Report - Current Bugs and Issues

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

Post by zolobolo »

Merc vessels hired by a company that the player declares war on do not switch sides or get dismissed
They do not turn against the player or quit when attacking the "mother" faction with their ships
The Merc company is available after the declaration of war to hire ships from
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Its not really an issue, just noticed something in how HSA nodes are handled during the drawing of the borders

It seems that ownership of the HSA nodes is not taken into consideration when evaluating borders - again not necessarily an issue but depends rater on which direction the HSA-s are going to go. If they will get strategic value, it might be worth handling them like normal systems.

On the other hand, they do generate some "empty space" around them which prevents the territory of nearby systems to merge together (see on the right hand side)

If the player occupies Menkib, the HSA does simply get swallowed up though as seen on the left
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

The hyperspace anomalies don't exist in this universe, so thematically they don't exert influence on the map.
Chasm
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Re: Report - Current Bugs and Issues

Post by Chasm »

Interceptor behavior has changed. Before if the flight group's target was destroyed, the group would select a new target. Now the group returns to the carrier. Bombers and Strike fighters still reaquire targets if the previous one is destroyed.

System names no longer split colors if the colonies of 2 different empires occupy the same system (they did at one time).
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Chasm wrote:Interceptor behavior has changed. Before if the flight group's target was destroyed, the group would select a new target. Now the group returns to the carrier. Bombers and Strike fighters still require targets if the previous one is destroyed.
Seems logical as this way they can be assigned against warheads and bombers faster - which is their main purpose
Chasm wrote: System names no longer split colors if the colonies of 2 different empires occupy the same system (they did at one time).
How did it look? I imagine this would be a feasible way of displaying contested systems
Chasm
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Re: Report - Current Bugs and Issues

Post by Chasm »

Split color name with the side with the greater control colored 1st. I was surprised to see it no longer there.
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Captainspire
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Re: Report - Current Bugs and Issues

Post by Captainspire »

I've noticed, with the last update, I am getting a lot of planets going mineral rich. This is a nice perk, but it allows me to get almost every tech enhancement under the sun within a relatively short period of time. (from the herald) It also, perhaps, makes the game too easy to build a large fleet in a short time.

I'm afraid to point this out as we may introduce a lot of negative planetary disasters later on.

Also another note, I'd still really like to have that super dreadnought guardian at full strength and not already 50% dead. or at least change the guardian's status based on how the game difficulty is set.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Captainspire wrote:I've noticed, with the last update, I am getting a lot of planets going mineral rich. This is a nice perk, but it allows me to get almost every tech enhancement under the sun within a relatively short period of time. (from the herald) It also, perhaps, makes the game too easy to build a large fleet in a short time.
I was afraid of the same thing when I saw the change. there have been some improvements to difficulty but also changes that gave players huge bonuses like everything the Herald does

I think there are a couple of "low-hanging-fruit" AI changes/workarounds that can be done to increase AI competitiveness (have been spamming the forums with these) but of course it doesn't help if we get even more cookies :)
Captainspire wrote: Also another note, I'd still really like to have that super dreadnought guardian at full strength and not already 50% dead. or at least change the guardian's status based on how the game difficulty is set.
I would consider leaving it as is for the above reason: since only the player gets these bounties, they should be as low power as possible without being totally useless. If you want to repair it, go to a colonized system and next turn it will be as good as new - can also refit it :)
Chasm
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Re: Report - Current Bugs and Issues

Post by Chasm »

Sounds more like a request for harder difficulty on it. Fully repaired it would likely be an unpleasant fight.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Interesting aspect... I have never considered these stranded super-dreds as monster type units that can simply be wiped out

They clearly seem to be there for some empire to capture them (which is not made more difficult by full HP) - which when it happens is basically a game won event in mid-game: super-dred + production planet + droids is an unbeatable combo even on large maps
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

As seen below, the AI tends to over do it with building factories.
It might makes sense for planets where a lot of pop is supported (like in this case) if there is nothing worthwhile to do on the planet, but this one has HIGH fertility and normal mineral + a Market and/or lab is always a good idea overall

I would imagine it would make sense to limit the number of factories to:
3 if fertility and metal <=low and the faction is not behind in technology
2 if fertility and metal <=low and the faction is behind technology
1 if the above is not met, thus in this case: 1 factory 2 farm 1 mine 1 Market and 1 lab (mine, market and research priority could be randomized so that some planets would end up with 3 mines, labs or mines, and others anywhere between)

As you can imagine the AI in question has basically 0 mental and is going around begging for food :)
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zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

Game freezes with error below when loading colonist into outpost habitat

The error occurs when player is selecting the planet to load the colonists from
There are multiple races located on the planet to select from but the error occurs before the list is presented

Error does not occur when loading citizens from a planet populated by a single race
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

zolobolo wrote:Game freezes with error below when loading colonist into outpost habitat

The error occurs when player is selecting the planet to load the colonists from
There are multiple races located on the planet to select from but the error occurs before the list is presented

Error does not occur when loading citizens from a planet populated by a single race
Thanks for figuring this one out zolobolo -- looks like I only tested the feature with single-race colonies :(. Should be fixed as of r22037.
zolobolo
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Re: Report - Current Bugs and Issues

Post by zolobolo »

sven wrote: Thanks for figuring this one out zolobolo -- looks like I only tested the feature with single-race colonies :(. Should be fixed as of r22037.
Confirmed. Bug seems to have been fixed: pop uploaded from selection and outpost created without error
Danath
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Re: Report - Current Bugs and Issues

Post by Danath »

log game_6234

Not a bug per se, but weird behaviour of the AI:

The Ashdar Colonials sent a Colony ship with quite the a escort fleet to Schedar (1 planet available for colonization)
https://steamuserimages-a.akamaihd.net/ ... DA63B96B0/
I tell them this mah neighbourhood when they try to land like the bully I am, they accept it. Next turn, they DISBAND :shock: all the ships but the Colony ship, (which returns to the star whence it came)

I checked in the diplomacy screen the size of their fleet before and after that turn, they indeed lost all those ships. They have 20k+ coins, so there are no economic reasons.
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