Bugs etc from newest patch
Posted: Sun Jan 27, 2019 10:58 pm
Using the newest patch, some bugs and suggestions. The game plays much better than my last play-through, so great work there!
Bugs:
"DGBHELP.DLL too old" - dialog pops up at startup of sis64. But game loads anyway if you ignore it. Press "ok" though and the game crashes.
* I have a ship that's moving between star systems. The ETA is 1 turn. I redirect the ship to somewhere close-by and the ETA goes up to 2 turns (even though it should be 1 turn). So I redirect the ship back to its original target and... the ETA remains 2 turns! Have to use UNDO to fix it.
* Further to the above, when you've redirected the ship the second time, the icon isn't in the same place as it was before the initial redirection (it's a fair bit closer to the target).
* The AI invaded one of my planets. Two turns later I took it back. but when I did I discovered that my population had a -25 "Conquered Population" - "You invaded our planet" modifier. Shouldn't that be "+10 Liberation"? If they change loyalties over two turns, they're really quite fickle.
* There was a battle in a system with two AI plus me. One AI (my friend (not ally, but had all the other diplomacy things including open borders) - who had a single ship. Our mutual enemy had only their planet. I "Intervened" and then pressed the "autocombat" button - the result - I captured my friend's ship?! And now it's asking what I want to do with it (integrate, science, etc). But they were my friends!
* If you move colonists within the system, the ETA says 1, but it should be 0. You also get rather pointless immediate messages about their arrival.
* I was defending my planet and my ally was there too. My ally lost two ships, and we destroyed the enemy ship. But in the summary afterwards, the enemy ship is listed under "lost" and the ally ships are under "destroyed".
* The interface gets a little laggy late game (turn 340 on a default-settings map). Saving, quitting and re-loading the game improves the issue (but doesn't entirely resolve it), at least temporarily. (RAM use before quitting: 1GB. RAM use on re-loading: 500MB. So it looks like there is some leaking going on.
* The race mouse-over for spice mongers is "Spice_mongers".
* There was a planet where when I scraped an item, it didn't free up the slot. Instead it just disappeared. After I got the (arcologies?) tech that increases size, scraping an item did work and free the slot, but maybe not enough? Didn't check in hindsight.
Suggestions:
* AI turns seem very slow. I'm seeing 10+ seconds for quite a few of them even fairly early on. I'm playing on a Ryzen 1700 16 core CPU and the game is only using 1 core really (occasionally two; about 5% of the time). And this is still mid-game.
* If there's a npc ship near/over one of your stars (it's simply passing over it), it becomes very hard to target ships to move to that star. In some cases, it's impossible!
* Playing with a GeForce1050 and the scrolling in/out of the map isn't very smooth. It feels CPU bound rather than GPU bound.
* I took over an AI planet that had artifacts. Of the 7 slots on the planet, only one was a lab! This seemed to be a recurring thing.
* Automated production doesn't seem to terraform.
* If I've terraformed a planet, can I not see the "terraform planet" options that remain unless I enable them explicitly?
* It seems odd that "dreadnaught" is only an optional requirement for super-dreadnaught
* It would be nice if there was an automated way to get transports built late-game. I've got 100 of them but by the looks of it I need another 50 or so... Even queuing and building 5 per turn on a single planet.... (with the interface lag it's even worse).
But yes, great improvements.
Bugs:
"DGBHELP.DLL too old" - dialog pops up at startup of sis64. But game loads anyway if you ignore it. Press "ok" though and the game crashes.
* I have a ship that's moving between star systems. The ETA is 1 turn. I redirect the ship to somewhere close-by and the ETA goes up to 2 turns (even though it should be 1 turn). So I redirect the ship back to its original target and... the ETA remains 2 turns! Have to use UNDO to fix it.
* Further to the above, when you've redirected the ship the second time, the icon isn't in the same place as it was before the initial redirection (it's a fair bit closer to the target).
* The AI invaded one of my planets. Two turns later I took it back. but when I did I discovered that my population had a -25 "Conquered Population" - "You invaded our planet" modifier. Shouldn't that be "+10 Liberation"? If they change loyalties over two turns, they're really quite fickle.
* There was a battle in a system with two AI plus me. One AI (my friend (not ally, but had all the other diplomacy things including open borders) - who had a single ship. Our mutual enemy had only their planet. I "Intervened" and then pressed the "autocombat" button - the result - I captured my friend's ship?! And now it's asking what I want to do with it (integrate, science, etc). But they were my friends!
* If you move colonists within the system, the ETA says 1, but it should be 0. You also get rather pointless immediate messages about their arrival.
* I was defending my planet and my ally was there too. My ally lost two ships, and we destroyed the enemy ship. But in the summary afterwards, the enemy ship is listed under "lost" and the ally ships are under "destroyed".
* The interface gets a little laggy late game (turn 340 on a default-settings map). Saving, quitting and re-loading the game improves the issue (but doesn't entirely resolve it), at least temporarily. (RAM use before quitting: 1GB. RAM use on re-loading: 500MB. So it looks like there is some leaking going on.
* The race mouse-over for spice mongers is "Spice_mongers".
* There was a planet where when I scraped an item, it didn't free up the slot. Instead it just disappeared. After I got the (arcologies?) tech that increases size, scraping an item did work and free the slot, but maybe not enough? Didn't check in hindsight.
Suggestions:
* AI turns seem very slow. I'm seeing 10+ seconds for quite a few of them even fairly early on. I'm playing on a Ryzen 1700 16 core CPU and the game is only using 1 core really (occasionally two; about 5% of the time). And this is still mid-game.
* If there's a npc ship near/over one of your stars (it's simply passing over it), it becomes very hard to target ships to move to that star. In some cases, it's impossible!
* Playing with a GeForce1050 and the scrolling in/out of the map isn't very smooth. It feels CPU bound rather than GPU bound.
* I took over an AI planet that had artifacts. Of the 7 slots on the planet, only one was a lab! This seemed to be a recurring thing.
* Automated production doesn't seem to terraform.
* If I've terraformed a planet, can I not see the "terraform planet" options that remain unless I enable them explicitly?
* It seems odd that "dreadnaught" is only an optional requirement for super-dreadnaught
* It would be nice if there was an automated way to get transports built late-game. I've got 100 of them but by the looks of it I need another 50 or so... Even queuing and building 5 per turn on a single planet.... (with the interface lag it's even worse).
But yes, great improvements.