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Re: Report - Current Bugs and Issues

Posted: Sun Feb 14, 2016 7:07 pm
by bjg
That wasn't the question. The question was about possibility to put in the queue more than two (three, four) shipyards - it is possible now.

Re: Report - Current Bugs and Issues

Posted: Sun Feb 14, 2016 7:10 pm
by sven
bjg wrote:That wasn't the question. The question was about possibility to put in the queue more than two (three, four) shipyards - it is possible now.


Oh, ok. Yeah, that's a bug. :oops: (And I can replicate it.)

Re: Report - Current Bugs and Issues

Posted: Sun Feb 14, 2016 7:23 pm
by sven
bjg wrote:Done. It was the "Sargas", I think.
The uploaded game is couple turns ahead, but I have the save if needed.


Finally got around to taking a look at this upload. Thanks for the upload -- though technically, this isn't a bug. Right now, there's a difference between "exploring" a system, and "scanning it". To "scan" a system, you need to visit it with a ship that has scanners.

We've talked about removing this distinction, and changing the way scouts work -- but, until we get around to those changes, you'll occasionally see weirdness like this, the first time a true "scout" visits a system.

Re: Report - Current Bugs and Issues

Posted: Sun Feb 14, 2016 7:29 pm
by bjg
That makes sense, but I would assume that an established colony has scanners by design.
BTW, what good does the second scanner on the same ship do (AI have them)?

Re: Report - Current Bugs and Issues

Posted: Sun Feb 14, 2016 7:30 pm
by sven
bjg wrote:BTW, what good does the second scanner on the same ship do (AI have them)?


A second scanner is 100% useless, atm :oops: Though I guess it can make some of the designs look prettier?

(This is one of those smaller mechanics we really do need to rework a bit.)

Re: Report - Current Bugs and Issues

Posted: Tue Feb 16, 2016 8:08 pm
by bjg
Couple of planets got switched to "Trade" somehow. Is it possible that the event queue isn't long enough?
I've uploaded the logs, probably as 832.

Re: Report - Current Bugs and Issues

Posted: Wed Feb 17, 2016 2:25 am
by bjg
After an end of turn screen doesn't center to the first "event".

Re: Report - Current Bugs and Issues

Posted: Thu Feb 18, 2016 10:38 pm
by bjg
Metal numbers over 8 digits total (for example 5 digits reserve and 4 digits increase) on the top panel overlap the science number.

Re: Report - Current Bugs and Issues

Posted: Sat Feb 20, 2016 12:31 pm
by evil713
Imperial Ashadar battlecruiser, theres some issue with the new missile launcher graphic, first slot works, 2 through 4 heavy slots makes a launcher appere only on the far right mount.

It looks nice though. they do not appere on the middle hardpoints.

Re: Report - Current Bugs and Issues

Posted: Sat Feb 20, 2016 10:03 pm
by Chasm
Since terraforming is locked out on race homeworlds, should it not also be locked out on Gaia? Most terraforming options are bad there, a few are disasters, and the natives would likely revolt if you tried to terraform their world.

Re: Report - Current Bugs and Issues

Posted: Sun Feb 21, 2016 3:34 am
by bjg
If a research (queue) is finished, and the first event isn't science (diplomacy goes first), "research" planets switch to "trade".

Re: Report - Current Bugs and Issues

Posted: Sun Feb 21, 2016 11:46 pm
by mute
I noticed something similar here: http://stars-in-shadow.com/forum/viewtopic.php?f=2&t=29&p=2291&hilit=combat+hang#p2291
Thought I'd post my issue:

SIS will hang from time to time in combat, I haven't been able to 100% reproduce the hang but it is associated with the following elements though not necessarily in this order:
  1. Fleet size greater than ~5 combatants
  2. Selecting all ships
  3. Issuing a simultaneous move order
  4. Toggling weapon settings
  5. Ending the turn

It doesn't stop my machine, but the SIS becomes completely unresponsive. When I check on taskmanager I don't see a memory leak, but I'll check it through Process Explorer going forward and see if that sheds any light on things.

Re: Report - Current Bugs and Issues

Posted: Tue Feb 23, 2016 10:23 pm
by Chasm
Bug or feature?
The human starter heavy cruiser can be upgraded anywhere with or without a shipyard until you have researched heavy hulls. At that point 2 shipyards are required.

Re: Report - Current Bugs and Issues

Posted: Tue Feb 23, 2016 11:43 pm
by sven
Chasm wrote:Bug or feature?
The human starter heavy cruiser can be upgraded anywhere with or without a shipyard until you have researched heavy hulls. At that point 2 shipyards are required.


The 2 required shipyards is a bug :oops:

Right now, the human's ability to refit just about any ship, at just about any base, is an incomplete feature. Eventually, there will be a tech that unlocks the ability to refit hulls that you're not able to build -- right now -- the humans have this ability by default, and no one else does. Also, right now, there appear to be some bugs in how that ability is interacting with other refit restrictions (i.e., orbital infrastructure prereqs.)

Re: Report - Current Bugs and Issues

Posted: Thu Feb 25, 2016 5:08 am
by bjg
Marauders are partially broken in the 32 version too. Seems like a regression. :(
Have uploaded few errors.
Also uploaded game_857. Just hit the "next turn" to reproduce.