Drengin Drengin

Bug Report for v1.12.079

Bug Report for v1.12.079

hopefully there will be very few if any bugs in this version. but here is the thread to list them.
7,994 views 236 replies
Reply #101 Top
Found a minor text display bug:
If you click on the description of Gravity Accelerators it says: "This will make your ships moving 20 0.0000000aster"
I take it's an sprintf("This will make your ships moving 20 %faster"). Just a minor thing I think.

~SDC~
Reply #102 Top
Both Terran and AI races were stopped from building on a resource. The "you're too close to another starbase" message popped up when I tried to build on it. The AI just kept stacking constructors on the resource to no effect.
End of quote


I had a similar problem until I re-loading the game. the message disappeared and my resourse base got built.

When a game is retired and then restored, it appears the restore loads the last autosave and not the endofgame save.

Suggestion:
When a game is resumed, the AI should not initiate any dialoge until the player has control for one turn. The player should have a chance to check the status of their civilization.
Reply #103 Top
I read Sirian post on alignments and have a suggestion for an alignment fix:

When a galaxy is first created, a planet file is created. This file is a 3 occurance table where x and y represent the grid location of the star and z is the planet number. When a planet is first colonized, the planet value in the file is changed. Since this file is not affected by saving and gets initialized only when the galaxy is created, neither recolonizing a planet nor reloading a saved game will trigger an event.
When a colony is abandoned, planet quality should be reduced to zero.
Planet Quality should figure in Event occurance.
Reply #104 Top

I'm not sure what you're getting at.

Only one event is possible per planet.  I can make it so that events won't happen for planets below a certain class.   That way there will be no incentive for colonizing low class planets except for extending range.

Reply #105 Top
It is possible to keep reloading a saved game to get the event your want. Sirian implied in his post that abandon and re-colonizing a planet can also cause an event. I just thought of a table to remove two cheats. Removing events from low-class planets also works and easier to code. No events when PQ < 10 ?
Reply #106 Top
Sirian wrote: Make alignment a real choice, with change still possible, but the benefits of alignment applying only if you STAY that alignment.

I could not agree more! Alignment is a choice.
If your calculated alignment (made by your event Choices) drifts too far from your chosen alignment, there should be SEVER penalties.

You should also not be able to trade for techs that are
of opposite alignment - a good empire would not assign any value to an evil tech.

I also think that low PQ planets (perhaps 11 or less) should not be colonizable at all. If you want to extend your range, build a starbase!

Also, abandoning a colony is an evil act. The proper way to abandon a colony would be build a colony ship and load the ENTIRE population on the colony ship.
Reply #107 Top
abandoning a colony is an evil act. The proper way to abandon a colony would be build a colony ship and load the ENTIRE population on the colony ship.
End of quote


good idea. what about a PQ hit for the evil act?

I also think that low PQ planets (perhaps 11 or less) should not be colonizable at all
End of quote


A planet needs liquid water to become a colony.

Reply #108 Top
How about when I take over a colony that has been "stripped", launch a colony ship containing most of the population, and decomission it. I suppose that's evil ;)

I tried keeping them around, but there's no purpose, and thought it might slightly hurt my military rating if they get destroyed. Had fun for a while giving these ships to the AI and watching their morale plummet, but then the planets never rebelled despite sitting at morale 1 for years and years.
Reply #109 Top
NO PQ HITS FOR EVIL ACTS

Make the ickle wickle goodie goodies suffer!
Why everyone pick on evil all the time?

~SDC~
Reply #110 Top
Two Altarian constructors just spontaneously turned into starbases close to one of my planets. No free resources were in sight. I'm guessing a bug here?
End of quote


Well, more of an "undocumented feature." That's been around for some time, and apparently occurs when the AI is thwarted while trying to grab a resource. "They beat me to the resource? Well, I'm going to build a starbase SOMEWHERE, by God!"
Reply #111 Top
dracko81: please send me the save game at [email protected]. I'll need both the .sav file and the corresponding folder.
End of quote


Done enjoy, try not to intimidate them acreans, they are very vicious ;)

~SDC~
Reply #112 Top
Howdy,

I have also experianced the ships going invsible bug. New bug with this version. Galactic Senate repeats the resolutions multiple, multiple times. I get the resolution for a influence increase four - five times in a row. Never saw that on any previous builds.

Thanks,

Daniel

~SDC~
Reply #113 Top
Sirian implied in his post that abandon and re-colonizing a planet can also cause an event.
End of quote


No, I didn't. :) I know I was being obscure, but Cari got it.

Cari: You came up with a good idea that didn't occur to me! :D Shutting off morality events for planets PQ9 and below would do the trick, I think. At least that wouldn't ruin the chance to land on a PQ10 or PQ11 and hope for a +PQ event to render them usable. And the maintenance on a PQ10-13 is only 5bc, while a starbase takes 10. Plus player gets a little influence from even a small colony. PQ9 and below, though, those are pretty much relegated to temporary range boosters in the early game, when a constructor to extend range would take too long to build.

That still leaves players on huge/gigantic maps with the ability to go from 0 to 100 morality, though, so the game should still anticipate that happening. So I would still like to see the player's current alignment count for something, as I detailed.


I found a new bug today, very odd. I was lining up a terror star strike to end a game. The fundie event happened (first time in several games for me, thank goodness -- as it often wrecks the fun of the game, regardless of my own alignment). The Fundie revolt took out one Drengin planet and both Yor (rare huge map), eliminating the Yor. I assembled my terror stars at the three planets that were taken over and blew the annoying !@#$!'s out of the sky. Drengin had two planets left, one flipped to me. The last got stripped of all items for no apparent reason?

Anyway, at that point, the sector containing the last Drengin planet became "out of range". I had constructors parked in there, and planets and starbases nearby. I even moved the terror star from the fundie strike against the former Drengin planet down toward the now-morale-one Drengin's final planet. The game continued to refuse to allow me to send anything into the sector, claiming it was out of range. Only this one sector was affected.

I tried planting a new starbase nearby, no change. Finally, I saved and reloaded in desperation, because I had to have that sector "in range" to be able to order my terror star to attack. The reload cleared it up, so... apparently a memory-resident bug and not a corruption of the saved game data.

Never seen anything like that before. :)


Thanks for fixing the Drengin-only tech steal. I hope you increased the others (so they actually happen) rather than lowering the Drengin rate (so we never steal anything else again :SURPRISED: ever). :)


Cari: One more thing. Player can currently ignore the requirement to pay for terror stars by doing all of them at once. Player can go way negative in treasury, and then the game's over, meaning a free ride. I didn't even know about this, as I've been saving up extra money to pay for my terror stars, but Ray the Wanderer pointed it out today and I tried it. Yep, went tens of thousands into the red, no problem. :notsure:

I'd like to see the player have to have the cash up front to build a terror star. Otherwise, why bother with the 5000bc payment in the first place?


Also, abandoning a colony is an evil act. The proper way to abandon a colony would be build a colony ship and load the ENTIRE population on the colony ship.
End of quote


CivMonger: Abandoning a colony is a lot less evil than blowing up stars and killing billions, or invading out of pure greed and killing billions. This is a can of worms Stardock wants left closed. The morality is meant to be an interesting game feature, not a true-to-life hardcore simulation. You have to understand where the programmers are coming from in their design philosophy if you want to make a difference with your suggestions.


- Sirian
Reply #114 Top
And the maintenance on a PQ10-13 is only 5bc, while a starbase takes 10.
End of quote


I've notice that a starbase starts off at 10 bc and each improvement cost 1 bc - the cost of the constructor. ( I didnt check lastest build).
Reply #115 Top
CariElf

Maxtipherous: So the text under a ship is obscured by another image, usually that of a star?

yes. I have only seen it under a star, and saving / reloading a game corrects it.
Reply #116 Top
Just to chime in on the Alignment points being brought up here, in the right place or not.

The idea that Evil and Good races should not share Techs opposed to their alignments seems reasonable on the surface, but one point I find missing so far is this.

If you restrict alignment to much, then you will have to consider all aspects of the alignment.

The fact is that any truly Saintly(Good)Aligned Race would never spy on their neighbours, or spend credits trying to covertly subvert the oppositions citizens.

Thus if any further alignment restriction are to considered and or applied, they should also be applied in these areas. A Good(85-100) aligned race should not get either the Espionage and Subversion sliders.
Morality would not allow this type of behaviour.

Bet that would make being Good a much tougher choice.

As for the opposite effects to balance for evil? Well their really isn't anything other that what exists, except really good PQ or Tech bonuses that outweigh being evil given the losses suffered by being Good Aligned.
Reply #117 Top
Thanks for fixing the tech stealing problem. It's probably part of the same fix but today I noticed that when a minor race steals all of a major race's tech it is (nearly) always the Drengins who get robbed.

Oddly enough, my most recent game is the first one where I stole something from somebody else (the Altarians). So I was wrong to claim it never happened. It was only just rare as some others have already mentioned.

Regarding the missing ship pictures, I recently saw an example of a minor race with no picture on their star. Except for the crown showing that it was their homeworld, the star looked uncolonized. Perhaps the minor race appeared only after the "invisible ship" had kicked in?
Reply #118 Top
Just noticed a small thing, when I was in the metaverse submission screen and it gives a rundown of the level and the level of the AI for each race it left the AI for all of them as normal while I had changed 2 of them to bright. It listed the difficulty of the game as challenging. :notsure:

~SDC~
Reply #119 Top
Both the overview and the description of Overlord Technology in the GCTech file refers to Excalibur class ships instead of Overlord class ships.
Reply #120 Top

I wrote a function that checks the morality and returns true if a tech can use it.  Currently it's only using this (in my code) in the trade screen.  I'll have to talk with Brad before applying it elsewhere.

I'll check on the minors stealing from the major, to make sure that it's not using a different (but similarly executed) function.

edit: the minors steal the techs from the most powerful player, rather than a random player.  So I'll leave that intact, since it's an effort to help you take out the most powerful player.


[Message Edited]
Reply #121 Top
The fact is that any truly Saintly(Good)Aligned Race would never spy on their neighbours, or spend credits trying to covertly subvert the oppositions citizens.
End of quote


I disagree. That's like U.S. Secretary of State Henry Stimson, in 1929, shutting down the so-called American Black Chamber because "gentlemen do not read the mail of other gentlemen." Those other gentlemen were reading *his* mail, of course! Espionage to undermine Evil would seem to be a legitimate tool of Good, and so is agitating to overthrow an Evil government. "Good" does not have to equal "Naive."

OTOH, using espionage against another GOOD race...

Reply #122 Top
I wrote a function that checks the morality and returns true if a tech can use it. Currently it's only using this (in my code) in the trade screen. I'll have to talk with Brad before applying it elsewhere.
End of quote


:D Thanks, Cari! I appreciate your efforts. :D


- Sirian
Reply #123 Top
I am not sure whether this is a bug or a feature. Twice now I have seen a colonization event where the "good" choice had less of a penalty than the "neutral" choice. Both were all production bonus choices. One of them had a +25% production for an evil choice, -20% production for a neutral choice and -1% production for a good choice. The other had similar numbers for the various choices. In one case I knew my exact alignment before making the choice and choosing the lesser penalty, that is the top choice, did indeed raise my alignment by 1 point.

I have seen this in version 1.12 only so maybe there is a little screw up in the events file.

~SDC~
Reply #124 Top
Ooh! Yes, I have seen the same thing Jaxom has seen, but I have seen it all along, since 1.10. That has involved only the polar ice caps planetary event, where the furry locals are enslaved (evil), moved to another continent (neutral) or left alone (good) with the humans relegated to the ice caps.

I have also seen several different types of events where the neutral and evil choice had the same value on occasion. Oh, and is it true that the starship bonus event doesn't actually create ships with the bonus attached?


- Sirian
Reply #125 Top
In response to Hermann the Lombard' reply above.

"Always be prepared to use your other cheek!"

Btw, shutting down the Black Chamber could be seen as non-Good act and thus your friend doesn't fit the profile as Saintly. ;)