1.13.bugs noted |
1) AI empires propose treaties, with no suboption selected for some selected options.
2) Trying to save your Empire from an active game causes a serious crash of the Space Empires 5 program.

Seriously?
I just got a response from a neutral empire the other night.
Just about fell out of my seat...

Awakened
I've had long diplomatic relations with multiple nuetral empires in 1.13. They are definitely talking now. Not that they always make sense. I had one cry out for my help because they were under attack. The strange part is that I was the attacker 
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With all these people, you would expect one of them to carry an iguana around...
But, but, but...
..they still don't want to talk with me?? Is it possible the reason is I'm trying to continue 1.08 game?

Here or Where?
1. Stoopid Ally: When combat occurs for three races and one is my supposed ally with a non-aggression pact (not just neutral systems), why is my ally attacking me?
2. Fun with Math: Didn't see this one fixed; haven't tried it with patch .13. Build a Mineral Scanner on a planet that consumes more than it mines and this facility has the opposite effect. The number of minerals SPENT at the colony is increased NOT decreased.
3. Damn Politics: Why is the AI asking me "per our treaty" to assist them in combat when no mutual defense pact exists?
4. Now let's talk about the turn summary report. Did I provide the tech, ship design, whatever or did they? The wording is unclear or simply does not match the report. Oh and I already have Plasma weapon technology, yet somwone provides this to me every turn. So someone must be upgrading this technology every turn or I am and I am the one that is supposed to be giving the tech to them or... For instance: "As required by our treaty, the Eee Consortium has delivered design schematics for..." No they didn't! That is MY ship design and I delivered schematics to them!
5. Don't get me started about upgrading ships within fleets.
6. Crazy Good: Here's a crazy exploit. Build a ground troop thingy. Put an engine on it. Just one, Ion will do. Put ANY other component on the troop thingy. Take it off, put it on, take it off, put it on, take it off, put it on... Watch the ship speed and for an even greater effect use another engine. Now upgrade the troop thingy and without adding a thing the speed increases again.
7. I'm on my way: My Ally wants assistance. OK where? Point two: I gave them ships and they never took control of said ships. I tried again and the refused to accept the gift. Idiocy.
8. How do I retrofit Units?
9. This Stinks: What's with the "unable to save game" error??? The only fix is to quit the game (at which point a read access error occurs; MS gets another report for their database) and restart. It is impossible to save over existing games including the autosaves (meaning autosave does not work) and new save games cannot be created.

Ground Tactical Combat malfunctions
Description: Ground Tactical Combat Troops and Militia do not move even when it is not simulated!
Possible Causes: Code?
Known Workarounds: None
6
In order:
1. The non-aggression pact isn't the same as a mutual defense pact. It just means they won't START a fight with you..
2. Oops.
Bug!
3. Dunno.
4. Its just backwards. Most of the time.
5. Lets not.
6. Display bug only- you don't actual get ANY movement at all..
7. See 3.
8. You don't, I think.
9. Weird bug..
CSY:
CSY, do a search on that. I've posted the workaround about 7 times by now.
Go into Data/VehicleSize.txt and change the Troop engines per move values from 0 to 1. This will also be fixed in the next patch.
1.13 bug with .
1)I noticed the massive planetary shields facility formula is wrong, currently you only get 1 shield point (only one facility works per planet btw). Change the facilities.txt code to look like this..
Name := Massive Planetary Shield Generator
Description := Massive shield generators which protect an entire planet during combat.
Facility Group := Shields
XFile Class Name := Massive Planetary Shield Generator
Picture Number := 30
Maximum Level := 51
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula := 30000 + (([%Level%] - 1) * 300)
Cost Organics Formula := 1000 + (([%Level%] - 1) * 10)
Cost Radioactives Formula := 10000 + (([%Level%] - 1) * 100)
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Massive Planetary Shielding.
Requirement 1 Formula := Get_Empire_Tech_Level("Massive Planetary Shielding") >= (1 + ([%Level%] - 1))
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Description := Generates [%Amount1%] pts of shielding for the planet during combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 5000 + (([%Level%] - 1) * 100)
Ability 1 Amount 2 Formula := 0
Instead of
Ability 1 Amount 1 Formula := "normal shields"
Ability 1 Amount 2 Formula := 5000 + (([%Level%] - 1) * 100)
2)When you increase tech levels in smaller weapons, the preview pictures do not show up
3)Emergency build is nowhere to be found
4) some planet grafics are trippy
5)planets should not be able to remotely recover or launch units
6)no option to retrofit units avalable
7)Log window now dows not highlight system that event took place in. very nice feature, disappeared from 1.08
"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

Some other bugs
Some diplomatic bugs that I've seen:
1) Peaceful messages during war time.
I'm at war with an enemy empire, and so I begin to use sabotage agaisnt them. A few turns later I get a message along the lines of: "You brought words of peace, but you thought only of Sabotage.", or similar messages telling me to stop my intelligence, as if we aren't in war. Additionally, I get messages saying that I'm risking starting a war, while already in a war with that empire. It seems that they forget we're at war.
2) Get out of the wrong system.
I've received numerous messages telling me that my colonies are about to get wiped out. The problem is, I've never seen the system, or I don't actually have colonies there. Makes for some very annoying messages.
Some other random bugs:
1) Building X Space yard Facilities in a single command allows you to build any number you want. Just build a stack of them and have fun 
2) A new ship will always get your first race as its crew. I assimilated another race into my empire, and wanted to be able to have them as the crew, but I was unable to do so.
3) Crews aren't dying from lack of Crew Quarters/Life Support. A ship with nothing left but a sensor component had 50 / 0 crew left during one fight.
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With all these people, you would expect one of them to carry an iguana around...

Team Mode
I was playing against a bunch of computers that were supposed to be allied (team mode...all computers against me). However, when I would attack a square with multiple opponents present, the computer ships would fire on one another. Computer ships would also fire on other computer's planet during combat.
Also in team mode
It appears the 'fix' to reduce the treaties offered by the AI players in team mode didn't quite work out. When playing 3 humans vs the AI, the human players consistantly get bombarded with peace/trade/non agression treaties from the A.I. even though the game is in the "All humans vs AI" mode.

Old bug
Thats a generic issue with cross-tech research. It also appears with stuff like organic armor and hull sizes.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Ground Combat - bug or "feature"
When landing troops on more than one enemy world, only one ground combat actually occurs at start of next turn. Is this a bug or 'feature'?

What?
Just to check, you're invading (say) three worlds, and only get one worlds combat? Or all trhee are lumped together?
Weird.
There are 10 types of people in the world:
Those that understand binary, and those that don't.

I have a game with a
I have a game with a corrupted save after I attempted ground combat (my troops with fusion thrusters did not move). I get a message that says unable to save c:/program files... etc.
Cunnilingus and Psychiatry have brought us to this...
Tony Soprano [/i]The Sopranos
"Genius is Simplicity" chris
"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do
I have not seen any planets with moons in my game. All planets are on their own unlike se4

Read the post above
Read the post above mine -- I was asking about the bug he was reporting wherein he'd invade multiple worlds and get only one ground combat.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Crew killing
Crew killing doesn't work. I tried toxic injector but it did nothing (neighter with shields nor without shields).
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There are two kinds of opinion: the mine and the wrong.
Ive got the deaf neutral
Ive got the deaf neutral empires bug too, on 1.13... honestly, ive never seen anything so full of bugs like this game, i feel like im a beta tester who paid for the game in advance.... but all in all, SE IS a great game series, ill just put this away untill its really finished.

My Bug report
The bugs that bother me are:
1)If you tab out of the game, when you go back in the bottom of the SE5 screen shares time with the computer task bar, causing you to drop out of the game repeatedly.
2) When you try to attack a hex with an enemy in it, your ship is placed outside of the "retreat" circle. You then automatically retreat, unless you have no movement left. (thats getting anoying fast.)
The stuff that doesn't bother me so much, but I hope gets changed fast:
1) What happened to "Move to TOP" and "Move to Bottom" on the build que? Or "Build ONE Turn", or more, at a time.
2) In SEIV, when you upgraded a design from one class to the next highest, all your stuff was moved to the bigger hull. In this game, you get nothing, and have to add it all over again. I don't see why this is such a big deal. Move the armor to the available armor slots,move the stuff on the interior to the available interior slots, and evertything else goes on the outside of the hull.
3) I miss the step nature of the SEIV combat. I don't trust the AI to take care of my ships in SEV combat, and so I run myself ragged trying to control all those moving ships. I love the look of the combat mode tho. Very nice. Too bad it isn't really 3D in nature (I want to change elevation, go over planets, and such.)
Wish list:
1) Building Rings around Planets, to double or tripple availabe planet size. This should come on the tech tree before ringworlds.
2) On SEIV I modded the game to allow naturally occuring ring and sphere worlds. Anyone know how to do this, but reduce the frequency so not every 6th planet in the universe is a ring or sphere world?

I hate subject lines
1) I imagine "build one turns worth" (if thats what you were talking about) was considerd obsolete since you now have construction carry over, and units are available as completed rather than when the entire construction group is finished.
2) You mean from one hull size to the next? Please remember that differen't hull sizes can have totally differen't slot maps, which makes that a bad idea.
3) You do know you can pause tactical combat, right? Even set it up to autopause after a given number of seconds?
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Is this all about 1.13?
If so this may be incorrect since I'm talking from only 1.08 experience:
1) If you click Reorder while in a Planet's build queue you can move items up and down one at a time, but no To Top or To Bottom - that would be useful!
2) I've never seen a different configuration between hull size levels for the same type of hull - Rilbur, are you talking about some of your mods again? My experience is that when I click "Upgrade" it forcibly changes the hull level to the largest available for the type (Cruiser, Battleship, etc.), and forcibly upgrades all items to the highest level available. Sometimes this doesn't work with weapons on Mounts, but usually it does.
3) Hit the space bar to pause/unpause space combat, though it leads me to frequent micromanagement too...

Guy Above
The guy above was asking about hull sizes, not levels, I think. E. G. LC -> HC.
And the guy above WANTED to run around and micromanage his ships.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Double reports are really
Double reports are really annoying, i.e. you finished some science project or sent some diplomacy messages, it will report correctly at the normal turn, however, it will report again at the next turn.....
another thing, if you use auto-explore option, while travelling through some unknown warp point, your ship will loop back to a random already explored warp point instead of warp through the right one.

Alliance Treaty bug
Noticed an absurd diplomatic bug :
I proposed and Alliance to the AI, it replied by proposing a slightly different type of alliance, which was nevertheless quite acceptable for me. So I decided to reply “yes”, but I realised there is actually no “yes” button available to accept an alliance proposed by the AI!
I tried to work around by using the “propose change in treaty” button without changing anything in the treaty clauses but the AI refused to accept the exact same treaty it had proposed before!
Here is a screen capture (click to enlarge)
Staying bugs
Just I remember
- Technology share is working, except somebody have special technology (like Religious), but the Log screen is not working correctly.
- The technology exchange is not working correctly and the Log screen not working too.
- Technology share is not working on special technology (like Religious), the Log screen said I give a new technology level 1 to my allied player (He give me), and the next turn too, and the next turn too, ect.
- In space battle, I want to command the ships, but them continue their earlier commands.
- In space battle, when I use Ram Ships command on A ship, my ship attack the position where was the A ship, not the A ship himself.
- Stay that problem, when I able to attack with 1 movement point and 1 ship, and the other ship in that hex fight in the battle, but their movement points not decreaseing.
- In space battle an enemy AI attack my planet with 6 ship but I have some weapon in the planet, and the ships fleeing, but them use every movement points to attack and fleeing many times, and not understand, there have no chanse to win.
- Path mark problem. When the turn begin, and the earlier movements activate, when some not frienly vehicle stop to a warp point what is block some marking path, the computer search an other path, move there, and the old path can be see. Why not stop this vehicle, maybe I want to do an other command.
- In space battle, the Use Specific Weapon button usually not working, and the ship use all weapon, not just the selected.
- Sometimes on the design screen not allow to use ordance or supply modul, but when I use automatic desing, the computer use them, and I able to copy.
- Sometimes when I launch a satellit from a carrier it launched to near the system, out in the nothing.
Olly.
I invade (let's say) 3
I invade (let's say) 3 worlds this turn. I then end the turn, and the ground combat pops up (after the other players get their turn, of course). I am then placed into ground combat for one of those worlds (I haven't really found a definate pattern as to which world I am dumped to, but typically it's the first one I invaded). At the end of that combat I am placed back into the standard orders screen (the main game screen). I now have 1 world invaded (or lost) and 2 in 'limbo' (pending). If I do not invade any other worlds, at the beginning of the NEXT turn, I am dumped into ground combat on one of the two 'pending' worlds. So, essentially I can invade as many worlds as I want, but it'll take x turns (x=number of worlds I invade) to resolve them.

Report bugs/annoyances
The recently condensed construction reports are nice, but not the last condensing that should be done. Currently, upgrade reports are not condensed into one per planet, like they should be. Also, for multiple levels in the same technology / component, perhaps a single report saying that Levels 4-9 have been discovered (for example) would be better.
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Give me atmopshperic manipulation cannons, or give me death!

One for the road
2) Get out of the wrong system.
I've received numerous messages telling me that my colonies are about to get wiped out. The problem is, I've never seen the system, or I don't actually have colonies there. Makes for some very annoying messages.
Could these be related to my "Can't Save Bug"? Both only happened once.
1. Bitmap image is not valid???
2, Canvas does not allow drawing!? I had task switched back to desktop, killed steam, and then back to SEV.
Upgrading Ships and Stuff:
3. Weapon mounts aren't automatically upgraded. I have to remove the weapon and replace it with the upgraded mount.
Not that I'm complaining; wait I guess I am...
Phunny Muny?
4. Empire Options, Treasury, Resourse... per turn: This report indicates I receive income from the ship AND from remote mining. The amount is identical and seems to be duplicated.
Speaking of Remote Mining:
5. I thought the remote mining rule was one ship per resource... I put two mineral miners on the same asteroid belt and both were generating income.
Some bugs?
1) Video display corrupts when loading a saved game. Ge force 7800 GT, Did not do it on 1.08.
2) Diplomacy, Sub categories are not being added correctly.
3) Refitting ships causes CTD on the next turn.
I will list more as I play. Thank you for a great game though. This last patch made it at least playable.!!!
Life is too short, to waste it with indecision
xeryx
Ground Combat - bug or "feature"
Weird.
Yeah, I invade (let's say) 3 worlds this turn. I then end the turn, and the ground combat pops up (after the other players get their turn, of course). I am then placed into ground combat for one of those worlds (I haven't really found a definate pattern as to which world I am dumped to, but typically it's the first one I invaded). At the end of that combat I am placed back into the standard orders screen (the main game screen). I now have 1 world invaded (or lost) and 2 in 'limbo' (pending). If I do not invade any other worlds, at the beginning of the NEXT turn, I am dumped into ground combat on one of the two 'pending' worlds. Then at the beginning of the NEXT turn, I get combat for plant 3. So, essentially I can invade as many worlds as I want per turn, but it'll take x turns (x=number of worlds I invade) to resolve them.
Any ideas?

LOL! I saw that when I was
LOL! I saw that when I was playing the 1.08 patch and just thought I had done something in the GUI the game didn't like.
Sincerely,
Kahn

dragonemp wrote:Double
The log actually keeps reports from previous turns, you can control how many through an options window.
What are you trying to say? The first two points appear to directly contradict eachother on whether or not the tech trade is working (though both agree that the log is reversed, which is true).
And the third part, about racial tech trying to share even though it can't, is a known issue.
Please describe more thoroughly what the problem is, and how you created it. My ships tend to respond to my orders, when I deign to give them.
There's a known bug with ramming causing ships to just move up to the target, instead of actually ramming it.
Assuming I understand you, you move ship "A" into a sector where friendly fleet "B" and enemy fleet "C" is, and only ship "A" gets movement points deducted. That seems like its the way it should be, unless I'm misinformed.
Known bug, ATM ships aren't clearing their movement orders upon exiting battle. I think it was already fixed in 1.14.
Assuming I understand you, you're ships are automaticly rerouting around enemy vessels when their discovered, and you want them to stop? There is an empire option to clear orders when sighting enemy or friendly vessels (or was in SEIV, I haven't gone looking in SEV 'cause I haven't had to turn it off yet), is that what you want?
There are 10 types of people in the world:
Those that understand binary, and those that don't.
More problems
Thanks to dragonems.
Next problems:
- No condensed view in the ship design screen
- Not able to use earlier moduls in the ship design screen
Olly.
My list...
-Minor bug/oversight : Ship mass don't affect acceleration in combat (why bother to tell us their acceleration in the design screen if it does nothing in-game?).
-Minor bug : Several components don't check for all their requirements (since i modded thoses, i know
).
-Serious bug : Crew don't die. No matter what you destroy on a ship, the crew remain unharm in combat (or afterward). In ship boarding, combat occur but only the marines and defense station seem to take damage.
-Bug : Emergency devices like emergency propulsion and the like don't seem to kick in when the ship take damage in combat. This makes them useless...
-Bug : Ships continue to attack enemies vessels that are being boarded.
-Minor Issue : Boarding shuttles are too slow, they have a hard time to catch ships at full speed. They can end up following them for a while, especially since nothing shoot at them...
-Ballance issue : Have 1, or have 12, you get the bonus move from engine. I think it's not right since you can mix engine type with no penality. And besides the bonus move, there is no point in using the newer engine type, they don't make units any faster in combat.
-Oversight : You can design a ship with no engine, make no sense.
-Oversight : You can design a troop or a fighter with no engine, no weapon.
-Ballance issue : Supplies and ordnance production don't match the need, it's faster to build new ships fully stocked than wait for them to refill.
-Ballance issue : Planets have just too little supply, a single frigate can dry them up.
-Ballance : Ships can have so much more supply (due to the insane capacity of engines) than ordnance that it's not fun. It just make us value weapon that don't need ordnances.
Bug comments
1- So you know what it is. The different ship classes have differing acceleration rates.
2- Yep. Was supposed to be fixed, but didn't work.
3- They aren't supposed to. These are activated on the strategic map, not in combat. Eg you could move a ship that normally went 12 hexes 18 hexes instead.
4- Odd.
5- hah. Battle-taxis that charge by the mile? 
6- I'll have to check that
7- intentional. There are reasons.
8- RAMMING SPEED!
9- oops?
10- oops?
11- if you don't do that, ships have rather limited range..
Comments...
But two ships of the same classe with different mass move the same, there is no point in leaving unused capacity on ships.
I believe you are talking about engines. Well, they could at least increase acceleration in combat. As for the bonus, what i meant is you can fill a ship with ion and put a single Quantum one and you move just as fast (combat/strategic) as one using quantum only. Maybe you could make it so engines of different types can't be mixed...
5- hah. Battle-taxis that charge by the mile?

About as useless as a fighter out of ammo.
Btw, why carriers launch fighters out of ammos? Shouldn't they keep them inside instead?
That's what supply storage are for. Want more range, use more of them at the expense of weapons and armor. I believe it would fix the issue nicely. At least i did in my mod and it work just fine, and i did it while making small ships use less engines than the big ones
.
Btw, why carriers launch fighters out of ammos? Shouldn't they keep them inside instead?

Is the quick start mode safer ?
I don’t know if you noticed it too. But it seems the game freezes(processing end of players turn “black screen of death”) a lot more often under the regular mode than on the quick start one’s.
Sort Order bug
When I sort my ships in supply order, with the lowest remaining supplies at the top of the list, a ship with 9000 points remaining will be on top of one with 90 points remaining. It should be the other way around.

I have encountered most of
I have encountered most of the bugs that have been already mentioned on this board. To evade the saving crash, I turn off autosave and manually save every one or two turns. I keep three saves, so if one gets corrupted I can reload a save no more than a few turns ago.
I spotted some other weird bugs:
- In the ship component view, the framerate drops considerably and incorrect component icons are shown. For example, gas colony icons were in place of crystalline armour, but showed the correct component when right-clicked.
- After several attempts at creating a Ringworld, I gave up trying to centre it on the star. Because the ship creating it cannot enter the star's space, it ends up creating the centre of the structure on a nearby hex, making the placement look very strange.
- I don't know if it's linked to the above problem, but I noticed that the planet's status icon for the ringworld was far off to the side, on the edge of the system. Before colonising it, the green colonisable/breathable icon was in the far corner of the system from the ringworld.
I haven't built a Sphere World yet. Has anyone else run into these bugs?
Edit: And now that I have found the changelogs, I see that the construct business has been sorted out. 
Facility scrapping weirdness
I ran into this the other day. I scrapped a number of facilities to make room for planetary shield generators. A number of 'em were radioactive refining facilities.
For several turns after that, the radioactives simply did not add up right. It would tell me that I had 10,000 radioactives net, but the next turn the total would go *down*. I got stuck at zero for no apparent reason.
Then I managed to build a few more refining facilities, and the problem went away.
This problem does not seem to happen for mineral and organic facilities.
EDIT: Forgot to mention that I was also using Balance Mod 0.96.
I found a small bug the yesterday...
When using the autocomplete while designing a troop, i noticed the design had an afterburner... Troop can't use afterburners and they don't show up in the list, but the autocomplete can add one.
A bug that can help AI, should we leave this one in
Interesting bug, i'm going to create a cheaty ship yard auto-design and see if the game can handle multiple ship yard componants.
That could be very handy for modders actually. If you could create a load of AI only auto-design shipsets it would allow the AI to have a tangible advantage of the players on a ship/unit scale. Which would make things nice and challenging.
Since it something that can only be replicated by modding it should be left in as a tool for modders to use.
(fix the afterburner thing of course)
Your lord and master (below Foamy) LordHavoc
Game won't save?
The game just told me it couldn't save. What?
Then it gave me an access violation when I clicked on a race in the diplomacy screen.





Neutral empires
are still deaf and mute to any diplomatic proposals.