to have trade/science combo :)

Edit: Actually, now that I think of it, there are two types of multi-purpose Phidi ships and only one of them can carry weapons. That one can only serve military purpose next to its trading function. This leaves us with a single hull type affected by the above: that of the Trade Ship. If it cannot serve this dual purpose, it can only be used as a troop transport with armor and shield: but in the current tactical combat mechanic there is no use for this. A ship without weapons will be positioned in the back of the fleet and should always flee if things turn sour (thus there is no use of its defensive capacities)
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

The idea is that there's an opportunity cost between using the ship for transport or for science income. There are rough edges to the mechanism such as receiving science while transporting population, but the net effect is not really significant enough to warrant trying to fix, in my opinion.

The Phidi are quite strong at present and I don't feel they have any need for additional free science income.
nweismuller
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Re: Report - Current Bugs and Issues

Post by nweismuller »

Oh, this latest patch broke something exciting. Unrecoverable blackscreen error on launching a game. Bug reported through the in-game option.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

nweismuller wrote:Oh, this latest patch broke something exciting. Unrecoverable blackscreen error on launching a game. Bug reported through the in-game option.
Just a typo in the galaxy creation script. One of those times I thought a change was 'too simple to need testing' :oops:
Danath
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Re: Report - Current Bugs and Issues

Post by Danath »

AI tries to build Outpost in a pirate system with a single planet. I'm pretty sure their scouts have already been there and knew the situation, yet they don't seem to understand they simply can't build anything there. Their ships just stay there for a long time (I guess that until they need a new Outpost somewhere else)
Also they only have access to that system because of our open ports agreement. If I were to cancel it that outpost wouldn't have enough range for them to be useful :P

https://steamuserimages-a.akamaihd.net/ ... 6448AF118/
nweismuller
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Re: Report - Current Bugs and Issues

Post by nweismuller »

game_6191: Motherlode (in Nunki system) does not appear to actually be starving, despite the blockade on it and lack of local food production.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

With the introduction of the blockaded icon I have noticed two things:
1. The Icon is not listed on the right hand side like others
2. Trade routes is reduced by 1 when blockade is activated

Description of the alert does not state that trade pool is effected (only that food cannot be transported and projects cannot be rushed).
Now, reducing the trade capacity would definitively make sense (optimally should even scale with the capacity the markets located on the blockaded planet provide), but the reduction of the trade route not that much

I assume, that it is removed due to some food transport, but the planet has food surplus and thus should not have this effect in this particular case
There is also an allied planet in the same system: maybe the blockade on their planet has an effect on the player trade routes?
nweismuller
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Re: Report - Current Bugs and Issues

Post by nweismuller »

game_6196: might be worth having a sanity check so that foreign empires don't issue requests to you literally on the same turn they declare war.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

There is no colonize decision event if the planet that can be colonized already has an Outpost
Bot the Outpost and the Colony ship belongs to the player

Also noticed that planets with an Outpost switch their status as if they were consolable which is not the case though when the colony ship arrives
This case is not visible here but I think it stems from the same issue: outposts seem to be handled the same way as colonization but they have some fundamental differences like how they affect (and not affect) habitability
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zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Sizing of Star Bases seem to be off compared to Space Station (or rather Space Station is too large)
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zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Building an Outpost in a system where another empire has already built an Outpost, changes the ownership of the system (marked by the color of the system name and border) to the player

As it has been mentioned that the AI will be trying to avoid colonization of planets already located within owned systems, this behaviour is something that should accordingly affect the AI negatively (deterring them from colonizing in the system
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

zolobolo wrote:There is no colonize decision event if the planet that can be colonized already has an Outpost
Bot the Outpost and the Colony ship belongs to the player

Also noticed that planets with an Outpost switch their status as if they were consolable which is not the case though when the colony ship arrives
Thanks for catching this one. It's a recent bug introduced by changes we just made to the colonization rules (specifically, that colony ships can now always colonize planets that the embarked colonists would be comfortable on). The outpost colonization bugs should be fixed as of r21994.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Is rebellion for AI planets disabled?
If not then there is a bug that prevents it from happening.

This mechanic would be perfect for choking large empires as food production hubs could be blockaded for escalating moral penalty. The player would of course need to see the food production stats of enemy empires to use this mechanic in a meaningful way, and the AI should also prioritize some ships to set up blockade against the top food production hubs of their enemies (not attacking just blockading), but once this is done, even mid-game player empires could be given a serious choke not to mention the enrichment of the strategy layer

New Raider Activity level:
1. Marauders are constantly attacking player as fitting to the Intense setting which actually makes defending against them easier as they don't have time to amass a strong fleet :)
2. Marauders are still avoiding AI empires which is good but hopefully they will eventually properly be paid of by the AI and this amount of money should constitute their income (next to minimal base income of course). This way, only Marauders that are neighboring several empires will truly thrive (with the defense money flowing in) and bases on the fringes of the Galaxy will not pump out that many ships which is logical = automated scaling of Marauder threat according to location
3. Harpies invasions do not seem to be affected by this setting yet: experienced around the same level of invasions as before: every 50 Turns or so one attack with 6-8 Harpies
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