1.13 Bug? |
This happened with a new game (patch 1.13):
When designing a Ground Troop, no matter the thrusters you add, the movement remains at 0. Viewing the info of the design, it puts "0 Movement (Space)". I've tested in a groud simulation, and the troops really don't move.
I hope this help and sorry if it's a known bug. It's my first post and I have recently arrived to this community.
PS: Awesome game!

1.13 Bug List so far...
I have experienced Space combat lasting 6 turns with nothing to kill on the emeny planet. I fight, kill everything then retreat. Soon as its finished it starts again in the same sector. Retrete again, and again , and again. Then less of my ships
join in the fight.
Also you cannot auto complete ships anymore.
_=Beansly=-
Some more bugs?
- In the turn log, information transfered from my Empire to another because of a treaty appear as if they were transfered from the other empire to me.
- All of a sudden missle weapon do not target planets anymore... I have a fleet of 15 ships equipped with Missiles and Seeking Parasites attaching a planet, but they stand still in strategic combat. If I repeat the combat in tactical mode, I cannot target the planet (Full ordinances on all ships). They were working correctly several turns before...
====> Ok, I figured this out... I made a peace treaty with another empire (Not the one I'm attacking), which include "Do not bombard planetd". Evidently this trety influence not just the empire I made the treaty with, but ALL empires... I think this is wrong...
- I sometimes experience crashes at the end of Strategic combats
- The VengeanceTotem at Level 1 has a bonus of +0%. This one do not know if it was supposed to be this way, I haven't researched level 2 Vengeance Totems...
- I still receive treaty proposals with a general treaty selected, but no subtreaties...
- If a ship moves through a sector containing other ships it changes the order of the other ships.
- I have a treaty with another empire, which includes "Share communication channels". The other empire received a "Leave the system" demand, and I was able to send a reply...
Keep up the good work 
I have seen ground combat
I have seen ground combat units where the thrusters are damaged and I have seen ones where they aren't, none of them move. I also cannot target a planet. Not even with napalm. The thing is this was the first civ I met and I never agreed to any treaties.
I have been able to autocomplete ships, troops, satellites and more. Not sure what the probalme you are having is.
Yours in gaming,
~Elucidus
Constant freezing and crashing after install of 1.13
I can't get the game to run, when at 1.08, I could still set up a new game and occasionally play awhile. Now after installing 1.13 ,game constantly freezes and/or CTD usually causing monitor problems and re-starts (starts happening as soon as I try to setup a new game). Nothing seems to help. Can anyone help me with this. My PC: P4 HT 1GB dual ram Radeon 9600 integrated sound. I'm dying to play, someone help!

CTD...still!
Before I get too far restarting a new game since my saved game still CTD's when I kill an enemy ship, maybe I should ask one dumb question... "In order for a clean patch of the game, should we uninstall SE5, reinstall, then apply patch 1.13 directly?"
Sincerely,
Kahn
Black Screen
I get a black screen after the "After all player's turn" stuff, and it stays black... Since I'm able to quit the game with ALT+F4, restart it, and continue the game as if it actually finished everything, it seems that it hangs just after the autosave... Like it finises everything but just do not start the new turn...

save game bug
i started a new game with the 1.13 patch and after about 20 turns i got error messages that the game couldn´t save on the autosave files. i also couldn´t save the game manualy anymore.
i exited the game then normal over the menue and got an access violation message then and the game crashed to desktop.
(i had 8GB free space)

That new combat radius thing
That new combat radius thing is nice for retreating, but not when you start combat outside the ring and it ends before you get to even attack!
I got caught in an infinite combat loop because of this, it would endlessly ask me to start combat, but when I would it removes my ship immediately because its outside the circle, then ends combat 10 seconds later!
Alliance voting system doesnt work.
Ive made an alliance with another race, and here is some things that doesnt seem right:
The "Empires get 1 vote for 1 billion in population" Rule. Doesnt work. me and my ally got 1 vote each, despite he got 4 billion in population and i got 6.
Secondly, my game freezes up at the "Processing after all player's turn..." screen everytime i vote, no matter if i vote yes or no.
combat simulator bug?
desigend a carrier [CX], and a light cruiser fitted as a carrier,both loaded with heavy fighters, about 100 total against about 20 ships, light cruisers destroyers and frigates, simulated combat starts ...
nothing .. all the ships are standing still, pause combat and start it again ... still nothing, end combat and start it again without removing the ships... nothing happening ... i make sure all ships are on automove auto targeting .. they all are, try to launch the fighters manually from the carrier [CX] .. and crashed! ..
*scratches head*
________________________________
20000 ship limit!! , bummer 
Confirmed
I was going to post about this last night, but the forums went down or something.
Any time I try to launch fighters in combat sim, it crashes.
I also noticed that starting combat now causes an almost 1 second pause.
Combat Simulator Bug
I can confirm that. Same happened to me, when I tried to simulate a combat between a light carrier and some other ships. In the AI controlled battle fighters didnt launch, when I took over control the same happened - nothing - but a popup window appeared with the message "invalid index" - then screen got white an I received an "access violation" message.
This didnt happen when I simulated a combat between planet based fighters and other ships. Fighters did launch there.
Nevertheless a great game !

Ditto on the combat simulator bug
I can also confirm the fighter bug in the simulator. I built two carriers a org. Heavy Carrier and a org. Drednaught as a carrier. Fill them up with med fighters and set them against a few destroyers and when the simulation starts nothing moves, fighters don't launch and nothing fires. I also noted that the two carriers had no ordnance and no supplies.
I quit the simulation and tried again with the carriers having only two fighters each just to see if they would launch. Before I hit play in the simulator I checked both carriers and they were both maxed out with ordnance and supplies. I hit play and the ordnance and supplies on both carriers disappeared and nothing launched and again nothing moved or fired even though the enemy destroyers were with in range.
Black screen of annoyance
Yup, I am having the same problem.
Its possible to play the game if you dont mind quitting and restarting after every damn turn!
Really?
You can actually play to some point?
My game hangs itself in processing after the first damn turn!

AI hanging...
For those of you having problems with the game hanging, could you either send savegames to richardsck at crafters dash haven dot net? or you can turn on debug in the data/debugsettings.txt by making the following lines say:
Generate Game Debug Log := TRUE
Use Fast Debug Log := FALSE
Debug Section Script Evaluation Detailed := TRUE
Debug Print Sections := TRUE
Then running the turn, looking in the backup directory and zipping and emailing the non player files, there will be 2 of them, one for intelligence and the other for external events.
I can then try and figure out what is going on to halt the program. Then you will want to put the file back to normal and delete the debug scripts.
Dragagon
Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.
-- Robert Heinlein
Ground combat workaround
A fix for the problem mentioned in the original post: Open up data/vehiclesize.txt, and find the Troop entries (Small Troop, Medium Troop, Large Troop, etc). Change the "Engines Per Move" for each one from 0 to 1.
Should work
Sincerely,
Kahn
The patch is supposed to work over top of 1.08 according to the release notes. However, that is exactly what I ended up doing (for other reasons), and it's working well for me so far.
I didn't attempt continuing an old game, though: I started a new game from scratch. No problems so far, and I'm up to 2405.0 (I couldn't make it 2402.x before).




Confirming
I have to confirm this. No matter how many thrusters are added, movement is always 0. I wish I had predesigned troops to test, I hadn't gotten to a point where I wanted to play with them yet.