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Re: Known Bugs
Am I detecting a sense of humour here?
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Re: Known Bugs
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. I believe Planets are set with a max value of 250% in the setting text. I could be missing some of the details you mentioned but I'm assuming it was a planet created from an asteroid field. I noticed that if the asteroids are over 250% the new planet will have matching stats until mined or has resource facilities built on it. Then it drops to 250%. Minus 1% if you are mining it, leaves 249%. If you were to change the max planet value to 300% they wouldn't do this, but then value improvment plants would improve planets to 300%. Also destroying the planet before mining it should keep it to just the normal 1% per turn, if you don't want or can't use the planet. |
Re: Known Bugs
I expect that asteroids with a value of 278% that I create a planet from or mine with robo miners will have a value of 278%. Remote mining an asteroid has absolutely nothing to do with with max planet values, but with max asteroid values. Enforcing the max planetary value on created planets is one thing; enforcing it on objects that are in no way planets is another matter entirely. It violates this logically expected behavior, thus it is a bug. Or at the very least, it is a poorly coded algorithm that needs to be revamped, which is similar to a bug.
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Re: Known Bugs
Completed AI counter intel projects will act as offensive intel against the targeted empire (AI counter intel projects are targeted, which is impossible for human players to do) and deplete the counter intel of the attacked empire.
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Re: Known Bugs
When playing simultaneous games against humans, if you give an attack order against a specific ship and the other player changes the name of the ship that same turn, the attack order will not be executed.
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Re: Known Bugs
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This one looks kinda bad. I guess it's too cumbersome to rename lots of ships each turn, but still... |
Re: Known Bugs
And can you say "Stellar Manipulation vessels that cannot be caught up, including Star Destroyers"? I know I could have used a trick like that to save several SM ships from certain destruction...
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Re: Known Bugs
Latest urgently compiled 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. 57. 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. 58. Inherent to-hit bonuses for weapon components are not displayed anywhere in-game when viewing the description/details of the weapon. Players are forced to look in the data files to find such information. 59. 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. 60. System gravitational shield facility only prevents against star destroyer components. Natural novas still happen with the facility in place. 61. 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. 62. Completed AI counter intel projects will act as offensive intel against the targeted empire (AI counter intel projects are targeted, which is impossible for human players to do) and deplete the counter intel of the attacked empire. 63. When playing simultaneous games against humans, if you give an attack order against a specific ship and the other player changes the name of the ship that same turn, the attack order will not be executed. |
Re: Known Bugs
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57. 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. <snip> I never knew that. It explains a lot though as I tend to do a lot of saving lately with the blackouts of summer, and I have been frustrated by in-game messaging. |
Re: Known Bugs
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Re: Known Bugs
Well then how did the field or planet get so high in the first place?
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Re: Known Bugs
Asteroids have a different maximum. The bug is that the planet maximum is checked instead of the asteroid maximum when an asteroid field loses value due to remote mining.
A separate problem is that the planet maximum is not checked when asteroids are converted to a planet, so it is possible for artificially created planets to have values above the limit. Whether the bug here is that the planet initially retains the high value or that it drops later when remote mined or affected by a VIP is a matter of personal opinion. |
Re: Known Bugs
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Its that shields count towards hull strength AND as shield points on units in general. |
Re: Known Bugs
Alneyan reported that there are problems with certain types of diplomatic requests, so that if you request some things in some ways, an acceptance results in a refusal instead. Alneyan or someone familiar with this, could you provide details?
Another bug is that when fighter groups are fleeted with ships, the ships lose a whole bunch of extra supplies each turn. There is reportedly another bug where certain kinds of stellar manipulations (e.g. star destruction) also can cause other objects (stars, planets) somewhere else to vanish from the game. PvK |
Re: Known Bugs
Demand Surrender, Demand Gift, Demand Tribute and possibly others do not work correctly: the recipient cannot accept those demands, both because the default message is a refusal, and because nothing accepts if you go ahead and accept. I think all other demands are not automatic, and those do not seem to be affected by the Demand problem. So yes, you can safely accept a Demand Surrender. http://forum.shrapnelgames.com/images/smilies/wink.gif
Oh, and Emergency Building lasts eleven turns, and not ten as advertised, if you do not turn it off yourself; I don't know if that would qualify as a bug though. |
Re: Known Bugs
I can vouch that Demand Surrender works against the AI. When the conditions in the AI files (i.e. percent of score) are met, they will accept the demand and the surrender will be executed. Would this only apply to human vs. human?
edit: kant spell |
Re: Known Bugs
Or perhaps, just perhaps, it only works for the human if the score condition is met? (Assuming all Empires have a default politics file) And maybe the same could go for the Demand Gift option?
Alternatively, it could just be that the AI surrenders on its own when asked to surrender, instead of accepting the demand of surrender (in this case, the surrender will be carried exactly the same, so the difference would be impossible to tell). Do you know if AIs can accept to make a gift to you? |
Re: Known Bugs
I haven't demanded a gift from an AI in a long time because I think it's a cheap tactic, but I do remember it working; haven't tested all permutations of the demand request, though. I remember demanding (and getting) planets, ships, etc.
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Re: Known Bugs
IIRC from the time I took 3 homeworlds by demanding tribute, none of the AI's sent back acceptance messages - their responses were all original gift/tribute proposals that just happened to include what I had demanded, and I had to send back my acceptance before getting them. None of my demands included "Any" items, so no counter proposal should have been necessary.
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Re: Known Bugs
I have demanded surrender and got it. Not sure if it was with the latest patch.
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Re: Known Bugs
Troop weapons with fire rates >1 still fire every turn in ground combat.
(No one reported this as a bug yet? I think it's a bug http://forum.shrapnelgames.com/image...ies/tongue.gif) Also, if this really counts as a bug (it's a bit more of a feature request http://forum.shrapnelgames.com/images/smilies/wink.gif), I don't think warheads carried by troops actually damage the carrying troop stack; they only damage the enemy. (Combined with firing every turn this makes "suicide" bombers very powerful in Eclipse Mod http://forum.shrapnelgames.com/images/smilies/wink.gif) |
Re: Known Bugs
Not so sure it is a bug as just the craptacular way that ground combat was implemeneted... Everything about it could be considered buggy. Ground combat ignores damage types, range, target types, and rate entirely.
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Re: Known Bugs
One more intel bug:
Intel sabotage and technological (research) sabotage will destroy randomly projects in the intel/research list. Because usually you do not divide points but concentrate all points to the first projects in the list, there is a good chance, that a project is destroyed which was not yet started. Therefore the target empire looses nothing at all and the attacker wasted his intel points on the attack. The chance for this is greatest if the target empire fills the list of intel or research to the maximum of 12 projects. |
Re: Known Bugs
This is probably a bug in Windows, but you think it might be possible to have the game explicitly hide the log window when a combat replay is displayed? In Windows it works just fine, but in Linux + WINE the log window stays on top, making combat replays almost useless http://forum.shrapnelgames.com/images/smilies/frown.gif
Oh yeah, and maybe something about the minimize/alt-tab causing the game window to become really tiny when you restore it... again, probably a Windows bug that let the SE4 bug slip through unnoticed, but it does mess things up in Linux http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Known Bugs
Wouldn't that be a bug in Wine, not in Windows? Wine isn't properly handling the layering of the windows, it would seem...
Using the Windows GUI API is not a bug... It is different from the Linux GUI API, but this does not make it a bug. |
Re: Known Bugs
And #64. It's a bad one, confirmed with DarkAnt as reproducable.
There is a way to cause the game to partially crash, but not exit. An access violation error is thrown, and the game ends up showing you the empire of the last player on the list. Buttons do not work ("order" buttons are clickable, but do nothing), but you can use F2-F12 to get at the various info screens, can navigate the galaxy map, look at individual ships, etc. As you could imagine, this can quickly kill a multiplayer game. I'm sending a bug report to Aaron with the specific details on how the crash occured. I think everyone understands my reasons for not publicly posting the details on how to reproduce this. DarkAnt and I hope it's just mod/shipset errors that are causing the problem, and it's not something that is exploitable in general. But it's better to be safe. |
Re: Known Bugs
Another one: The way supplies are shared in a fleet is usually to try to fill up all of the ships with the least supplies first. This is good because it allows "tanker" ship designs to have more supplies than others, and refuel the others.
However it often occurs that it doesn't quite work this way, in unpredicatable ways, apparently depending on which ships are in the fleet. When this occurs, usually some of the larger ships (i.e. larger warships) don't get refuelled entirely, even though there are one or more tankers with plenty of supplies to share (much more than the larger warships which are left with 60-80% supply or something). PvK |
Re: Known Bugs
If there are solar collectors involved, you have to make sure that there is enough storage to store all of the generated supplies before any fleet supply sharing is performed.
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Re: Known Bugs
Sure, and the generation appears at the end of the turn, on the generating ships, which is ok.
What I just described though is a different problem. The sharing is unpredictable - usually it fills up all the low-supply ships to the same level or 100% full, but in some cases some ships don't get resupplied, or not filled, by the supply ships. In the cases I have seen, no supply generation was involved, only sharing. PvK |
Re: Known Bugs
Anyone ever notice that if you park a ship above a supply depot, it often ends up with something like 2980/3000 supplies? http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: Known Bugs
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Re: Known Bugs
That happens because the resupply is done before supply use for the last sector of movement.
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Re: Known Bugs
Really? When I've seen that one, it has looked like much less than a whole sector's movement for even one ship.
PvK |
Re: Known Bugs
Not really sure if this is a bug, but it seems really stupid and easy to fix... if ship A has a pursue/attack order against ship B, and ship B warps into an unknown system (unknown to the owner of ship A), then ship A will sit like an idiot at the warp point, saying "Duh, now where did he go???" http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Known Bugs
Obviously, they don't ahve star charts for that area, just a big black area that says "here resides monsters."
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Re: Known Bugs
And beyond that you'll fall of the edge of the universe. http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Known Bugs
*Crusty old mariner voice* Don't laugh. I once knew a friend of a friend of a cousin whose sister-in-law once served on the same ship as a guy who said he heard a story in a bar once from this guy who said he'd seen the edge of the universe!
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Re: Known Bugs
Invading troops on do not show up in planetary cargo in combat replays.
edit: Also, if a ship or base has the spaceyard ability and also the repair ability (as do all spaceyard ships in stock), the repair icon is not visible next to the ship whenever it should appear next to the spaceyard icon. It's really only noticeable in mods (where ships can have the spaceyard ability without the repair ability) but it is a bit confusing at times http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Known Bugs
Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
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Re: Known Bugs
You can still click on the "create fleet" button in sectors that have bases even if there's no possibility of actually creating a fleet due to an absence of ships. This might not be a bug if it's possible to mod bases so that they can be added to fleets.
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ETAs will go down just fine (at least on a 1/1 planet, though it is already building something going beyond its limit), but the facility cannot be constructed for lack of space. So, you could build a big facility that way, if you recall to remove all nonbreathers on the last turn. The game, of course, won't warn you when colonies are building things that cannot be completed. |
Re: Known Bugs
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I am pretty sure that the AI is not restricted to firing limitations. I just witnessed what I believe to be AI designed and controlled ships firing the null-space projector in each round of combat even though the weapon has a limit of firing once every three turns. This gave the AI a tremendous and unfair advantage over my ships. I watched it twice and could have sworn that I saw the designs firing it each turn. I will save the save game and combat turn and hopefuly someone will prove me wrong.
(For use with the expanded mod) |
Re: Known Bugs
You may have been seeing a ship with multiple guns at different states of reloading. One gun firing while the others are still reloading.
Either that, or a typo in your mod. If I were to guess, its either one of the components in the family with a typo in the fire rate, or that you allowed upgrades from ship-NSPs to fighter or troop NSPs which fire faster. The AI definitely *does* follow the reloading restrictions, or it would have been noticed on PBW years ago. - PS: Having looked at the savegame you posted, and presuming you mean the last battle in the news list I can tell you what your problem is: 1) You have *no* defenses on those ships. The enemy fleet fired NSPs in all three rounds of the post-contact engagement, yes. They fired them from different ships. They *did* however, fire Polaron Beams lots, but PPBs reload in one turn. They did one of two things: A) Knocked out your level 1 phased shielding in one or two hits, followed by lots and lots of hull hits. B) Pierced your decent amounts of normal shields, doing hull hits right away. Basically, your designs didn't stand a chance, and the enemy's NSPs really didn't help in that battle. They slaughtered you fair and square with their PPBs. |
Re: Known Bugs
Thanks SJ, thats pretty much what I thought. I had to watch the replay several times to be sure the AI was not cheating by using the NSP more than they should be using them given the reload time of 3 turns.
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Re: Known Bugs
4 bugs I found using unmodded 1.91:
1. I have animation turned on for system ship movement in an early game, and while the ship was still flying, I thought I could change my mind and order it to do something once it arrived at its destination. As it was flying I clicked for it to load something, except instead I got a memory error or some other error which made all my menu buttons usless afterwards and I had to restart the game. It only happened twice when I was ordering ships and pressing buttons during their animated system movements. 2. I can't really remember details, but I seem to have the oddest situations when saving my games and then reloading them. I do remember one where I saved a game after setting my research queue, then ending turn after turn after turn (about 5 turns) to see what the new tech was like. Then I reloaded my saved game, only to realize that those techs were now "discovered" in my saved game. 3. I realized early that I can exploit the AI by demanding gifts from weaker empires like the Phong and EEE. I was 2-3 times their score, and it was like taking candy from a baby. I tested it out, and realized I could ask for all their techs, relations, maps, planets, all in one fell swoop, ending their existence. Since "surrender by gifting" seems a little low, I've let them exist... for now. Perhaps its not a bug, and perhaps it has a meaning of a threat behind it ("hey, i'm bigger than you, so give me what I want or else...") 4. I receied a gift of a destroyer from the Phong, and it ran of gas halfway into my sector headed for my base space yard, moving at 1 sector per turn. So I grab a fully loaded tanker ship and fleet it up with the unit. The fleet has half supplies, but it still only moves 1 sector per turn. The destroyer still shows empty. This only happens when I have units that run out of gas entirely, as other Phong destroyers I've accepted were 1 turn short of running out of gas, and they fleeted up fine with my tankers and kept their full movement. |
Re: Known Bugs
On #4, you have to wait a turn for the fuel to actually transfer from one ship to the other; then the fleet should start moving normally again.
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Re: Known Bugs
Would I have to wait and not move, or could the fleet move and then the next turn all ships would be supplied?
According my experience, when I moved the ships together, I checked two turns later to figure out why they were moving so slow, and the destroyer still had 0 supplies, but the fleet showed half of them had been used. |
Re: Known Bugs
The fleet should be able to move 1 square and then move normally; I'm not sure why the destroyer still has 0 supplies - unless perhaps all its engines and supply bays were damaged?
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