Re: Remaining issues
Here is my updated list of remaining issues that I found during my games:
1.) ECM/Combat Sensors broken. This is caused by a "misspelling" in all design files. It momentarily reads "combat to hit add" or "combat to hit dec" but should read "combat to hit offense plus" and "combat to hit defense plus".
2.) Subjugation-Treaty-Bug: Every time you form a subjugation treaty with a neutral race your research points are stuck at 50.000 points no matter how many research facilities are available. Breaking the treaty brings everything back to normal.
3.) An error was encountered when installing the latest patch over a modified game (the VehicleSize.txt was changed). The patch reported a not patchable Version. Simple “overwrite” should solve the problem.
4.) The RaceName_AI_Strategies.txt are not working, the AI will always use Default_AI_Strategies.txt even so a RaceName_AI_Strategies.txt is placed in the race folder.
5.) The AI constantly tries to upgrade some cargo units but fails to do so because it contains cargo. The AI should unload the cargo first (easy for fighters) or should not upgrade the cargo but instead use the ship. At the moment the ship hangs useless above a space yard and does nothing productive.
6.) The Supply Minister should take over ships without supplies from other ministers. At the moment especially colonizer are running short of supplies and try to reach distant planets (I had a colonizer with a 250 turns route!). As the AI is only producing so many colonizers and these are out to settle in the next millennium, the AI fails to colonize free planets in the vicinity if they became available (due to attacks for example).
7.) Generally, colonizers should not travel farther than Supplies + 1 system for example.
8.) The AI is ignoring the "avoid system" even if told not to enter these systems.
9.) The AI should not channel its space traffic through disrupted warp points. The AI throws away whole fleets this way.
10.) If a warp point is blocked by enemy forces, the AI should not try to move around them and spent all their movement points this way.
11.) The AI should attack satellite Groups above warp points and empty planets. I watched the AI several time to throw colonizer after colonizer without ever colonizing the planet. A combat fleet stand in the adjacent sector but never intervened.
12.) If you upgrade a damaged ship, all damaged components are repaired instantly, only the upgraded components need to be repaired after the upgrade.
13.) There seems to be a memory leak. The engine increases in memory size every time you hit the “end turn”-button until the program become 105 MB. After a while it will drop out with “out of memory”.
14.) “Range Check Error” present, a save game file is available. There seems to be an error with the troop transport.
15.) The name file (at least the “states.txt”) is to small. The AI runs out of names and stops building new designs altogether. Just increase the design name addendum from 10 to 20 and it should work again (or just add more states :-)).
16.) When the design AI should fill up with shields, it will do so with shield generators every time but should use phased shield generators if available.
17.) There seems to be a problem with the AI focusing on an attack when more then 1 enemy is present. In a test game, the AI would not wipe out the Amonkrie in 2 systems within 500 turns (but did battle them once in a while). More enemies were present on other borders.
After surrendering all other empires to the Phong (i.e. only 1 enemy empire left) the AI went straight into an offensive in these old “Amonkrie”-systems, wiping out colony after colony ASAP (I could not have done it better), clearing the 2 systems in no time. All parameters were the same except there was just one enemy race left instead of 4.
Wishes:
1.) Add a line “use master computer if available” in the design files. At the moment you cannot prevent the AI from designing ships with bridges, life support and crew quarters.
2.) The empire AI should scrap old units (fighters, weapon platforms) to gain cargo space making room for the new designs.
3.) Atmospheric Converter: The AI should check if the planet already has the desired atmosphere and skip building the facility. It should also scrap the facility if the desired atmosphere has been produced.
4.) The AI should use all remaining points between the maintenance max. and the actually income to build units (if storage is already full). At the moment the AI stops building units if it has reached its maintenance max. even so there are resources left and units don’t cost maintenance.
5.) When assigning orders from the AI_Construction_Vehicles.txt, the AI should try to assign as many as production facilities and resources allow. I.e. if the AI should build 10 cruisers and has only 5 space yards it should order 5 cruisers and go on searching for a unit production and assign them in effect building both, cruisers and units, at the same time.
6.) One shoot of a weapon should only kill one fighter, overkill should be lost.
7.) Count the damage of each weapon separately. At the moment all fire in a salvo is solved as one salvo, not as individual hits rendering emissive armor almost useless. This is especially true to fighter Groups.
8.) When engaging in strategic combat the report will not show fighters launched in combat. This way it is only guessing what fighters were lost. If going into strategic combat with a fleet that already has spaceborne fighters and launching additional ones in the fight the launched fighters are correctly added to the spaceborne one. Please add a line in the combat report to show the launched and destroyed fighters.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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