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Re: Report - Current Bugs and Issues
Posted: Sat Sep 17, 2016 6:22 pm
by mharmless
Chasm wrote:Shipyards don't really help this much, the main issue is actually the improved solar panels tech advance. At that point, you can house 2 science labs (no need for a power plant) for a + 21 research orbital that only costs 254 hammers and 30 metal. Then when you get heavy hulls, and can put 2 in orbit of every world, even the marginal ones. When the time comes you can replace certain ones with shipyards (1 construction yard, 1 science lab and 1 nuclear reactor) for + 21 also, but they cost about 400 hammers and 500 metal.
Hadn't even thought of that; you wouldn't need a plant at all and its available quicker.
Woke up this morning and my first thought was that maybe the module should be a turret slot item that gives 1 or 2 research per point of turret or something? You could put some on starbases, but those at least cost maintenance and they could still be mounted on (every?) races scout ships and multiple kinds of military vessel, so only the 'cheap orbital labs' part would be seriously impacted.
Plus, on military ships system slots are mostly about defense and turrets are mostly about offense, so thematically it seems better to sacrifice weapons for science vs sacrificing shields.
Re: Report - Current Bugs and Issues
Posted: Sat Sep 17, 2016 9:41 pm
by mharmless
Two human worlds liberated from the same pirates disagree about joining or not.
Build r17066
Uploaded as Game_1311
Just killed the pirates over Yulak system, containing two refugee colonies of humans. One wants me to be on my way, the other wants to join. Since there is only the one human minor faction ruler, Abbott, it looks very weird to have him tell me to be on my way followed by hey let us join.
Obviously the two worlds are actually independent of each other, but so long as there aren't considerably more rulers to pull from it feels very weird to have them disagree like that.
Re: Report - Current Bugs and Issues
Posted: Sat Sep 17, 2016 10:01 pm
by mharmless
The +1 maximum population technology Bionomics seems to not work at all.
Build r17066
Uploaded as Game_1314
Multiple worlds in my current game have colonists stable at a population which is less than the stated world maximum. In the save above:
Utan III - Hive, Max 21, population 20 (10.66 Yoral and 9.34 Scavengers)
Salanar I - Garden, Max 15, population 14 (7.66 Yoral, 3.34 Ashdar)
Ankkeri IV - Glacier, Max 10, population 9 (4.30 Yoral, 4.13 Human, 0.57 Human Dissidents)
Alpheratz II - Island, Max 10, population 9 (9.00 Yoral)
Kochab II - Arid, Max 5, population 4 (4.00 Yoral)
All the above worlds are stable, and this seems to be constant across all types and population combos in my empire. I've had Bionomics for some time, but only just realized worlds weren't actually capping out.
Edit: Oh, and Solanar I has been on City planning for... a very long time. So the code that stops that when the world is full does not consider the world full yet despite all populations on it being stable.
Edit2: Tried forcing a pop over to Utan III from another planet in system. This triggered the overpopulation warning and showed -500k to both Yoral and Scavanger pops, but they did not in fact die the following turn. World remains at 21 and continues to warn of overpopulation.
Edit3: And now the extra 1 million moved over shows as Dissidents and the original pop still shows -500k pending.
Edit4: Bee-lined for acrologies tech for +2 max pop, also does not seem to work.Caps show +3 higher than the population is stable at.
Re: Report - Current Bugs and Issues
Posted: Sat Sep 17, 2016 10:15 pm
by Chasm
As Phidi you require orbitals to build transports of any type (not just colony ships like every other race except humans) . You can however build outpost ships, so I think this is a bug.
Re: Report - Current Bugs and Issues
Posted: Sat Sep 17, 2016 11:50 pm
by Drak
In the ship design for the planet defenses item:
Planet Defenses 1: MISSING DESCRIPTION FOR hull_desc_key="nil"
Re: Report - Current Bugs and Issues
Posted: Mon Sep 19, 2016 3:29 pm
by TheDeadlyShoe
Build r17066: Gremak dissidents in a Gremak empire are not immune to 'aliens worked to death via forced labor!' penalties. This can make it challenging to return them to the fold.
Re: Report - Current Bugs and Issues
Posted: Wed Sep 21, 2016 10:06 pm
by Arioch
A bug that was posted on the Outsider forums:
ShadowDragon8685 wrote:Found a
nasty bug, Arioch. It's new,
introduced by the patch that was just pushed, because I've done this before and it was fine.
It happened when I used the "Move Colonists" button on the planet's image at the bottom of the screen, and moused over a unit of armor - Mechs, specifically - to transfer them to another planet. The screen goes
completely black, and this error code is thrown.
Code: Select all
Lua state\@Technology\RACES.lua:180: attempt to index field '?' (a nil value)
Lua state\@Technology\RACES.lua:180:tanks:
Lua state\@Technology\RACES.lua:70:fun:
Lua state\@@util\@memoize.lua:75:race_string_Singular:
Lua state\@Technology\RACES.lua:88:fun:
Lua state\@@util\@memoize.lua:75:race_string_Plural
Re: Report - Current Bugs and Issues
Posted: Wed Sep 21, 2016 10:23 pm
by sven
Arioch wrote:A bug that was post on the Outsider forums:
ShadowDragon8685 wrote:Found a
nasty bug, Arioch. It's new,
introduced by the patch that was just pushed, because I've done this before and it was fine.
It happened when I used the "Move Colonists" button on the planet's image at the bottom of the screen, and moused over a unit of armor - Mechs, specifically - to transfer them to another planet. The screen goes
completely black, and this error code is thrown.
Opps. Not quite sure how I managed to introduce that one. Should be fixed in r17132. I'll push a hotfix to steam in a minute here.
edited by sven: r17132 should be up on Steam as of now.
Re: Report - Current Bugs and Issues
Posted: Thu Sep 22, 2016 3:02 am
by desxue
some display bugs
When I was going to design star base.
When I checked factory on hostile planet, the same bug happened to factory and farm.
Re: Report - Current Bugs and Issues
Posted: Thu Sep 22, 2016 4:55 pm
by Chasm
Bug or feature:
If bombing destroys all of the population from orbit, but facilities were left undestroyed (mines, labs, w/e), then recolonizing that world again gives those facilities to the new comony.
Re: Report - Current Bugs and Issues
Posted: Thu Sep 22, 2016 4:58 pm
by Chasm
While shipyards now reduce refit costs, subspace networking does not (subspace networking says ALL ship construction costs).
Re: Report - Current Bugs and Issues
Posted: Fri Sep 23, 2016 7:28 am
by SirDamnALot
Chasm wrote:Bug or feature:
If bombing destroys all of the population from orbit, but facilities were left undestroyed (mines, labs, w/e), then recolonizing that world again gives those facilities to the new comony.
Sounds like a feature
Now give me bio weapons to better target the population for ready-to-use derelict colonies
Re: Report - Current Bugs and Issues
Posted: Fri Sep 23, 2016 3:52 pm
by bjg
Chasm wrote:If bombing destroys all of the population from orbit, but facilities were left undestroyed (mines, labs, w/e), then recolonizing that world again gives those facilities to the new colony.
This is how it was in the both MoO. Even if unintended I'd suggest to keep it this way.
Re: Report - Current Bugs and Issues
Posted: Fri Sep 23, 2016 6:41 pm
by Arioch
Chasm wrote:Bug or feature:
If bombing destroys all of the population from orbit, but facilities were left undestroyed (mines, labs, w/e), then recolonizing that world again gives those facilities to the new comony.
Working as intended.
Re: Report - Current Bugs and Issues
Posted: Sun Sep 25, 2016 1:30 pm
by Chasm
Weird bug
If you have an outpost over a habitable world with natives, you are NOT allowed to colonize that world until outpost is scrapped. Once you scrap that outpost however you gain the colony as your with just the native population. Please see game uploaded 1348, system cheleb. Colony ship is in orbit, but cannot colonize Dirt. Scrap outpost over dirt and the colony comes under my control, with just the natives.