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  #1  
Old October 24th, 2006, 09:23 AM

RonGianti RonGianti is offline
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Default Re: 1.08 bugs.

Quote:
Dejavuproned said:
When I have two types of pop on a planet, one that breathes the atmosphere of the planet and one that doesnt,
There was a bug in 1.00 that would allow you to remove the entire population of a planet. It happened by mistake if you built a colonizer, then told it to colonize a planet, it could take all the population off the current planet and leave it lifeless.

1.08 made it so you can't remove the last 1 mil population, but now 2 races are forced together... In the meantime, you can actually scrap (!) population or jettison them so only the race that breathes the atmosphere is left.

Tiny cruiseships come by and pick them up and take them on an interstellar vacation, in case you are concerned.
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  #2  
Old October 24th, 2006, 10:03 AM

Moriarty Moriarty is offline
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Default Re: 1.08 bugs.

A bunch of 1.08 bugs. Several are dupes but it can't hurt to re-iterate them.

Oh and I agree that the interface needs work. There are far too many places where its not intuitive.

Note: A couple of days ago I sent an email to malfdor with a whole bunch more bugs. A couple of these reference bugs in that e-mail

Anyhow, the bugs


1) - I was being attacked by a non-treatied player. 5 Frigates attacking my undefended world. Using strategic view.
Problem is that both my planet AND the enemies 5 ships were all in the "defenders" column together.
Note: A different planet was attacked by a different player, but in that case both parties were in their correct columns.

2) - I recieved a treaty proposal from the AI that had:
Share Resupply
Share Commucations
It had a few other elements, but these two were broken because they didn't actually have any of their sub-elements selected. i.e. They did not specify whether it would affect both empires, or one specifically. They were blank, both in the "view" and when replying with a counter-offer and altering the treaty elements.

I later recieved a different treaty proposal which had the element "mutual defence aid" checked but with a blank sub-section. This is odd because the MDA clause only has one sub-section. :?

I did manage to agree to a treaty with the non-existant clauses and the game didn't crash, so that's something.

3) Pathfinding bug - Although this is also a mapping issue. "Seeing all systems" is off, and I have not traded any mapping data with any other races. Basically I have to explore the "old fashioned" way.
There are two systems which are connected. Except that neither system has been fully explored and I cannot yet see the warp points which are connecting them in EITHER system. The problem is twofold:
a) On my galaxy map it is clearly showing that the two systems are known to be linked together.
b) I have a ship plotting its course through this unexplored warp-point and coming out at the other unexplored warp-link. The pathfinding line goes into the red (unexplored) area in one system, stops, and then pops up in the next system in another red area.


4) - For some reason it's not possible to adjust the width of columns in listings. I.e. on the colonies list it would be nice to be able to change the widths so that you could make the ones that are too large (like planet name) smaller.

5) - On a related note - Why doesn't it remember your custom layouts between games? It doesn't remember your empire options between games either. In fact it remembers damn little (nothing to be exact).

6) - Why do I have to give my treaties names? At least against the AI this is pointless and just results in me constantly forgetting and having to spend an extra 10 seconds editing my treaty proposals.

7) - I received several anomalous event logs pertaining to research. Namely I recieved the following 4:
New Tech Level
Tech 1 - Energy streaming
Tech 1 - Torpedo weapons
Tech 1 - Smaller weapons
Tech 1 - Shield damaging weapons
The problem was that this was after researching contra terrene engines lvl 4.
I suspect these are because my ally is sharing his research with me. So why don't the messages say they are courtesy of my allies? Its confusing seeing messages about research you've not conduced (initially I thought it was another bug).

8) - Anyhow there is still a bug proper there. Because I get those messages EVERY TURN. I'm pretty sure its because I don't have the necessary pre-requisites (i.e. "Military Theory" for torps). Them being given every single turn is just silly.

9) - In my e-mail I reported a bug about a ship going forwards and backwards repeatedly forever, turn after turn.
Well that's happened again (twice). But now I think I know the cause. I gave the ship orders to go to another system. This involved it passing through a hex that it later (as in when it came into sensor range) found out was occupied by an enemy ship. For some reason rather than just stopping (or re-pathing around), it decides to go back and forth indefinately, even after the ship that was in the way has gone.

10) - why does the paused strategic combat screen have a framerate of 12fps (about the same as when its unpaused!)? On average I'm getting abut 30, but the strategic combat screen doesn't include any 3d stuff at all that I can see.
And when I open the ship-report panel that shows a ships components, it plummets down to 4fps!!! -
Note - In tactical if I open the ship report panel, the frame rate plummets to 4fps too.

11) - I somehow managed to get the cheat-code entry text to come up. But now I can't get rid of it. not escape, not return (both pressed repeatedly), not random bashing on the keyboard, it simply won't go away. As such I now can't use keyboard shortcuts until I restart the game or maybe just end the turn. Nope, even when I end a turn it's still there on the new turn!!!! HOW DO I GET RID OF IT? In the end I had to re-load the game. Not good.

12) - If I research 6 levels of something in one turn (i.e. "Starship Resupply" lvls 1 to 6), why do I get six messages telling me that I've completed these six levels of tech, PLUS I get six messages telling me that a new facility (Resupply 1-6) has just been developed. Wouldn't it be neater to only show the top level that was researched (i.e. lvl 6)? Especially in relation to the facility seeing as you can't actually use the lower level ones.

13) - The game doesn't seem to want to let me load my pre-saved empires when creating a new game. I get: "This empire cannot be added because it has used more racial points than are allowed."
Problem is, its not. This has happened to both my saved empires, and they are both using 3,000racial points.
But even when I set the racial point count to 5,000 for the game it still won't let me load those empires.
The weird thing, is that if I load up a saved game type which has 3,000 Racial points set, it will let me use those pre-saved empires.

14) - When I load an empire from file and go to edit it, it gives me 476,000 technology points to use. Which is wrong because I've never used tech-points (always leave it off). When I create a new empire manually this number is at 0.
The really really bad thing is that you can then use those 476,000 TP in a game where the rules say you should have 0 (I just tested it). Obivously this gives you an unfair advantage.

15) - I played a game where I had turned off inteligence. There are two bugs here:
a) I was able to research intelligence stuff still.
b) The AI not only researched intelligence things but also built them!

16) - I wanted a weapon platform. I auto-designed it and it had several supply pods and ordanance storage pods. But I couldn't manually add those pods to it. Similarly it came with a medical bay (why?) but its not available on the component list for me to add manually. The filter is set to "show all components".



Hmnm, 16 bugs. Not bad.
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  #3  
Old October 24th, 2006, 10:26 AM

tmcc tmcc is offline
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Default Re: 1.08 bugs.

Regarding number 14 this happened to me, but only when I messed with the data files after saving the empire. Also if you notice your starting tech levels will all go to zero, so you don't really have 476K extra points to use, but actually need to buy back your starting technologies, at least that is what happened to me. A clear bug there though is that if, as an example, you don't buy back lvl 1 of projectile weapons and leave it at zero you will still have the DUC lvl 1 component available at the start.
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  #4  
Old October 24th, 2006, 05:19 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: 1.08 bugs.

Quote:
tmcc said:
A clear bug there though is that if, as an example, you don't buy back lvl 1 of projectile weapons and leave it at zero you will still have the DUC lvl 1 component available at the start.
That's because it always goes by the "start level" on the tech in techareas.txt.

Not exactly a bug, but caused by the same thing...
I was experimenting with racial trait-dependent techs. I discovered that you can set them to a higher starting level than 0 and your race with that trait will srart at that level of the tech. However, so will all the races in the game that DON'T have that racial trait. They can't research further levels of it, and it doesn't even show up on their research screen, but it shows up in their empire report and they can build whatever is allowed by the level(s) of the tech they receive this way. It turns out all the racial trait-dependent techs in stock start at 0 - guess that's why. That might be exploitable somehow for a mod - everybody gets level 1 but only the special races can research higher.
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Old October 24th, 2006, 05:22 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: 1.08 bugs.

I encountered another couple of bugs using remote mining...

On the Empire Options screen, it adds in resources from remote mining twice - once under "ships" and once under "remote mining". This total is then used to calculate your "net". However, you don't really get double output. So, let's say that you have 100,000 minerals being produced by other methods and 10,000 being produced by remote mining. The report will say you have 120,000 coming in, even though you really only get 110,000. Let's say you are spending 115,000. The report will say you have a net gain of 5,000, but really you have a net loss of 5000. So, your stored minerals will go down 5,000 every turn and you are wondering why when the report says you have a net surplus... Of course, you'll never see this except in the specific circumstances where you have a net deficit that is <= your actual (not doubled) remote mining production. Any other circumstance will give you a net with the right sign on it at least, and you'll only notice something is amiss if you add up the numbers manually.

In the planets screen, if you select the "Value" layout and the "Asteriods" filter, it doesn't fill in the values in the columns. Interestingly, sorting by the columns via clicking on the column heading still works. However, you can't see what the values are. This is a pain, when you are trying to intelligently place remote mining ships...

On that subject, although not a bug, it would be nice if there was a stock ship design type "remote mining ship" and the ability to dispatch them from the planets screen like colony ships (only the ones having no orders & not currently remote mining would respond), and to be able to see from this screen which planets/asteroids have a remote mining ship present/in route.
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  #6  
Old October 25th, 2006, 09:16 AM
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MisterBenn MisterBenn is offline
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Default Warp Point issue?

Hi all,

I have had what appears to be an issue in the map generation - on the demo, and also in my current game on v1.08 with Balance mod 0.92.

In both cases, I have a warp point in my home system, which when I travel through, delivers me to a different warp point within the same solar system. If I have a scout set to "Explore", he chooses warp point A, travels through, and then arrives at warp point B within the home system still. The order to explore means the scout reassesses and decides he needs to warp through point A once again, and I have to intervene to stop him looping endlessly like this.

Has anyone else seen this? The offending warp point is a "Large, stable" one and I'm *fairly* sure that no properties can exist on warp points which cause this.

I have a saved game to illustrate this at home which I can follow up with soon if required.

Loving the game though!
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  #7  
Old October 25th, 2006, 09:25 AM

Yimboli Yimboli is offline
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Default Re: Warp Point issue?

Wow! do you mind uploading that? I'd really like to see it. I assume the warp point was auto-generated?
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  #8  
Old October 24th, 2006, 10:42 AM
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Spoo Spoo is offline
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Default Re: 1.08 bugs.

Quote:
Moriarty said:
11) - I somehow managed to get the cheat-code entry text to come up. But now I can't get rid of it. not escape, not return (both pressed repeatedly), not random bashing on the keyboard, it simply won't go away. As such I now can't use keyboard shortcuts until I restart the game or maybe just end the turn. Nope, even when I end a turn it's still there on the new turn!!!! HOW DO I GET RID OF IT? In the end I had to re-load the game. Not good.
Hit ` (the ~ key)
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #9  
Old October 24th, 2006, 11:27 AM

Raapys Raapys is offline
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Default Re: 1.08 bugs.

It appears impossible to Accept/Reject a Form Alliance counter-proposal?

Also, ships/fleets regularly get *stuck* in suns. Basically they drive all the way up to them and stop there until given new orders that take them away from the sun.
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  #10  
Old October 25th, 2006, 03:35 PM

Moriarty Moriarty is offline
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Default Re: 1.08 bugs.

Quote:
Spoo said:
Hit ` (the ~ key)
Heh. That was probably the only key I managed to miss in my random bashings try to get rid of it. Thanks.


Quote:
dmm said:
This is being done on purpose. In the original demo, you could get rid of all the default techs, which gave you lots of racial points to spend on other stuff. Then when you started the game, you had all the default techs anyway. So a change was made to prevent this, which results in the behavior you are seeing.
That doesn't make sense. I have spent exactly 3,000 racial points (the ones it gave me) so why won't it let me load this previous Empire?


Quote:
dizzy said:
When I select my colony ship and hit the resupply at the nearest base button, it will move toward the allied race's planet, but it stops short of moving into that hex so it doesnt resupply.
I didn't think you needed to actually go to the planet itself to resupply, I thought it was provided system wide. That's what the manual says (just looked) and the in-game text under "system modifiers" in the top left.
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