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-   -   1.08 bugs. (http://forum.shrapnelgames.com/showthread.php?t=31121)

Raapys October 27th, 2006 05:30 PM

Re: 1.08 bugs.
 
Hmm, that might be an idea...or even 50%?

Intelligence seem a bit messed up though. Enemies which have had at max 5'ish intelligence facilities have suddenly come up with 50k intelligence points and hit me with 31(!) attacks in one turn.

Slick October 27th, 2006 06:09 PM

Re: 1.08 bugs.
 
It is sabotage! It's not like they stole a wrench or something, they destroyed the research lab, scientists and all that goes with it. You need to start from scratch, maybe worse. It should be -150% or even -200%.

Shadowstar October 27th, 2006 10:45 PM

Re: 1.08 bugs.
 
What about having the amount of damage be based on the number of intel points spent?

Captain Kwok October 27th, 2006 10:49 PM

Re: 1.08 bugs.
 
Quote:

Raapys said:Intelligence seem a bit messed up though. Enemies which have had at max 5'ish intelligence facilities have suddenly come up with 50k intelligence points and hit me with 31(!) attacks in one turn.

That's cause *gasp* stock intel projects only cost 1000-5000 points per project.

Shadowstar October 27th, 2006 10:55 PM

Re: 1.08 bugs.
 
So how about combining certain intel attacks that would otherwise be repeated excessively into single attacks of larger proportions. For instance, an empire with a small intel capacity may just steal a wrench, whereas one with a developed intel department would bomb the facility, killing the research staff and destroying the subject material. A super-developed intel empire with lots of intel points going into sabotage would not only bomb the facility, they'd delete all government records of its existence, destroy the funding, and make sure organized crime "professionals" made sure no other scientists in the society would be willing to continue researching that technology (in other words, potentially driving the research score in that field into the negative).

Captain Kwok October 27th, 2006 11:07 PM

Re: 1.08 bugs.
 
It could be done in the following way without much effort:

Essentially with increasing intel tech, you get additional entries for the same types of sabotage projects - ship bomb, cargo damage, etc. The AI actually picks randomally which project it will use, but this can be adjusted so that low tech projects (aka low effect projects) are preferred when you have less than X points to spend and vice versa for big effect projects.

Raapys October 27th, 2006 11:15 PM

Re: 1.08 bugs.
 
That's cause *gasp* stock intel projects only cost 1000-5000 points per project.

That wasn't my main concern, though. I was thinking, how did an empire with *at max* 7-8 intelligence facitilites get 50,000 intelligence points? In the intelligence screen it said 'Enemy empires 1' 'Estimated Intel expenditure against us: 50k'ish'.

I then looked at the scores and noticed that the empire had 4000 intelligence points. So logic dictates that the 'Medium computer player bonus' actually gave him 46K intel points extra?

Captain Kwok October 27th, 2006 11:21 PM

Re: 1.08 bugs.
 
The bonuses are 2x-3x-5x for L-M-H. The estimated expenditures is the accumulated total and not a per turn average like I told MM it should be.

Raapys October 27th, 2006 11:27 PM

Re: 1.08 bugs.
 
Oh, confusing *_* Then I guess it makes sense, thanks.

Moriarty October 28th, 2006 08:09 AM

Re: 1.08 bugs.
 
Quote:

Phoenix-D said:
It is. Space (strategic) and ground movement (tactical). Fighters CAN fly in-system, by the way.

I think we're communicating at odds here.
I've seen fighters can do the following:
- Fly around in space combat (speed double stated).
- Ground combat.

I've never managed to get them fly to around on the strategic map, that's what the carriers are for. Thus my comment about not needing the strategic movement number because they can't actually do it.

Phoenix-D October 28th, 2006 11:51 AM

Re: 1.08 bugs.
 
Except you're wrong. Fighters can move around on the system map just fine. They can't warp, and the turn they're launched they only get one movement point, but other than that- they work like a ship.

Raapys October 28th, 2006 03:39 PM

Re: 1.08 bugs.
 
I just had an AI demand I remove my ships from a system I've not yet heard of O_O

Also, somehow the AI managed to move half a dozen ships which had all their engines destroyed or rendered inoperational by damage *11* hexes in one turn, ending up with the rest of his undamaged ships from the same attack. I.e., as if they weren't damaged at all.

Barronosod October 28th, 2006 07:14 PM

Alliance
 
This is probably known, but I get several CTD when doing various things inside the Alliance chambers. That sounded dirty.

Alliance Relations button - CTD
A few others as well.

Astax October 28th, 2006 09:10 PM

Re: 1.08 bugs.
 
Quote:

Raapys said:
I just had an AI demand I remove my ships from a system I've not yet heard of O_O


Are you allied with another empire? I have recieved threats based on my allies colonies/ships.

Raapys October 28th, 2006 09:12 PM

Re: 1.08 bugs.
 
Ah, that's it then, because I had two requests, none of which systems I had actually found, but I have one ally who's spread all over the place.

Shadowstar October 28th, 2006 10:43 PM

Re: 1.08 bugs.
 
It looks like Satellite layers (and maybe other unit deployers too), aren't removing the units from thier cargo holds when they deploy them in combat. I had a sat layer which was attacked and dropped sats, then after the battle it still had a full load of the sats, and the ones it deployed were also still deployed. In effect, I got "free sats".

Raapys October 28th, 2006 10:48 PM

Re: 1.08 bugs.
 
I had one of my satellite layers under attack, and it dropped its two satellites; but they emptied from the cargo like they should. However, from what I remember those satellite layers were using the 'Carrier' design type since Satellite Layer wasn't implemented yet. That was using Balance 0.92.

Moriarty October 29th, 2006 05:33 AM

Re: 1.08 bugs.
 
Quote:

Phoenix-D said:
Except you're wrong. Fighters can move around on the system map just fine. They can't warp, and the turn they're launched they only get one movement point, but other than that- they work like a ship.

Really? Because they didn't do it when I tried and had no number (i.e. 1/1) showing their movemement points.

And if they only get one movement point that it's STILL mis-reported the movement points, because instead of 21 it gets 1. :-/



Quote:

I just had an AI demand I remove my ships from a system I've not yet heard of O_O

That happened to me as well, a couple of times but I forgot to report it. http://forum.shrapnelgames.com/image...es/redface.gif
The system certainly wasn't exploreed and yet the AI was demanding I clear out (I think it was asking me to lose my colonies there actually). I did have colonies in one of their systems - just not the named one.
I certainly wasn't allied though I may have had a treaty.

Blade W October 29th, 2006 12:58 PM

Re: 1.08 bugs.
 
Sry if this is noted already, I dont have much time to read all posts here, but found a bug: with "warp points located anywhere in a system" option I saw a warppoint generated in a sector that already occupied by a star. Its nasty cuz cannot move there so u cant warp http://forum.shrapnelgames.com/images/smilies/shock.gif . I didn't try it from the other side.

Shadowstar October 29th, 2006 01:12 PM

Re: 1.08 bugs.
 
Hmm, another issue that seems to only be affecting me. Seems something's up.

Phoenix-D October 29th, 2006 03:26 PM

Re: 1.08 bugs.
 
Moriarty: they only get one movement point *on the turn they are launched*. All turns thereafter they get normal movement.

AAshbery76 October 29th, 2006 04:44 PM

Re: 1.08 bugs.
 
I have a mutual defence pact but the empire in question can still attack your ships.

The empire options are also saying I have 2 fleets when there is only one.

Phoenix-D October 29th, 2006 04:51 PM

Re: 1.08 bugs.
 
Quote:

AAshbery76 said:
I have a mutual defence pact but the empire in question can still attack your ships.

Not a bug. You need to specify "Non aggression" in your pact.

Shadowstar October 29th, 2006 06:23 PM

Re: 1.08 bugs.
 
lol, mutual defense without non-agression... sounds like a race of lawyers proposed that one.

Thy_Reaper October 29th, 2006 07:06 PM

Re: 1.08 bugs.
 
Some bugs I'm trying to recall from memory, I hope they aren't repeats.

1) Researching too many levels (10+?) of a tech in a turn causes a hang at Processing All Players Turns

2) It seems like a lot of things concerning empire interactions have reversed naming. Spying on politics, system maps, etc.

3) System maps are useless. You just know how many stars it has, and nothing else. You don't get warp points, planets, or anything else. We should be getting ghosted sensor data instead.

4) Intelligence doesn't update technology report. Whenever doing Espionage - Empire Wide, and getting reports on tech levels, this data isn't stored in the technology report on the empires screen. It should be.

5) Intelligence - Empire Wide production reports are painful to look at. They should be in fancy looking columns, and occasionally I should get research and intelligence production reports also.

Shadowstar October 29th, 2006 07:42 PM

Re: 1.08 bugs.
 
More bugs:

I attacked an AI homeworld, killed all his ships and bases and then sent in a transport to land troops. It did this, but there were no defending troops or anything on the planet, and so there was no ground combat (this in itself seems odd because the population is supposed to make militia units but did not). At first, I thought the transport didn't drop the troops, but then I looked at the planet and it showed my fighters and troops occupying the planet. However, the planet was still under enemy control.

Next turn, suddenly my fighters are launching from the planet and attacking my ships, but they are now controlled by the enemy AI. It seems the AI magically "converted" all of my units. This is indeed a bug. And yes, they are MY fighters as they use my design and design names, so I know the AI didn't just build some of its own fighters.

So there's that bug. Now I just have to figure out if there's a way I can pull this campaign out of the crapper or if I'll just have to give in and glass the planet.

Raapys October 29th, 2006 07:48 PM

Re: 1.08 bugs.
 
You sent a transport ship with 'drop cargo' orders?

Shadowstar October 29th, 2006 07:51 PM

Re: 1.08 bugs.
 
I sent a transport ship with capture planet orders, the movement order was an attack-move order. I thought about giving attack-seek with the planet targeted, but I figured it wouldn't matter either way. It's not like the planet's going anywhere.

Although if stuff like this keeps happening, I don't think I'd be surprised if it did...

Raapys October 29th, 2006 08:01 PM

Re: 1.08 bugs.
 
You did it in a seperate attack from the main battle?

I've only tried a few capture-planet attacks myself, and all the times I let the AI do the actual battle, just having a 'capture planet' strategy on my cargo ship. All those worked fine: the troops were deployed, combat started the next turn.

Perhaps the bug is that you, I assume, had fighters in the cargo ship with which you 'captured'?

Shadowstar October 29th, 2006 08:10 PM

Re: 1.08 bugs.
 
Yes, I didn't really need a carrier in the battle so I assumed I'd just use the fighters for air support on the planet. I put a few extras in with the troops and sent the ship off to do its work. The troop transport arrived after the main fleet had already gone in the turn before and took out all the defenses. One reason I did this was to keep the troop transport out of harm's way. It's probably best I did that too, because otherwise the transport would have bee-lined for the planet while my guys were fighting off the defensive ships. When it did arrive, that's exactly what it did, bee-lined for the planet, but by then it had a clear path and reached the planet with no trouble. It turned and flew away after reaching the planet (that's where it dropped the troops I presume) and the planet report then showed my forces occupying the planet.

I would have expected the planet to go to my control at that phase, but there was no ground combat and the planet remained in enemy hands. I've gone ahead and glassed it now and will just land a colony on it next turn. My main reason for attacking this AI was that his homeworld was about 3 sectors away from the warp point into my home system and his ships keep blockading my other warp points. The sooner I get rid of him, the more territory I will have to myself.

Raapys October 29th, 2006 08:13 PM

Re: 1.08 bugs.
 
No, if you do it in tactical combat you'll get a message as soon as the ship reaches the planet that your troops have been deployed and that ground combat will start *next* turn.

At any rate, the presence of the fighters is the only explanation I can see as to why it might get 'bugged'. But then again, I'm not really sure how one is supposed to use fighters in ground combat; if they're just supposed to be in the same hex, or if they're supposed to be part of the cargo drop like yours.

Shadowstar October 29th, 2006 08:22 PM

Re: 1.08 bugs.
 
I'm using simultaneous movement, everything is handled by the AI. I prefer that because I will be adapting my Starscape mod from SE4 to SE5 and running PBEM games with it, once the game has been patched a bit more. Anyway, playing simultaneous mode helps me get used to the quirks of the AI system and I can learn how to handle strategies and such.

However, as with any AI, it is potentially buggy. I don't get any messages in combat replays, but I'm used to combat from SE4, and there were no messages there either. If fighters are buggering up the ground combat, then I won't use them from now on, but I've read several posts here from people who have used fighters in ground combat and figured I could use them in a "multi-role" sort of way. Just cuz I don't have any carriers, doesn't mean I can't use em in ground combat, or so I thought... Mostly I just wanted to see how fighters play in ground combat, so in some ways it was also an experiment.

Phoenix-D October 29th, 2006 08:30 PM

Re: 1.08 bugs.
 
They work in ground combat, so that's not the bug.

I have no idea why they "turned" on you, but there IS a problem where if the enemy has mines on a planet, you can't take it over (need to kill all enemy units, and mines are invisible..)

Raapys October 29th, 2006 08:32 PM

Re: 1.08 bugs.
 
So fighters are supposed to be 'deployed' on the planet?

Phoenix-D October 29th, 2006 08:39 PM

Re: 1.08 bugs.
 
They work like troops, except during the actual combat they fly instead of..whatever the hell SE5 troops do.

Shadowstar October 29th, 2006 08:45 PM

Re: 1.08 bugs.
 
I've gone back to a saved game I made the turn that I drop the troops and am going to try doing different things with them.

I have a hunch that the bug is related to the fact that there is absolutely no resisting force on the planet. The troops can land without causing a ground combat because there's nothing to fight them. There isn't even a weapon platform on the planet. I suspect that SE5 isn't giving me control because no combat is occuring, in other words it's only coded to give control if a combat occurs and I win it. It wasn't programmed for this occurance.

That said, there SHOULD be resistance. Even if the computer player won't build any troops to protect the people, there should be militias.

Something is odd here.

Phoenix-D October 29th, 2006 08:55 PM

Re: 1.08 bugs.
 
Does the planet have population left after your bombardment?

Shadowstar October 29th, 2006 09:09 PM

Re: 1.08 bugs.
 
That's just it, I didn't bombard the planet. I had to create a new strategy for my ships to make them ignore the planet, and they do. It works well since the planet doesn't threaten them, and they can leave the population intact. So its basically a full-pop homeworld with no defenses whatsoever, and the only thing keeping me from conquering it is this damn bug.

I wonder: has anyone actually ever seen militia units in a ground battle? I know the manual says that they are a factor in ground combat, but I've never actually seen them...

Shadowstar October 29th, 2006 11:15 PM

Re: 1.08 bugs.
 
Another bug: While it's understandable that ships shouldn't fire on a planet once you have deployed troops on the surface, I've also noticed that transports won't land additional troops on the planet either. This makes sending reinforcements in to help out a stalemated battle kinda pointless.

Raapys October 30th, 2006 09:31 AM

Re: 1.08 bugs.
 
The normal cargo transfer doesn't work either?

I've been wondering if it's actually possible to land troops in the first place if the planet's cargo hold is full.

Raapys October 30th, 2006 10:31 AM

Re: 1.08 bugs.
 
1 Attachment(s)
Beam-out-of-nowhere from the planet, screen attached. This was in the combat simulator, not sure if it's the same for real combat.

And what's up with game crashing everytime when pressing the 'Alliance Relations' button?

tmcc October 30th, 2006 10:58 AM

Re: 1.08 bugs.
 
Quote:

Shadowstar said:
I wonder: has anyone actually ever seen militia units in a ground battle? I know the manual says that they are a factor in ground combat, but I've never actually seen them...

Militia units are definitely present in the battles I've fought.

Shadowstar October 30th, 2006 10:47 PM

Re: 1.08 bugs.
 
Hmm... Well I haven't actually had many ground battles because the AI I've been fighting doesn't seem to know how to build troops. I figured the militia calculation was the fact that my troops don't conquer the planet right away, and instead whittle down the population a little bit every turn based on how many troops I have there.

I should mention that I'm using balance mod... But I doubt this is a balance mod issue.

Raapys October 31st, 2006 11:21 AM

Re: 1.08 bugs.
 
I just realized: I can't remember having ever gotten 'ruins' rechnology in SEV so far? Can't remember if I even saw any ruins at all.

When I propose a rule change in my Alliance, the other alliance members wont vote? In fact, they wont vote on any propositions I make.

Shadowstar November 3rd, 2006 02:40 AM

Re: 1.08 bugs.
 
a known bug with SE5 is that ruins and system/planet abilities are getting deleted after the first turn.

New bug: Autotarget doesn't seem to make use of point defense. I'll have ships with point defense cannons fly into a cloud of fighters and just get blown to bits. The PD's never fire. AI ships don't seem to have this problem. In order to get my PD's to fire I have to manually target each fighter with the point defense. I can only do this in turn-based games, obviously. I don't know if this issue effects simultaneous games, but I suspect it does since simultaneous combat most likely uses the same automove/autotarget logic.

Q November 3rd, 2006 04:14 AM

Re: 1.08 bugs.
 
I can confirm the point defense bug against fighters.
Another bug with fighters: even with zero supplies they retain their full combat speed.
Both bugs have been reported to MM.

Q November 3rd, 2006 06:29 PM

Re: 1.08 bugs.
 
I switched one of the AI empires to manual control. It was a almost dead empire, who had only some fighters left, which I wanted to eliminate. After I did that, I waited for the message "You loose" and continued with my real empire then saved the game.
When I tried to reload this savegame, it turned out to be impossible.
Went back to the last intact savegame, did everything the same but switched back the dying empire to AI control immediatetly after the fighters were eliminated. Everything was fine.
Conclusion: If one of human controled empires dies (displaying the "you loose" picture), the savegame gets corrupted and you can't load it again.

dmm November 3rd, 2006 06:53 PM

Re: 1.08 bugs.
 
Quote:

Baal said: 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.

Wow, you could REALLY exploit the AI with that bug!! http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/shock.gif

dmm November 3rd, 2006 07:24 PM

Re: 1.08 bugs.
 
I was fooling around with the demo and found a bug that might explain Shadowstar's problem capturing that homeworld.

Here it is: I "attacked" a sector containing a 2B pop homeworld planet (and no defenses) with only a transport, landed troops, and got the usual message. Then I "attacked" that sector again the same turn with a well-armed LC (to defend the transport from any ships the planet might make), but I forced the LC to NOT attack the planet. I ended the turn, and got NO ground combat for that sector. (I did have ground combat in another sector, though, which was expected.) So I looked at the planet in question, and it had my troops in its cargo! A few turns later, I dropped more troops from another transport, which I had quickly brought up using some cheatcodes. (Hey, if the computer's going to cheat....) After ending that turn, I got normal ground combat, and all of my troops participated (fighting for me). They killed a few militia, and the planet was mine (finally).

So, the bug is either
1) you can only have one ground combat per turn (unlikely); or,
2) if you attack a sector after dropping troops, the ground combat at the end of that turn gets called off. Your troops remain loyal to you but you have to drop troops again to re-initiate the ground combat.

edit: this was all turn-based and tactical combat.

Shadowstar November 3rd, 2006 09:52 PM

Re: 1.08 bugs.
 
I think the bug was because ground combat isn't happening in simultaneous games. If anyone has seen ground combat in simultaneous games, please let us know.


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