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-   -   Known Bugs (http://forum.shrapnelgames.com/showthread.php?t=11195)

Fyron December 31st, 2004 02:51 AM

Re: Known Bugs
 
Apparently you can abandon a colony that has enemy troops besieging it.

Suicide Junkie December 31st, 2004 03:21 AM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
Apparently you can abandon a colony that has enemy troops besieging it.

Oooh, those Last 1-50M people suicide in a planet-glassing scorched-earth move!

Weren't we asking for a planetary self-destruct ability? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kamog December 31st, 2004 03:48 AM

Re: Known Bugs
 
What happens when you abandon the planet? Does the enemy still get the planet? Where do the enemy troops go?

Fyron December 31st, 2004 03:52 AM

Re: Known Bugs
 
They go into the void. http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities December 31st, 2004 09:29 AM

Re: Known Bugs
 
Looks like we need another patch. (PLEASE AARON)

douglas January 8th, 2005 11:21 PM

Re: Known Bugs
 
If a PPP intel project results in the planet breaking off to form its own empire, and the original player had the AI shouldn't make changes to empire option turned on, so will the new empire. Also, all the population on the planet spontaneously changes to breathing that planet's atmosphere.

capnq January 9th, 2005 03:17 PM

Re: Known Bugs
 
I believe the change of breathing is a deliberate design decision. Since the AI doesn't know how to scrap facilities, changing the planet to breathable gives it more facility slots to build infrastructure. (Unless it was already breathable, of course; then the AI is stuck with what it has.)

Slick January 9th, 2005 03:44 PM

Re: Known Bugs
 
This is a wierd one. If you look at the rebelled planet, sometimes the population appears to change breathing type; their portrait sometimes even changes to one of the neutral race portraits. However, if you right-click on them, their portrait and breathing type are shown as the original race. If you capture the planet, I don't believe that their breathing type actually does change. It appears that they are pretty much the same as the original race with a new name.

Q January 10th, 2005 02:18 PM

Re: Known Bugs
 
Quote:

Slick said:
This is a wierd one. If you look at the rebelled planet, sometimes the population appears to change breathing type; their portrait sometimes even changes to one of the neutral race portraits. However, if you right-click on them, their portrait and breathing type are shown as the original race. If you capture the planet, I don't believe that their breathing type actually does change. It appears that they are pretty much the same as the original race with a new name.

I cant't confirm this: In a Version 1.91 simultaneous game one of my colonies rebelled and the population changed from oxygen to methane (the planet was methane). The race portrait changed indeed to a neutral one, but when I captured the planet a couple of turns later the race picture and their breathing type remained methane. Therefore the rebellion was actually an advantage for me in the end!!

Slick January 10th, 2005 03:50 PM

Re: Known Bugs
 
Very interesting. Maybe more testing is required. I posted something like this bug some time ago and I remember some other people saying that I must have been seeing things.

Another thing is that the rebelled empire retains all research of the parent empire. Get them to surrender and you can easily get lots of easy research benefits.

Another problem is that I can also confirm that the reported 50% success rate of PPP seems a bit high to me. In my Last few games, I have used PPP a lot (and I'm sure that I have overcome the enemy CI projects) and it seems to me that the success rate is more like 1/4 or 1/5.

PvK January 10th, 2005 06:58 PM

Re: Known Bugs
 
Seems like there is a bug with drones not launching from drone carriers during planet attacks. Exact conditions or existence of a work-around I don't know.

PvK

Slick January 10th, 2005 07:04 PM

Re: Known Bugs
 
See drone thread. I think it was intentional in v1.81.

Slick February 13th, 2005 05:30 PM

Re: Known Bugs
 
You can crash the game by using the "Shift-A" hotkey and giving an order that some selected items can't perform. The description for "Shift-A" is "Select All Ships in Ship List" but it really selects all of your things in the selected sector (planets, ships, bases, sats, mines, etc).

So, for instance, if you have a sector with a planet, ships, sats and mines in it, and you Shift-A and then click on an individual ship and hit hit "Y" for "Sentry", you will get a range check error. This can also happen if you "Shift-Click" units that can't receive whatever order you give them.

Alneyan February 13th, 2005 05:45 PM

Re: Known Bugs
 
Not really confirmed: it seems like the AI pathfinder has trouble dealing with sectors containing multiple wormholes. It may work well, and there is usually no problem, but something may go awry and the AI can choose a poor path to reach the target (fairly annoying if coordination is required). I did not pick systems to be avoided, and there were no minefields or enemy vessels to make my fleets go somewhere else. Anyone saw this?

Confirmed: satellites have a cloaking button, but are already cloaked. Likewise, drones are always cloaked, but you can "switch" on and off their cloaking (without any actual effect). I would expect fighters to behave similarly. If units were supposed to be able to cloak and decloak, then this is also more than a display bug.

In Fyron's list some posts below, the problem with fighters and ships has been solved (entry 8). Ships and fighters no longer share supplies... but fighters do not share supplies with themselves.

PvK February 14th, 2005 06:49 PM

Re: Known Bugs
 
The AI & autopilot navigation does not always choose the best path to a destination more than one system away, when new warp points have been created or when there are many alternative warp paths.

Alneyan pointed out that the Maintenance Problems intelligence project does damage points, and is currently set in the unmodded game to 1, so it will only kill units with up to one point of structure.

PvK

Fyron March 15th, 2005 03:02 AM

Re: Known Bugs
 
Normal damage weapons seem to do 1/2 damage to shields against Weapon Platforms. A small WP with 1500 phased shield points requires 3180 damage or so to destroy (3000 for the shields, 180 for the MC and 4 phased shield generators in my test). Suicide Junkie uncovered this originally.

Fyron March 19th, 2005 05:30 PM

Re: Known Bugs
 
Latest list:

1. When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
2. Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
3. In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
4. Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not.
5. Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone).
6. When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
7. Ramming planets by ships in strategic combat does not work.
8. The resources generated from the new 1.91 point generation abilities do not display anywhere in game, though they are still generated. It is very difficult to play with a mod that uses them, since you have no idea whether you are really going to lose 120k minerals next turn or not.
9. Units destroyed in combat are listed as "taken" in the combat reports.
10. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
11. Fighters fleeted together do not share supplies
12. Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
13. Fighters won't resupply at a Resupply Depot if the RD is on a moon.
14. Facility "tags" won't show up on the system view if the facility is on a moon.
15. Captured ship designs from intel projects are not added to your list of known enemy designs.
16. In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).
17. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
18. In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
19. The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
20. In the construction queues screen, the "ships" button doesn't seem to do anything.
21. If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
22. If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers.
23. Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this.
24. Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
25. I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.
26. With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
27. If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.
28. I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.
29. The abilities Generate Points Minerals, Generate Points Organics, and Generate Points Radioactives do not have their generated points tallied anywhere. The ship/base/whatever making the resources makes no mention of them. They are not totaled in the production levels by the Empire Status screen. The points are still generated each turn and added to the stored totals, they are just not shown in any counts of the resources produced each turn.
30. If you have a Robotoid Factory already built on a planet, adding a new one to the build queue does not give a warning about already having one.
31. Ships gained by crew insurrection are not added to known enemy designs.
32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.
33. If a specifically targeted ship bomb project results in the ship's destruction and repeat projects is selected, it remains in the queue but has a different target ship. The new target might not be visible to the player.
34. There is no warning for building multiple Nature Shrines in the same system.
35. Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.
36. Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...
37. If a spaceyard on "emergency build" finishes building, it will still accumulate time on emergency build. There is no warning log entry to alert you to this fact.
38. If you build a unit but have no cargo room to store it, the unit will attempt to get built, you will be charged for its resources, no actual unit will appear, (you do get a log entry about no storage) but the build queue won't be cleared and if nothing is done, the planet will attempt to do this same thing all over again.
39. The AI pathing routine is terrible. Many times I have seen a troop transport fail to capture an undefended planet because it can't figure out how to get around a moon or maybe even a couple of ships in your own fleet.
40. In the Empire Options, if you turn off "Display note when similar system-wide abilities exists", it doesn't really turn off. It still pops up with a warning message when you add a system-wide facility to the queue if you have one built already.
41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.
42. In simultaneous movement games, ordering a fleet to cloak or decloak shows immediate results correctly, but only the first ship listed in the fleet will actually follow the order when the turn is processed. If the first ship listed in the fleet can't cloak, then the order is ignored entirely when the turn is processed. Fleet cloaking works correctly on the turn the fleet is created, but not after.
43. Resources from scrapped facilities in simultaneous games appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.
44. When using a torp.bmp image for a seeker, the following occur:
- The ship first fires the seeker like a direct fire weapon, which I never saw to hit an enemy target even with favourable to hit chances.
- The ship then displays a seeker (with appropriate stats) with a garbled image from the race main.bmp. This seeker can hit the target.
45. A subjugated race loses 40% of its resources to the dominating race, but it also loses 40% of its research and intel which apparently disappears down some black hole.
46. SEIV crashes with the following error when you have more than 255 items saved in a Fill Queue: "Access Violation at address 005C9A0E in module 'SE4.EXE' read of address FFFFFFFF"
47. Ships set to Max Weapon Range primary move strategy with secondary move strategy set to Don't Get Hurt, do not always move away after firing their weapons when they start out in range of an enemy. Sometimes they do, sometimes they don't, making this tactic unreliable.
48. You can abandon a colony that has enemy troops besieging it.
49. If a PPP intel project results in the planet breaking off to form its own empire, and the original player had the AI shouldn't make changes to empire option turned on, so will the new empire. Also, all the population on the planet spontaneously changes to breathing that planet's atmosphere.
50. Another problem is that I can also confirm that the reported 50% success rate of PPP seems a bit high to me. In my Last few games, I have used PPP a lot (and I'm sure that I have overcome the enemy CI projects) and it seems to me that the success rate is more like 1/4 or 1/5.
51. You can crash the game by using the "Shift-A" hotkey and giving an order that some selected items can't perform. The description for "Shift-A" is "Select All Ships in Ship List" but it really selects all of your things in the selected sector (planets, ships, bases, sats, mines, etc). So, for instance, if you have a sector with a planet, ships, sats and mines in it, and you Shift-A and then click on an individual ship and hit hit "Y" for "Sentry", you will get a range check error. This can also happen if you "Shift-Click" units that can't receive whatever order you give them.
52. It seems like the AI pathfinder has trouble dealing with sectors containing multiple wormholes. It may work well, and there is usually no problem, but something may go awry and the AI can choose a poor path to reach the target (fairly annoying if coordination is required). I did not pick systems to be avoided, and there were no minefields or enemy vessels to make my fleets go somewhere else.
53. Satellites have a cloaking button, but are already cloaked. Likewise, drones are always cloaked, but you can "switch" on and off their cloaking (without any actual effect). I would expect fighters to behave similarly. If units were supposed to be able to cloak and decloak, then this is also more than a display bug.
54. The Maintenance Problems intelligence project does damage points, and is currently set in the unmodded game to 1, so it will only kill units with up to one point of structure.
55. Normal damage weapons seem to do 1/2 damage to shields against Weapon Platforms. A small WP with 1500 phased shield points requires 3180 damage or so to destroy (3000 for the shields, 180 for the MC and 4 phased shield generators in my test). Suicide Junkie uncovered this originally.
56. You can ram a warp point.

Slick March 19th, 2005 06:36 PM

Re: Known Bugs
 
Quote:

32. Successful crew insurrection projects are not automatically removed from the queue if repeat projects is selected. I haven't tested it, but this probably also happens with PPP.

I don't think this is a bug. That's the way "Repeat Projects" is supposed to work. When "Repeat Projects" is selected, any/all completed Intel or Counter-intel projects are not removed from the queue. Whether or not they are successful is irrelevent.

Fyron March 19th, 2005 06:47 PM

Re: Known Bugs
 
If it has a specified target, having it stick around in the queue is a bad thing.

I edited the list to mention the specific target problem.

Slick March 19th, 2005 06:51 PM

Re: Known Bugs
 
Well then the "bug" (which is really no more than the game doing exactly what you tell it to do) should apply to all Intel projects with specific targets.

Fyron March 19th, 2005 06:57 PM

Re: Known Bugs
 
How about:

32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.

Slick March 19th, 2005 07:09 PM

Re: Known Bugs
 
I think that's a lot better; at least it's clearer. It is true that points will be wasted on the invalid project. To me, a player should use the event log and take appropriate actions for each entry. If he knows he has "repeat projects" selected, he should manually remove the project after he reads the log entry about the successful intel project. If he didn't remove the project once it succeeded, the next turn he will get a "failed" log entry for that project and that should key the player to remove the successful project from the queue. As far as the AI selecting a new valid target, that's probably better than wasting points on a dead project, but the AI is not known for his wise choices...

Slick March 19th, 2005 07:33 PM

Re: Known Bugs
 
Another "not-really-a-bug-but-annoying" bug is that ship ID number affects many aspects of the game, some of them are a little screwy. Specifically Douglas performed some testing and found that Ship ID affects the order in which ships are repaired and some other aspects of the game.

Douglas also found some wierd ways that some Stellar Manipulation actions can be performed in simultaneous movement - and they possibly could be used as an exploit.

To read the actual discussion:
http://www.shrapnelcommunity.com/thr...rt=14&vc=1

Spoo March 19th, 2005 07:49 PM

Re: Known Bugs
 
29. is a copy of 8.
31. is a copy of 15.

Add: Black holes can be created in a sector without a star (simultaneous game). The order to "create black hole" must be given at a star, but if your first order the ship to move, it will be able to create the black hole in a sector without a star. The star that the order was issued at will dissapear, but will not affect anything else in its system.

EDIT: Slick beat me to it.

douglas March 20th, 2005 01:06 AM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
How about:

32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.

If the target is destroyed, by a ship bomb project for example, the project is automatically retargeted on a seemingly random basis (probably related to ship ID, but I'm not going to bother testing it). This could be a minor exploit in that it allows a player to have a specifically targeted project with a target he may never have been able to select otherwise.

Slick March 27th, 2005 05:19 AM

Re: Known Bugs
 
I'm not sure if this can be reproduced; haven't tried:

Simultaneous turns.

I had no treaty with empire A; i.e. a treaty of "none".

In my turn log, empire A proposed a treaty, a Trade Alliance.

All in the same turn, I accept the Trade Alliance treaty, look at the "Empires" screen and verify that we now have a Trade Alliance and see the "message sent" for accepting the TA treaty, I then was allowed propose a Trade & Research Alliance, again I "sent" the message although one had already been sent this turn, I checked the "empire" screen again and now we had a Trade & Research Alliance.

This effectively let me change the treaty that was was proposed and then accept it all in one turn. This should not have happened. It should have taken another 2 turns to propose, then empire A accept the T&R Alliance.

douglas March 31st, 2005 12:23 AM

Re: Known Bugs
 
Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.

Fyron March 31st, 2005 12:41 AM

Re: Known Bugs
 
Were the ships in a fleet together for at least one turn before they went into combat?

douglas March 31st, 2005 01:50 AM

Re: Known Bugs
 
Yes. Just in case the experience of the fleet imposes a limit, I trained the fleet and did it again. Once again, I got hit rates I would expect if the neural combat net didn't exist.

CovertJaguar March 31st, 2005 03:52 AM

Re: Known Bugs
 
That's not cool.

Slick April 6th, 2005 01:02 PM

Re: Known Bugs
 
Emergency Build lasts for 11 turns, not 10 as listed.

Slick April 8th, 2005 04:11 AM

Re: Known Bugs
 
Quote:

douglas said:
Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.

Hey, Douglas, I was looking through the Dubious Strategy guide today for something else and stumbled across this:

Quote:

Jubala
Major
posted 28 June 2001 17:54
[Ed: start of a new thread]
I've been wondering if Neural Combat Nets is worth 30kT of space on my ships so I decided to test them. Ships with the NCN get the same experience as any other of your ships in combat even if it doesn't have the NCN itself. However, the ship with the NCN only gets an offensive bonus, not a defensive one. And it doesn't get bonus from fleet experience unless it's in a fleet with experience. Example:
Ship A no NCN 20% ship exp & 20 fleet exp.
Ship B NCN no ship exp no fleet exp

Ship A gets a total offensive and defensive bonus of 40% while Ship B gets on offensive bonus of 20% but no defensive bonus.
I wonder if the no defensive bonus is intented or if it's a bug/oversight.
Since ships with the NCN only gets offensive experience boosts I'm not sure If I want to "waste" 30kT of space on my ships by adding one. I suppose it could be useful for ships fresh off the yards to add them to a fleet with ships that's been trained up to max and send them off to face the enemy without delay.

The Neural Combat Net is not addressed again in the guide. Looks like there has been problems with it since 2001.

Slick April 12th, 2005 12:02 PM

Re: Known Bugs
 
Geoschmo found that shields appear to count double on fighters:

http://www.shrapnelcommunity.com/thr...31&fpart=1

The double-shields bug has also been previously found by SJ on Weapon Platforms.

I suspect that this may also happen with other units.

Slick April 17th, 2005 08:23 PM

Re: Known Bugs
 
Sometimes in simultaneous movement games, when a ship/fleet is ordered to move to a location (or waypoint), the ship/fleet will end its turn at its required destination, but the order won't be cleared from its order queue. This prevents the ship/fleet from being selected with the "next ship" or "next fleet" hotkeys/icons because the game still thinks there is an outstanding order. If nothing is done, the ship will complete its order on the following turn, but this effectively delays you from giving the ship/fleet new orders for the additional turn; unless you are very observant and notice this without the aid of "next ship/fleet."

Strategia_In_Ultima May 3rd, 2005 05:41 PM

Re: Known Bugs
 
1 Attachment(s)
Quote:

41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.

This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.



Also, perhaps a bug in the Star Trek Mod Version 1.9.1.2 (or whatever the current version is), I found a system with a sh*tload of asteroid fields - "Asteroid field floating in deep space" - which is OK, however, three of the fields had moons. Picture attached.

Fyron May 3rd, 2005 07:05 PM

Re: Known Bugs
 
Quote:

Strategia_In_Ultima said:
This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.

The bug is that it decreases to 249%, not 1% as normal. A planet with value 300% will drop by 51% to 249% after one turn.

Quote:

Also, perhaps a bug in the Star Trek Mod Version 1.9.1.2 (or whatever the current version is), I found a system with a sh*tload of asteroid fields - "Asteroid field floating in deep space" - which is OK, however, three of the fields had moons. Picture attached.

This is not a bug. It comes from FQM. Those planets are meant to be there. Think of them as really big, colonizable asteroids. Or perhaps a set of them equalling as much use as a normal tiny planet. It is an abstraction, as asteroids themselves can not be colonized.

Q May 4th, 2005 08:56 AM

Re: Known Bugs
 
Quote:

Strategia_In_Ultima said:
Quote:

41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.

This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.

In my opinion it is a bug if it drops in one turn from 290% to 249% when it says 1% decrease per turn!
A related bug is that a value improvement plant on a planet with a value over 250% will decrease its value to 250% (instead of remaining constant, as it says that it will increase the value up to 250%)!
In both cases values over 250% are not managed correctly.

Strategia_In_Ultima May 5th, 2005 01:00 PM

Re: Known Bugs
 
Again, possibly a bug, again, in the Star Trek Mod (though I think that it is also present in the stock game): When you build a ship training facility, and you build a new ship in that sector, the new ship immediately gets a training bonus. I don't know if this is intended or not, but it seems like a bug to me.

Fyron May 5th, 2005 01:19 PM

Re: Known Bugs
 
Not a bug. I see no problem with a ship starting the training as it is being built. The crew can get basic theoretical training and debriefing before they board the ship.

Emperor's Child May 5th, 2005 01:26 PM

Re: Known Bugs
 
Buggy or not, new crews do go through training pipelines while their ships are fitting out. This type of in-game performance boost is perfectly logical from the reality perspective.

Fyron June 3rd, 2005 02:51 PM

Re: Known Bugs
 
Latest list:

1. When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
2. Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
3. In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
4. Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not.
5. Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone).
6. When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
7. Ramming planets by ships in strategic combat does not work.
8. The abilities Generate Points Minerals, Generate Points Organics, and Generate Points Radioactives do not have their generated points tallied anywhere. The ship/base/whatever making the resources makes no mention of them. They are not totaled in the production levels by the Empire Status screen. The points are still generated each turn and added to the stored totals, they are just not shown in any counts of the resources produced each turn. It is very difficult to play with a mod that uses them, since you have no idea whether you are really going to lose 120k minerals next turn or not.
9. Units destroyed in combat are listed as "taken" in the combat reports.
10. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
11. Fighters fleeted together do not share supplies
12. Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
13. Fighters won't resupply at a Resupply Depot if the RD is on a moon.
14. Facility "tags" won't show up on the system view if the facility is on a moon.
15. Captured ship designs from intel projects (crew insurrection) are not added to your list of known enemy designs.
16. In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).
17. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
18. In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
19. The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
20. In the construction queues screen, the "ships" button doesn't seem to do anything.
21. If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
22. If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers.
23. Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this.
24. Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
25. I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.
26. With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
27. If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.
28. I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.
29. Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.
30. If you have a Robotoid Factory already built on a planet, adding a new one to the build queue does not give a warning about already having one.
31. Sometimes in simultaneous movement games, when a ship/fleet is ordered to move to a location (or waypoint), the ship/fleet will end its turn at its required destination, but the order won't be cleared from its order queue. This prevents the ship/fleet from being selected with the "next ship" or "next fleet" hotkeys/icons because the game still thinks there is an outstanding order. If nothing is done, the ship will complete its order on the following turn, but this effectively delays you from giving the ship/fleet new orders for the additional turn; unless you are very observant and notice this without the aid of "next ship/fleet."
32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.
33. If a specifically targeted ship bomb project results in the ship's destruction and repeat projects is selected, it remains in the queue but has a different target ship. The new target might not be visible to the player.
34. There is no warning for building multiple Nature Shrines in the same system.
35. Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.
36. Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...
37. If a spaceyard on "emergency build" finishes building, it will still accumulate time on emergency build. There is no warning log entry to alert you to this fact.
38. If you build a unit but have no cargo room to store it, the unit will attempt to get built, you will be charged for its resources, no actual unit will appear, (you do get a log entry about no storage) but the build queue won't be cleared and if nothing is done, the planet will attempt to do this same thing all over again.
39. The AI pathing routine is terrible. Many times I have seen a troop transport fail to capture an undefended planet because it can't figure out how to get around a moon or maybe even a couple of ships in your own fleet.
40. In the Empire Options, if you turn off "Display note when similar system-wide abilities exists", it doesn't really turn off. It still pops up with a warning message when you add a system-wide facility to the queue if you have one built already.
41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.
42. In simultaneous movement games, ordering a fleet to cloak or decloak shows immediate results correctly, but only the first ship listed in the fleet will actually follow the order when the turn is processed. If the first ship listed in the fleet can't cloak, then the order is ignored entirely when the turn is processed. Fleet cloaking works correctly on the turn the fleet is created, but not after.
43. Resources from scrapped facilities in simultaneous games appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.
44. When using a torp.bmp image for a seeker, the following occur:
- The ship first fires the seeker like a direct fire weapon, which I never saw to hit an enemy target even with favourable to hit chances.
- The ship then displays a seeker (with appropriate stats) with a garbled image from the race main.bmp. This seeker can hit the target.
45. A subjugated race loses 40% of its resources to the dominating race, but it also loses 40% of its research and intel which apparently disappears down some black hole.
46. SEIV crashes with the following error when you have more than 255 items saved in a Fill Queue: "Access Violation at address 005C9A0E in module 'SE4.EXE' read of address FFFFFFFF"
47. Ships set to Max Weapon Range primary move strategy with secondary move strategy set to Don't Get Hurt, do not always move away after firing their weapons when they start out in range of an enemy. Sometimes they do, sometimes they don't, making this tactic unreliable.
48. You can abandon a colony that has enemy troops besieging it.
49. If a PPP intel project results in the planet breaking off to form its own empire, and the original player had the AI shouldn't make changes to empire option turned on, so will the new empire. Also, all the population on the planet spontaneously changes to breathing that planet's atmosphere.
50. Another problem is that I can also confirm that the reported 50% success rate of PPP seems a bit high to me. In my Last few games, I have used PPP a lot (and I'm sure that I have overcome the enemy CI projects) and it seems to me that the success rate is more like 1/4 or 1/5.
51. You can crash the game by using the "Shift-A" hotkey and giving an order that some selected items can't perform. The description for "Shift-A" is "Select All Ships in Ship List" but it really selects all of your things in the selected sector (planets, ships, bases, sats, mines, etc). So, for instance, if you have a sector with a planet, ships, sats and mines in it, and you Shift-A and then click on an individual ship and hit hit "Y" for "Sentry", you will get a range check error. This can also happen if you "Shift-Click" units that can't receive whatever order you give them.
52. It seems like the AI pathfinder has trouble dealing with sectors containing multiple wormholes. It may work well, and there is usually no problem, but something may go awry and the AI can choose a poor path to reach the target (fairly annoying if coordination is required). I did not pick systems to be avoided, and there were no minefields or enemy vessels to make my fleets go somewhere else.
53. Satellites have a cloaking button, but are already cloaked. Likewise, drones are always cloaked, but you can "switch" on and off their cloaking (without any actual effect). I would expect fighters to behave similarly. If units were supposed to be able to cloak and decloak, then this is also more than a display bug.
54. The Maintenance Problems intelligence project does damage points, and is currently set in the unmodded game to 1, so it will only kill units with up to one point of structure.
55. Normal damage weapons seem to do 1/2 damage to shields against Weapon Platforms. A small WP with 1500 phased shield points requires 3180 damage or so to destroy (3000 for the shields, 180 for the MC and 4 phased shield generators in my test).
56. You can ram a warp point.

bearclaw June 4th, 2005 03:39 PM

Re: Known Bugs
 
In regards to the issue of messages not being sent if you do them first in your turn, it was noticed by someone in one of my PBEM games that if you send messages then SAVE the game, when you start the game next it will say you've sent those messages but none will go through. So, again, make sure you do your messages last WITHOUT saving before ending your turn.

Strategia_In_Ultima June 5th, 2005 03:43 PM

Re: Known Bugs
 
Adamant Mod Bug (and it's big):
I'm currently in a game against the AI. I've got only a 2-system sector; my home system, and a neutral player's home system. I'm set up as an Oxy/Rock race and the neutrals are Hydro/Ice. I've selected a one-planet start and Bad as Home Planet Value.

Both of us started on unbreathable gas giants.

My homeworld is a domed Hydrogen Gas Giant, with 16 billion out of 1279 million. The neutrals are on a carbon dioxide Gas Giant, also with 16 billion people.

http://forum.shrapnelgames.com/image...s/rolleyes.gif

edit: Oh, and one more thing: I was attacking these neutrals, and they launched 4 squadrons of 10 Orbital Fighters from their homeworld. The picture kept facing upwards, even during diagonal movement. I've never seen this before.

douglas June 5th, 2005 03:54 PM

Re: Known Bugs
 
This is a known problem in any mod that has moons larger than tiny. I expect your homeworld has a small or medium oxy/rock moon and the neutral race has a hydro/ice moon. Those are the planets that the game looked at when choosing the sectors for your homeworlds, but it then planted them on the main planet. To avoid triggering this bug, you'll have to play with good starting planets, as that requires large homeworlds and there are no large moons in Adamant. If the largest moons were merely small, average value starting planets would also work without problems.

Ed Kolis June 5th, 2005 05:54 PM

Re: Known Bugs
 
No one's mentioned the old one of the to-hit bonuses not being displayed when you right-click on a weapon component? Or is that considered a missing feature?

edit: oh yeah, and what about the "Vechicle" list type override? http://forum.shrapnelgames.com/images/smilies/laugh.gif and the fact that unit shields only show up when the unit stack loses a unit and not when it's actually taking shield damage?

Fyron June 5th, 2005 08:39 PM

Re: Known Bugs
 
Ekolis, please see #36:

36. Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...

"what about the "Vechicle" list type override"

I don't forsee this ever being fixed for SEIV, so probably no point in reporting it. At least it works perfectly, unlike some other 1.91 modding additions...

RE FQM/Adamant:

You can choose both average and good homeworld starts in FQM and Adamant without issue (except in Star Heavy quadrants, mentioned later). The problems only arise with bad homeworld starts, which are instructed to be avoided in part 3 of the FQM readme. Systems that have Medium sized moons can not have empires start in them.

Quote:

Due to the way in which SE4 selects homeworlds when starting a game, it is possible to get HWs with the wrong size, planet type and/or atmosphere when using a Bad or Average homeworld start. When selecting a location for a homeworld, SE4 either selects an appropriate sized planet on the map or an empty sector. With an empty sector, a new planet is created for the homeworld. If SE4 chooses an existing planet that happens to be a moon (a planet with a letter at the end of it's name), then the homeworld "status" is transfered to the main planet in the sector. Since these planets are typically not entirely random in FQM, the homeworld will use the size, atmosphere and type of the planet, instead of what it should use based on race design and game setup. This can happen with Bad and Average homeworld starts because there are many Small and Medium sized moons in the mod. It will not happen with Good homeworld starts because there are no large moons. It should not happen often with Average homeworld starts because systems with Medium moons are no longer allowable as starting locations.

Which I see was not rewritten quite correctly with the update that removed medium moons from starting systems...

It also seems that the Star Heavy quadrant uses the old "Standard 1 AS" systems, which nothing else uses. It is the only quadrant where you could possibly have a medium moon chosen as a HW.

Ed Kolis June 7th, 2005 02:58 PM

Re: Known Bugs
 
Racial tech bug: if a racial tech requires a non-racial tech as its only prerequisite, the racial tech will show up as an expected result of researching the non-racial tech for all races, even those without the appropriate racial trait.

Arkcon June 10th, 2005 11:45 PM

Re: Known Bugs
 
I'm sure all the real guru's know this anyway, but just to help out the semi noobs, I just found out ...

System gravitational shield facility only prevents against star destroyer components. Natural novas still happen with the facility in place.

Slaughtermeyer July 13th, 2005 01:51 AM

Re: Known Bugs
 
Although I've already reported this in a different thread, I'll report it again here: while on day 0 of movement replays, you can access the diplomacy screen and give diplomatic orders, which can cause the game to crash during the subsequent execution phase if it's a simultaneous game.

Fyron July 14th, 2005 09:10 PM

Re: Known Bugs
 
*urgently bumps post*


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