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Re: Known Bugs
Latest compiled list. Any more?
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. Supply sharing between fighter Groups and a fleet is bugged. When fighters and ships are in a fleet, they seem to lose supplies every turn, even if they are sitting stationary. 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 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. 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... |
Re: Known Bugs
Hey I think I found two bugs in 1.91 but its only on my pbw games (It could be all simotanious games but I dont play them that much outside of pbw)
1.The computer will create random ship designs even if I dont have the design minister on (when I first noticed this I thought someone ran one of my turns) 2.Political Messages, when I get a messege sometimes it says I have responded to the message when I haven't. |
Re: Known Bugs
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Re: Known Bugs
But i never missed a turn ever
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Re: Known Bugs
Have you asked the game host or PBW admins to check if it was an invalid plr file that you uploaded?
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Re: Known Bugs
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Re: Known Bugs
Ok that might of happened, and that makes sense I think I had sent a message the previous turn when. I might not of downloaded the turn thinking I did
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Re: Known Bugs
Any more bugs?
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Re: Known Bugs
some very nit-picky annoyances... bugs? I dunno, you decide.
- When shift-clicking multiple ships, the "Sentry" button won't light up. However if you then release the Shift key and click on a single one of the previously selected ships, the Sentry button does light up. And then if you click the Sentry button, it puts the entire list of ships that you originally shift-clicked on sentry orders. Wierd. - 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. - 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. - [edit] one more that is most frustrating. 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. Slick. |
Re: Known Bugs
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Too bad there will be no final patch to fix theese bugs. |
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