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

Sabrax October 18th, 2006 07:16 PM

1.08 bugs.
 
Okay, I've found 2 bugs that Ihave been able to replicate on seperate games in both the stock version and the balance mod.

1) Boarding does not work. At all! CK said it only added the boarding parties from 1 ship and not all but even a baseship loaded vs a frigate with no security stations still loses. I would appreciate someone else confirming this one for me.

2) Ruins disappear after 1 turn. You find a planet with ruins but they are gone when you process a turn.

I hope I'm not the only one getting these errors.

btw this game is GREAT!!! Although I do hate that most of my old strategies from se4 will need to be tweaked.

cshank2 October 19th, 2006 08:26 AM

Re: 1.08 bugs.
 
Yeah. The Ruins thing extends beyond just the ruins. Stars with abilities, warp points, asteroids, storms, sectors. Their abilities just get up and leave after the first turn is processed. Sucky, huh?

(Though, blackholes seem to work fine >.<)

Leodinas October 19th, 2006 08:55 AM

Re: 1.08 bugs.
 
I created a fleet of about thirty ships with half of them being Missile Boats. The ordinance supply of the fleet hovered around 50k... plenty to fight numerous battles. However, my first combat with the fleet saw the retreat of my whole Missile Boat division. I noticed that they did not have any ordinance. When I got back to the main screen, I saw that there was a wopping 700 out of 50k ordinance left in my fleet. This has to be a bug... The missiles just vanished...

-Leo

Tim_Ward October 19th, 2006 09:03 AM

Re: 1.08 bugs.
 
Did you have fighters with your fleet? I've noticed that if they can't get their supplies/ordinance from their carrier, they just help themselves from the other ships.

RonGianti October 19th, 2006 09:24 AM

Re: 1.08 bugs.
 
Quote:

Leodinas said:
This has to be a bug... The missiles just vanished...

-Leo

I've noticed the same thing. Built a fleet of missle ships, put in a Fleet and moved them. Ordinance went from Full, to half, to 0.

Finally, I refit all the missle ships to Beam weapons. Every single one, but didn't refit my fleet support ships, which had some extra ordinance on them. Their ordinance disappeared slowly too, even though not one battle was fought.

RonGianti October 19th, 2006 09:40 AM

Re: 1.08 bugs.
 
Other Bugs:

Stock (No mods at all) -

3) A neutral race built troops with no weapons at all.

4) I assualted said planet, he couldn't shoot my troops, but my troops couldn't do his any damage at all. The planetary assault just kept going on with no resolution and I couldn't get those troops off the planet either. I saw shots fired from my troops, they just did no damage. After a few turns of this stalemate, SEV crashed with the error "Out of memory". This is an AMD 3200 with 1.5 gig ram, XP home running as lean as can be, no overhead at all, up to date drivers, etc.

5) The documentation in game and paper says that 10 turns of emergency building at a space yard for 150% will lead to 10 turns of 50%. This is incorrect. It leads to 10 turns of 25%. In this case, its working correctly, imo, but documented incorrectly.

6) Trade agreements of technology seem to work correctly, but are reported incorrectly in the turn summary. If I research Sensors 7 and he researches missles 9, it says I gave him missles 9 and he gave me Sensors 7, when it fact, its the other way around.

7) Neutral race AI players cannot communicate. No treatys, no declaration of war. If you send them a message, they just ignore you.

Mod bugs:

1. Made a small mod that increased the Large Galaxy settings from 50 - 100 planets to 200 - 250. Out of 5 games played this way, 4 became unstable and would hang at the "processing end of all players turns". I left it for 1/2 hour once, it never finished and was using 100% processor.

Spoo October 19th, 2006 10:16 AM

Re: 1.08 bugs.
 
I have a "share technology" treaty with a race that has the organic racial trait (my race doesn't). Every turn I "recieve" tech level one in organic weapons and technology (or whatever they're called) but no benefits.

You can add ships to planet queues without space yards by usng "add to multiple" on the construction screen. I haven't tested if they'll actually be built.

The auto pathing for ships still uses undiscovered warp points.

Leodinas October 19th, 2006 12:54 PM

Re: 1.08 bugs.
 
So we are listing these bugs... will they be fixed in the next version, or are we just wasting air?

RonGianti October 19th, 2006 01:09 PM

Re: 1.08 bugs.
 
I have no doubt myself that these will get fixed.

In the meantime, we can help keep frustration to a miniumum by being neighborly and listing bugs and workarounds.

Also, if we put together a list of bugs, with screen shots, details and save games, we can email them to Malfador.

Ed Kolis October 19th, 2006 01:17 PM

Re: 1.08 bugs.
 
Also, at www.spaceempires5.com, there is an issue tracker http://forum.shrapnelgames.com/images/smilies/wink.gif

Phoenix-D October 19th, 2006 01:19 PM

Re: 1.08 bugs.
 
..which, last I checked, was bugged. Aside from the perpetual problems loading the page itself, it wants you to select a version number. This worked fine at first, but at some point they removed 1.08 from the list, meaning there's nothing TO select.

Ed Kolis October 19th, 2006 01:52 PM

Re: 1.08 bugs.
 
Um, there is now a 5.1.08, which is rather silly, but whatever http://forum.shrapnelgames.com/image...ies/tongue.gif

RonGianti October 19th, 2006 02:43 PM

Re: 1.08 bugs.
 
Does anyone have save games for these issues?

RonGianti October 20th, 2006 09:34 AM

Re: 1.08 bugs.
 
8) The shard cannon is broken. The forumla that calculates the increase in damage per level is set to 0. So a level 1 Shard cannon does the same damage as a level 100 Shard Cannon:

SHARD CANNON:

Weapon Space Min Damage Modifier Formula := (15 + (([%Level%] - 1) * 0)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(90, (([%Level%] - 1) * 20) + 30), 10000, 0)

MESON BLASTER:

Weapon Space Min Damage Modifier Formula := (15 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)

I assume the (%Level% - 1) * 0 is supposed to be times... 10?

Spoo October 20th, 2006 11:28 AM

Re: 1.08 bugs.
 
Regular sized dreadnoughts are smaller than organic/crystalline ones (other ship sizes seem to be the same).

You can add more facilities than a planet can hold by using fill from list on the construction queue menu (I haven't tested to see if the extra facilities will actually be built yet).

Ragnarok October 20th, 2006 12:34 PM

Re: 1.08 bugs.
 
Quote:

Spoo said:
You can add more facilities than a planet can hold by using fill from list on the construction queue menu (I haven't tested to see if the extra facilities will actually be built yet).

On a related note... If you attempt to add more facilities than the planet will hold by simply clicking on a facility to add it to the queue the message stating that there is no more room will appear. You must hit Close twice for this window to close instead of just once. If you hit escape while this window is open it will close the construction queue window instead of the warning message.

Edit: I forgot to add that if you chose to have warp points located anywhere in the system that sometimes they will be located too close to a star (where half the hex is covered by the star and the other half is exposed) and you can't warp through them. You can, however, come through them from the other side. In effect they are one way warp points.

StarJack October 20th, 2006 02:02 PM

Re: 1.08 bugs.
 
I still get access violation crashes after strategic combat. Is any body else having this problem?

WIN XP SP2
Pentium D CPU 2.8 GHZ
1 G RAM
Radeon X300 128 Meg
Over 200 gig of HD space

Save game available if wanted

aegisx October 20th, 2006 03:11 PM

Re: 1.08 bugs.
 
Point Defense won't fire at fighters (automaticlly in the sims anyways).

StarJack October 20th, 2006 06:11 PM

Re: 1.08 bugs.
 
Quote:

StarJack said:
I still get access violation crashes after strategic combat. Is any body else having this problem?
WIN XP SP2
Pentium D CPU 2.8 GHZ
1 G RAM
Radeon X300 128 Meg
Over 200 gig of HD space
Save game available if wanted

I discovered this was caused by using a saved game from version 1.0. When using strategic combat in a game entirely from version 1.8 I am able to complete strategic combat without a problem. Mike from tech support provided fast and courteous support! http://forum.shrapnelgames.com/images/smilies/cool.gif

Suicide Junkie October 20th, 2006 10:49 PM

Re: 1.08 bugs.
 
Quote:

RonGianti said:
I assume the (%Level% - 1) * 0 is supposed to be times... 10?

Note that you only looked at the MINIMUM damage.
The max damage could be increasing with tech level.

The fact that it does not do so in stock means that the tech only improves the range, not the damage...
Maybe it was intended, maybe not.

Dosen't really matter unless KwokStock has it that way too.

Thomcat October 21st, 2006 05:43 AM

Re: 1.08 bugs.
 
heavy bug by playing the game over tcp/ip in in a simultaneous mode!

a friend and me have buyed the game over steam. and start a multiplayer game. but only the host-player and the computerplayers can take the frist round! with the host player folds plays also unproblematically, but the connected player a computer still plays in the background. the minister and so are disabled! the computer change the science, shipmovent and so on. that is bull****.

RonGianti October 21st, 2006 01:53 PM

Re: 1.08 bugs.
 
Quote:

Suicide Junkie said:
The fact that it does not do so in stock means that the tech only improves the range, not the damage...
Maybe it was intended, maybe not.

Dosen't really matter unless KwokStock has it that way too.

Ahh, I'll have to check that.

But I refuse to play KwokStock yet. All the beta testers have the advantage of experience with stock, so I'm sure it will be better, but I just got stock and I'm not ready to jump off it.

But I keep the latest KwokStock on my PC, so in the event of an emergency (I just get fed up with stock http://forum.shrapnelgames.com/images/smilies/happy.gif ) I can make the switch...

Captain Kwok October 21st, 2006 04:35 PM

Re: 1.08 bugs.
 
The stock damage formulae are more or less in the same form and weapons that don't have attenuation were just edited to result in 0 for the attenuation calculation instead of having it removed.

wrongshui October 21st, 2006 06:13 PM

Re: 1.08 bugs.
 
Odd bug, game hangs on processing all players turns.

Its odd in the fact that it always happens after a new empire rises up. On turn 2409.9 I have 9 empires in the game and it ends turn fine, on turn 2410.0 I have 10 empires and the game halts on processing. If I try to log in as that empire #I get an "access violation at address 006943A8.

Slick October 21st, 2006 06:26 PM

Re: 1.08 bugs.
 
Some of these are probably dupes...


BUGS:

"Fire on and destroy" doesn't work.

"Join up with fleet" doesn't work.

the simulator will sometimes lock up the game and then crash it with an access violation if you perform combat simulation a second time using ships that were damaged in the first round.

Upgrading ships engines will upgrade the existing engine to a higher level of the same kind but won't upgrade to a different, superior engine.

ministers don't seem to work. I only tried them on a custom empire setup, not existing empires. Example: created population transport, turned on global pop transport minister and individual minister on ship. Ship won't do anything.


semi-bugs or feature requests depending on your perspective:

in the fleet transfer screen you can't see ship damage so it is very cumbersome to remove damaged ships from a fleet

not being able to view previous levels of a component seriously hinders lots of areas of the game. Examples:

- you can't see the "bang for your buck" when researching higher levels of a component unless you happen to have used the previous comonent somewhere, in which case it is just very cumbersome.

- you pretty much are taking a shot in the dark when upgrading ships using the upgrade button. you can't tell if it is a worthwhile upgrade. a "better" option is to copy the design and then selectively decide about upgrading each component, in this case it is very tedious.

- to add ships to an existing fleet using the fleet transfer screen takes way too many clicks. you must click the fleet and click a non-fleeted ship to just to get the buttons to add ships to appear. the game should highlight the first fleet in the sector (on the right) and the first non-fleeted ship in the sector (on the left) when the window opens.

- treaties aren't saved for reuse.

- the option to fill a construction queue will delete (vice add to) existing items in the queue.

- there are no "move to top/bottom" buttons in the construction queue.

- I see reference to plasma shields in the data files, but they aren't in the game (or I haven't found them yet)

- the Log is still too cumbersome. the best solution would be a hotkey to "go to sector of next log entry (last turn only) and pop a window of what happened there". Log entries not associated with a particular sector could center on the most appropriate place or just your homeworld. That way you could repeatedly hit this hotkey to step thru the log and take action along the way if desired. To keep going back to the Log is very unfun.

- it's nice to be able to type in the amount of units in the cargo transfer screen. It's ludicrous that I have to hit "backspace" to delete the default "1" each time.

MasterChiToes October 21st, 2006 07:04 PM

Re: 1.08 bugs.
 
Quote:

Slick said:
- there are no "move to top/bottom" buttons in the construction queue.


Doesn't replacing the top item in the queue cause the last turn's production overrun to be lost? If so shouldn't we want a "move to next/last" button instead of a "move to top/bottom" button?

AngleWyrm October 21st, 2006 08:14 PM

Re: 1.08 bugs.
 
Quote:

It's ludicrous that I have to hit "backspace" to delete the default "1" each time.

Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.

Slick October 21st, 2006 09:18 PM

Re: 1.08 bugs.
 
Quote:

AngleWyrm said:
Quote:

It's ludicrous that I have to hit "backspace" to delete the default "1" each time.

Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.

I understand that. Since it is so easy, why was it released that way? In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.

There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.

Yimboli October 22nd, 2006 12:05 AM

Re: 1.08 bugs.
 
Quote:

Slick said:


In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.

There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.



SLICK I LOVE YOU can I have your baby?

If enough people agreed, I'd hold out hope for just such an overhaul...

StarJack October 22nd, 2006 12:31 AM

Re: 1.08 bugs.
 
Well said slick. I'm still kind of dumbfounded that fleets are still useless, expending all of their ordinance in 1 turn sitting still.

Slick October 22nd, 2006 12:43 AM

Re: 1.08 bugs.
 
I'm composing an email to MM with some proposed UI suggestions. After I send it, I'll post it here.

@ Y: That won't be necessary.

Slick October 22nd, 2006 02:44 PM

Re: 1.08 bugs.
 
Strategic combat still crashes sometimes. If saved just prior to the crash, reloaded, and redone in tactical with auto-everything, no crash. Wierd.

Similar components aren't next to each other in the ship designs screen. Examples: engines are scattered, colony modules are scattered. Yes, at the cost of even more clicks, I can filter the list, but again, it should be better organized for the player in the first place.

Jeku October 22nd, 2006 04:08 PM

Re: 1.08 bugs.
 
When I made a trade to an Ice race to get the Ice tech for my Rock tech, the log displayed that it was a successful trade but I already had Rock tech. Basically it switches the Give and the Get items around.

This was already reported, but it was said that the log was incorrect but the trade still went through. This isn't the case when I made the tech trade, as I still didn't have the Ice colony tech in my inventory.

Hope that makes sense http://forum.shrapnelgames.com/images/smilies/happy.gif

Phoenix-D October 22nd, 2006 05:14 PM

Re: 1.08 bugs.
 
Quote:

Slick said:
Similar components aren't next to each other in the ship designs screen. Examples: engines are scattered, colony modules are scattered. Yes, at the cost of even more clicks, I can filter the list, but again, it should be better organized for the player in the first place.

Its organized just like SEIV. Except by default its filtered alphabetically. Go into Empire Options; I don't remember exactly where but there's an option to return it to normal sorting.

Slick October 22nd, 2006 06:10 PM

Re: 1.08 bugs.
 
Thanks. Found it. What an "interesting" place to put that.

Fyron October 22nd, 2006 06:54 PM

Re: 1.08 bugs.
 
You can also fix the alphasorting malfeature in Settings.txt (lines 450-451), eliminating the need to do it for every game you start.

Default Empire Option Sort Components By Name := TRUE
Default Empire Option Sort Vehicle Sizes By Name := TRUE

Best to get both, so ships are sorted by size too (that's how they are ordered in the vehiclesizes.txt file, more or less).

Kamog October 22nd, 2006 11:28 PM

Re: 1.08 bugs.
 
Do you find that SEV runs slower and slower the longer you play it? I find that after an hour or two of playing, the ships move slowly in the system view, so I have to change the system icon movement speed from 'medium' to 'high' and then to 'very high' but eventually that becomes slow too. The different windows in the game open more slowly too. To fix it, I have to quit the game and restart.

Devnullicus October 23rd, 2006 01:45 AM

Re: 1.08 bugs.
 
Yeah, that's known as a memory leak.

Jeku October 23rd, 2006 01:52 AM

Re: 1.08 bugs.
 
And that's what usually happens before it crashes or locks into a forever loop after all the AI players have made their moves.

Jeku October 23rd, 2006 03:41 AM

Re: 1.08 bugs.
 
Also, the credits look a bit funky ingame--- I don't know if it's by design though. It just shows a bunch of photos, with no names. Does anyone else get that too?

Raapys October 23rd, 2006 08:02 AM

Re: 1.08 bugs.
 
I think there's a memory leak with ship movement. The longer 'routes' you make, the slower they actually move through that route, graphically. If you set up a 20-turn route going through several systems it gets really bad indeed.

phalzyr October 23rd, 2006 09:52 AM

Re: 1.08 bugs.
 
Quote:

StarJack said:
I discovered this was caused by using a saved game from version 1.0. When using strategic combat in a game entirely from version 1.8 I am able to complete strategic combat without a problem. Mike from tech support provided fast and courteous support! http://forum.shrapnelgames.com/images/smilies/cool.gif

No 1.0 save games here. I never crashed in 1.0 in combat but then I never attack planets before upgrading. new game started after that. This is the ONLY time strategic happens for me, When BOTH a planet and ship are in battle it crashes. I can do a ship or planet by themselves but not together or....CTD

Actually anything with a planet causes crash, planet has to be solo or I have to go tactical.

RonGianti October 23rd, 2006 10:28 AM

Re: 1.08 bugs.
 
Quote:

Suicide Junkie said:
Quote:

RonGianti said:
I assume the (%Level% - 1) * 0 is supposed to be times... 10?

Note that you only looked at the MINIMUM damage.
The max damage could be increasing with tech level.

The fact that it does not do so in stock means that the tech only improves the range, not the damage...
Maybe it was intended, maybe not.

Dosen't really matter unless KwokStock has it that way too.

Just to clarify, I went back at your suggestion and checked the Max range forumla as well. They both multiply by 0, so this has to be a bug...

Suicide Junkie October 23rd, 2006 03:48 PM

Re: 1.08 bugs.
 
Might you have a problem with your fonts, causing all this text to not show up?

AngleWyrm October 23rd, 2006 05:05 PM

Re: 1.08 bugs.
 
Quote:

Raapys said:
The longer 'routes' you make, the slower they actually move through that route, graphically. If you set up a 20-turn route going through several systems it gets really bad indeed.

This could also be caused by a path-finding algorithm that is being run each time the ship moves. If that is the case, then a workaround would be to break the trip into several shorter destinations. That way thinking about the best hex to move into only has to consider a smaller number of possible routes.

Slick October 23rd, 2006 06:23 PM

Re: 1.08 bugs.
 
Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.

SSD = a ship moves into sensor range of a warp point, sees an enemy on the warp point, decides that he doesn't want to engage, moves 1 sector toward another warp point and now out of sensor range of the original warp point, now can't see the enemy, realizes that the original warp point path is shorter, moves 1 sector back toward the original warp point, again sees the enemy, wash, rinse, repeat. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Baron Munchausen October 23rd, 2006 08:19 PM

Re: 1.08 bugs.
 
Quote:

Slick said:
Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.

SSD = a ship moves into sensor range of a warp point, sees an enemy on the warp point, decides that he doesn't want to engage, moves 1 sector toward another warp point and now out of sensor range of the original warp point, now can't see the enemy, realizes that the original warp point path is shorter, moves 1 sector back toward the original warp point, again sees the enemy, wash, rinse, repeat. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Now that one I have never seen. Talk about stoopid! http://forum.shrapnelgames.com/image...ies/tongue.gif It's bad enough when ships change course to a different a much longer route because a WP several systems away is temporarily blocked by a non-ally ship. But this is completely ridiculous.

Slick October 23rd, 2006 10:01 PM

Re: 1.08 bugs.
 
I have it happen all the time, especially with lone colony ships, if I send them 2-3 systems thru areas that might be being explored by other empires (that don't have a peace treaty with me).

Shadowstar October 24th, 2006 02:01 AM

Re: 1.08 bugs.
 
I tried to launch satellites from a planet while the planet and a ship that couldn't launch units were both selected, but after launching a few I tried to recover one because it was launching the wrong satellites, and the game crashed. In other words, it crashed because I tried to recover a satellite with a ship that couldn't recover them. EDIT: corrected this

The AI will send me technologies as part of a standing treaty, even if I don't have the requisite technologies, but I won't actually get them. The log says that I've researched them, but they're not there. It does this with every turn.

Occasionally the sound in combat will stop for a while, even when there is alot of shooting going on, then start up again. Along these same lines, sounds sometimes play way too loudly.

The way names and flags are displayed on the system map is somewhat odd, especially if you have more than one information toggle turned on. Names will often be displayed over other names, resulting in unreadable garbage. I'd suggest having ship names display seperate from planet names and if there is more than one ship or planet in the sector, have it say something like "multiple ships" or "multiple planets", instead of a pile of letters. In top-down mode, the flags cover names and other info, and it is sometimes difficult to see the selection indicator (especially if it is pointing at a planet with a ring and you are zoomed out somewhat far, the ring will cover the indicator). I'd suggest making the selection indicator display superimposed and translucent over the 3d display, so that it is always visible.

The mouse control seems occasionally slow and choppy, making the process of moving the mouse pointer around and clicking a bit more cumbersome than it would otherwise be. I think this is partly why people are complaining about having to click too much. When it takes 2-3 times longer to operate the interface than what we're used to, people tend to feel that the game is a bit lethargic. A minor issue, perhaps, but if it can be fixed it should be - at some point.

All in all, SE5 is one of the most impressive independent games I've ever seen. I'm not surprised to see some bugs this close after release, but the fact that it was rushed is evident, some bugs are okay but there are quite a few here. No doubt the publisher is to blame for that, eh... Well, at least it runs.

Kudos to the dev team who I know is already hard at work fixing stuff.

Dejavuproned October 24th, 2006 03:00 AM

Re: 1.08 bugs.
 
I have an issue Inoticed. When I have two types of pop on a planet, one that breathes the atmosphere of the planet and one that doesnt, and I try to take all of the non atmosphere breathing population off via transport to get rid of the "dome" over my colony and unlock the full storage and facility room of the planet it wont let me! I can take all of the population up to the last 1k despite that fact that there is still thousands of the other population on the planet so it would not be "abandoned"! This worked in the demo, I dont get why it doesn't now...


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