1.33 bug list |
Can we consolidate the still existing and newly present bugs into a list here for Aaron?
I know that the memory leak is still present in a possibly reduced form.
I am also aware that there may be an issue firing on ringed planets. Has this been definatlely confirmed by numerous people?
Thanks,
Javaslinger
Re: 1.33 bug list
Firing planetary bombs on all planets, some of the weapons, do not work for me.
Re: 1.33 bug list
When playing a Finite Resources game remote mining does not reduce the amount of resources available from planets or asteroid fields.
Fighters will not fire on planets with rockets.
Unable to edit or create new strategies.
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Confirming the firing on ringed planet bug. This seems confined to a standard damage direct fire weapon such as the Depleted Uranium Cannon Only. Beam weapons and seekers work normally.
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I thing these bugs are still active (Besides the general AI quality problem.). :
Messages to alliance members / the alliance are not working right.
Alliances can't make treaties (Bug or missing feature?).
Alliance proposals always fail if a 100% voting is necessary.
Satellite self destruct is not working.
Emergency propulsion is not working correct (Overflow and problem with queued Execution).
Attack assisting components on AI-ships without weapons and other failures in the ship/unit design.
System graphic is not refreshing correct.
The cheat code end key is not changing, only the begin key changes.
The emergency build description is not checking the values in Settings.txt (it is wrong).
The expected results in research sometimes shows things that have been researched on an older level.
Re: 1.33 bug list
In a Balance Mod game, I can copy existing strategies and edit them, but cannot "completely" customize them, either. As far as I can tell, the things I cannot change are the engage distances and damage amounts in the target type order list. I can change the target type order, though. I believe I can change everything else.
Hopefully this can be fixed with a mod, that way we'll have a better chance of seeing a fix sooner rather than in another 2 months (or whenever the next code patch comes out).

Re: 1.33 bug list
Right now the most annoying issues really are the impossibility of changing strats and the bombardment bug... I hope too that a mod fixes this out ASAP. But it´s good to know that the list of bugs is getting shorter and shorter.
Pleez does anyone know how to change weapons´ ranges in components.txt? I want to increase the range of bombs to make them work again. Thanx
Something else to slow down game play
This is more a preference than a bug, but I miss being able to tell ATM type by general color of the planet. I see planets with a wide array of colors and now I have to keep checking to see what the ATM is. The change in size by planet type is confusing too. I mistake Med gas giants for Huge rock or ice planets now. There aren't any distinguishing colorations or images that help my tell the difference now with having to select the planet and check the type and ATM.
Gas giants used to be fuzzy while rocks had well defined images and ice planets were mostly single color shaded.

Re: Something else to slow down game play
Fyron's Quadrent Mod (FQM) Beta 9 features exactly this. All the textures have been replaced, so all the different atmospheres feature unique colours.
Suction feet are not to be trifled with!

Re: 1.33 bug list
As for bugs, in the Setup screen (the one you access before starting the game), any option you click on isn't highlighted. The text changes almost imperceptibly to a slightly brighter shade of white, but unless you're specifically looking for it, it seems as though clicking on the options, (ie: selecting your resolution), isn't actually working.
Suction feet are not to be trifled with!
Re: 1.33 bug list
Are you certain you can't at least partially modify existing strats? I have found that I can't modify target type engage distances and damage types, and I can't modify the retreat settings.
However, I CAN modify the targetting priority items, and I can change the target type order.
I can also create new strats, or copy existing ones. Copying existing strategies provides a little help, as that at least allows me to start with a different target engage distance, depending on which one I copy.
Broken and in need of fixing, definitely, but not 100% useless.

Re: 1.33 bug list
Some weird bugs I ran into in my last multiplayer KotH game (1.33 , BM 1.05):
- I tried to drop troops on a planet defended by several weapon platforms but my ship was destroyed before it could approach the planet close enough to release troops... but the troops landed anyway! Then, in the ground combat, there was 4-6 troops which defended against my troops. The problem is that they were shown as MY troops, even with the color matching! Furthermore, the weapon platforms packed with Point Defense didn't attack my troops, neither my troops bothered with them... but the WP "disappeared" at the end of the combat.
- I launched another attack on his homeworld. My ship (set to Capture Planet) didn't bother to drop troops and went directly to attack the Space Yard Base and surrounding satellites. But troops were dropped anyway. Then in the combat (this time there was no WP protecting) the militia was invisible but defending (stock Amon'krie shipset), and all the buildings were rotating on themselves in a somewhat dazzling way.
- I had no problems with capturing planets which had no militia, nor weapon platforms, nor ships-sats-bases in orbit, the Troop Transports launched troops correctly.
Re: 1.33 bug list
I have been getting messeges that such and such has discovered that I am sping on him, which works fine but I never get any messages ever when the AI spies on me and they are not successful. In the game I am playing it is 100% of the time.

Lying for fun and profit
The ship classification system is logically broken. You the player are expected to tell your enemy what kind of vessel it is, so that it can determine which ship to shoot at first.
So I lie to the enemy. I put a hard-to-kill heavily shielded and armored ship at the top of his firing order (default Optimal Firing Range strategy), and my killers at the bottom. "That's not a battle fleet; it's a group of merchants delivering baby kittens to little orphan girls..."
Moral of the story: Don't depend on the enemy for help.
Re: 1.33 bug list
Something is still awry with unit consumables. I'm still testing, but I can confirm that in the space simulator, if you add an independent (not part of cargo, starting already in space) fighter group, they will not get consumables correctly. If you call up the cargo menu after adding the fighter group, the fighter group will *show* as being full of supply and ordnance; however, when you then enter combat only the first fighter will be properly full, with subsequent fighters having less and less supplies and ordnance. This doesn't appear to affect fighters launched from a ship or planet in the simulator. Still need to test whether this affects actual (not just simulator) combat, and whether it affects units other than fighters.
If G is the total number of fighters in the group, X is the proper (full) amount of supply or ordnance they should have, and N is the number representing the order the fighters appear in the summary screen (1 for first, 2 for second, etc.):
Fighter N will start with X * ((1 - (1/G))^(N-1)) supplies and ordnance. For example, for a group of 10 fighters, the first one will have 100% supplies, the second 90%, the third 81%, the fourth ~73%, and so forth. For a group of 4 fighters, 1st at 100%, 2nd at 75%, 3rd at ~56%, etc.
Re: 1.33 bug list
When playing Simultaneous no combat games the load cargo drop cargo orders any load or drop 1 unit at a time. This has been there all along and I have reported it many times.
The way I play SEIV is with friends by e-mail using sim turns. So far this game will not allow that to happen effectively, also my friends do not think much of the interface, they prefer the SEIV style were you could see all you needed quite easerly. I like the new graphics but we seem to have lost usability for pretty were I would prefer usability.

Re: 1.33 bug list
Did you uprade your simultaneous game from 1.25 or started a new game? Because I don't have the load/drop problems anymore in new games under 1.33.
Re: 1.33 bug list
I'm new to the game, got 1.33 out of the box (well, steam actually) and had some problems with
AI satellites deploying inside the enemy planets. My ships managed to glass the surface, but lacked the range to remove the satellites until I got longer ranged weapons. Not a biggie, but damn annoying to have three missile satellites inside a Huge ringed planet that none of my ships could reach.
Also it looks like carriers resupply its fighter wings until its own supplies reach zero, and when that happens the carrier will only resupply from a supply depot, cargo transfer from other ships, or launching the fighter wings to try to resupply the carrier from the fighters don't work. Any supplies attempted transfered in this fashion are simply lost.
This seems to be caused by the fact that the supply/ordnance fields of the carrier disappears when the amount reaches zero. (When I try to transfer supply from other ships, the display for the carrier doesn't have supply/ordnance fields at all) I don't know if this also occurs with other ship-types, the issue hasn't come up.
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Bug: Tractor-Repulsion Beams working on planets
It wasn't on the fix list so I guess it's not fixed yet?
I'm still back on 1.25 for the time being, need to finish that game..

Re: 1.33 bug list
No, you don't understand... it's not the planet which is shifted, it's the whole Universe around it! 
Re: 1.33 bug list
Ah.. that explains it! I should give my researchers a bonus for coming up with something so cool! It's an interesting feature...
But seriously, with the pathetic range of tractor beams, you can't use them to draw any ships inside your weapon range. They should have a fixed large range.
Re: 1.33 bug list
OK, here's what I notice most often:
1) The AI still makes troops and drones without weapons. In fact, I don't think I have ever encountered a drone with even a warhead. It seems to be doing better with fighters these days (1.33)though.
2) From time to time, in ground combat, all of my drop troops are lined up off the edge of the map and never enter the battle.
3) I like to make treaties with one race of each gas breathing type so that when I colonize those planets I can remove my colonists with a freighter and remove the dome when the aliens emigrate. The thing is, the aliens arrive in the hundreds of millions on the very next turn. That doesn't seem very realistic to me.
4) As someone already pointed out, its a real pain trying to keep units on station around things like warp points. They seem to like to fly off after making a kill and this can end up with them way out of position after a couple of battles. I don't think there's any kind of 'station keeping' setting in any of the strategies.
5) The AI is way too passive. I know it's a pretty big task to make an AI that's good at strategy, but I seem to recall in SEIII that if you set the AI to Difficult he would attack you early and often. This made at least the early game interesting.
6) It seems like there were long learning curves to make the AI's in the earlier games interesting to play, but all of these lessons seemed to get lost somewhere in the creation of SEV. It's hard to understand why that would be.
Re: 1.33 bug list
Oh yes, one other thing. I don't think that phased shields are working. I keep getting damaged by enemy ships with phased polaron weapons even though I have phased shields that are not depleted.
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Do you have regular shields as well? The shields on a ship default to the WEAKEST type, which means if you have 5000 points of phased shields and 50 points of regular, you effectively have 5050 points of regular..
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Allegiance Subverter will convert an enemy during combat and as soon as combat ends it reverts to the enemy players control.
It does not appear that Intelligence is working correctly, I have over 6 times the enemies total points and nothing seems to happen.
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The intellegence allocation does not work with the new patch. It worked before the patch. After allocating missions against the ai and then removing the percentage the intellegence never gets removed. Then it maxs out after allocating percentages to a couple of different nations until it is maxed out and allocating to new nations has no effect.

Re: 1.33 bug list
Do you mean that you have 6 times the CUMULATIVE intel points of the enemy?
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If the minister for researching is active and you have disabled intelligence before the game the minister will still research about intelligence. not a huge bug... if at all, but it would be nice for people who dont like to tech manually
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Yes, I do have a combination of phased and regular shields on my ship. So that's what's happening I guess. Is that intentional or a bug that should be fixed? It really doesn't make sense to me. Why shouldn't a phased shield generator still work if there are regular shield generators on board?
Re: 1.33 bug list
Issue #2 sounds like your troops are out of ammunition. I'm not sure how they can be resupplied on planet.
Re: 1.33 bug list
Its not a bug, just a quirk of the way the shield system works.

Re: 1.33 bug list
Heh, that's great. "It's not a bug, it's a quirk."
And Harley's don't leak oil, they mark their spot.
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Alliances with mutual defense enabled don't work unless the members each have standard mutual defense treaties with each other, and since once you're in an alliance you can't talk to the individual members so this has to be set up before you join the alliance. I haven't added any new members to the alliance, so I don't know how that will work, but it looks like everyone will have to leave the alliance and make a treaty with the new member, then start a new alliance. That is a show stopper I'm afraid
I've been waiting for a fix to come along since the game came out. It's not in the 1.33 patch and it so far doesn't look like it's going to be in the next one either.
That's the only major issue I have. There are some quirks in the supply divisions for fighters and drones, but it's a lot better than it used to be. Fix alliances and I'll be a happy camper.
Re: 1.33 bug list
Yes, Intelligence is not working properly though I haven't figured out exactly what's wrong with it. I'm in a multiplayer game, My ally is cranking out 65k in intelligence I'm also pushing 20k toward him with co-op. His enemy has less than 10k total, he only has contact with one other race and its AI so its not likely he's getting any from elsewhere. And my ally can't get a single thing through, even has level 8 of empire wide sabotage. So assuming my co-op isn't getting to him, he is being hit with 7 times his intelligence. There is definately something wrong with this picture, seeing as the intelligence worked earlier in the game when player 3 had no intelligence to defend with and as he started producing intelligence player 2 slowly dropped the intelligence he was pushing at player 3 to make it look like he'd hit the mark where he could defend himself. Player 3 attacked very sucessfully and player 2 ramped up on the intelligence because he needed to slow down the juggarnaught rolling towards him. Nothing is getting through, my guess is that Aaron used the Intelligence engine from SEIV and it accumulates counter-intelligence but doesn't reset like with SEIV so it just keeps accumulating so until player 2 has enough intelligence to defeat all the intelligence that has been accumulated it won't get through. Like I said this is a guess.
As far as the Phased vs. Regular shields yes this is intentional, or at least it was in SEIV. To have it work properly Shields and Phased Shields would have to be listed seperately. I remember reading something about the Beta on SEIV where they tried having to go against the phased first for phased weapons then through regular but if regular weapons are involved as well, keeping track of things gets too hairy. Seeing as SEV can be modded with different phased levels I would imagine that this is all the more the case.

Re: 1.33 bug list
Looks like the "Can't attack Planet" bug has nothing to do with range and attacking the planet center after all...
Some weapons like Planetary Napalm and DUC (and their smaller equivalents) just don't work against planets. Other weapons like Anti-Proton beams and Missiles work fine.
Re: 1.33 bug list
Ships do not target WP on planets even though it says they do in the strategy. This makes taking planets very hard as your ships get shot up before they launch the troops. Targeting the planet causes the planet to be wiped out. I would say this is a major problem that needs to be fixed.

Re: 1.33 bug list
I think that the Weapon Platform targeting in strategy options only applies to ground combat...
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Well if it does only apply to ground combat that should be corrected. It's only logical that ships be able to clear the LZ for troop drops.

Re: 1.33 bug list
Do not put a colony ship in a fleet and give the fleet orders to colonize a world.

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"Survey System" not efficient at all. Multiple ships sometimes surveying the same sectors in the same turn.
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If you disable the "trade techs" option in game setup, the game still allows treaties that share tech. I would think that turning off tech trading would also disable tech sharing.
On a separate note, tech sharing is disproportionate with regular trade. If I setup a trade agreement with another empire, I incremenet at 0.5% a turn until I reach a max of up to 30%, and when the treaty is cancelled, the extra trade benefit goes away. But sharing tech gives instant tech to your partner, so if you play a 5 person multiplayer game, 2 people sharing tech gives each of those people an instant 2x permanent advantage over the other three in resarch. Tech sharing should occur more slowly for balance, say giving a % to research like a trade treaty or sharing one tech every so many turns as the other empire figures out how to use the tech. Anyway, disable tech sharing with the "trade techs" option turned off would also solve this issue for people like me unhappy with how that affects play balance in multiplayer.
If you disable intelligence in game settings, you can still research intelligence, and in fact, the computer players will research intelligence still even though it is useless.
Computer players sign up for ridiculous treaties, e.g. they will give you one way migration which drastically helps your initial colonization, for virtually nothing in return.

Re: 1.33 bug list
It's a shame that you can't trade research points and intel points anymore in Se5 (even if you can make cooperative intelligence with intel).
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A problem ive found with 1.33 that miffed me slightly was that my shield regenerators no longer seem to stack. Im sure it worked in 1.25, but in 1.33 there is no point having more than one shield regenerator. The abilities page even confirms that only one shield regenerator is having an effect.
Conversely, the abilities page seemed to suggest that the emissive armor effect stacks, which it doesnt, so either it should, and it isnt, or the tooltip is wrong.
Also, i notice that armour damaged below 50% doesnt get its special abilities - while this makes sense for normal components, doesnt seem to make sense in armour to me.
Re: 1.33 bug list
When sending a larger (I used cheats to test anywhere from 10 to 100) force of ships into a battle (through contact, discounting warp points where you start in the middle) most of the ships leave the battle imediatly without being able to stop them or turn them around. This was a tad annoying when my fleet of frigates (dont ask) went to take down a a smaller fleet of dreadnoughts and was destroyed due to a major precent of my ships leaving each time I entered combat.

Re: 1.33 bug list
Shield regenerators should not stack...so me thinks they are working correctly.
Re: 1.33 bug list
Shield regenerators should not stack...so me thinks they are working correctly.
I guess thats a tag issue then since it doesnt say it doesnt stack.
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It should be possible to stack regeneration, at least for mods.
If Aaron doesn't like stackable regenerators, how about a "only one component per ship" restriction in Components.txt.
In my opinion a big base with a lot of shields should have a higher regeneration than a small frigate.

Re: 1.33 bug list
- Emergency Propulsion is useless in a Simultaneous Turns game.
Re: 1.33 bug list
You can not set a Task Force Leader.
The function is missing.
Re: 1.33 bug list
Actually, going by the modding documents, shield regenerators are SUPPOSED to stack.

Re: 1.33 bug list
And IMHO, they should!
- Most of orders like drop, load, retrofit... show in the projected movement as if they should consume 1 mouvement point each time they used, when in reality they don't (and shouldn't).
- You have to explicitely tell ships to be scrapped/retrofitted/monthballed to drop their supply and ordnance, otherwise it will get scrapped with no benefit whasoever. (Can you even do it with units?)
- You have to explicitely tell ships retrofitted on a planet with a resupply depot to reload with supply and ordnance.
- Ships issued the Ressuply order don't go to the nearest planet with supplies, then the next planet with significant quantity of supply/ordnance, until ressuplied. Instead they go to the nearest planet with a resupply depot, often being depleted of supplies in the way, which can be a big waste of time (and supplies). Could there be a more smart warning than "less than 1000 supplies left", more in the lines of "if your ship don't change it's orders to 'resupply at the nearest planet' this turn, then if you go in the wrong direction, after the next turn he will not have enough supplies to go back without going into the "no supply" mode, unless resupplied by a ship." Some ships could then be given the "resupply" strategy, acting like planets to be resupplied from. (It might also help the AI...)
- We need the "move to top/bottom" buttons in the view orders list!
- You can't transfer more than one unit at a time in simultaneous turns since the condenced view is grayed out. If you have 100 units to transfer, you will have to double-click each one of them! (Same problem with scrapping units/facilities)
- When you remove an order in the view orders window, the movement lines don't become updated... but that's in fact a useful bug which helps against the first bug I've listed.
Re: 1.33 bug list
Old Ships with an older class that were scrapped with a name and rebuilded with the same name on the same planet will be retrofitted back to the older ship
Re: 1.33 bug list
Posted it already in another thread. But as this is a bug list:
On higher time scales not all of a unit’s weapons are fired in combat.
First of all, the weapons of a unit are not firing at the same time. They are firing one after another. In the order how the weapons were build in.
Each shot comes a little bit later then the previous.
And the time is increasing on higher speed settings.
For example on time scale 1X (tactical) 12 missiles need approx. 1.5 combat seconds until the last one is fired. On time scale 8X (tactical) they need already 12 seconds.
But after 5 seconds the first missile in the list is reloaded. So, this one is firing again. The missile launchers 6 to 12 never fire a single shot on time scale 8X (tactical).
It is even worse if the weapons have a reload time of 2 seconds and a lot of units are involved in combat. A unit may only use two or three weapons in this case. And a planet with point defense platforms counts as one unit.
It also looks like the same effect exists in Strategic Combat. But in strategic the needed time per shot seems to be lower. I have tested it with Supply only Weapons and some Supply and Ordnance using weapons on the bottom of the list at speed 32X. The ordnance was not used.
The result is that in auto resolved combat (32X strategic) only 20 cannons or equal weapons are usable per unit. This may differ with involved units and PC speed.
Re: 1.33 bug list
Ranged weapons(i.e. missiles,torpedos) vs. non ranged in combat. I have seen where ranged ships are placed farther back then non ranged ships. When a ship retreats the non ranged ships will actually be able to attack the retreating ship whereas the ranged ship would not with both ships being of the same speed of course. Ranged ships should have the advantage of the range.
Intellegence is still applied on factions that have been destroyed. This is added to my previous post where intellegence is not removed after moving the slider to 0%. Some messages disapear after two years but I still cannot use intellegence on new factions.
It would be nice to decide how many troops are to be sent on an invasion so I could attack multiple planets with one transport.
Climate updates only at *.0 regardless of what year the climate control is built.
Weapon platforms need to be fixed. Ships can not target WP like in IV. When targeting planet it evenly hits everything on planet. In IV it destroyed WP then troops then buildings. This probably is not working correctly because the strategies don't work correctly. Also WP can't fire on ground troops. I don't know if they can fire on fighters. If not, then they are worthless for ground combat.
Re: 1.33 bug list - Facilities and Space
In my Stock SEV PBW game, my homeworld seems to be broken. It says that it has 20,000/60,000 facilities, but then it says:
"No Space Available"
Construction Minister: A new _____ facility could not be constructed on ______ (Planet Name) in the ______ (System Name) system because there is no storage available to contain the facility sire.
It is an Ice type planet, Large and currently has 9881M/12B.
Re: 1.33 bug list
Resupply does not work for fleets. Resupply treats the fleet as one ship instead of how many ships are in the fleet.
The right click scroll menu is not on top when clicking on an item that overlaps the bottom windows.
A.I. still builds troops with no guns and all armor.

Re: 1.33 bug list
On higher time scales not all of a unit’s weapons are fired in combat.
First of all, the weapons of a unit are not firing at the same time. They are firing one after another. In the order how the weapons were build in.
Each shot comes a little bit later then the previous.
And the time is increasing on higher speed settings.
For example on time scale 1X (tactical) 12 missiles need approx. 1.5 combat seconds until the last one is fired. On time scale 8X (tactical) they need already 12 seconds.
But after 5 seconds the first missile in the list is reloaded. So, this one is firing again. The missile launchers 6 to 12 never fire a single shot on time scale 8X (tactical).
It is even worse if the weapons have a reload time of 2 seconds and a lot of units are involved in combat. A unit may only use two or three weapons in this case. And a planet with point defense platforms counts as one unit.
It also looks like the same effect exists in Strategic Combat. But in strategic the needed time per shot seems to be lower. I have tested it with Supply only Weapons and some Supply and Ordnance using weapons on the bottom of the list at speed 32X. The ordnance was not used.
The result is that in auto resolved combat (32X strategic) only 20 cannons or equal weapons are usable per unit. This may differ with involved units and PC speed.
Is this what causes the ground combat replays to be completely broken?
Re: 1.33 bug list
I don't know the bug in ground combat replay. And I have not tested ground combat. But I don't think so. Normally, in ground combat, units have not enough weapons per unit, to be affected by this bug. But I think there is a chance that a high unit number can cause similar problems.
For clarification: Unit in my posting above means also ships, bases and planets. Not only SE5 "units".

Re: 1.33 bug list
During my last invasion, some of enemy research centers decided to join my forces and attack the defending forces vogon-style...

Re: 1.33 bug list
Getting access violation and game crash at the end of a big combat involving fighters and a carrier, and a troop transport dropping troops.
I moved the carrier away from the planet and ordered it to recover all fighters. Fighters stayed where they were. When the combat ended, got game crashing access violation.
All that is done before the naked stars is remembered
Re: 1.33 bug list
This thread should die. There's a 1.35 patch available now.
Re: 1.33 bug list
And by die, I mean rest peacefully.

Re: 1.33 bug list
So the obvious is for everyone to go off and test these bugs in 1.35, and check they ve been patched.
Time for a consolidated buglist in 1.35?-)-would help Aaron presumably.
I m currently testing a bug in 1.35 - will post if its consistent
S





Re: 1.33 bug list
Currently unable to completely customise or create new strategies through the in-game interface.