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October 20th, 2004, 10:39 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
*thread necromancy*
So... we should continue the list. I recall that a few of these bugs were fixed 1.91, but I do not remember which.
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October 21st, 2004, 12:49 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Known Bugs
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.
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October 21st, 2004, 01:34 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: Known Bugs
With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
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.
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.
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October 21st, 2004, 02:39 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: Known Bugs
I remain convinced that there is a bug in the retrofit routines. I have encountered many times (and been able to consistently reproduce it) a situation in which I get a "cannot retrofit these ships becuase you don't have enough resources" - and I know that I did have enough resources, and, no, I didn't convert any at resource converters in these situations.
I have quadruple checked this in multiple games and it occurs with enough frequency that I rarely retrofit anymore - perhaps my problem was that I tended to retrofit lots of ships at once, but even then the entire cost of retrofitting was affordable. So, I think this is a bug...
Thanks,
Alarik
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October 21st, 2004, 03:09 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Known Bugs
Alarikf, do you have the three resources in storage when making the retrofit? You need to have enough in storage for the three resources in order to make a retrofit, before income happens (after gifts and resource conVersion take place though). Likewise, I gather you aren't making gifts on that same turn?
I have been using a lot of retrofits, and I have yet to run into a bug, besides my own mistakes (somehow, retrofitting a ship costing a lot of radioactives won't work if I don't have any radioactive in storage). Which either means I have been lucky, or you are having a problem with storage; perhaps overlooking one of the two "lesser" resources.
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October 21st, 2004, 03:41 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: Known Bugs
Yeah, the one concrete case I'm thinking of I had oodles and oodles, gazillions, of each resource. But, in any case, I've hashed this over multiple times...I just live with it now...I guess, however, what I would like to see is that retrofitting be more transparent in what it entails. Should be easy to have a line on the empire screen that indicates how much the retrofits you have chosen that turn are going to cost...
not a big deal...
Quote:
Alneyan said:
Alarikf, do you have the three resources in storage when making the retrofit? You need to have enough in storage for the three resources in order to make a retrofit, before income happens (after gifts and resource conVersion take place though). Likewise, I gather you aren't making gifts on that same turn?
I have been using a lot of retrofits, and I have yet to run into a bug, besides my own mistakes (somehow, retrofitting a ship costing a lot of radioactives won't work if I don't have any radioactive in storage). Which either means I have been lucky, or you are having a problem with storage; perhaps overlooking one of the two "lesser" resources.
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October 21st, 2004, 04:47 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
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.
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October 21st, 2004, 04:54 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
Latest compiled list. Were any of these bugs fixed in 1.91?
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. If enemy sweeps a minefield entirely you get no log message about it.
9. Supply sharing between fighter Groups and a fleet is bugged. Fighters seem to drop to 0 supplies when added to a fleet.
10. Units destroyed in combat are listed as "taken" in the combat reports.
11. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
12. Fighters fleeted together do not share supplies
13. 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.
14. Fighters won't resupply at a Resupply Depot if the RD is on a moon.
15. Facility "tags" won't show up on the system view if the facility is on a moon.
16. Captured ship designs from intel projects are not added to your list of known enemy designs.
17. 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).
18. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
19. 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.
20. 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.
21. In the construction queues screen, the "ships" button doesn't seem to do anything.
22. 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.
23. 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.
24. 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.
25. 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.
26. 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.
27. With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
28. 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.
29. 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.
30. 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.
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October 21st, 2004, 05:03 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Known Bugs
8: now gives a message when you have lost part of a minefield, or the whole of it, due to minesweepers.
9: I believe fighter and ship supplies are now fully separate, and they do not mix with each other in a fleet. (So fighters with full supplies and a ship without supplies will result in the same situation next turn) At least, it is my latest result when playing 1.91.
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October 21st, 2004, 05:20 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Known Bugs
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.
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