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Home » news » forums » Support & Feedback » Bug Reports

1.08 Bug list and workarounds

Iron Giant's picture
Submitted by Iron Giant on Thu, 2006-10-19 10:17. Space Empires V General | Bug Reports

Please post your bugs. I'm a big fat nobody so don't think otherwise, I just am hoping to help people to know when something is a bug, not a player misunderstanding and how to get around the bugs.

If you're using a mod, please keep bugs in a seperate list (below). If you have a workaround, please post that as well. Screenshots and save games are especially welcome. Not all of these are mine, I'm scavenging from other threads to keep this in one place to alleviate player frustration with the game Smiling

Non Mod bug list:

1. Disappearing Ordinance

Ships put in a Fleet lose ordinance each turn. Sometimes this seems to happen even if not in a fleet, more testing needed.

WORKAROUND - Don't use weapons that need ordinance, or don't put them in a fleet.

2. Neutral races don't respond to communications at all

These are the races that all use the same generic shipset and don't leave their home systems.

WORKAROUND - Conquer them instead. Smiling Someone made a mod that fixes this, see below in thread, also see my cautions about editing the core files (i.e DON'T)

3. AI races build troops with no weapons sometimes

WORKAROUND - ??

4. Troop weapons do no damage sometimes

Weapons on troops shoot, but do no damage. After a while, the combat "ends" unresolved, then then after a few turns of this stalemate, SEV crashes with the error: "out of memory".

WORKAROUND - Have your troops RAM the enemy troops and this may damage them. This also works if the enemy has a non-troop on the planet (An indestructable satellite for example) which don't seem to be damagable, but can be rammed. Also, include some fighters on your troopships, they seem to be able to shoot things troops can't.

5. Trade agreement tech swap works, but is reported incorrectly.

If you research Sensors 7 and the AI with a treaty researches Missle 5, you swap the tech but it says in the info screen that he "gave" you Sensors 7 and you "gave" him Missles WORKAROUND - None, its working, but listed incorrectly.

6. Tech trade agreements with races with special techs (Crystal, Organic, etc) will say you get Level 1 (or level 0) of that tech every turn, but you do not

It MAY be that you are not supposed to get upgrades in that tech unless you took that racial trait.

WORKAROUND - None, but clarification would be nice and remove or clarify the report ("Race X sent you Level 7 organic weapons, but you have no idea what to do with it because you didn't take the Organic trait")

7. 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.

8. The auto pathing for ships still uses undiscovered warp points.

9. The Shard Cannon is broken.

The forumla that calculates the damage multiplies by 0. So a level 100 Shard cannon does the same as a level 1 (15 points)

10. Carriers cannot hold enough supply and ordinance for the number of fighters they can hold

NOTE: this is partly a bug, but may be somewhat by design....

WORKAROUND - design your carriers well, with the minimum number of Fighter Bays, and then research SUPPLY up a few levels before continuing to research Fighters. Include many, many ordinance and supply bays. Do the math well for what the fighters need. Include supply ships. This may all seem like a lot of work, but I think fighters are pretty powerful, so this may partly be a good balancing factor.

11. Stuck at "End of Turn Processing", game hung

On some PC's, Large games crash often after 50 + turns.

WORKAROUND - Don't use the large maps. Stick to medium and smaller. Hopefully this is fixed in next patch.

12. There is a bug where your game CTDs or freezes on a warning screen saying the ship cant recover fighters of drones in space. This requires you to reload drones or fighters through the cargo loading button which drains the fighter groups of supply and ordnance.

WORKAROUND? Clarification needed.

13. Can't remove the last 1 mil of population from a planet

This is (now) by design. Without this, if a colony ship was sent from there, it could take the entire population and abandon the planet. HOWEVER, this is annoying when the planet has 2 races on it and one breathes the atmosphere. The race that doesn't breathe stops the planet from building its potential of facilitys and the last 1 mil of the other race can't be removed.

WORKAROUND - You can "scrap" the last 1 mil in the Cargo settings page, or jettison them. *They are picked up by, um, passing passenger liners, in case you are worried about them* Smiling

14. Strategic combat causes crash

WORKAROUND - Don't use Strategic combat. Use Tactical combat and set speed to 8x to acheive the same effect at Strategic. Needs fix.

15. Population very unhappy. Naturally happy, naturally depressed reversed

The Naturally happy/depressed are reversed, awaiting bug fix. Don't take happy, its broken, don't take depressed unless you want to cheat Smiling

If you didn't take Happy and still have problems: Build lots of small troops on unhappy planets BEFORE they riot. Build a fleet of ships and park them over rioting planets. When they come out of riot, build lots of troops there. Research and build the facilitys that increase happiness systemwide.

Mod Bug list:

1. Be careful to not modify any of the original files of the game

Always make your own Mod so you can tell if a problem is with Mods or the original game:

Simple MOD instructions here:

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=455924&page=0&view=collapsed&sb=5&o=&fpart=1

"End of Turn processing" freeze

The game files say that universes with up to 255 solar systems are supported, but on many (most? All?) PC's, anything over 50 Solar Systems risks a game freeze at "End of Turn Processing" This is not a MOD issue, strictly, but if this happens to you, its not your MOD, its a bug.

WORKAROUND - Stick to smaller than 50 Solar Systems until patched.

‹ (1.25) Atmospheric conversion (1.25) Ground combat simulator ›
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AngleWyrm's picture

6. same level-1 tech every turn

Submitted by AngleWyrm on Thu, 2006-10-19 10:39.

6. I've had this happen with Robotics Level 1, which is not race specific. It may have to do with not posessing the pre-requisites.

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Iron Giant wrote:2. Neutral

Submitted by dun_Starscaper on Thu, 2006-10-19 11:02.

Iron Giant wrote:
2. Neutral races (the ones that don't leave their own home systems) don't respond to communications at all. WORKAROUND - Conquer them instead. :)
This can be fixed by modding the AI script file. I've posted instructions on how to do this at http://www.spaceempires5.com/en-US/node/674.

Iron Giant wrote:
5. Trade agreement tech swap works, but is reported incorrectly. If you research Sensors 7 and the AI with a treaty researches Missle 5, you swap the tech but it says in the info screen that he "gave" you Sensors 7 and you "gave" him Missles WORKAROUND - None, its working, but listed incorrectly.
In addition, explicit trades (i.e., where you say "I want this and I'll give you this") are the other way around: the messages are accurate, but the wrong party gets the wrong package. Both classes of bugs (treaty and non-treaty) apply to any exchange, not only of technology.

Iron Giant wrote:
7. 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.
There's a similar bug with "add to fastest". I've posted it on the bugs forum.

Iron Giant wrote:
8. The auto pathing for ships still uses undiscovered warp points.
Not convinced that this is a bug, since you know from the quadrant map which systems have warp points between them even if you've never used them. In fact, if auto-pathing doesn't work this way then the "Share System Maps" clause of treaties becomes useless.

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Diplomacy

Submitted by eggsrid on Thu, 2006-10-19 13:40.

There are some weird things with diplomacy. Sometimes the AI empires will suggest treaties without selecting sub-options, and well I don't know how the game handles that. I also noticed that the AI empires will often suggest two different treaties in a row. And in the manual, they say there should be an option to trade in cultural achievements, but I couldn't find any in game.

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For me with the steam

Submitted by Wrongshui on Thu, 2006-10-19 16:56.

For me with the steam version of 1.08 Space Yard Components are producing more than they should for some reason, they are getting bonuses that planet space yards don't get.

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AI request implausible

Submitted by AndonSage on Thu, 2006-10-19 19:50.

Playing v 1.08 game (retail, not Steam), I've received a similar message from two different AI races (not neutrals) where they demanded: (from Terrans) You must immediately remove your people from the Tyrik system and (from Abbidon) You have taken up residence on worlds which don't belong to you. Leave the Ikrod system at once!

The problem is that I don't have any people, colonies, ships, units, etc. in those systems. Each of those systems (Tyrik and Ikrod) contains a neutral race that I had previously visited many turns earlier, but left immediately. I did get an option to Reply to the demand, and just chose Accept Request since I didn't have anything in those systems anyway.

I don't know if the bug is that the AI races think that those neutral races are me, or if the demands were sent to me instead of the neutral races. It's only been a few turns since the messages, so I'll have to see if they send me more messages.

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Workaround to no sub-options in treaty

Submitted by AndonSage on Thu, 2006-10-19 19:54.

eggsrid wrote:
There are some weird things with diplomacy. Sometimes the AI empires will suggest treaties without selecting sub-options, and well I don't know how the game handles that.
That happened to me, and I chose to counter-offer and removed all of the no-sub-options components. I had to choose one of the sub-options, then click off the main option. Anyway, this is a workaround for the problem.

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Atmospheric Modifications

Submitted by LordMaliki on Thu, 2006-10-19 20:52.

I recently used an atmosphere modification plant on a planet that had a conquored race on it and instead of making it the type the inhabitants needed it made it 02 like my main race breathes.... Not sure if that's a bug or intended but in se4 it would have worked for whatever race was living on the planet.

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Re: AI Request Implausible

Submitted by dun_Starscaper on Thu, 2006-10-19 21:25.

AndonSage wrote:
Each of those systems (Tyrik and Ikrod) contains a neutral race that I had previously visited many turns earlier, but left immediately.
I've also gotten this bug for systems that I've never seen.

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Ordnance Drain and Carrier Operations

Submitted by Mus76 on Thu, 2006-10-19 21:46.

Iron Giant wrote:
1. Disappearing Ordinance. Ships put in a Fleet lose ordinance each turn. Sometimes this seems to happen even if not in a fleet, more testing needed. WORKAROUND - Don't use weapons that need ordinance, unfortunatly.

Also Ive encountered a window saying telling me that Carriers cant recover fighters in space so I have been forced to use the load cargo button to recover launched fighters. Also, while playing without fleets because of the ordnance bug Ive noticed that fighters drain an insane amount of supply and ordnance on launch usually only a couple dozen will be fueled and armed correctly while the others launch and retreat. Not sure if thats just because of the large amount of supplies required to fill up all the small engines on each fighter or if they are being stored empty. This also leaves the Carrier as a sitting duck with 0 supply/ord. All of this adds up to a severe balance issue that should be looked into and hopefully fixed in the same patch that corrects the ordnance drain bug because if they just fix the drain bug people will notice the supply system underneath is badly broken/unbalanced as well.

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Fighter ordinance

Submitted by dun_Starscaper on Thu, 2006-10-19 22:32.

Mus76 wrote:
Also, while playing without fleets because of the ordnance bug Ive noticed that fighters drain an insane amount of supply and ordnance on launch usually only a couple dozen will be fueled and armed correctly while the others launch and retreat.
Interesting. I've just finished doing simulator runs of some fighter designs with shard cannons or rocket launchers, and I noticed that the game treated the fighters as having 0 ordinance capacity (even though both weapons have the "ordinance storage" ability). So if the fighters are sucking up resources they can't even use...

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Ordnance and Supply bugs

Submitted by AndonSage on Fri, 2006-10-20 00:52.

Mus76 wrote:
Also, while playing without fleets because of the ordnance bug Ive noticed that fighters drain an insane amount of supply and ordnance on launch usually only a couple dozen will be fueled and armed correctly while the others launch and retreat. Not sure if thats just because of the large amount of supplies required to fill up all the small engines on each fighter or if they are being stored empty. This also leaves the Carrier as a sitting duck with 0 supply/ord.
Hmm... I had a problem in the demo with fighters retreating in any battles after their first one, but since it looked like a cloud, I thought that had been fixed (patch notes mention fighters in a cloud formation). I didn't think to check on their ordnance and supply. Dang, I'm just about to create my fleet of carriers and fighters in my current game (well, wasn't going to put them in a fleet because of bug), but now this seems to make them of no use. Even if you use weapons that don't need ordnance (like beam weapons), you still have supplies for the engines.

Did you happen to have extra ordnance or supply storage on your fighters? I wonder if that helps...

This is one bug that needs to be fixed immediately, because there doesn't seem to be a workaround.

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Two big bugs

Submitted by Lightning4 on Fri, 2006-10-20 01:29.

Not sure if anyone else has had these yet...

1. Manually generating galaxy map on large setting with no warp points (may work with other settings like medium, all warp points, etc) causes generation engine to deteriorate and only generate partial warp points, to none at all, then eventually crashing the game entirely.

2. Racials "Naturally Happy" and "Naturally Depressed" seem to have their effects reversed and overwhelmingly out of proportion. Naturally Happy, the biggest offender, caused constant riots on many of my planets, if they weren't rioting they were angry and would not have any population growth... Naturally Depressed (Hard to tell if this one is broken or not) had all jubilant planets mere turns from the game start

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ordnance and supply bug/balance issues

Submitted by Mus76 on Fri, 2006-10-20 02:25.

I didnt have any extra ordnance or supply storage on my fighters. There doesnt seem to be a place where you can check on the supply/ordnance status of individual units when they are stored as cargo, but you can see whats internally stored in the small engines and weapon mounts when the fighters are deployed as a fighter group on the system map. Im not sure if this is a bug a balance issue or a bit of both. It wouldnt be that big a deal to have to refill the internal S/O of every small engine and weapon mount every sortie if it wasnt 30 ordnance and 300 ish supply per fighter. Thats a ridiculous amount of supply for sustained carrier ops. You could drain entire planetary stockpiles in no time and thats assuming there was a way to put that much S/O storage space on a carrier in the first place. There isnt, especially not with a req to have 40% of its tonnage devoted to fighter bays.

These are my current questions:

Is the launch/recover button causing anyone else to get error messages? The only way I can recover outside combat is by using the load cargo button and pulling them out of the fighter group which then disbands... maybe the Supply/Ordnance is disbanding with the fighter group?

Do the supply and ordnance values of fighters reset to 0 on landing? How could we tell if we cant see the S/O status of stored fighters?

Would it be possible to have small engines and weapons use decimal values of S/O per hex moved/weapon fired so that the amount needed to top off each fighter could be reduced without changing range and combat balance? Thats the only way I can think of to fix this without bumping the amount of S/O per storage unit through the roof and unbalancing the ship level supply system which seems to work ok (and seems balanced) other than the fleet ord bug.

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Lock up on the last step of end turn

Submitted by Lerok on Fri, 2006-10-20 03:36.

I have had this bug occur with two separate sysytems in 4 separate games. after running thru severasl turns usally 50-150 turns the system will lock up on the "processing data from all players" part of the end turn proccess. This continues to happen even agfter restarting the game and loading from an earlier save and it always happens in the same turn. forceing me to start over to date i have only been able to run a game up to about the 15th year befor this bug 86's the game for good.

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SirKid's picture

I get a CTD whenever I try

Submitted by SirKid on Fri, 2006-10-20 05:46.

I get a CTD whenever I try to recover Drones or Fighters. I've sent a repeatable save to MM.

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Iron Giant's picture

More bug additions

Submitted by Iron Giant on Fri, 2006-10-20 07:57.

The Shard Cannon is broken. The multiplier per level of damage is set to 0. So a level 1 Shard Cannon does the same damage as a level 100.

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?

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Iron Giant's picture

Are you patched?

Submitted by Iron Giant on Fri, 2006-10-20 07:59.

Lightning4 wrote:

2. Racials "Naturally Happy" and "Naturally Depressed" seem to have their effects reversed and overwhelmingly out of proportion.

Are you using the 1.08 patch? I thought this was fixed.

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Mod Designer

It was not.

Submitted by Phoenix-D on Fri, 2006-10-20 10:20.

The patch only fixed the Urban Pacicfation Center, not the racial abilities.

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No CTD here, but have to restart and use cargo load button

Submitted by Mus76 on Fri, 2006-10-20 12:46.

SirKid wrote:
I get a CTD whenever I try to recover Drones or Fighters. I've sent a repeatable save to MM.

Interesting. I do not get a CTD. I get a window saying "X cannot recover fighters in space" X being the name of the Carrier Im trying to recover with. I cant close that window so I cant continue with the game and I have to kill the .exe and restart. Using the cargo loading button I can recover.

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Mod Designer

The difference

Submitted by Phoenix-D on Fri, 2006-10-20 13:07.

The difference is simple, actually.

If you have "condensed view" on, you won't crash. You MIGHT hang, like Mus76 does.
If you have "condensed view" off, you'll crash.

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Im using Cruiser hulls and

Submitted by Mus76 on Fri, 2006-10-20 16:47.

Im using Cruiser hulls and smaller amounts of fighters per carrier and keeping track of how much supply/ordnance each one can hold to try to figure out whats going on. Ill let you guys know what I find out.

I think for balance purposes the requirement of 40% of a Carriers tonnage be fighter bays needs to be toned way down maybe to 20% so they can fit more S/O storage or maybe make S/O storage count towards the 40% requirement.

I hope the fleet ord bug and bugs/balance issues around carrier ops can be fixed quickly, those are the only real game breakers Ive encountered so far though Im sure there are others.

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Clearing the System Memory.

Submitted by StarHunter5 on Sat, 2006-10-21 02:19.

Iron Giant wrote:
1. I made a mod with just 2 changes: Changed the large Galaxy from 75 - 100 to 200 - 250 systems and used a different SystemNames.txt with pleanty of system names. Out of 5 games played, only 1 worked correctly. The other started crashing around turn 30, with the screen locking up at the "End of Processing turn" screen. When I tried to End Task on SEV, it says "invalid memory at xx00000xxx00". WORKAROUND - Be careful to not modify any of the original files of the game! Always make your own Mod so you can tell if the problem is with Mods or the original game:

It appears that the game does not clear the memory properly, such as when you generate a map, so it uses more and more memory until the computer runs out(or runs into a memory area that is reserved or being used by another program).
The game should check to see if that area of the memory is being used and if it is, it should free that memory, that should solve the problem.
However that is something that has to be done in the program, so that means they will have to fix this in a patch.

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TakAhLah's picture
Mod Designer

Hi forgive me if this bug

Submitted by TakAhLah on Sat, 2006-10-21 11:50.

Hi forgive me if this bug has been reported already but just in case.

Playing Balance Mod

I just used ground troops to try to capture a planet. My troops killed all the enemy except two fighters which were damaged and they fled...off the map...not to be found!

This left a weapon platform for me to destroy...after shooting it for some time but with no effect I noticed that its armour had dropped to 366 but would not take anymore damage. My troops then ran out of ammo and the ground combat timed out.

On returning to the system screen my ships were now way over sized. They took up the whole map!!!!!

Now going to see if this can be recreated in a unmoded game of SEV...I think it can but better test it.

Only the Awkward question; only the Foolish ask twice

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Fighter supply clarification

Submitted by raynor on Sat, 2006-10-21 20:10.

In a different thread, I posted my finding regarding the fighter supply issue. The problem is that the supply storage for fighters is cleared out when they are loaded into the fighter bay. Then, each fighter takes the max supplies it can carry from the carrier when it is launched.

In SEIV, I typically built my Lt Carriers with the minimum number of Fighter Bays and then filled the ship with Cargo Modules. In that way, the Lt Carrier couldn't launch as many per turn. But it could launch A LOT of fighters over time. Imagine my shock when my carrier ran out of supplies after just one engagement!!

You can easily test this by launching a fighter outside combat. With 18 Small Ion Engines, you will see the carrier supply drop by 900 with each fighter launch.

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Kwoks balance mod mitigates

Submitted by Mus76 on Sat, 2006-10-21 21:03.

Kwoks balance mod mitigates the problems with Carrier Operations to a large extent by greatly reducing the number of engines per fighter and many other changes but I still think in both stock and balance mod the 40% tonnage req on Carriers for fighter bays is way too high. Should be like 20-30% so you have more room for supplies. Also the game should be keeping track of the number of supply/ordnance on each fighter and remove only the amount necessary to top up.

Honestly... Balance mod should be really paid attention to by MM. The concepts are implemented very well and improve the game a great deal. Maybe Kwok should start getting a check.

=)

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remote mining bug?

Submitted by Jaxem on Sat, 2006-10-21 21:20.

Not sure if this is a bug or not but i figured i'd bring it up. I have been trying this remote mining deal to great success. however, i look on the empire options thing and i think it adds the stuff i remote mine twice. it gives me 42k for the 'from ships' catagory and the same ammount for the 'from remote mining' catagory and adds them together. should i only get it in one catagory or is it supposed to be doubled?

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Trading Bug

Submitted by AndonSage on Sat, 2006-10-21 22:11.

In my current game I have a similar trade treaty with both the Terrans and Xiati, which is 10% max trade and non-aggression. The only difference between them is the Terran treaty is non-aggression in non-colony systems, while the Xiati treaty is non-aggression in all systems. The bug I have is that the Xiati trade percentage randomly resets back to 0.5% and starts working back up again. The Terran trade percentage got to 10% and stayed there.

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Galaxy Map bug

Submitted by AndonSage on Sat, 2006-10-21 22:15.

The option on the Galaxy Map to show enemy colonies shows the same thing as the option to show my colonies, except in red instead of blue.

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Mines and Combat bug

Submitted by AndonSage on Sat, 2006-10-21 22:22.

During the processing of end turn, sometimes I will get a combat screen (like when ships fight) for when an AI ship runs into a sector I've mined. The combat screen displays with no ships and no mines, and runs for a few seconds after I press the start button. The combat message received in the log only shows my mines. Either this should happen ALL the time (if the combat screen is intentional), or it should never happen, not just sometimes. And if the combat screen is intentional, then the enemy ships should be shown in the log message, so I know what enemy ships were destroyed.

Whether the combat screen shows or not, I always get a message about the enemy AI encountering my mine field.

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Ship Path bug

Submitted by AndonSage on Sat, 2006-10-21 22:30.

This bug happens when the shortest distance from the ship to it's destination would be through unexplored systems. The path displayed shows the ship path going through the unexplored systems, even though the ship will move correctly along explored systems, until the route becomes shorter through the explored systems and the path is displayed correctly.

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DeadMilkman's picture

Not really a bug, but....

Submitted by DeadMilkman on Sat, 2006-10-21 22:33.

This is not really a bug, but a possible oversight. If you use the "warp points connected anywhere in system" option in the game setup. The game sometimes puts the warp points in one of the six outer hexes of the stars. This makes the warp point unenterable from that side. Interestingly if you enter the warp point from the other side, there are no adverse effects, and you can leave that hex normally.

DM
--------------------------------------
It's not what you know...
It's not who you know...
It's what you know about who you know.

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AI Request bug

Submitted by AndonSage on Sat, 2006-10-21 22:55.

I get various messages from the AI races that are bugs in one way or another. Examples:

from Terrans: How can you ally yourselves with the deceitful Xi'Chung Hive?
There is a reply button, but there is really no message to respond to. There are no message parameters. I would expect something along the lines of breaking my treaty with the Xi'Chung Hive in the message parameters, with an option to refuse or accept.

from Xi'Chung Hive: The Xi'Chung Hive is in dire need to your military assistance
Besides the grammatical error in that message, again there is a reply button, but no message parameters to reply to. I would expect expect them to request some kind of military alliance, or military tech, or ships.

If there is actually no request (in the message parameters), there shouldn't be a Reply button.

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Rilbur's picture

Hrmmm...

Submitted by Rilbur on Sat, 2006-10-21 23:05.

AndonSage wrote:
I get various messages from the AI races that are bugs in one way or another. Examples:

from Terrans: How can you ally yourselves with the deceitful Xi'Chung Hive?
There is a reply button, but there is really no message to respond to. There are no message parameters. I would expect something along the lines of breaking my treaty with the Xi'Chung Hive in the message parameters, with an option to refuse or accept.

from Xi'Chung Hive: The Xi'Chung Hive is in dire need to your military assistance
Besides the grammatical error in that message, again there is a reply button, but no message parameters to reply to. I would expect expect them to request some kind of military alliance, or military tech, or ships.

If there is actually no request (in the message parameters), there shouldn't be a Reply button.

I suspect you can always reply by saying "I agree to do XXX"... i. e. I make a gift of these brand new battlecruisers to you. Dunno what options are avilalbe for scenario 1, though.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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AngleWyrm's picture

You can just lie to them

Submitted by AngleWyrm on Sat, 2006-10-21 23:29.

I don't think they have any expectations or way of knowing if you actually fulfilled their request.

There's an "agree to request" button that will make them happy.

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Captain Kwok's picture
Mod Designer

AI Scripts have request times...

Submitted by Captain Kwok on Sat, 2006-10-21 23:42.

There are variables in the script though do keep track of request times - although I haven't explored how they are employed.

-----

Space Empires Depot | Space Food Empires!

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Kyyrewyyoae's picture

I've played a bit into the

Submitted by Kyyrewyyoae on Sun, 2006-10-22 00:55.

I've played a bit into the game (1.08) and there are a few little things that are becoming very annoying. Some of them have been mentioned already, but for the sake of emphasis I'll hit the major ones again.

I was playing with a cluster galaxy, so after I dispatched the one alien race that was nearby I concentrated on Stellar Manipulation to create new warp points. The research costs in this area are ridiculous; even with upwards of 150k research points (far more than any of the AI empires) it took an unbelievably long time to get there. The technology to create warp points shows up at about level 35, after millions of points have been sunk. The fact that the turn processing takes so long, often 30 seconds or more, just makes it worse. Some of my core systems were made inaccessible because the warp points were inside the star.

Many of the AI races don't respond to diplomatic messages at all. And when they do, unlike SEIV, it takes an extra turn to get an answer. I send the message and the next turn I get a notice of message sent. The reply doesn't come until the NEXT turn. I like the new treaty element options but they don't make much difference if the AI doesn't use them.

Quickly scrapping one facility from each domed colony when atmospheric modification plants become available was a chore in SEIV, but now it's a huge hassle. There needs to be a way to scrap and build from the system screen.

I'm sure more patches will come along and improve the situation, but right now the game has too many small annoyances to be enjoyable.

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Arrival Time bug

Submitted by AndonSage on Sun, 2006-10-22 16:30.

The arrival time is sometimes incorrect in the planets screen when showing colony ship enroute. This happens when the colony ship can't take the shortest route, like when I have systems marked to avoid. For example, the ship path shows the ship taking 12 turns to arrive, but the planets screen will list 7 turns to arrive.

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Research & Intelligence points bug

Submitted by AndonSage on Sun, 2006-10-22 16:34.

The problem is that the research and intelligence screens show a lower amount of points than the colonies screen. From what I can tell, the difference comes from the research and intelligence facilities built that turn. I don't know if it's simply a display bug in the research and intelligence screens, or if they are actually only using the lower number of points.

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Medical Labs bug?

Submitted by AndonSage on Sun, 2006-10-22 16:40.

I'm not sure if this is a bug, or it's the design, but no matter how many levels you have in Medical technology, a Medical Lab facility will only prevent Level 1 Plagues, while the Medical Bay component for a ship increases the level of plague it will cure as your Medical technology increases. If the design is on purpose, I'm not sure why a medical lab on a planet would not be as good as a medical bay on a ship.

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Some more bugs I found

Submitted by bobo on Sun, 2006-10-22 19:18.

BUGS

1. Cant remove the last 5k/1m population from a planet. Even if I bring a different race I conquered but suitable to the atmosphere, I cannot remove the last 1M original population into my transport.
Workaround: Jettison cargo for the last 1M.5k original population

2. If I create a colony ship on a planet for race1 and move it to the neighbouring planet to pick up a different conquered race2, then move to an empty planet, the colonized planed will have 1M/5k of the population of the race that built the colonization ship (which is not shown as cargo on the colony ship), putting the new colony as a 2 race shared planet.
Workaround: Jettison cargo on the new colony planet for the 1M/5k of the race who built the colony ship.

3. If I used some intelligence points against an empire I just conquered entirelly, the game removes the empire from the list, but does not puts back the used intelligence points into the defense (ex. if I used 10% against them, it'll still show 90% in the "Defensive spendings" after they are gone form the game). It shows the 100% correctly at the bottom though.

4. Not sure if this is a bug, but I got a "Lost communication with empire X" when conquered all their planets but 1 ship left for them in the same system (not a colony ship).

5. Sometimes when I try to refit a ship and it cannot be done due to too much difference between the new design and the original, the game gives the error message (that it cannot be done) about it only after the turn ended.

6. Sometimes the game crashes after a strategy combat.

OTHERS:

1. The Stellar Manipulation research costs way too much (or the rewards are up at too high lvls). The useable rewards are coming from lvl 20-80. Each level is 100,000 more research points than the previous. To get to just lvl 20 one has to spend about 21M research points. Now, around turn 50-70 I can get 1M-1.5M research points a turn but by then I have 50%-70% of the galaxy conquered and 95% of my planets are doing research only (lvl20 research facility, lvl20 central computer complex, lvl6 system computer complex). By the time I win I didnt even research Stellar Manipulation to lvl 20-25, not to mention 80! For lvl80 Stellar manipulation you need 324M research points and we would need a game with hundreds of turns. Even if someone has 3M research points each turn it'll take like 108 turns to get to lvl80.

2. The turn log scrolling should be fine tuned. Currently the mouse wheel scroll is unuseable because I need minutes to scroll through even 1 turn entries. Dragging the scrollbar skips entries. One scroll should jump 1 entry in the list, not 10 pixels (Im playing at a resolution of 1920x1200).

3. In some fights it takes forever to catch an enemy ship, sometimes even ending the turn before its possible. The playing field for battles should be limited like it was in SEIV, or the enemy ships should leave the sector if they fleed. Sometimes I cannot kick out an enemy ship from a planet's sector because I cannot catch it, and it doesnt leave by itself.
The only way I was able to kick out a last ship of an empire (no planets or other ships left for it) from my lastly conquered planet to do an intelligence attack against their ships which finally gave a false order to it, so it moved from the planet and I could kill it.

4. The game still plays the music after I minimized it or switched to other applications. This means the sound is screwed for everything else while SEV is minimized or not in focus.

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Couple of bugs

Submitted by Shayvaan on Mon, 2006-10-23 07:17.

While working on a mod that features a space-borne race (not supposed to use planets except for harvesting) I noticed a couple of bugs and one annoyance(bug?)

1. Remote mining is listed as only one harvesting vessel per location effective, but according to the ships page more than one are harvesting.

2. Remote mining accounting. Remote mining is being listed as income twice on my empire optopns page (as ship income and remote mining) the numbers are not always the same, but the ships are only generating income from the mining. I have noticed, however that while the game LISTS the income twice on the page, when the turn is run it isn't using it twice (had shipyard stoppages when according to the treasury there was 100k AFTER expenditures)

3. The flip side is that the score sheet does not show the income from the remote mining at all.

Finally, the annoyance. I created a component (very large I might add) that stores resources like the storage facilities on a planet. When examining the component, the ability IS listed, however it is not working Sad

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Iron Giant's picture

Cleaned it up and updated

Submitted by Iron Giant on Mon, 2006-10-23 13:01.

I made the list look a little better and promoted ones to the list that are 1. reproducible 2. not just a feature request.

Good work everyone!

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Log screen annoyance (bug?)

Submitted by AndonSage on Mon, 2006-10-23 13:58.

When switching categories in the Log screen (e.g. looking at Construction entries, then hitting the Research button), the log entries screen does not go back to the top. This means, for example, if you have a lot of Construction entries, that when you switch to Research (which only has a couple entries), you will be at a point in the entries list that is several turns old.

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pujal's picture

Finite Resources Map Swap

Submitted by pujal on Mon, 2006-10-23 14:02.

Want planets with 2348373873% values? Set it to finite resources, generate a map, then click off finite resources and start the game.

One mineral facility produces 4mt of minerals lol. Definately needs to be fixed.

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Const. Queue: Fill From Item List annoyance (bug?)

Submitted by AndonSage on Mon, 2006-10-23 14:02.

Using the Fill From Item List button in a planet's construction queue does not use the current level of any items in the list. For example, if I had Space Yards level 3 when I originally created the list, and am currently up to Space Yards level 11, the Fill From Item List button will place the level 3 Space Yard factility in the queue.

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Construction Queues screen filter bug

Submitted by AndonSage on Mon, 2006-10-23 14:05.

Some of the filter options are messed up in the Contruction Queues screen. Choosing to filter On Hold actually shows Empty construction queues, and choosing Repeat Building actually shows On Hold construction queues.

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Not a bug. Just the way it works

Submitted by raynor on Mon, 2006-10-23 14:07.

From a programming standpoint, it would be my guess that this feature just dumps *exactly* what's in the list rather than first upgrading all the items to the current level.

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Const. Queue: Upgrade Facilities bug

Submitted by AndonSage on Mon, 2006-10-23 14:16.

While I actually like this bug Smiling I still have to report it. In the Construction Queues screen is the option to Upgrade Facilities. When you press the button, you get the message This will upgrade any facilities in your construction queue which have not begun yet. (Emphasis mine) This is not true. The Upgrade Facilities button will upgrade even those facilities which are being worked on. For example, if I've got two turns worth of construction into a Space Yard level 9, and choose to Upgrade Facilities when I get Space Yards level 11, the level 9 Space Yard in the construction queue will be upgraded to a level 11, with the two turns of construction still counted. So the bug is either that the statement is true, and upgrades are not working as intended, or the statement is not true, and needs to be revised.

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Feature or bug?

Submitted by AndonSage on Mon, 2006-10-23 14:21.

raynor wrote:
From a programming standpoint, it would be my guess that this feature just dumps *exactly* what's in the list rather than first upgrading all the items to the current level.
Well, that's why I had a ? after the word bug Smiling However, I can't imagine that in a game like this, where research comes so fast and upgrades are always imminent, that they intended it to work that way.

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Point Defense

Submitted by antirelic on Mon, 2006-10-23 14:44.

Has anyone noticed that the point defense weapons do not stack?

As part of a well balanced breakfast... I mean fleet, I add usually 2-3 point defense vehicles to beat back missle heavy or fighter heavy enemies (cause fighters rawk). My point defense ships have 5 level 5 Rockets on them, and when in battle, they only shoot 1 every 2 seconds. This goes the same for flack cannons and blasters/beams.

I ran a simulator with 1 PD ship and 10 of my oldest fighters, and it was ugly. My PD ship should have been able to clober these fighters with how many rockets it has, but was unable to because it only shot 1 rocket every 2 seconds. It was eaten alive.

I tried these scenarios out for over an hour in the simulator. The more I vered away from PD weapons, the better my ships became at fighting fighters...

As of right now, there is now way to stop 2 fully loaded carriers with even crappy fighters.

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pujal's picture

Quote:Has anyone noticed

Submitted by pujal on Mon, 2006-10-23 16:12.

Quote:
Has anyone noticed that the point defense weapons do not stack?

I don't have that problem, I had a dreadnought with massive PD and sent a ton of missiles at it, nothing got through and I could clearly see that a massive amount of PD were firing. Ill have to try it out on fighters...

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Spying Problem

Submitted by Sinistar on Mon, 2006-10-23 19:44.

If you are spying or sabotaging an opponent, and then conquer all their planets, they are removed from the empires list, and you cant turn off your % invested.

This happens if all planets are conquered, but they have 1 or more ships still around. Once you eliminate the ship(s) you do get your full points back per turn.

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MageKing17's picture

Here's another bug. Despite

Submitted by MageKing17 on Mon, 2006-10-23 21:07.

Here's another bug. Despite getting more expensive as you research Ion Engines, the Self-Destruct Mechanism is improved in no way whatsoever. Bug? I think so.

Also, is there any advantage of, say Temporal sensors over the default Tachyon sensors, now that it's all one type of "scan level" instead of five seperate types? If not... I'd consider that a bug as well, because if I'm going to spend racial points and research points getting temporal technology, I want it to have some sort of advantage over the standard model.

On an unrelated note, I would just like to say that being able to set a shipsize limitation on warp points is damn awesome.

----

"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

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Mod Designer

It is

Submitted by Phoenix-D on Mon, 2006-10-23 21:19.

Except for the fact that it doesn't work. (well, as of the 1.00 demo anyway).

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Few other bugs from a recent game.

Submitted by Lightning4 on Tue, 2006-10-24 08:22.

1. Minor visual bug. Conquered races under your empire on one of your planets still retain their old flag. This was only a minor empire, unsure on normal races. Workaround: Just ignore it. They're loyal to you now.

2. Cannot abandon alien race homeworlds (perhaps all homeworlds?). Their star was gonna blow a good long time after I conquered them and I grabbed the population of all the planets and managed to abandon it. Despite having 0M population and 0 facilities, it could not be abandoned, and migrating population kept going back.

3. Related to the same issues. Star was reported to turn into a nebula in this former minor race's system. Made the fact of conquering them a lot more bearable Sticking out tongue. 1.5 years passed, the star did not explode. Went a good long time after that and that damn homeworld was still there, as well as the two stars. Possibly a bug related to either binary systems not being able to go nebula, or perhaps an issue related to the planet that won't be abandoned? Works in my favor if it never does blow since that was a good system.

4. At some point I think Computer vs Computer ship combat totally bugged out. Desite having combat logs sent to me by them having large amounts of ships fighting each other, both sides escape completely unscathed and the combat log refuses to load for that fight. Unless for some reason, both sides are developing ships with strategies set to run away, I don't think that should be happening.

5. Strategic ground combat seems to be bugging out once in a while, ground texture and buildings not loading, any enemy units bugging out a bit too, all in a single point in the center of the map. My guess is to use tactical instead.

6. Cannot respond to a counter-alliance treaty when proposing an alliance to a race. No option to accept, reject, or counter with your own. My guess is to keep spamming them with different variations, eventually you might get lucky and they'll accept. Or conquer them instead, either way.

7. Perhaps bug, perhaps not, or perhaps I'm just really lucky, but I have yet to find a non-neutral race that doesn't greet me with a treaty the moment I meet them. (Though in the demo I did have some hostile terran wanting to claim a system I had found first, so maybe they're just rare). A bit of a welcome change from SEIV and the races laying claim to "their" systems that I've been owning for about 10 years, but there's so little hostility.

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Additional Bugs

Submitted by InfoStorm on Tue, 2006-10-24 12:34.

1 & 2. Drones - Attacked an enemy fleet with a group of 5 drones. Three drones impacted enemy ships destorying them, the other two were damaged and fled. 1st: the damaged drones should have still attempted to ram and do some damage. 2nd: when I got back to the map, I had 2 damaged drones and 3 undamaged droned, which were reported as being 100% damaged on the battle report. Attached with the same drone group, same turn. those 3 drones were able to attempt to attack again, but 1 was destroyed by fire, all others retreated from damage. The drones were listed as 100% damaged before and after the fight. I was able to retreat the drones to a planet for repairs, and attack a few more times before I lost all of them to enemy fire.

3. Cannot remove last of ANY race from a planet. Succeeded in a migration treaty with a breather of another atmosphere. They mograted to the planetes that were breathable for them. I went to remove my race from the planet to remove the DOMED flag, but could not remove the last 1M from the planet.

4. Found more useless tech's. Organics - WHY use the building that only improved population growth when the genetic building that improves population growth, happieness, ANd prevents plagues. I've read that some tech may have multiple requirements but a bug allows it to be available with only 1 requirement.

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Suicide Soldiers

Submitted by antirelic on Tue, 2006-10-24 12:51.

Another problem. If your troops run out of ammunition while besieging a planet that has weapons platforms, every turn you will have to watch your troops aut-retreat from the map unless you have them crash into the weapons platform and die. There is no way to retrieve/resuply these troops.

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Mod Designer

Limited supplies for troops

Submitted by LordHavoc on Tue, 2006-10-24 13:55.

Limited supplies for troops does increase the realism for the game a bit more. Just give them more storage.

Your lord and master (below Foamy) LordHavoc

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Fighter loading CTD

Submitted by bugwar on Tue, 2006-10-24 17:15.

When I try loading a fighter into a satellite bay, the game CTD.

Yes I know you are NOT supposed to do that. However, the game should handle the issue with a little more subtleness than a CTD.

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Mod Designer

Quote:13. Can't remove the

Submitted by LordHavoc on Wed, 2006-10-25 11:10.

Quote:
WORKAROUND - You can "scrap" the last 1 mil in the Cargo settings page, or jettison them. *They are picked up by, um, passing passenger liners, in case you are worried about them

Actually two words. Soylent Green Evil

Your lord and master (below Foamy) LordHavoc

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Rilbur's picture

Hmm....

Submitted by Rilbur on Wed, 2006-10-25 11:26.

InfoStorm wrote:
4. Found more useless tech's. Organics - WHY use the building that only improved population growth when the genetic building that improves population growth, happieness, ANd prevents plagues. I've read that some tech may have multiple requirements but a bug allows it to be available with only 1 requirement.

Not at home to look but doesn't the one with pop increase only have a higher value for that than the "multi-plex" version?

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Iron Giant's picture

LOL

Submitted by Iron Giant on Wed, 2006-10-25 11:34.

LordHavoc wrote:
Actually two words. Soylent Green Evil

Your lord and master (below Foamy) LordHavoc

LOL

In this case, you should get a temporary increase in Organics for that turn Smiling

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I keep running into a

Submitted by Elucidus on Wed, 2006-10-25 16:19.

I keep running into a problem, I don't know if this is the patch or what so i am gonna reinstall both and see what happens. I can no longer complete tactical combat, and since strategic combat doesn't work I am sort of screwed. It always crashes to desktop when combat is completed. I have been using fleets, which I know are broken, I have been using the cheat that resupplies everyone when they go crazy. Maybe this is why. But without this you can't really have decent combat.

I think I will try separating my fleet and attacking them one by one and seeing what happens. Please let me know if you have any other suggestions.

Yours in gaming,
~Elucidus

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MageKing17's picture

Doh!

Submitted by MageKing17 on Wed, 2006-10-25 17:43.

I just checked... the maximum level for Self-Destruct Mechanisms is 1 Sticking out tongue. That's what I get for not checking before posting...

On a related note, "expected results" will show items beyond maximum level (Bridge level 2, Self-Destruct Mechanism level 2, Small Troop level 4, etc.). Is this intentional (only "expected," after all) or a bug?

----

"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

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Troops gone mad

Submitted by darklight128 on Wed, 2006-10-25 18:14.

troops in this game a bugged badly:
1) there are movement reaction problems where u order them and the do nothing or go in circles.

2) theres a collision detection problem ( i dont know if its one of the 2 model sets in my combat) but they get stuck on each other ate certain ranges and wont respond to move orders (however when using ram this deadlock dissapears and the units collide properly)

3)troops wont fire (they have full ordanance and supplies) I checked the design type name etc.. they are all set properly to troop. However if i change optimal firing orders attack range parameters (their default order setting) they act differently... sometimes they will attack the skyscrapers or the facilities. But the when i saw the enemy troops with no ordanance and surrounded them with 10 troops.. 1 troop shot a single bullet and the rest stoof there full ord n supplys too. It was time to turn off the game.

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Upgrade/Name bug

Submitted by Chris on Thu, 2006-10-26 15:08.

This one predates 1.08 but I'll post it anyways. When upgrading a ship design without changing its name, the game adds the suffix 7625890 to it without fail. So upgrading design "Scout," for example, creates a ship design named "Scout 7625890." This bug only seems to occure the first time a ship design is auto-renamed, as upgrading this new ship design creates the ship design "Scout 7625890 II." Likewise, if I renamed the design the first time it was upgraded to, say, "Super Scout," and later upgraded it again without renaming it, the game would call it "Super Scout II."

Odd bug and kind of annoying.

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RogerN's picture

Seconded

Submitted by RogerN on Thu, 2006-10-26 15:21.

I have also seen the Troop problems described in the "Troops gone mad" post. In addition, I've noticed that ground combat becomes quite choppy with just a marginal number of troops (~30 to 40).

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modded settings.txt?

Submitted by DimmurWyrd on Thu, 2006-10-26 17:19.

Elucidus wrote:
I keep running into a problem, I don't know if this is the patch or what so i am gonna reinstall both and see what happens. I can no longer complete tactical combat, and since strategic combat doesn't work I am sort of screwed. It always crashes to desktop when combat is completed. I have been using fleets, which I know are broken, I have been using the cheat that resupplies everyone when they go crazy. Maybe this is why. But without this you can't really have decent combat.

I think I will try separating my fleet and attacking them one by one and seeing what happens. Please let me know if you have any other suggestions.

Yours in gaming,
~Elucidus

Are you using a modded settings.txt? I know that will force combat to run until time ends or all of one side is destroyed and that it sometimes bugs and the timer doesn't work right. (most often in AI vs AI battles) so if a ship runs and you can't catch it the combat will go on indefinitely.

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Workaround for the renaming/upgrade issue

Submitted by Wenin on Fri, 2006-10-27 09:40.

Always end the name of your ships with a I.

I use Mk I

Then you don't run into the 7 digit number being added.

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no modded settings.txt

Submitted by Elucidus on Fri, 2006-10-27 10:36.

No, unmodded does that as well. It isn't that combat never ends it is that when it does end and I hit okay I get CTD. I believe it gives a buffer overflow error or something ike that. just happened again in the new game. the thing is combat works at the very beginning of the game, but after 15 or 20 turns if I go into combat in any way when it ends it crashes. I am so fristrated because I love the game, I just don't get it why it is doing this?

DimmurWyrd wrote:
Elucidus wrote:
I keep running into a problem, I don't know if this is the patch or what so i am gonna reinstall both and see what happens. I can no longer complete tactical combat, and since strategic combat doesn't work I am sort of screwed. It always crashes to desktop when combat is completed. I have been using fleets, which I know are broken, I have been using the cheat that resupplies everyone when they go crazy. Maybe this is why. But without this you can't really have decent combat.

I think I will try separating my fleet and attacking them one by one and seeing what happens. Please let me know if you have any other suggestions.

Yours in gaming,
~Elucidus

Are you using a modded settings.txt? I know that will force combat to run until time ends or all of one side is destroyed and that it sometimes bugs and the timer doesn't work right. (most often in AI vs AI battles) so if a ship runs and you can't catch it the combat will go on indefinitely.

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Fighter Launch Supply Bug

Submitted by raynor on Fri, 2006-10-27 21:44.

I'm about to send a savegame to Malfador with the following:

1. Launch a fighter
2. Close the Launch/Recover Units screen
This fighter has full supplies / ordnance

3. Launch a second fighter
4. Close the Launch/Recover Units screen
Note that you now have a fighter group but with only half the supplies.

5. Move the fighter group away from the planet

6. Launch one fighter
7. Close the Launch/Recover Units screen
You see a single fighter with full supplies / ordnance

8. Move this fighter away from the planet

9. Launch one fighter but don't close the Launch / Recover screen.
13. Launch a second fighter
14. Close the Launch / Recover screen
You have a fighter group with two fighters at full supply/ordnance

So, the bug here is that fighters added to the same sector of space using separate actions cause the creation of a Fighter Group. But only the fighter is added to the Fighter Group. No supplies or ordinance is added to the group.

Workaround: If you are going to launch units in a turn, be sure to launch ALL of them at once rather than half now and then half later in the same turn.

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fighter supplies

Submitted by DimmurWyrd on Sat, 2006-10-28 11:57.

raynor wrote:
I'm about to send a savegame to Malfador with the following:

1. Launch a fighter
2. Close the Launch/Recover Units screen
This fighter has full supplies / ordnance

3. Launch a second fighter
4. Close the Launch/Recover Units screen
Note that you now have a fighter group but with only half the supplies.

5. Move the fighter group away from the planet

6. Launch one fighter
7. Close the Launch/Recover Units screen
You see a single fighter with full supplies / ordnance

8. Move this fighter away from the planet

9. Launch one fighter but don't close the Launch / Recover screen.
13. Launch a second fighter
14. Close the Launch / Recover screen
You have a fighter group with two fighters at full supply/ordnance

So, the bug here is that fighters added to the same sector of space using separate actions cause the creation of a Fighter Group. But only the fighter is added to the Fighter Group. No supplies or ordinance is added to the group.

Workaround: If you are going to launch units in a turn, be sure to launch ALL of them at once rather than half now and then half later in the same turn.

OR you could just select the planet, hit transfer cargo and transfer supplies over manually... (not viable for combat related supply issues if any but for during turn issues works fine.)

*EDIT* note that you can't transfer cargo the other way by selecting the fighter group for some reason... The same thing works with satellite groups. i.e. select the object with the supplies and then click on cargo transfer then you can freely transfer ordnance and supplies to any fighter/satellite groups in the sector just have to initiate the transfer from a ship or planet. can also transfer from a sat group to a fighter group as well since once your on the cargo transfer screen you can move one of the groups left and so transfer between em so solar sats or things like that would become semi-feesible.

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Newly built ships and units have full supplies

Submitted by raynor on Sat, 2006-10-28 12:22.

When you launch a ship or a unit from the planet, it does NOT draw its supplies and ordnance from the planet. Instead, these supplies and ordnance are created when the unit is constructed. I think it might make more sense if they got their supplies from the planet. But that's not how it is. Because of this implementation, it may be easier to build a new ship from scratch than to try and resupply it.

This means that it is NOT a workable solution to transfer supplies from the planet because those supplies simply do not exist.

I had one planet that had launched maybe 15 fighters one turn. This group had 15x600 = 9000 supplies. Then, the planet, a large undomed planet, launched an additional 100 fighters. These fighters should have had 100 x 600 = 60,000 supplies. Even had the planet had a Resupply Depot, IIRC, a large planet can only hold 40,000 supplies. However, because of the bug, the fighter group containing the original 15 plus the new 100 only had 9000 out of 69000 supplies for the entire 115 fighter group. *sigh*

But that's not really the point. The point is that the game is setup so that newly built units and ships auto-magically have supplies in them that did not come from the planet.

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Mod Designer

The AI would have a hard

Submitted by LordHavoc on Sat, 2006-10-28 12:35.

The AI would have a hard time coping with that kind of realism. You've got to take that into consideration when you implement these things.

Your lord and master (below Foamy) LordHavoc

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TakAhLah's picture
Mod Designer

AI turn locking up, workaround?

Submitted by TakAhLah on Sat, 2006-10-28 13:07.

This may or may not solve your problem. (If this has been posted before, I haven't seen it)

During AI turns it sometimes get to an empire and will then not progress...it just stays there.

I have found that if it "freezes" on an AI empire and still does so after reloading the game...do the following.

Switch all the AI empires to human control (the password is MASTER (also servers as the login to the AI players)). Then play the turn and it will progress normally. After you have been though all the empires and back to your own, switch the empires back to computer control.

The next turns should continue normally without freezes.

* I noticed in AI player 3 (where my game was freezing) that it had 4 cargo ships trying to unload cargo to a planet that was full*

Could this be one of the reason for AI players freezing?...I'll leave it to the experts to find out Eye-wink

*You could also test to see if by just setting the AI empire that freezes to human control if the turn progresses instead of setting all the AI players to human control. I can't be bothered now too busy playing...but maybe next time.

Only the Awkward question; only the Foolish ask twice

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Send the savegame to Malfador

Submitted by raynor on Sat, 2006-10-28 15:50.

Please, please send your savegame to Malfador. If you've observed something "solid" like that where you think you have a pretty good idea why the AI might have been having troubles, please, please send an email to malfador with your save game. The more reports they get, hopefully the more they will know and be able to fix down the road.

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a few bugs I've seen

Submitted by bobflstn on Sun, 2006-10-29 21:57.

1) I've had several warp points created within the boundaries of a sun. This creates a one way warp point, which by itself is kind of cool, but it screws up movement and the AI can't seem to recover from it. If a second wormhole to the system was possible, then the one way thing would be cool.

2) Planets get created outside of the solar system grid. It makes it impossible to do anything with the planet. I suspect the cause is similar to the warp point problem. A simple fix would be to not have planets created at the edge of the solar system. A simple round off error on the planet placement calculation could be the cause for both bugs.

3) Sphere worlds have similar problems. Ships get built in the middle of the sphere world but then can not be accessed except through the Ship List menu.

4) When a sphere world moves a warp point, ships still come into the system through the old warp point coordinates. This causes enemy ships to warp into the middle of the sphere world and makes it impossible to attack them.

5) I've got about 150 planets colonized, and hitting the Colonies List menu button causes an out of memory error.

6) The movement lines sometimes disappear. Also, the warp point names disappeared and refuse to come back.

7) In the setup screen, the change button for Background Detail, Graphic detail, and video memory usage does not do anything.

Cool Messages are received from AI players that are obviously meant for other AI players. For example, I keep getting told to remove my planets from a system, and I don;t have any planets there. One of the other AI players has planets there.

9) If you generate a galaxy map over and over, eventually there are no warp points connecting the star systems

10) Player placement button causes system to hang.

11) In ground attacks, troops shoot through buildings.

12) dropped troops on a planet, and they did not fight. They showed up as occupying, but I did not take over the planet. Sending more troops did not help.

13) Droped troops on 2 different planets owned by two different AI players, and only one planet saw fighting on that turn. The other planet then fought one turn after.

14) Minefield status should be removed after sweeping area clean.

15) If a unit is in production when a planet is captured, it will belong to the old empire when it is completed even if that is several turns in the future.

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Same problem here

Submitted by _squeege_ on Mon, 2006-10-30 02:48.

I am having this exact same issue; Here is some more info:

* Starts around the 2nd full year for me
* OS is XP64, 8 GB RAM, (2) Opteron 280's (4 total cpu's)
* Happens in both unmodified and modified games
* It occurs whether in windowed, 16 bit color, or 32 bit color
* I enabled the XP compatibility mode, then Win2k mode, then Win 98/ME mode, none helped
* Setting the processor affinity to a single cpu has no effect (as the Win 98/ME emu showed as well)
* Tried both D3D T&L HAL, D3D HAL, and D3D RGB (emulated) with no change

For me, it happens more with worm holes than elsewhere. A very common scenerio for me is having a fleet or bunch of ships protecting a worm hole, and in between turns another players fleet comes through. I complete the tactical combat, then push the close button and get the dialog with the buffer error and the crash. If I move the ships/fleet from the worm hole, then proceed, I don't get the combat as expected, but I also RARELY see the ships that were causing the combat to begin with either. I have gone as far as thinking that the ships are cloaked and made the attacking player human controlled to see, and the ship doesn't actually exist anymore. Perhaps that's the missing buffer - the one for the attacking ship(s)? Dunno, but it seems interesting none-the-less.

Maybe related to the ships warping into random locations at times issues that I read about elsewhere on here (but haven't experienced)?

Elucidus wrote:
No, unmodded does that as well. It isn't that combat never ends it is that when it does end and I hit okay I get CTD. I believe it gives a buffer overflow error or something ike that. just happened again in the new game. the thing is combat works at the very beginning of the game, but after 15 or 20 turns if I go into combat in any way when it ends it crashes. I am so fristrated because I love the game, I just don't get it why it is doing this?

DimmurWyrd wrote:
Elucidus wrote:
I keep running into a problem, I don't know if this is the patch or what so i am gonna reinstall both and see what happens. I can no longer complete tactical combat, and since strategic combat doesn't work I am sort of screwed. It always crashes to desktop when combat is completed. I have been using fleets, which I know are broken, I have been using the cheat that resupplies everyone when they go crazy. Maybe this is why. But without this you can't really have decent combat.

I think I will try separating my fleet and attacking them one by one and seeing what happens. Please let me know if you have any other suggestions.

Yours in gaming,
~Elucidus

Are you using a modded settings.txt? I know that will force combat to run until time ends or all of one side is destroyed and that it sometimes bugs and the timer doesn't work right. (most often in AI vs AI battles) so if a ship runs and you can't catch it the combat will go on indefinitely.

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Run today into the buffer

Submitted by Redbull102 on Mon, 2006-10-30 05:11.

Run today into the buffer bug too.

I have solar collectors on board, maybe they are causing the problem, but that is just a feeling. Cannot test it with a ship without solar collectors, AI is attacking me and my ships have no movement points left. Sad

Map was a small one, 8 empires, 5 were left when the bug hit my game.

Redbull102

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TakAhLah's picture
Mod Designer

Hit me too a few days ago

Submitted by TakAhLah on Mon, 2006-10-30 06:18.

The same no buffer hit me a few days ago. It doesn't have anything to do with solar collectors as my ships didn't have any. Mine happened after some enemy ships came though a mined WP and it started a combat(with no ships) which on timing out went to No buffer crash Sad all this happened at around turn 200.

IMO This is a serious bug that need sorting! coz its a real game stopper!

Only the Awkward question; only the Foolish ask twice

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Not just technical problem

Submitted by Olly on Mon, 2006-10-30 10:52.

Not only the technical problems bug me! There are some other problems in the game:
- Very hard to fight, because some fleeing vehicle nearly just uncacthable. Once, when I played, I bombed a planet, but only 2 damaged vehicle (1 slow and 1 0 speed) left to me, and the computer have a very brave Colony Ship, and when I sucessfully bombed the planet(I saw only 2 point in the screen(the colony ship and the others)), I think about 40 turns later I killed this Colony Ship dreadly.
I think there was better in the SE4 borders, or maybe some vehicle go too far, flee out to an other non-enemy hex on the table (if is being success, if not, this vehicle maybe die).
- An other problem is the temporally fleet.
Able to join some vehicle/fleet temporally in the main screen, and able to order something, but this is not working together, just part after part. I tryed to attack like this, every unit go there, but only 1 vehicle/fleet start the battle.
I think it will be good, if all joined vehicle/fleet able to join a temporally fleet, to order battle without gather them a big fleet.
- Next problem is: no able to choose no formation.
I don't like it! Every battle begin, I need delete the formation! Why not being a no formation!

Olly.

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Rilbur's picture

Legibility

Submitted by Rilbur on Mon, 2006-10-30 12:05.

You're post is difficult to read and understand, might I suggest that you open up your preffered text editor and run it through grammar and spell check? Its obvious you're a second-language speaker, so this will help reduce the frustration we have trying to figure out what you mean. For example, "I think about 40 turns later I killed this COlony ship dreadly" not only contains a non-word (dreadly) but is very poorly constructed gramaticly, leaving me to wonder what you meant (even if I assume "dreadly" was "already".

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Esay to udnretsnad

Submitted by God52 on Mon, 2006-10-30 13:08.

Don't worry Olly most people will be able to understand you, its just the A-holes who won't!

From a song by someone I don't remember.

"I use public toilets and I piss on the seats
I drive really slow in the ultra fast lane
while people behind me are going insane
coz I'm an asshole
Coz I'm an asshole

(spelt out) A-SS--HO--LE" (repeats and fades out)

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Buffer problem here too!

Submitted by Helker on Mon, 2006-10-30 13:54.

I run into the buffer problem too... I tried everything I could think of, but there is no way I can finish a combat without crashing to the desktop Sad

Too bad, I'll avoid combats until a patch is released to solve this (annoying) problem Sticking out tongue

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