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Re: Report - Current Bugs and Issues

Posted: Tue Dec 20, 2016 2:50 am
by sven
spitfire_ch wrote:Hi,
I am not sure if this is a bug, at least it's not totally clear to me: you can edit the design of planetary defense, but you can not refit existing planetary defenses. Is this done automatically?
Yes. When you chance a planetary defense design, all bases with the corresponding number of ground defense improvements are instantly and automatically upgraded to use your new spec.
spitfire_ch wrote: • it would be nice if you could refit existing objects to new (stored) designs
i agree. an improved refit system is the last major feature we'll be putting in prior to release.
spitfire_ch wrote: • and if you could edit existing designs and save them as a new design (as opposed to overwriting the existing design)
yes, this probably would be good to add when we do the designer ui revamp. we'll think about about how to add that feature.

Re: Report - Current Bugs and Issues

Posted: Tue Dec 20, 2016 5:41 am
by SirDamnALot
Arioch wrote:I don't see the issue; there's clearly a Phidi colony in the Nasarog system.
D'oh! stupid me. You're right, I wanted the Nasaraog system and thought I had it :oops:

Re: Report - Current Bugs and Issues

Posted: Tue Dec 20, 2016 7:43 pm
by spitfire_ch
sven wrote:yes, this probably would be good to add when we do the designer ui revamp. we'll think about about how to add that feature.
Thanks for the fast and excellent support matching an excellent game :)

Thinking of refitting, I was missing the possibility to queue multiple refits, like you can for any other task in the planetary build menu. Ideally (imho), you could select multiple ships based on the same hull and have them retrofitted to the same target design (batch retrofitting).

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 2:18 am
by wminsing
Possible new bug in the latest build; when meeting an AI fraction there is no longer an 'initial encounter' diplomacy screen. The AI faction is in contact, and you can talk to them when you want through the regular diplomacy screen. But there is no notification for initial contact.

-Will

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 3:46 am
by sven
wminsing wrote:Possible new bug in the latest build; when meeting an AI fraction there is no longer an 'initial encounter' diplomacy screen. The AI faction is in contact, and you can talk to them when you want through the regular diplomacy screen. But there is no notification for initial contact.
I'm still getting new contact notifications in at least some situations. So if there is a new bug, it looks like it's an inconsistent one. Could you upload a game that manifests this behavior? Many thanks.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 4:42 am
by bjg
If you send colonists (or buy slaves) over a gateway to a system where is an enemy ship present (or just within such system) it wont travel 0 turns as expected, but stays in the target's orbit till the next turn. Even if there is peace, even if you have a (stronger) fleet there yourself. The next turn these colonists/slaves arrive "silently", without a "ship" notification.
game_1710, Gherm.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 1:40 pm
by Chasm
Game 1711 , please see battle for ashdar prime. EMP missiles destroyed ground defenses, and yet they healed enough to fire, even though they no longer were in existence (had no armor or hull). Destroying the orbitals ended the battle, even tho ground defenses were still firing. You will need to go back 2 turns to see this battle.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 7:02 pm
by SirDamnALot
Posted again after the forums mishap ;)

Missiles have some strange flight paths:
- A shot across the bow
on a headon path, the missiles do a sharp turn before impact and explode before the target.
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- wait for me!
Against fast moving targets (like scouts or destroyers) missiles/torpedos can miss their targets and need to turn around and catch up with it.

- Not worth the effort (without missile retargeting tech)
A target that has missiles inbound and gets destroyed on its movement by automatic fire, causes the missiles to explode immediately as it starts moving. Probably because the results of the action are already determined before the animation starts and triggers the explosion animation early.

All have in common that they are animation quirks and have no impact on functionality! So actually no big deal.

Edit:
Chasm wrote:Game 1711 , please see battle for ashdar prime. EMP missiles destroyed ground defenses, and yet they healed enough to fire, even though they no longer were in existence (had no armor or hull). Destroying the orbitals ended the battle, even tho ground defenses were still firing. You will need to go back 2 turns to see this battle.
Btw, how are EMP missiles designed to work? I found them exploding ships just like regular missiles.
I tried your EMP VS Fusion missile scenario and could not really tell a difference in kaboom results.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 7:28 pm
by Chasm
I have been seeing weird kill results, and wanted to see if anyone else noticed anything.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 8:26 pm
by SirDamnALot
Chasm wrote:I have been seeing weird kill results, and wanted to see if anyone else noticed anything.
I'll admit that I used EMPs for the first time because of the topic :D

another quirk, having 2 human factions, the "war declared" message is a bit odd with "Human 2s".
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Maybe use the faction leader name instead of an enumerated race name if more than one instance of race is in the game.

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 9:25 pm
by sven
SirDamnALot wrote: Against fast moving targets (like scouts or destroyers) missiles/torpedos can miss their targets and need to turn around and catch up with it.

- Not worth the effort (without missile retargeting tech)
A target that has missiles inbound and gets destroyed on its movement by automatic fire, causes the missiles to explode immediately as it starts moving. Probably because the results of the action are already determined before the animation starts and triggers the explosion animation early.
Due to some bugs with anti-missiles, I just made some changes to the core missile animation logic (r18706 18707). I *think* these changes should fix most of the cases where missiles appear to explode at times or locations that really make no sense.

But, the issue with missiles turning around and following their targets after a miss is, I think, still going to be around. As you've guessed, this is just an animation issue -- for the purposes of the game mechanics, the missiles true motion is actually just a straight line between it's starting position and the point where it impacts the moving ship. However, because the motion animation is defined using cubic splines, the paths we show can do some odd things, like overshooting moving ships. I could fix these kinds of issues by tweaking the animation path definitions... but, well, there are bigger fish to fry atm :)

Re: Report - Current Bugs and Issues

Posted: Wed Dec 21, 2016 10:41 pm
by sven
Chasm wrote:Game 1711 , please see battle for ashdar prime. EMP missiles destroyed ground defenses, and yet they healed enough to fire, even though they no longer were in existence (had no armor or hull). Destroying the orbitals ended the battle, even tho ground defenses were still firing. You will need to go back 2 turns to see this battle.
Thanks for this upload. Based on this gameplay, it is indeed clear that there are serious bugs related to EMP missiles -- specifically, there's almost certainly something wrong with the EMP damage rules. I'll look into it.

Re: Report - Current Bugs and Issues

Posted: Thu Dec 22, 2016 12:37 am
by wminsing
I'm still getting new contact notifications in at least some situations. So if there is a new bug, it looks like it's an inconsistent one. Could you upload a game that manifests this behavior? Many thanks.
Uploaded Game 1716 where it occurred with the humans. I will continue the game and see if I can trigger it again.

Edit: Nope, next race met had the normal contact screen. Maybe I somehow dismissed the initial screen without opening it.

-Will

Re: Report - Current Bugs and Issues

Posted: Thu Dec 22, 2016 12:54 am
by sven
wminsing wrote: Uploaded Game 1716 where it occurred with the humans. I will continue the game and see if I can trigger it again.
Thanks for the upload. It looks to me like you did get a 'contact' notification (on stardate 1177), but, there wasn't a lot going on that turn, and contact reports don't currently trigger a "are you sure you want to end the turn?" popup, so it was probably easy to miss.

(Related: I should probably add a 'are you sure you want to totally ignore this alien race?!!?' popup in the case that you hit 'end turn' without responding to a new contact notification.)

Re: Report - Current Bugs and Issues

Posted: Thu Dec 22, 2016 12:56 am
by wminsing
Yes I think you must be correct, I must have dismissed it by accident. Sorry for the flash report!

-Will