Report - Current Bugs and Issues
Re: Report - Current Bugs and Issues
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
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
Re: Report - Current Bugs and Issues
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
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
- Attachments
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- Border Logic.png (774.81 KiB) Viewed 16696 times
Re: Report - Current Bugs and Issues
The hyperspace anomalies don't exist in this universe, so thematically they don't exert influence on the map.
Re: Report - Current Bugs and Issues
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).
System names no longer split colors if the colonies of 2 different empires occupy the same system (they did at one time).
Re: Report - Current Bugs and Issues
Seems logical as this way they can be assigned against warheads and bombers faster - which is their main purposeChasm 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.
How did it look? I imagine this would be a feasible way of displaying contested systemsChasm wrote: System names no longer split colors if the colonies of 2 different empires occupy the same system (they did at one time).
Re: Report - Current Bugs and Issues
Split color name with the side with the greater control colored 1st. I was surprised to see it no longer there.
- Captainspire
- Posts: 153
- Joined: Mon Mar 30, 2015 8:30 pm
Re: Report - Current Bugs and Issues
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.
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.
Re: Report - Current Bugs and Issues
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 doesCaptainspire 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 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
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 itCaptainspire 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.
Re: Report - Current Bugs and Issues
Sounds more like a request for harder difficulty on it. Fully repaired it would likely be an unpleasant fight.
Re: Report - Current Bugs and Issues
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
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
Re: Report - Current Bugs and Issues
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
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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- Factory Overkill.png (1.37 MiB) Viewed 16574 times
Re: Report - Current Bugs and Issues
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
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
- Attachments
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- Load habitat.png (23.51 KiB) Viewed 16559 times
- sven
- Site Admin
- Posts: 1621
- Joined: Sat Jan 31, 2015 10:24 pm
- Location: British Columbia, Canada
- Contact:
Re: Report - Current Bugs and Issues
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 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
Re: Report - Current Bugs and Issues
Confirmed. Bug seems to have been fixed: pop uploaded from selection and outpost created without errorsven 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.
Re: Report - Current Bugs and Issues
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 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.
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 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.