I believe this one should have been fixed in today's patch (r22150).harpy eagle wrote:Sometimes when a planet is set to city planning, when going to the next turn it will be taken off city planning and a report issued stating that "We were unable to continue city planning at..." despite there being ample food.
Report - Current Bugs and Issues
- sven
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Re: Report - Current Bugs and Issues
- Captainspire
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Re: Report - Current Bugs and Issues
Uploaded "game_6571"
I know it's on brutal settings, but with humanity being the way it is and having a +15 to relations, do they really need to go to war with me the 2nd turn after we met? Also, maybe its me, but it seems the humans, in general, are a lot more likely to go to war with you than most other races. Even when they have no chance.
I know it's on brutal settings, but with humanity being the way it is and having a +15 to relations, do they really need to go to war with me the 2nd turn after we met? Also, maybe its me, but it seems the humans, in general, are a lot more likely to go to war with you than most other races. Even when they have no chance.
- harpy eagle
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Re: Report - Current Bugs and Issues
Damage numbers no longer appear in combat, even with all mods disabled.
Gonna verify the game file integrity in steam and test again.
EDIT: Yep, still no damage numbers.
Has anyone else experienced this?
Gonna verify the game file integrity in steam and test again.
EDIT: Yep, still no damage numbers.
Has anyone else experienced this?
- sven
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Re: Report - Current Bugs and Issues
In 'Developer Options' do you have 'battle info text' turned off? (When they first went in, the fly-out numbers were an optional feature, and so for historical reasons devs/modders still have a button that turns them off.)harpy eagle wrote: EDIT: Yep, still no damage numbers.
- harpy eagle
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Re: Report - Current Bugs and Issues
Yep, that was the issue XDsven wrote:In 'Developer Options' do you have 'battle info text' turned off? (When they first went in, the fly-out numbers were an optional feature, and so for historical reasons devs/modders still have a button that turns them off.)harpy eagle wrote: EDIT: Yep, still no damage numbers.
- harpy eagle
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Re: Report - Current Bugs and Issues
attempt to call local 'color' (a nil value)
- sven
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Re: Report - Current Bugs and Issues
Looks like you've created a new fleet mission type, but haven't defined a color for it when used with the ai debugging overlays. Um, there's a couple ways one could fix that Either extend the table, or just change line 166 to something like:harpy eagle wrote:attempt to call local 'color' (a nil value)
Code: Select all
local color = mission_to_color[mission or 'none'] or white
- harpy eagle
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Re: Report - Current Bugs and Issues
Thanks, that fixed it.sven wrote:Looks like you've created a new fleet mission type, but haven't defined a color for it when used with the ai debugging overlays. Um, there's a couple ways one could fix that Either extend the table, or just change line 166 to something like:
I did some searching and the mission type was 'outpost', created from outpost_fleets.lua
- sven
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Re: Report - Current Bugs and Issues
Oops, that a bug in my debugging tool then. I'll fix itharpy eagle wrote:I did some searching and the mission type was 'outpost', created from outpost_fleets.lua
Re: Report - Current Bugs and Issues
Raiders improperly eliminated
Using mods strategic and tactical AI but should not affect this
Save:
https://www.dropbox.com/s/a8w524lhq05y1 ... 1.rar?dl=0
Using mods strategic and tactical AI but should not affect this
Save:
https://www.dropbox.com/s/a8w524lhq05y1 ... 1.rar?dl=0
- Attachments
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- Raider Eliminated.png (27.82 KiB) Viewed 16186 times
Re: Report - Current Bugs and Issues
The new missile arts are beautiful, they fit the style of the game perfectly and look awesome (crisp and modern look)
Are there any plans to do an update on the Ion-Point Denfese, Phidi Fighters/Bombers, Railgun and the Repair Module?
One note: Gremak still do not have access to torpedoes (there was an update in change log that Orthin and Gremak can now research Heavy Missiles.)
Are there any plans to do an update on the Ion-Point Denfese, Phidi Fighters/Bombers, Railgun and the Repair Module?
One note: Gremak still do not have access to torpedoes (there was an update in change log that Orthin and Gremak can now research Heavy Missiles.)
Re: Report - Current Bugs and Issues
Population units can be transported out and on to planets despite the planet being under blockade by an enemy fleet
It has been mentioned before that moving pop out of the planet should not be possible
In case of incoming pop I imagine it would be slightly more difficult to handle the situation with the transports already being there. In this case, the transports might enter a fleet battle (attacking) the enemy blockade and auto-retreat to the nearest friendly system
It has been mentioned before that moving pop out of the planet should not be possible
In case of incoming pop I imagine it would be slightly more difficult to handle the situation with the transports already being there. In this case, the transports might enter a fleet battle (attacking) the enemy blockade and auto-retreat to the nearest friendly system
Re: Report - Current Bugs and Issues
What kind of update? The Phidi already have faction-specific fighters and bombers.zolobolo wrote:Are there any plans to do an update on the Ion-Point Denfese, Phidi Fighters/Bombers, Railgun and the Repair Module?
Change got reverted. Will be restored in the next version.zolobolo wrote:One note: Gremak still do not have access to torpedoes (there was an update in change log that Orthin and Gremak can now research Heavy Missiles.)
Well, it's the system rather than the planet that's blockaded, so I could see that you should still be able to move population between planets in the same system, but transports shouldn't be able to move pop out of a blockaded system.zolobolo wrote:Population units can be transported out and on to planets despite the planet being under blockade by an enemy fleet
It has been mentioned before that moving pop out of the planet should not be possible
In case of incoming pop I imagine it would be slightly more difficult to handle the situation with the transports already being there. In this case, the transports might enter a fleet battle (attacking) the enemy blockade and auto-retreat to the nearest friendly system
Re: Report - Current Bugs and Issues
In case of the guns (Ion PD - single barrel, Railgun) I was thinking on the details: almost all of the guns are quite neatly details, and only in case of these I get an odd feeling as if they were supposed to be smaller and were magnified - maybe a tube (containing wiring) of sorts curling to the back of the barrel? Especially in case of the AM models, the details are very neat and it is more apparent if one module is not that detailed (and quite large to boot like the single-barreled PD gun)Arioch wrote: What kind of update? The Phidi already have faction-specific fighters and bombers.
In case of Phidi small crafts its a similar case. Compared to the details on Yoral or Human craft they are lagging behind but in their case I also have a feeling as if they are slightly out of focus (maybe they were created in larger/small size originally and then re-scaled later?...
We currently can evac systems and move in new pops into the system even if the system is blockaded. Haven't tried between planets yetArioch wrote: Well, it's the system rather than the planet that's blockaded, so I could see that you should still be able to move population between planets in the same system, but transports shouldn't be able to move pop out of a blockaded system.
- harpy eagle
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Re: Report - Current Bugs and Issues
The AI was transferring 1 pop of Enfi from Sabik to Suhail III. While enroute the colony was destroyed by the Orthin. After arriving, the transport was redirected to itoran, a system with an outpost but no colonies. Once it arrived at itoran, it looks like the AI sent it back to suhail (green dashed line instead of blue), and once it got there this happened.