Report - Current Bugs and Issues

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

Post by Captainspire »

I uploaded another saved file and it seems all races are killing their empires off with costs after a few hundred turns.

edited by sven: That's to be expected, unfortunately. The fix has yet to move into 'stable'. It's fixed on 'dev', but if you're playing on stable (r16451) the mech economic problem will still be there. (I'm hoping to finalize the current 'dev' build tonight -- there's still a lot of bigger and smaller outstanding issues.)
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

Uploaded game_1177
I had an encounter with pirates and won with one of their troop transports escaping. The transport fled towards one of my worlds (nothing else in range) and I pursued (not that they get funny ideas with invading). In the orbit encounter the troop transport did not try to escape again and I could capture it.
But the transport vanished after the battle, so no free transport for me...and as a human myself we could have been friends :mrgreen:
Edit: Nevermind, on hitting next turn I get a screen that asks what to do with the captured unit, my bad...


The research text for "Market Theory" has a glyph error, showing <MARKET> in brackets instead of the market symbol.
edited by sven: The <MARKET> formatting glitch should be fixed on 'dev'. Thanks for the report.
mharmless
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Re: Report - Current Bugs and Issues

Post by mharmless »

Wanted to bump this one; took awhile to figure out why sometimes my input was being ignored.
mharmless wrote:The ship information panel is not properly dismissed when sending a trader to the trade pool
Build r16451


Uploaded an example as game_1174.

In the example game:
1) Select the freighter at Menkib, and see the ship information panel appear at the bottom.
2) Adjust the map view by clicking on it with the left button and moving it such that the fleet info panel at the bottom overlaps a star system or fleet. Make sure the one you have in mind is fully behind the panel.
3) Use the yellow 'start trading' icon to send the fleet at Menkib to the pool.
4) The fleet goes to the pool, the ship panel appears to be dismissed.
5) Attempt to select the star or fleet you had selected in step 2, without clicking on the map to move it.
6) Observe that you cannot.
7) Click anywhere on the map where the ship info panel normally does not appear.
8) Hear the 'panel dismissed' sound effect.
9) You are now able to select those ships and stars which you were previously unable to, which were apparently blocked by an invisible panel.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

mharmless wrote:Wanted to bump this one; took awhile to figure out why sometimes my input was being ignored.
mharmless wrote:The ship information panel is not properly dismissed when sending a trader to the trade pool
Build r16451
Thanks for this report. The clear reproduction recipe made it an easy one to track down. The "invisible fleet pane" issue should be fixed as of r16691.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

uploaded game_1178

I was researching "Battle Shields" while colonizing a derelict colony (Yaluk III) which gave me "Battle Shields" :)
But my science officer seems uninpressed and continues the research.
On the science screen I have the green checkmark and text <research complete> for battle shields and also still 2 turns to go for completion.
Edit: After doing the 2 turns and inventing battle shields again, I see that the "price" of 1000 science points where also spent.

Edit2: I play in windowed mode and the rollover sound effects for UI elements also fire when the application is in the background.
e.g. Start the game, stay in main menu, start browser, move mouse where the buttons would be, hear main menu button sounds =)
But only movement is captured, mouse clicks are not send to the game while in the background.
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Captainspire
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Re: Report - Current Bugs and Issues

Post by Captainspire »

Uploaded game "game_1179"

Ok, something scared the ever loving $&!T out of me playing the game. On the planet I named New York, I clicked on the solar system and all the sudden the entire User interface vanished, the orbiting dots on that solar system spun in reverse order super fast, and all of 4-5 music themes played all at once.

So aside from thinking the game was possessed, I noticed the spinning was slowing down and waited. It finally stopped by it self and game play returned to normal.

Now, knowing about space-time anomalies in MoO2 I'm guessing that was a "Test" of something like that or did I just find a prank?

On an additional note. Scrapping space bases yields back Money, but not resources.
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

Captainspire wrote:Now, knowing about space-time anomalies in MoO2 I'm guessing that was a "Test" of something like that or did I just find a prank?
Not sure what that was, but I can assure you that we're not the prankster types.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

Game_1180

On colony "Sirius LAB" I was able to put "colonise Sirius I" as current producten AND as queued item.
Colony was doing "Research" as task. I queued colonise "Sirius I" and "Sirius IV".
Seeing that research is an open ended task that never concludes, I clicked on "colonise Sirius I" again, which now became the active task.
Queing an item with an running endless task (like research or trade), should cancel the active task and make the new item the current task.
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

SirDamnALot wrote:Queing an item with an running endless task (like research or trade), should cancel the active task and make the new item the current task.
Another possibility is that when a technology is discovered, the Research activity could move on to the next item in the queue if there is one, or resume with Research if there are no queued items.

I think this is a "nice to have" logic, but not necessarily crucial. At some point we should be able to depend on the player to figure out that some combinations will not have effective outcomes.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

Arioch wrote: Another possibility is that when a technology is discovered, the Research activity could move on to the next item in the queue if there is one, or resume with Research if there are no queued items.

I think this is a "nice to have" logic, but not necessarily crucial. At some point we should be able to depend on the player to figure out that some combinations will not have effective outcomes.
Now that you say it, this is also a valid way to interpret the research task. Do research until current science project is complete =)

The important part is, after my first "colonise Sirius I" job was done, it jumped over the obsolete queue item and startet with "colonise Sirius IV"
So no loss in turns and resources there =)
Awaras
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Re: Report - Current Bugs and Issues

Post by Awaras »

r16702

I am playing as the Orthin, and have just opened the diplomatic screen for the first time.

Image

Director Ten Shells is looking a little... redder than usual. :D
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

Awaras wrote:Director Ten Shells is looking a little... redder than usual. :D
When I play humans, I get an Ashdar avatar (a hail our reptilian overlords :mrgreen: )
Probably just placeholders for now.
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

Yunki and Glitok are the only ones with working rear views in the game at present.
SilasOfBorg
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Re: Report - Current Bugs and Issues

Post by SilasOfBorg »

SirDamnALot wrote:
Awaras wrote:Director Ten Shells is looking a little... redder than usual. :D
When I play humans, I get an Ashdar avatar (a hail our reptilian overlords :mrgreen: )
Probably just placeholders for now.
I just came here to post this. I have a feeling that there's going to be a big upswing in activity now that diplomacy is live.

Anyway.. game 1183 (I think) - first time I've ever seen the Red Box of Death.

I colonized a planet near some gremak raiders, who raided and destroyed it after I told them to go suck vacuum.
I colonized another planet quite far away from the first, but gremak raiders showed up *again* from a different direction. Same faction I think, since I was not given a chance to negotiate this time. When I clicked on "suck vacuum" (the only option available), my game abruptly ended with some errors in LUA scripts. Hopefully the savegame will help with this one.

If this happens again should I copy/paste the stack trace, or is a brief description + savegame enough?
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Arioch
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Re: Report - Current Bugs and Issues

Post by Arioch »

SilasOfBorg wrote:If this happens again should I copy/paste the stack trace, or is a brief description + savegame enough?
I suspect a savegame and description is sufficient.

Sven is on his way to Germany for Gamescom, where he'll be until Sunday, so he won't be able to do much in the way of bug fixes this week, but keep the reports coming in.
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