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Re: 1.08 bugs.
It seems that there is something with planet cargo that got broken in 1.08
I also noticed that when deploying satellites from a planet, you can't deploy specific satellites, it will deploy the one at the top of the list each time. If the satellite you want is at the bottom (such as a sensor sat), and you choose to launch it, it will launch the one at the top of the list (which in my case was a weapon sat). |
Re: 1.08 bugs.
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1.08 made it so you can't remove the last 1 mil population, but now 2 races are forced together... In the meantime, you can actually scrap (!) population or jettison them so only the race that breathes the atmosphere is left. Tiny cruiseships come by and pick them up and take them on an interstellar vacation, in case you are concerned. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: 1.08 bugs.
A bunch of 1.08 bugs. Several are dupes but it can't hurt to re-iterate them. http://forum.shrapnelgames.com/images/smilies/happy.gif
Oh and I agree that the interface needs work. There are far too many places where its not intuitive. Note: A couple of days ago I sent an email to malfdor with a whole bunch more bugs. A couple of these reference bugs in that e-mail Anyhow, the bugs 1) - I was being attacked by a non-treatied player. 5 Frigates attacking my undefended world. Using strategic view. Problem is that both my planet AND the enemies 5 ships were all in the "defenders" column together. Note: A different planet was attacked by a different player, but in that case both parties were in their correct columns. 2) - I recieved a treaty proposal from the AI that had: Share Resupply Share Commucations It had a few other elements, but these two were broken because they didn't actually have any of their sub-elements selected. i.e. They did not specify whether it would affect both empires, or one specifically. They were blank, both in the "view" and when replying with a counter-offer and altering the treaty elements. I later recieved a different treaty proposal which had the element "mutual defence aid" checked but with a blank sub-section. This is odd because the MDA clause only has one sub-section. :? I did manage to agree to a treaty with the non-existant clauses and the game didn't crash, so that's something. http://forum.shrapnelgames.com/images/smilies/happy.gif 3) Pathfinding bug - Although this is also a mapping issue. "Seeing all systems" is off, and I have not traded any mapping data with any other races. Basically I have to explore the "old fashioned" way. http://forum.shrapnelgames.com/images/smilies/happy.gif There are two systems which are connected. Except that neither system has been fully explored and I cannot yet see the warp points which are connecting them in EITHER system. The problem is twofold: a) On my galaxy map it is clearly showing that the two systems are known to be linked together. b) I have a ship plotting its course through this unexplored warp-point and coming out at the other unexplored warp-link. The pathfinding line goes into the red (unexplored) area in one system, stops, and then pops up in the next system in another red area. 4) - For some reason it's not possible to adjust the width of columns in listings. I.e. on the colonies list it would be nice to be able to change the widths so that you could make the ones that are too large (like planet name) smaller. 5) - On a related note - Why doesn't it remember your custom layouts between games? It doesn't remember your empire options between games either. In fact it remembers damn little (nothing to be exact). 6) - Why do I have to give my treaties names? At least against the AI this is pointless and just results in me constantly forgetting and having to spend an extra 10 seconds editing my treaty proposals. 7) - I received several anomalous event logs pertaining to research. Namely I recieved the following 4: New Tech Level Tech 1 - Energy streaming Tech 1 - Torpedo weapons Tech 1 - Smaller weapons Tech 1 - Shield damaging weapons The problem was that this was after researching contra terrene engines lvl 4. I suspect these are because my ally is sharing his research with me. So why don't the messages say they are courtesy of my allies? Its confusing seeing messages about research you've not conduced (initially I thought it was another bug). 8) - Anyhow there is still a bug proper there. Because I get those messages EVERY TURN. I'm pretty sure its because I don't have the necessary pre-requisites (i.e. "Military Theory" for torps). Them being given every single turn is just silly. 9) - In my e-mail I reported a bug about a ship going forwards and backwards repeatedly forever, turn after turn. Well that's happened again (twice). But now I think I know the cause. I gave the ship orders to go to another system. This involved it passing through a hex that it later (as in when it came into sensor range) found out was occupied by an enemy ship. For some reason rather than just stopping (or re-pathing around), it decides to go back and forth indefinately, even after the ship that was in the way has gone. 10) - why does the paused strategic combat screen have a framerate of 12fps (about the same as when its unpaused!)? On average I'm getting abut 30, but the strategic combat screen doesn't include any 3d stuff at all that I can see. And when I open the ship-report panel that shows a ships components, it plummets down to 4fps!!! - Note - In tactical if I open the ship report panel, the frame rate plummets to 4fps too. 11) - I somehow managed to get the cheat-code entry text to come up. But now I can't get rid of it. not escape, not return (both pressed repeatedly), not random bashing on the keyboard, it simply won't go away. As such I now can't use keyboard shortcuts until I restart the game or maybe just end the turn. Nope, even when I end a turn it's still there on the new turn!!!! HOW DO I GET RID OF IT? In the end I had to re-load the game. Not good. 12) - If I research 6 levels of something in one turn (i.e. "Starship Resupply" lvls 1 to 6), why do I get six messages telling me that I've completed these six levels of tech, PLUS I get six messages telling me that a new facility (Resupply 1-6) has just been developed. Wouldn't it be neater to only show the top level that was researched (i.e. lvl 6)? Especially in relation to the facility seeing as you can't actually use the lower level ones. 13) - The game doesn't seem to want to let me load my pre-saved empires when creating a new game. I get: "This empire cannot be added because it has used more racial points than are allowed." Problem is, its not. This has happened to both my saved empires, and they are both using 3,000racial points. But even when I set the racial point count to 5,000 for the game it still won't let me load those empires. The weird thing, is that if I load up a saved game type which has 3,000 Racial points set, it will let me use those pre-saved empires. 14) - When I load an empire from file and go to edit it, it gives me 476,000 technology points to use. Which is wrong because I've never used tech-points (always leave it off). When I create a new empire manually this number is at 0. The really really bad thing is that you can then use those 476,000 TP in a game where the rules say you should have 0 (I just tested it). Obivously this gives you an unfair advantage. 15) - I played a game where I had turned off inteligence. There are two bugs here: a) I was able to research intelligence stuff still. b) The AI not only researched intelligence things but also built them! 16) - I wanted a weapon platform. I auto-designed it and it had several supply pods and ordanance storage pods. But I couldn't manually add those pods to it. Similarly it came with a medical bay (why?) but its not available on the component list for me to add manually. The filter is set to "show all components". Hmnm, 16 bugs. Not bad. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: 1.08 bugs.
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Re: 1.08 bugs.
Regarding number 14 this happened to me, but only when I messed with the data files after saving the empire. Also if you notice your starting tech levels will all go to zero, so you don't really have 476K extra points to use, but actually need to buy back your starting technologies, at least that is what happened to me. A clear bug there though is that if, as an example, you don't buy back lvl 1 of projectile weapons and leave it at zero you will still have the DUC lvl 1 component available at the start.
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Re: 1.08 bugs.
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Re: 1.08 bugs.
It appears impossible to Accept/Reject a Form Alliance counter-proposal?
Also, ships/fleets regularly get *stuck* in suns. Basically they drive all the way up to them and stop there until given new orders that take them away from the sun. |
Re: SSD
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Re: SSD
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Re: SSD
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I sort of found one(two) bugs...No idea how I managed this feat though. Super-technology breakthrough? Screenshot attached. It's not a fake.
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Re: SSD
At extreme magnification you can just make out the bumper sticker "We Brake For Nobody"
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Re: 1.08 bugs.
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Not exactly a bug, but caused by the same thing... I was experimenting with racial trait-dependent techs. I discovered that you can set them to a higher starting level than 0 and your race with that trait will srart at that level of the tech. However, so will all the races in the game that DON'T have that racial trait. They can't research further levels of it, and it doesn't even show up on their research screen, but it shows up in their empire report and they can build whatever is allowed by the level(s) of the tech they receive this way. It turns out all the racial trait-dependent techs in stock start at 0 - guess that's why. That might be exploitable somehow for a mod - everybody gets level 1 but only the special races can research higher. |
Re: 1.08 bugs.
I encountered another couple of bugs using remote mining...
On the Empire Options screen, it adds in resources from remote mining twice - once under "ships" and once under "remote mining". This total is then used to calculate your "net". However, you don't really get double output. So, let's say that you have 100,000 minerals being produced by other methods and 10,000 being produced by remote mining. The report will say you have 120,000 coming in, even though you really only get 110,000. Let's say you are spending 115,000. The report will say you have a net gain of 5,000, but really you have a net loss of 5000. So, your stored minerals will go down 5,000 every turn and you are wondering why when the report says you have a net surplus... Of course, you'll never see this except in the specific circumstances where you have a net deficit that is <= your actual (not doubled) remote mining production. Any other circumstance will give you a net with the right sign on it at least, and you'll only notice something is amiss if you add up the numbers manually. In the planets screen, if you select the "Value" layout and the "Asteriods" filter, it doesn't fill in the values in the columns. Interestingly, sorting by the columns via clicking on the column heading still works. However, you can't see what the values are. This is a pain, when you are trying to intelligently place remote mining ships... On that subject, although not a bug, it would be nice if there was a stock ship design type "remote mining ship" and the ability to dispatch them from the planets screen like colony ships (only the ones having no orders & not currently remote mining would respond), and to be able to see from this screen which planets/asteroids have a remote mining ship present/in route. |
Warp Point issue?
Hi all,
I have had what appears to be an issue in the map generation - on the demo, and also in my current game on v1.08 with Balance mod 0.92. In both cases, I have a warp point in my home system, which when I travel through, delivers me to a different warp point within the same solar system. If I have a scout set to "Explore", he chooses warp point A, travels through, and then arrives at warp point B within the home system still. The order to explore means the scout reassesses and decides he needs to warp through point A once again, and I have to intervene to stop him looping endlessly like this. Has anyone else seen this? The offending warp point is a "Large, stable" one and I'm *fairly* sure that no properties can exist on warp points which cause this. I have a saved game to illustrate this at home which I can follow up with soon if required. Loving the game though! |
Re: Warp Point issue?
Wow! do you mind uploading that? I'd really like to see it. I assume the warp point was auto-generated?
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Re: Warp Point issue?
Tell me if you find a warp point large enough for my ships O_O
I have another bug'ish issue: I build a ship with a Space Yard on it. It's a level 1 Space Yard, which supposedly can construct with 1k each of Minerals, Organics and Radioactives each turn. I have 10% and 25% racial trait construction bonuses. But when I enter the building queue for that Space Yard Ship, it can actually build with 4,900 M, O & R each turn! That's about 3 times more than it should. |
Re: Warp Point issue?
@Yimboli: I'll post the save game tomorrow. It was an autogenerated galaxy, and I didn't touch the warp point options so I imagine the option was "all connected". Also, I started the game without previewing or generating the galaxy first, if that matters. And since it was early game, I haven't tried anything like finding the other end of it and coming back through!
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Re: Warp Point issue?
Raapys: you don't happen to have the +25% spaceyard racial trait, do you? Its being added twice at the moment.
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Re: SSD
I have a treaty with a race that allows for resupply at each others bases. When I select my colony ship and hit the resupply at the nearest base button, it will move toward the allied race's planet, but it stops short of moving into that hex so it doesnt resupply. I cant even get it to move into the hex when I speciafically select it. It just will not.
What am I doing wrong? Is this a bug? |
Re: SSD
Do you have non-aggression? Because if you don't, you can't move onto the same hex as your ally without attacking them..
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Re: 1.08 bugs.
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Re: 1.08 bugs.
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16 bugs in my last one. Let's see how many this time shall we?
17) What is the trigger for combat finishing? Because its certainly not obvious. I know it ends at 5 mins, but I've had it end at 20 seconds when both parties were running away from each other too. Anyhow, the bug is that several times combat has concluded prematurely. I think it was because one of the ships ran away whilst the others stayed to fight. So I'm squaring up to kill the ship thats headed straight for me and then BAM. "Combat finished"! 18) I've got my game set to "team play". I.e. all the AI's are supposed to ally themselves against me. Gee, that doesn't work. EVERY TURN (give or take) I have them BEGGING me to accept this treaty or that. If I accept they'll go and declare war on me two turns down the road. 19) I sent the AI a treaty. It was a nice simple affair and it had exactly one clause - I would give the AI ALL of my technology. That's it. One clause. The AI refused!!!!!!??? (note: I did this because the AI is so incredably retarded it's still only got light cruisers whilst I'm running around with lvl 10 dreadnaughts). 20) I autogenerated a Boarding ship. It has no weapons. Fine. So why does it have insane amounts of ordanance storage? 21) I have tech 18 Master computers. Why does the auto-generate insist of using my tech 1 crew / living / bridge stuff? 22) Whats the difference between a cargo transport and a troop carrier? They're identical when using auto-generate. 23) Select a weapon mount. Say a massive mount. Now if you right click any component (even one that can't use a mount) to get its detailed info up, it will tell you that it's structure and mass are triple what they should be. Though when you actually put said component onto the ship it'll be fine. 24) Inspite of #19 I did eventually get a research sharing treaty with the AI where the AI got my current research. Anyhow, we agreed to the treaty and it definately took force, I recieved all of his tech (which consisted of tech 1 in things I'd never bothered with), and I recieved a message saying that I'd sent a huge list of tech to him. So next turn I go to look at the scores, problem is his tech level is STILL down where it was. No spike on the graph showing his rapid ascent of the tech tree. Nothing. Now I'm going to have to come up with another way to try to give the AI lots of tech. :? 25) I've turned on the "colony ship" minister. I decide to build a whole flottila of colony ships at a load of planets and have "all new ships go under minister control". But nothing happened. My colony ships just sat around. They had the ministerial icon next to them, but they did nothing. This inspite of the fact there were tons of worlds to colonise, many breathable. 26) I recieved a combat report stating that the enemies' starting forces consisted of large numbers of ships. These ships included lots of small drones + fighters that were classed as "100% damaged - Normal". How do you get a 100% damaged vehicle at the START of combat? 27) I recieved several combat reports. For "starting forces" they didn't have anything written down under the "status" column - the other columns were fine. The finished forces status column was fine. It didn't show the status for the ships of either side. 28) When you go to the Empire Comparisons screen, there are the three options "Score, Victor conditions, Graphs". The little blue dot doesn't actually show up next to whichever of them is selected when you first enter the screen. 29) Why does the "recon satellite" have more than one "basic sesnors"? They aren't cumulative. And why does the AI build so many? One around each planet is more than sufficient. Four around the same planet is overkill 30) My research is off the chart. And I mean that quite literally (see the attachment). I've got 1,096 tech levels and the chart seems to only be graphing up to 1,000. 31) Sort of related to the above - When a score reaches 8 digits (i.e. 10 mil + ) the left-most character goes over the border. That'll do for now. I don't think I'll bother reporting any more. Between this lot plus my initial email as well as a few I've not documented I figure that's about 50 bugs. I think it's pretty obvious this game should have been in beta testing for a few more months - I guess they rushed it out to meet chistmas. Oh well, just have to wait for all the patches. :? |
Re: 1.08 bugs.
How's this one:
After moving a task force on top of my planet that has a resupply base, a fighter group inside the task force was not resupplied with ordinance. I had to remove the ftr group from the task force, move it off and back unto the planet before it resupplied. I then added it back to the task force. THEN, the next turn I send the task force off to kill an enemy ship group. I notice one of the two ftr groups in my task force flee from combat. I check them and they had zero ordinance... I reload the saved game from before I ended the last turn and it appears that somehow the turn break steals their ordinance. In order to get it full, I have to detach them from the task force, move them off and on the planet. fracking ridiculous. |
Re: 1.08 bugs.
More problems with ftrs. After gasing up as above, I send them out to kill 2 lowly enemy colony ships.
What do my ships do? Some flee the others sit there. In this screenshot, it appears that the enemy colony ships are in the defenders slot with me, or I'm there with them. Isnt someone supposed to be in the other side? Same thing happens when I attack planets. The planet and my ships are on the either the attacker or defender sides, not both. Is this a bug? Or are we supposed to be on the same side? Is this why i cant kill enemy ships and planets? http://home.satx.rr.com/spiderwebs/SEV-1.jpg Edit: And after fruitless attmpts at attack, I discover one of the ftr groups now has no ordinance. How is that possible? No one fired a shot. |
Re: 1.08 bugs.
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On the matter of no ordinance - I thought that was a commonly known bug. I've been attacked plenty of times by the AI only to have him instantly run away because of no ordanance. Thinking about all these bugs I've come across, I realise that there are still sizable areas of the game I've not even bothered to touch: fighters, starbases, troops, etc (nothing except starships for me), intelligence, ministers, planetary combat. It really is a very complex (and good if you ignore the bugs) game. Just unfortunate it didn't get the testing it deserved. |
Re: 1.08 bugs.
Granted it needs *alot* more patches, but with the history of SE IV I'm more than willing to give Malfador benefit of the doubt, especially with the great modders here working on the game too. And even with all these faults, I'm still having fun with SE V.
Raapys: you don't happen to have the +25% spaceyard racial trait, do you? Its being added twice at the moment. I do have it. However, my best planet has 3100'ish construction rate, and a planetary construction facility has 2k original construction rate at level 1, while ship space yard only has 1k orginal. Yet both my construction ships have 4900 rate? O_O Something's very fishy there. Also, isn't that trait only supposed to work for *planetary* construction yards? To my knowledge it actually says '25% Planetary construction bonus' or some such. |
Re: 1.08 bugs.
Has anybody else, after trying to conquer a planet with a few troops and a bunch of fighters (because the troops can't navigate to save their lives and mostly spin around in circles) had more ground combat occuring at "Fighter Group <number>", consiting of an empty city surrounded by blackness? I'm tryign to figure out what's going on here. It wasn't a big deal before, since I was getting attacked by one milita fighter, which my fighters (which I _think_ were actually on the planet just conquered) killed it off easily, but the latest time I tried, it was on a planet without a resupply depot, so my drained fighters got slowly picked apart by this lone milita fighter over several turns.
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Re: 1.08 bugs.
If you have a non-aggression treaty with an empire, and you enter a sector with both the allied empire and a third empire, your ships and the allied empires ships will still attack each other.
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Re: 1.08 bugs.
Are you sure it wasn't one of the "we won't fight in neutral territory" ones?
The "peace, but we'll kick your *** if you invade our space" treaties are very nice. |
Re: 1.08 bugs.
Yes, quite sure. It was a Non-agression (Colonise each other systems). Also, it was neutral space.
They had a couple of lovely rock-oxygen planets in their space, and I had a big gas carbon dioxide gas giant I wasn't using. Yeah. \m/ |
Re: 1.08 bugs.
Ok, so I said I wouldn't report any more bugs. I lied, I find too many of the damnable things. :-/
32) The shield regenertor says it'll regen 52 shields per second (or whatever it is depending on your tech level). But in combat its only doing about 2/s. 33) I added an afterburner to a fighter. Yet its speed kept being reported at 21, 21 (18 quantum engines + 3 bonus). 34) In combat the fighters actual speed is 44. This also happens to drones - they go much faster than they say. I'm guessing this is intended, but they still mis-report their speed. - Also if the speed is double then that means the fighters speed as actually 22 and thus the afterburner was being taken into account. It just wasn't reported as such on the design screen. 35) I had fighters with lots of different types of weapons, many of which used ordanance. They went chasing after some drones to kill. Thing was that when they reached the drones they stayed back and used their longer-range weapons rather than got close. This was a problem because they eventually ran out of ordanace, yet remained too far away to use their non-ordanace weapons. They were set to "optimal fire range". 36) Why does a minefield that just been cleared get marked? SHouldn't it only mark minefields if there are still mines and remove the mark when they are cleared? 37) FATAL ERROR - Game died. http://forum.shrapnelgames.com/images/smilies/frown.gif - Strategic Combat. The enemy came through a warppoint that I had a dreadnaught on the other side of. Two ships that I could see. 8x speed. Game crashed. I can't give a memory address for the error because SEV wasn't willing to show it (even though I know there was an error dialog behind the grey screen). 38) ANOTHER FATAL ERROR - I was trying to recover fighters (no idea how to, just learning), and clicked "recover unit" on launch-recover - the game died. Again no memory address. That'll do. I know I won't report any more because I won't play SEV any more until its been heavily patched - those two fatal errors cost me a good hour or so of gaming (I don't use autosave - as saving takes FOREVER in this game). http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: 1.08 bugs.
34) isn't a bug. SE5 just doesn't tell you combat speed. For ships that doesn't matter because its the same; fighters work a little bit differently..
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Re: 1.08 bugs.
Bug: I have a resupply alliance with another race and when trying to resupply at one of their planets, my ships stop on an adjecnt hex and refuse to go into the planet hex.
Bug: Far too often I am allied in the defenders column with a race I'm at war with and neither tactical or strategic combat will let my ships fire at the enemy. This has happened multiple times and I have several save games showing it. This is a game killer for me. Bug: Fleeted ftr groups occasionally have to be detatched from their fleet and move out and back into a planet w/resupply base to resupply ordinance. The following turn the ordinance is gone/stolen by the planet again. Sometimes units in fleets are not resupplied moving into a planet unless 1st detached from fleet when moving in. Bug: One of my Ftr groups inside a fleet will lose all ordinance after an enemy engagement in which no shots are fired. |
Re: 1.08 bugs.
Bug: I have a resupply alliance with another race and when trying to resupply at one of their planets, my ships stop on an adjecnt hex and refuse to go into the planet hex.
You don't need to go onto the enemy planet hex to get supplies: being in the system is enough. However, note that a single resupply depot only distributes 500 supply points *total* throughout the system, and those points are given depending on the supply priorities. Your ship might very well be far down on the ladder. Bug: Far too often I am allied in the defenders column with a race I'm at war with and neither tactical or strategic combat will let my ships fire at the enemy. Note that, while it's probably a bug that they're in the same column, the same happens all the time to me but never prevents me from shooting at the enemy. In other words, I suspect you're experiencing another problem. Could be a seperate bug, lack of supplies/ordanance, etc. Perhaps you could post a savegame with this problem? Sometimes units in fleets are not resupplied moving into a planet unless 1st detached from fleet when moving in. Again note that you don't need to enter a planet's hex to get supplies, and that one supply facility only distributes 500 total points each turn, divided after how your resupply priorities( set in Empire Options) are set up. |
Re: 1.08 bugs.
Dizzy: you never answered the question about whether you have a non-aggression treaty or not. Your ships are probably stopping because they can't move into that hex without initiating combat!
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Re: 1.08 bugs.
http://home.satx.rr.com/spiderwebs/SEV-2.jpg
Entire treaty. BTW, if I am supposed to receive supplies by just being in the system... then possibly I'm not getting any from my allies because they are busy resupplying their own ships? I find this strange because they dont have any ships in the system. But that doesnt resolve the bug where my ftrs lose their ordinance after a battle where no one fires a shot and having the planet steal it in a seperate instance. Also, the not being able to fire at your enemy... has been confirmed by other players from one of my saved games which is posted on another thread. Has happened vs colony ships, planets and ftrs and ships... all sorts of situations vs a race at war in two seperate games same issue. I have ordinance. I have proper tactics and strategy setup. Like I said, it was already confirmed. The last one here is the game killer. I'm still deciding what to do with this $40 box... |
Re: 1.08 bugs.
You don't have a non-aggression treaty. There's nothing under the sub-heading, so the treaty just SAYS non-agression but doesn't enforce it. THAT is probably a bug, by the way. Or a modeling of the UN. http://forum.shrapnelgames.com/images/smilies/wink.gif
You should be getting supplies by being in the system, but its possible that ability isn't being extended to allies, just the supplies on the actual planet. |
Re: 1.08 bugs.
So I have a non aggression treaty with no details which is a bug? And that's why it wont let me enter my ally's planet hex?
Hrmmmm. I have a colony ship that will go between two different planets when I click the nearest resupply point button. Neither hex the ship will enter, tho. |
Re: 1.08 bugs.
then possibly I'm not getting any from my allies because they are busy resupplying their own ships? I find this strange because they dont have any ships in the system.
None at all? Note that launched fighters( I think, anyway), satellites and bases also counts. I've not tried it myself, so it could be that it's actually not working, but I think it's more likely that there could be something you've overlooked in his system. Remember that you might very well not be seeing all the forces he has in that system. So I have a non aggression treaty with no details which is a bug? And that's why it wont let me enter my ally's planet hex? Actually, you *don't* have a non-aggression treaty. No details = no treaty. It's just an interface bug sort of. And since you don't have such a treaty, you can't enter his planet hexes without using the 'Attack' command. |
Re: 1.08 bugs.
The bug is that it lets you propose a treaty like that. Any treaty element without a sub-heading is ignored, so there's no point in having them.
The bouncing colony ship is probably part of the same thing. |
Re: 1.08 bugs.
Yup, I guess that's why mb im not getting supplied. Mb you have to be friends 1st and supplied later. Be nice if someone could confirm.
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Re: 1.08 bugs.
Hopefully MM will fix it by forcing a default setting for every treaty heading. This should also improve AI.
I took the opportunity to listen in on the AI's diplomacy using political espionage and watched a neutral empire repeatedly send treaty proposals to another AI empire for 6 turns in a row. Political espionage does give you some interesting views of just what the AI's are doing with each other behind the scenes, although that usually amounts to something akin to spying on a room full of monkeys. Is it too soon for another UN reference? |
Re: 1.08 bugs.
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Re: 1.08 bugs.
Shadowstar: http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Not to mention - fighters can't fly anywhere OTHER than in combat (be it ground or space), so there's no point showing star-system speed. Thus I'm going to stick to my guns and call it a bug. At the very least if it's intended then it's poor design. :-/ |
Re: 1.08 bugs.
It is. Space (strategic) and ground movement (tactical). Fighters CAN fly in-system, by the way. Don't ask me why combat space movement isn't in there I don't know either. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: 1.08 bugs.
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Re: 1.08 bugs.
I didn't find this in the history.txt for 1.08 so here it is. If I an AI uses intelligence to destroy a research project I am doing it makes the research project take an insurmountable amount of time. On further inspection when I clicked the "Research Spent" option to see how much I had spent on various other fields it showed that I had spent "-9,995,234" research in that field.
The destroyed research project was going to take 10 million research points just to dig it out of the hole to get to the next level. |
Re: 1.08 bugs.
I hope that -10M research points is a bug that will be fixed - i.e. set to 0 from whatever you had researched so far. -10M essentially means abandoning the project forever.
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Re: 1.08 bugs.
I've had the enemy destroy my research projects several times, without it actually having *any* effect. They'd still finish right on time. Funny game.
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Re: 1.08 bugs.
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