HOME | DEVELOPERS ALLIANCE | FEATURED GAMES | FORUM | MISC | CONTACT

Ultimate Bugs Chart

(BT Patch Bugchart)

Bug Severity Key  
Un-addressed Bugs:
Suggestions:
Fixed:   
 
121
  49
200+
·  High
·  Medium
·  Low

Last Updated 06/16/03

#

Category

Description

Status

Type

      1  

Planetary Production (red)

Spaceport income is incorectly displayed when improvements are built.

Fixed

Bug

      2  

Military

(red)

“Armor Piercing: It doesn't. At least, inherent direct-fire weapons armor piercing doesn't, direct-fire weapons don't gain it from the armorpiercing mod, and fighters don't get it with weapons that are listed as having inherent armor piercing. I haven't actually tested missiles yet for their armor-piercing, nor fighter-based weapons mods that are supposed to grant it.”

Fixed

Bug

      3  

Military

(red)

Typos in GroundCombat.txt: Unicode entries for Assault Blaster, Plasma Pod, Armored Exoskeleton. Typo in TechTables.txt: UnicodeD entry for Assault Blaster. The weapons are listed in the order in which they will be upgraded by the AI, so for example the AI will upgrade to Energy level 10 plasma projectors even if you have Energy level 38 fusion obliterators

Fixed

Bug

      4  

Galaxy Map (green)

"Two star systems may have the same name. Sitrep reports for both systems hyperlink to the first discovered only."

Fixed

Bug

      5  

SitRep (green)

"There is no sitrep prompt for you to vote on a bill."

Fixed

Missing Feature

      6  

Save games (red)

Currently, if you are playing sole survivor and you load a game, the senate victory (and maybe antarian X victory) is switched back on.
Workaround: Start a new sole survivor game and then load the old game.

Fixed

Bug

      7  

Leaders

(red)

"when you have the maximum of 4 leaders, and you encounter a 'rescued leader' planetary special, you will still get the rescued leader along with all of his/her negative and positive traits. However, you will not be able to select and dismiss this leader (I don’t think the leader ever dies either), and for the rest of the game your maximum of 4 leaders will be lowered to 3 (the phantom leader permanently ties up slot 4)."

Fixed

Bug

      8  

MP

(red)

"When trying to assign the empires to the players for a resume in the multiplayer connection screen, the drop down list of empires is cut off at the bottom of the list box. Often the player's empire is at the bottom and cannot be accessed."

Fixed

Bug

      9  

Galaxy Map (red)

On the zoomed in galaxy screen, it may be difficult to find "the last system" where an enemy empire resides, PARTICULARLY if the last system is shared with another empire. Please add some method of highlighting every system where an empire has planets; how about adding filters to highlight specific empires to the main galaxy screen?

Fixed

Missing Feature

  10  

Colonization (red)

If you click on the Forces tab and tell the AI to colonize without a planet selected, an error message will come up stating that you have no planet selected. At this point, if you back all the way out to the galaxy map, the game will crash on your next action.

Fixed

Bug

  11  

Military

(red)

AI never retreats from combats, no matter what the odds are, or whether they have any ammo left or not. IF task force, with 0 volleys remaining will cruise in combat until a short range TF happens to fly by, combats like the guardian vs. colony ship cannot be ceded, unless you want to lose that ship.

Fixed

Bug

  12  

Military

(red)

AI is playing like a pacifist... even the highest difficulty level provides no challenge.

- Make AI more aggressive
- Make it build and DEPLOY huge fleets
- Make it attack!!
- Make it invade planets

Fixed

Bug

  13  

Military

(red)

The well known PD bug, no further comments needed
Notice:
The PD weapons seem to work if you cede control... I suffer way less casualties against IF fleets with a lot of PD if I cede control... if I watch the battle, or control it, half my fleet blows up from the first salvo of missiles.

Fixed

Bug

  14  

Military

(red)

If you cede control of an invasion, the ground combat part is also handled by the AI, without any further questions.

Fixed

Bug

  15  

Military

(red)

PD weapons [beams/missiles] have no range limitation, nor do they have any target type limitations, so basically the PD cannons tend to fire on enemy ships instead of fighters / missiles.
Additionally Interceptors seem to be broken... they do nothing to be exact (it seems so at least)

Fixed

Bug

  16  

Espionage (orange)

Diplomatic spies have no missions actually assigned to them and will carry out military missions. Instead political spies blow up the gov DEAS that the diplomatic spies should be targeting.

Fixed

Bug

  17  

MP

(orange)

"When trying to do a reload, the game still shows up on the GameSpy list, even if all players are connecting via IP. People jumping into the game that were not among the original players, leave open slots in the list, that subsequent players will fill, causing more problems with the empire assignment list bug"

Fixed

Missing Feature

  18  

Diplomacy (orange)

If there are more than one bills requiring your attention, the topmost description box (the one with the voting options) shows nothing - this is especially annoying if you want to vote on that item.
Easy to reproduce, if you have 2 bills, click on the first, it will show up, like it should. Now click on the second, and there you are... no more vote options.
Workaround:
the only one I know about is, that you switch to another tab, come back, and click on the bill you want first.

Fixed

Bug

  19  

UI

(orange)

"The game resets scrollbars to the top of the list after a selection is made from a list. Examples, Diplomacy Tech exchanges, Task force creation, combat scheduler. This results in MANY extra mouse clicks."

Fixed

Bug

  20  

UI

(orange)

"There is no way tell if planets are green/yellow/red for magnate races."

Fixed

Missing Feature

  21  

Galaxy Map (orange)

"System names and empire icons are only visible at maximum zoom. For the galaxy map to be useable at any other zoom level this information needs to be visible at least a bit further out. Say, 50% zoom?"

Fixed

Missing Feature

  22  

SitRep (orange)

"In the mid-to-late game, the sitrep becomes too large and clogged, and important information can become lost in the deluge of tech reports, etc. More detailed control of the pruning process is required i.e. by subject (tech, espionage, diplomacy, planets, etc) in addition to importance (red/yellow/green)."

Fixed

Missing Feature

  23  

Economics (orange)

Along with the previous, how about an option to ONLY build one type of unit in a military Queue, turn after turn after turn until you say otherwise.

Fixed

Suggestion

  24  

Planetary Production (orange)

The viceroys build way too many support troops (well at least magazine, commandos and command centers). It looks like the AI is calculating the needed number of support troops wrong like with the number of needed troop transports.

Fixed

Bug

  25  

Planetary Production (orange)

It would be pleasant if all planets containing population (including and specifically referring to magnates) also displayed somewhere in the planet's statistics the dominant population on that world.

Fixed

Missing Feature

  26  

Military (orange)

"When entering the task force creation screen, a default task force is automatically created - this is always a Long-Range Flotilla .../snip/" Start with a clear screen instead

Fixed

Missing Feature

  27  

Military (orange)

Ground troops does not retain experience properly if disbanded.
At least it seems, coz I had no troops above experienced after conquering half of the galaxy.

Fixed

Bug

  28  

Military (orange)

If both sides in a battle choose assault planet, the higher number empire always gets to attack. Unsure how numbers are assigned. in SP, player always wins except against Orion’s

Fixed

Bug

  29  

Military (orange)

The "Other Forces" tab shows destinations of enemy fleets that the Galaxy map doesn't show.

Fixed

Bug

  30  

Military (orange)

"When a ship design is made obsolete, planetary build queues are not cleared of the design, even for builds which have not yet started."

Fixed

Missing Feature

  31  

Planetary Specials (green)

On magnate planets already discovered by other empires, there is no way to find out which magnate race inhabits the planet, except by colonizing.

Fixed

Bug

  32  

SitRep (green)

It is really annoying, that the savegame doesn't contains the current turn... Ideally it should also store any changes made in that turn, but at least it should store the sitrep for the last turn, so if you load up the game next day, you still know what’s going on.

Fixed

Missing Feature

  33  

Colonization (green)

Unable to know which race is on the ship. I've been landing Tachidi on gas giants more times than I can remember...

Fixed

Missing Feature

  34  

Diplomacy (green)

The "ignore this law" button doesn't seem to work properly. It can be checked 'ignore this law', but after a turn or two it will return to default.

Fixed

Bug

  35  

Diplomacy (green)

You could get the same treaty twice, if both sides offer it. turn 1, I offer research, they offer research... we both accept, and there you are.

Fixed

Bug

  36  

Diplomacy (green)

Asking to fulfill alliance obligations doesn't list the enemy. If you are in a war with several enemies, you only get "Fulfill full Obligation" several times, not "Fulfill full Obligation [enemy]", and you can only guess which is which

Fixed

Bug

  37  

Galaxy Map (green)

"If you share a system with another empire, and you control enough of the system that your flag is displayed, but the other empire has the planet with the Mobilization Center on it, then a Mob. Center icon is displayed with your own empire's flag in it, which makes it very confusing when you want to create a task force there, but can't."

Fixed

Bug

  38  

Galaxy Map (green)

“If you press the "b" button in order to switch the galaxy view to the more abstract one which only shows who owns which system and afterwards push the turn button you'll get a mixed abstract/natural galaxy view. This is very annoying if you want to keep the abstract one.”

Fixed

Bug

  39  

Galaxy Map (green)

"There is no way of distinguishing, at a glance, which fleets belong to which empires. If I am an insectoid race, and have a neighbor which is also an insectoid race, and they are at war with me, its pretty important to be able to tell whether the ships moving toward my home world are mine or theirs."

Combined Post
Two or more empires can share the same flag, with the same color (not to mention the same race, so that even ships look the same)
 

Fixed

Missing Feature

  40  

UI

(green)

I've created new UINavigation music for different races, and tried modifying music.txt to correspond to the new music.

The game seems to not recognise the UINavigation extra files, instead, it just replays UINavigation.aif over and over.

Fixed

Bug

  41  

UI

(green)

Planets with moons seem to (at times) show different summary ratings between the System view and the Planet List view

Fixed

Bug

  42  

UI

(green)

"Unable to filter planets lists by those migratable."

Fixed

Missing Feature

  43  

UI

(green)

There needs to be a clear numeric representation of the player's current tech level in the research schools.

Fixed

Missing Feature

  44  

UI

(green)

"The game does not remember the settings of tabs, when changing between screens. e.g. If I select Personnel -> Espionage -> List of Spies, then exit the personnel screen and re-enter it, the display resets to Personnel -> Leaders. This generally results in extra mouse clicks."

Fixed

Missing Feature

  45  

Military (green)

If I modify anything in a design, the name changes back to the last design confirmed.

Fixed

Bug

  46  

Military (green)

"If you sometimes bombard an Ithkul-occupied planet until it's destroyed, then settle that world through colonization, a number of Ithkul population points will immediately be added to your colony."

Fixed

Bug

  47  

Military (green)

If I change the ship size, after confirming a design, the ship type switches to orbital.

Fixed

Bug

  48  

Military (green)

You cannot invade more than one planet in the Orion system. No matter what you do, for the rest of the game you have to defend against 1-3 New Orion ships at your planet instead of attacking his planets. The same happens when you have an own colony in the system.

Fixed

Bug

  49  

Military (green)

I asked an AI ally to fulfill its full obligation. It responded with a counter offer, saying it wanted planet xyz. The requested planet was one that the AI already owned.

Fixed

Bug

  50  

Military (green)

It seems you can only scrap 1 certain design/turn - attempts to scrap another kind of ship will be ignored.

Fixed

Bug

  51  

Military (green)

When trying to add a component while designing a ship, bringing up a component submenu covers up the list of the existing components of the ship. It would be nice if you could see both at the same time. This would be especially useful when trying to decide whether or not to upgrade a design.

Fixed

Suggestion

  52  

Military (green)

It should be possible to create several identical Troop Transports at once, or the previous setting on the GF and TF screen should be remembered. Another way to improve it would be the option to use templates for TFs.

Fixed

Suggestion

  53  

Military (green)

"There is no way to tell what ground units are in a transport task force once it has been deployed."

Fixed

Missing Feature

  54  

UI (green)

"If you overfill the dev-plan list you have to delete ALL dev-plans in order to add new ones." not only can you not add new ones, but you can't change the old ones, either!! It looks like you've changed them, but as soon as you exit the dev-plan screen and go back in - nope, nothing's changed.  The workaround I've found is as follows:
I've found that if I delete the plan (or just the individual cell) hit ok, return to the galaxy map then go back into Dev plans it works fine. I don't need to wait a turn.

Addressedd

Bug

  55  

Exception Errors

Unhandled exception: c0000005
At address:
007ecdd2______________________V. 1__________

Unhandled exception: c0000005
At address: 00403fff_______________________V. 1__________

Unhandled Exception: c0000005
At Address: 0057837b

The one above has a full explanation here_____V. 1.2_________

Unhandled Exception: c0000005
At Address: 40a00000______________________V. 1.2________

Unhandled Exception: c0000005
At Address: 00711acc______________________V. 1.2________

Unhandled Exception: c0000005
At Address: 00761673______________________V. 1.2________

 

Unfixed

Bug 1

  56  

Lock Up

"On ship design screen, press tab after confirming a design (goes to weapons tab normally). Most of the UI buttons stop working. I have to get windows to force-quit moo3 and restart the game. I haven't checked if it also happens when clicking on the weapons tab."

Unfixed

Bug 2

  57  

MP

"After winning a mp combat, the tactical screen goes blank, the timer locks, and the game hangs. Restart. This is one of the most common causes for restarts of mp games."

Unfixed

Bug 3

  58  

Shortcuts

Occasionally all the shortcuts will lock up completely making the keyboard useless and more importantly depriving the user of the ESC key (vital for 'upon menu' commands). A complete shut down of the program is required to reclaim your shortcuts.

Unfixed

Bug 4

  59  

Development plans

I cannot fill the last two lines.  (caused by creating 2 user defined plans, then deleting those)

Unfixed

Bug 5

  60  

Research

Stealing or trading for sunlight redirection does not allow you to terraform planets

Unfixed

Bug 6

  61  

Leaders

Leader effect continues even after dismissing leader.

Unfixed

Bug 7

  62  

Victory Condition

"The option of a final war is an essential balance to the premature senate victory which plagues the game, particularly if the player starts outside the senate. An empire should have to have sufficient backing to face down the majority of the empires outside the senate (and some of those within it who vote against them) in order to be able to hold a senate victory. This might also give empires an incentive to vote positively when bringing new members into the senate."

Un-addressed

Missing Feature 1

  63  

Turn Delay

Turn delay can become more than 5 mins. In one of my saved games on huge Galaxy, it takes about 2 min. to pass the "ground combat stage" while never being able to see "X AI enemy left" where X != 0. But once I start giving my planets away, i.e. high tax, gift, etc, the delay reduced to 10 sec during the whole "ground combat stage." Notice that the saved file got a lot larger, about doubling the size, yet still processed much faster.

Unfixed

Bug 8

  64  

Diplomacy

"If a bill comes up for vote on a turn that happens to be an election year, select president screen can't be suppressed, which makes it impossible to vote on that bill."  (also, if a bill is up for seconding, the bill will die because a seconding option only lasts for one turn)

Unfixed

Bug 9

  65  

UI

There must be some option to speed up interface. Those pauses and animations when clicking the buttons (e.g. planets moving) are completely annoying after some accustoming to game play. There should be an option to switch them off.

Unfixed

Missing Feature 2

  66  

UI

The multiplayer chat tab should flash more aggressively, currently, it is barely noticeable.

Unfixed

Missing Feature 3

  67  

Planetary Production

When you make a X10 production order and then cancel it to replace it with a X1 order, it still uses the X10 cost.

Unfixed

Bug 10

  68  

Planetary Production

"On large population planets, all of the spaceports will mysteriously vanish, and the game will refuse to build any more, no matter what the DEA priority settings are. (I have duplicated this in multiple games, and have save games available)."  the viceroy keeps on building spaceport extensions although the spaceports have somehow vanished.

Unfixed

Bug 11

  69  

Planetary Production

I'll have something in the Military build queue, and whenever I adjust the sliders so that it says 1 turn till complete, I'll hit 'Next Turn', when I return to the queue, it'll say 'Turns till Complete' 1, and it'll show that for up to 5 turns before completing.

Unfixed

Bug 12

  70  

Military

When attacking a planet that has many orbitals, and you retreat, all the orbitals that you may have killed are not reported as being killed, and are in fact resurrected.

Unfixed

Bug 14

  71  

Military

  In combats with large numbers of missles/fighters everything works fine UNTIL the fighters reach their target and start swarming. Once the fighters reach their target and start swarming, all shooting stops and missles will no longer hit their targets. They just hover around their target, not striking. All ships move normally and the time continues to count down.
  As no one can kill each other, time runs out and the combat ends in a draw. Sometimes the game will hang.
  Workaround: Reload (or re-attack next turn) and cede control. Not a good alternative, but it works.

Unfixed

Bug 15

  72  

Military

“There seems to be a desynch bug in multiplayer space combat. I've played an awful lot of multiplayer combats against myself testing combat mechanics, and I've twice seen it happen that what was going on in the combat on one machine was not what was going on on the other. I believe that the weapons fire was being handled correctly, but one machine was very inaccurate in displaying ship locations. This means that a human controlling one side of the battle is being fed bogus information on which to make combat decisions.”

Unfixed

Bug 16

  73  

Military

During pre-combat task force selection for combat, non-combat task forces are selected in lieu of combat task forces. Please reorder the task force prioritization for combat scheduling.

Unfixed

Bug 17

  74  

Military

Having downloaded the 1.2 patch, I did some testing around at the request of others.
First, as we know that the recharging speed for different missiles chassis (e.g. Rocket and PD) is indeed different during combat (Good work!). However, someone pointed out the text description is incorrect.
For example, a PD Missile says it has a recharge rate of 0.09 sec. According to some source, it should be 0.09 * 45sec = 4.05 or 4 seconds. 4 Seconds is about what I observed in the patched game. The same goes for the 0.5 sec recharge rate of Rocket Missiles, which had 22~24 seconds recharge time, roughly equal to 0.5 * 45sec = 22.5 secs.
Nevertheless, that is a minor problem. There is one problem that is a bit troubling to me as a player, and that is the "Volley Remaining count", and the serious ramification of it in combat.
--------------------
Some experimental results and observational facts:
1)
Facts: Whenever the Volley Remaining Count reaches 0, you will not be able to fire any more missiles regardless of how many Volleys of whatever type you should still have.
Example: If I have a 2 Volleys of PD and Rocket missiles, the second Rack of the Rocket will not fire if the 2nd Rack of PD is fired first. This is usually the case, since the PD recharges at a bit over 5 times the rate of Rocket.
2)
Facts: The Volley Remaining Count can fluctuate when the vessel is equipped with missiles of mixed Chassis. E.g. equipping Rocket and PD missiles.
Example: With a ship having 10 Volleys of PD and Rocket missiles, the Volley Remaining Count may go like this: 9,8,7,6,5,8,3,2,1,0 or 9,8,7,6,8,5,4,3,2,1,7,0 or similar patterns.
3)
Facts: There is also some minor display error when having mixed Missile Types.
Example: With a ship having 1 Volley of PD Anionic and 10 Volleys of PD Nuclear Missile. At the onset of the battle, the Volley Remaining is displayed as 1. However, after firing the first volley, the number changed to 9.
Based on my experiment, here is my hypothesis:
1)
The Volley Remaining Count (VRC) is updated each time your ship fires missiles. By "each time" I mean an instance of launching the missiles, regardless if it was firing 1 missile or 10 missiles simultaneously. This is only affected by Chassis type, not Missile Type (e.g. Anionic v.s. Nuclear), or the the number of weapon entry (e.g. 2 entries of Nuclear Missiles), or the number of Missiles fired per Volley
2)
Whenever your Volley Remaining Count is updated to be 0, the system stops worrying about your ships' missile capability. Meaning regardless of how many missiles you may actually have, you will not be able to fire, as the system will not check you for possible missile capability because you supposedly have 0 remaining.
3)
Whenever an update to the VRC is made, it is made based on the number of volley of that particular missile chassis type remaining. Meaning, if there are 7 more volleys of PD missiles left, it will update the VRC as being 6 after firing one of the PD, regardless whether you have 20 or 2 Rocket missiles left.
4)
The effect of different weapon entry (e.g. 2 entry of PD Nuclear Missile) of varying amount do not affect the outcome, nor does the Missile Type, (e.g. Nuclear v.s. Anionic). The only thing that affects the VRC is the Chassis Type
--------------------
If you want details on my experiment setup and test data and/or savegames, please feel free to contact me for them.
-Gateway103

Unfixed

Bug 18

  75  

Military

Planetary shields are listed to have a strength of 0

Unfixed

Bug 19

  76  

Military

"When assaulting a system with planets under 2 or more empires (E.g. Empire A and Empire B), you cannot invade Empire B's planet if the battle with Empire A shows up above the battle with Empire B on the combat scheduler list."

Unfixed

Bug 20

  77  

Military

"PD weapons don't get the multi-fire bonus listed in the spreadsheets. At least, non-Auto fire PD weapons don't. It's conceivable that once auto fire adds *3 to the multi-fire, the PD bonus of *2 will kick in; I haven't tested this. Auto fire weapons do get the multi-fire bonus."

Unfixed

Bug 21

  78  

Military

"If you press 'B' in the galaxy screen after creating a task force, then the task force you just created will be available for orders in the same turn you created it."

Unfixed

Bug 22

  79  

Military

You also can't bomb an enemies' planet if a 3rd party ship is in the planet... i.e. u have to destroy the 3rd party ship first, even if it is an ally.

Unfixed

Bug 23

  80  

Planetary Specials

The original spreadsheets provided for several methods of removing specials, namely paying an AU Cost, a Terraforming Cost, (in a few cases) a Military Cost, and Depletion over time. None of these appear to be working. What was included, but not used in the spreadsheets was the concept of Durability - this is a percentage chance that specials would be eliminated by regular terraforming. All of the specials in the unmodified game have a value of 100 for Durability - meaning that they had a 100% chance to survive terraforming.

Unfixed

Bug 24

  81  

Diplomacy

There is a bug which can cause a message stating "Unknown Trade Agreement" to exist in the relations panel under the Diplomatic Pacts with another race. This should PROBABLY be something like "Improved Trade Relations" or such. It seems to have an adverse effect on Trade (minor) and allows "Improve Trade Relations" to be done over and over.

Unfixed

Bug 25

  82  

SitRep

"A minor bug I saw that should probably be added to the list occurs in SitRep when there are too many items to be displayed. If there are too many items, the scroll bar does not work correctly, and the bottom few items display absolutely no text. "

Unfixed

Bug 26

  83  

SitRep

Planet explorations are not always shown in sitrep. However, in the same sitrep, specials discovered in the new system are reported. This usually happened in the late game, together with many other important things also not reported.

Unfixed

Bug 27

  84  

Research

Research should be handled differently.  There has been quite a bit of thought put into this, and here is a rather detailed explanation of the proposal, including a nic pic.  From what it looks like, this could be done w/ little effort.

Un-addressed

Sugestion 4

  85  

Research

"Damper field generators are treated as all other shields, which allows you to modify their generator size, and that was clearly not the intention of the technology (why would you increase or decrease infinite strength and recharge rate). Also, the AI will try to install large damper fields into any ship that would normally have a large shield, wasting tons of space."

Unfixed

Missing Feature 5

  86  

MP

Using the ESC key during MP games sometimes kicks you out to the desktop. I think this occurs when your turn just ends as you use the ESC key to back out of a menu or screen. When the game desynchs during MP, the ESC key can be used to push some people on to the next screen even though the game will usually hang anyways so I think the key is doing something in MP games that it shouldn't be doing.

Unfixed

Bug 28

  87  

Galaxy Map

Unable to scroll to the furthest stars on the top and bottom of the screen in the primary galaxy map view, and some that are visible aren’t scrollable enough to see all of the system options.

Unfixed

Bug 29

  88  

Galaxy Map

When more than one path exists the chosen path to your selected destination is not always the shortest path. Players can force a shorter path; I doubt the AI can do that -> a major disadvantage and Bug.

Unfixed

Bug 30

  89  

Economics

“AI build troops only one by one, even on a planet capable of 40k+ PP.
It should schedule 'Unit x 10'.”

Un-addressed

Suggestion 6

  90  

Economics

The ledger always lists income from scrapped units as 0. There is no definitive single number for the overall profit or loss that appears correct every time. The number next to the reserve value on the top of the screen is almost always negative, and the ledger balance number at times predicts a profit when a sizeable loss results. If it is correct, then it is not all too clear as to which value is the right one. Need an entry that indicates what income is resulting from selling surplus raw materials.

Unfixed

Bug 31

  91  

Espionage

Sometimes, but not always, you cannot insert a recalled spy into an empire other than the one in which he was originally inserted into, and will get locked into a recall loop, essentially taking the spy out of play entirely.

Unfixed

Bug 32

  92  

Espionage

Sometimes a spy gets into an infinite loop, where the sitrep tells me, he was successfully inserted, yet again if I check this screen, he shows as if he is being inserted. Next turn, same sitrep, same results.
I was not able to specifically reproduce this one, still it seems to occur when a spy fails to insert... it tries again next turn, and if its successful then, now that could be it.

Unfixed

Bug 33

  93  

Espionage

We need some kind of button to order auto-insertion of spies in choosen empires, and auto-queuing of a spy of the kind that just finished training. (or a loooooong build queue for spies if you're just feeling lazy, which is changing a single character in a MOD file) (there are mods out there that can do this to some extent)

Un-addressed

Suggestion 7

  94  

Colonization

"You cannot colonize a planet in a system where other empires have planets with any kind of defense, no matter they are hostile or not."

Unfixed

Bug 34

  95  

Colonization

If I set an outpost that I share with another empire for migration, and the other empire wins the race to make it a colony, I can't *unset* the migration! So most every turn after that, I lose population to the bad guys...

Unfixed

Bug 35

  96  

Colonization

"Ai keeps sending colony ships to a planet marked for colonization even if there are already ships enroute (does not automatically unmark a planet when it sends a colony ship to it)"

Un-addressed

Missing Feature 8

  97  

Planetary Production

The planetary queue builds a SSG, but it does not appear in the Gov DEA. AI will re-append SSG to queue immediately if a free slot is available, on next occasion otherwise. E.g. build two Gov DEAs on separate planets in a system. The second will auto-queue, build, waste, and re-queue SSG's ad infinitum.

Combined

“In one of my systems, I've found that two planets both have a System Seat of Government.”

Combined

I got a SitRep message that a System Seat of Government was built in one of my systems, but when I used the hyperlink, no building was highlighted, and the only Government DEA had no SSoG. I checked, and it was neither destroyed by spies in the same turn, nor was there a revolt which could have destroyed it.

Unfixed

Bug 138

  98  

Planetary Production

Industry short should sort planets by their (base production value)/(their base production cost multiplier).  This would allow you to sort them by their relative base production value (which is much more useful)  This could also apply to any planetary specail effecting the entire planet for bioharvesting and mineral output.

Un-addressed

Suggestion 9

  99  

Planetary Production

The Viceroy won't build monuments and media outlets (They actually confer huge bonuses) unless you fiddle with the spreadsheets. It also won't build military DEAs sensors and hydroponic farms on planets without Bioharvest DEAs. The fix is:
In the government row add CorrCap += 100. This will make the viceroy build all the government DEA improvements that it ignores.
In the military row add OffSensr += 100. This will make the viceroy build sensors in your military DEAs.
In the infrastructure row add BioOutPt += 100. This will cause viceroys to build hydroponic farms on planets without a bioharvest DEA.
Also add mPopGrow += 100 to the infrastructure row. This will encourage construction of population enhancing structures.

Unfixed

Bug 36

100  

Planetary Production

(refers to silicoids) When mineral production dips, No dev plans Change to starving. Also you don't get a SitRep message until you lose the colony. Also both factories and Silicoids use minerals, and factories get higher priority.

Unfixed

Bug 37

101  

Planetary Production

"If the AI tries to build a planned industry DEA without access to enough minerals at some ratio I haven't worked out (somewhere around 2:3 minerals to industry) the whole invisible AI queue locks until player intervenes by removing planned DEA's."

Unfixed

Bug 39

102  

Military

“The game will not manually allow you to go from 999 weapons to 1000 weapons, but doesn't mind if you go from 1667 weapons to 1668. Of course, it's perfectly happy to autobuild you something with 1667 weapons...”

Unfixed

Bug 40

103  

Military

“When transports are destroyed but their fleet wins the battle, the troops on those ships are still able to land.”

Unfixed

Bug 41

104  

Military

“Missile Armor/Shields. People have reported that you can't build missiles without armor and shields once you've developed the tech to do so. This is incorrect. What's happening is that it starts on by default but the buttons are not selected. To build missiles without shields or armor you need to select then deselect each option.”

Unfixed

Bug 42

105  

Military

After the last ground combat, the computer will automatically move to the next phase meaning you cannot review the success or failure of your assault, specifically meaning you cannot see how many troops are left alive.

Unfixed

Bug 43

106  

Military

Protoplasmic troops prefer zero gravity while the race prefers medium gravity worlds for migration and colonization. Metashifter troops prefer low gravity while the race prefers high gravity worlds for migration and colonization.

Unfixed

Bug 44

107  

Military

LR task forces do not keep their distance correctly. They continue to advance on the enemy and allow SR task forces to close more quickly to their effective ranges.

Unfixed

Bug 45

108  

Military

(when watching battle) When you lose your attack ships to beam bases (no enemy ships present), your transports do nothing and you have to wait until time runs out, although nothing happens. Being able to give some commands would be nice, at least a general retreat.

Unfixed

Bug 46

109  

Military

Consider a star with 2 planets. I have one, an ally has the other one. When the turn goes, 3 more fleets arrive at the planet. It can be possible that two battles are scheduled at this planet and the last battle is "waiting on other combats" because of the first, but it is impossible to press "commit" on the first one. If you try to click on "commit" and then commit another battle, the stuck battle will automatically commit as well, but it gets stuck at "In progress". I have a save-game if needed.

Unfixed

Bug 47

110  

Military

"If you cede control of a space combat choosing to assault the planet, and have both troop ships and a planet destroyer present, then if you win the combat the AI will unload your troops onto the planet AND destroy it."

Unfixed

Bug 48

111  

Military

Missiles have unlimited range - they do not destroy themselves, if there are no visible targets. Fighters never need to refuel/rearm.

Unfixed

Bug 49

112  

Military

Exactly the opposite of PD problem is the problem when ultra spinal weapons fire on fighters with their 30sec recharge time. (strictly seen, this is a missing feature, however I feel this was intended to be in, but somehow it went lost during the end-rush)

Unfixed

Bug 50

113  

Military

"Sometimes in space combat, the zoom feature (using the mouse wheel) will only switch between minimum zoom and maximum zoom, with no steps in between."

Unfixed

Bug 51

114  

Military

"A way to create task force templates is sorely lacking. Designing the same task force hundreds of times per game gets boring very fast. "

Un-addressed

Missing Feature 10

115  

Military

"Just because this has not been mentioned here yet - there needs to be some pre-combat setup feature, otherwise the AI always gets first shot (assuming both parties can see each other)."

Un-addressed

Missing Feature 11

116  

Military

"There is no option to do *nothing* in an enemy system. If I just want to explore a system I don't necessarily want to block it, especially if I'm making good progress to get a NAP treaty with the other race."

Un-addressed

Missing Feature 12

117  

Military

"In the ship design screen, there should be an option to edit and then update existing ship designs. Right now, you have to edit the design, save it, then mark the original one obsolete."

Un-addressed

Missing Feature 13

118  

Military

"If you have several battles in your combat scheduler, and you select battle #x to execute, all battles from 1 to (x-1) are always ceded to the AI for control."

Un-addressed

Missing Feature 14

119  

Military

"Lack of info on the composition of the forces and the location where they are makes battles a little confusing... My strength is 3 and the planet is Mzubark... hmmm is that my 3 colony ships? Is Mzubark within my borders or on the frontier?"

Un-addressed

Missing Feature 15

120  

Military

There should be way to remove obsolete designs from obsoletes list. Or add flag `no-ai', that forbids ai to build the ship but shows it in the military build list options.

Un-addressed

Missing Feature 16

121  

Military

Please add a capability to turn off building specific types of troops as if they were "obsolete" so that the player can force the Viceroy to build only specific troops (preferred!) or NO troops, and only ships, for periods of time. Also, if you break the 1x/5x/10x builds separately, we might turn off the ability to make 1x/5x of, say Mobile and only allow the Viceroy to schedule building 10x units of Mobile.

Un-addressed

Missing Feature 17

122  

Military

"We need a way to globally manage ground troops. A screen akin to the Shipyard -> Fleets screen is required. This should allow us to see what the maintenance expenses are, and allow us to scrap units as required."

Un-addressed

Missing Feature 18

123  

Military

"There is no way to globally control how many ships of each type (or in what proportions) get built, how many ground troops get built, etc, in your empire."

Un-addressed

Missing Feature 19

124  

Military

When you reach your allotted number of combats, the remainder are automatically ceded BUT it does not allow you to see the results hence you must sift through the sitrep at the beginning of your next turn to find out how the combats turned out.

Un-addressed

Missing Feature 20

125  

Military

Having large numbers of troops in reserve causes the unit list to truncate. This is especially difficult in late game, as sometimes hundreds of new units are built, completely burying the unit you want. Condensing units down to just one slot per unit/race in each experience level with a number to indicate the number would be much more manageable.

Un-addressed

Suggestion 21

126  

Economic

split grant between up to 10 planets with lowest infrastructure value (current setting, as i understand it) player picks up to 10 planets each turn to split it between. first gift funds to make each planet's balance >= (some number player can set), then apply ABC option to the remaining funds always give funds on 1st two turns after a planet becomes mine. always give to X planets, but give more to planets with less infrastructure value. (some rule here about how the trade off goes) rather than using infrastructure as the judge, give to the poorest planets - bottem X, split equally. or highest industry (nice to get a fleet out quickly!), or most terraformable (ie, that would get the most benefit from some terraforming), or highest RP, etc... ABC option could be any of those above, or maybe others that require some kind of penalty. so that you can subsidize your poorest worlds, but you lose an extra 10% of the available gift budget to bureaucratic incompetence. i can think of more options, but so can anyone - the important suggestion is to make such a screen and possibility, and then figure out some good policies that would be useful. i shouldn't even think it would be hard to have the AI use it - just make each race have a preferred option based on their personality and never change it...

Un-addressed

Suggestion 49

127  

Victory Condition

If you go for a 5x victory you have to be really careful that no planet revolts, while you research the last X, else you will lose, because somehow the new empire(emerging from your revolting colony) gets credited the 5x win.

Unfixed

Bug 52

128  

Galaxy Map

Galaxy Map I could suddenly see all of 2 other empires' systems and double-click them and get to the respective system view, although I don't have explored those systems yet. I also see the star lanes and wormholes connecting those systems. I still don't have diplomatic contact with those other empires. This happened after a revolting planet of mine formed its own new empire. I'll keep a save file.

Unfixed

Bug 53

129  

Leaders

My council was empty, but the following turn I got a SitRep message that one of my leaders had been assassinated. In this game, I never had more than 3 leaders at a time, and I never got a leader from the Rescued Leader special, so I think it's different from that (fixed) bug.

Unfixed

Bug 54

130  

Load Game

While a game is loading, if you move your cursor to the bottom of the screen and keep it there, once the game is loaded your galactic map will continually move to the bottom no matter what you do, you have to restart the game.

Unfixed

Bug 55

131  

Encyclopedia

Add a full text search for the encyclopedia. The find doesn't work.

Un-addressed

Missing Feature 22

132  

Timer

“When the game was runnig out a combat against a guardian where my IFD blew up the ship, but not the fighters, the combat counter in the corner of the screen went up and down.
It jumped around, going up about 30 seconds, then back to the number it had left. It did this about every 30 seconds and added about 90 seconds to the time the battle lasted. I don't know it this happens in other fights because I don't watch the time too closely when other stuff is going on.”

Unfixed

Bug 56

133  

Timer

It may just be on my PC but the timer won't go off while turns are processing.

Unfixed

Bug 57

134  

MP

“Sometimes when you try to load a multiplayer game, it insists on loading it as a singleplayer game, bypassing the whole "round up the rest of the players" step. When I encounter it, the only way I seem to be able to rectify the situation is to reboot.”

Unfixed

Bug 58

135  

MP

If two human players propose the same bill, both will be shown as owned by the same empire (decided by empire join listing as far as I could see).

Unfixed

Bug 59

136  

MP

If the game doesn't have write access to the savegame dir, the game crashed after MP reload on client (no error message, no galaxy map and the games crashes as soon as a button is pushed).

Unfixed

Bug 60

137  

Victory Screen

In the victory screen, the production numbers don't match up. On your screen it can show your production as 40,000 and another empire's at 20,000 but on that person's screen, his production will show as 30,000 while yours shows as 25,000.

Unfixed

Bug 61

138  

Victory Screen

There is no high score screen

Un-addressed

Missing Feature 23

139  

Development Plans

It could use a scroll bar, so that we could define an infinite number of plans.

Un-addressed

Missing Feature 24

140  

Development Plans

Change the planet classification dropdowns, to show all available classifications (or better, only those we have a plan for, and which are specific (see previous issue))
Addition:
If you specify a different classification (override the AI), the AI should respect that, so you should also make an -viceroy control- option, which would essentially give that classification category back for the viceroy to handle.

Un-addressed

Missing Feature 25

141  

Colonization

-) Migration - severity: low

It should NOT be possible to migrate within, into or out of systems that are blockaded by enemy ships. I've seen it several times (pre code patch) that when I attack an enemy system, outposts start popping up there, probably because the attack/blockade makes people unhappy. In my current game (post code patch), I've had a magnate outpost popping up somewhere else after an AI enemy blockaded my only system with that magnate race. This doesn't make sense - the blockade prevents you from getting food and minerals into/out of the system, but migrants can still travel??

Unfixed

Bug 62

142  

Colonization

In two different games, I have had outpost ships assigned to form outposts just vanish - no outpost, no population on planet, no ship. I do not have a save game that replicates this.

Unfixed

Bug 63

143  

Colonization

Emigrants can appear in the same turn in which you first explore a system, which seems very wrong. They should take some time to reach newly explored systems. They also settle on red/very poor planets/with negative specials too often.  Also

Emigrants can move to systems you haven't explored yet, but they don't explore the systems on the way. In my current game, this has lead to the absurd situation that I have an emigrant outpost to which I can set migration, i.e. send more settlers, but which I can't protect by sending war ships there, as I don't know which route to take (there's no visible starlane connection to explored space, and it's quite far away, so going offroad is no option).

Unfixed

Bug 64

144  

Colonization

reach the planet and you build another in that time, 2 are sent. The second ship then produces a message that the planet is already colonized without changing target automatically.

Unfixed

Bug 65

145  

Espionage

"When you lose contact with another empire, they can still use spies against you."

Unfixed

Bug 66

146  

Espionage

Spies vanish sometimes without any message on the sitrep.

Unfixed

Bug 67

147  

Espionage

The recall spy should be moved to the spy list box, so that you could individually recall spies. Now if I have 4 spies inserted to the same empire, I cannot just recall the science one, but I have to recall every one of them.

Un-addressed

Missing Feature 26

148  

Research

On the first round, the sliders for the research ratios are disabled, you cant change the default percentages during that round (they are grayed out). I guess, this is the feature by design, still.. read below
I can't say for sure, but it seems, that if I find any technology on round 1, then these sliders become active, however, on round 2 they reset back to their default values no matter what they were set during the first round.

Unfixed

Bug 68

149  

Research

I set one of the research topics to over 50 percent, closed the screen, went back to the technology screen - and the AI had reallocated my sliders. This exchange went on 3-4 times before the AI left them alone. (This all happened in the same turn).

Unfixed

Bug 69

150  

Research

I managed to research 'Armor Piercing Anionic Missile Improvement' (Level 13) without being able to research 'Anionic Missile'. Making the Improvement a waste of time and VERY annoying.

Unfixed

Bug 70

151  

Research

"In late game if you do not currently have an active research project and no more projects are visible in the near future, you cannot adjust the fund distributions among the six schools."

Unfixed

Bug 71

152  

Research

"Research slider lock icons all become open between turns, but all sliders are locked. Results in many extra clicks and a lot of frustration."

Unfixed

Bug 72

153  

SitRep

"When the sitrep is large, scrolling down the list using the mouse wheel results in more than one page of items being scrolled per 'click' of the wheel. This means some items will be missed."

Unfixed

Bug 74

154  

SitRep

When clicking on an event that brings the planet development screen, that screen is different from the "regular" planet development screen and doesn't allow you to go to the system view: not nice.

Un-addressed

Missing Feature 27

155  

SitRep

The SitRep build reports for planetary/military queue items should always indicate the next project, or there should be a filter "Show next projects".

Un-addressed

Missing Feature 28

156  

SitRep

Other race building colonies within system you own should generate a sitrep message.

Un-addressed

Missing Feature 29

157  

SitRep

No SITREP message when joining senate.

Un-addressed

Missing Feature 30

158  

SitRep

Click on Arrows should move by *one item*, not half a screen. Click on scrollbar between arrows and slider should be a few pixels shorter to ensure readability of items falling on the borders

Un-addressed

Suggestion 31

159  

SitRep

"Construction on [unit] has completed on [planet]." should read: "Construction of [unit] has completed on [planet]."

Unfixed

Typo 75

160  

Diplomacy

"It is possible to have diplomatic agreements with empires being in war with, if the war declaration and the agreement proposal is sent in the same round and accepted in the next."

Unfixed

Bug 77

161  

Diplomacy

It's possible to kick the Orion's out of the senate and still have them maintaining the presidency. 1. Proposed a declare total war on new Orion’s bill 2. Bill got seconded 3. Orion’s kicked out 4. Lost contact with Orion civilization 5. Senate presidency vote came up, I and others abstained. 5. Sitrep came up, saying that new Orion’s remained president of the senate

Unfixed

Bug 78

162  

Diplomacy

"When the AI players ask for an intelligence treaty, they (very politely, usually) ask you if you agree they should declare war on you... The bar above their portrait is still correct, but the actual conversation is pretty messed up."

Unfixed

Bug 80

163  

Diplomacy

When you look at the agreements between two AI players in the foreign matrix, they can have a Economic or Research Trade Agreement listed twice. Either the duplicate listing between 2 AI's is incorrect, or you can infinitely improve them (but only on random turns, since the option isn't *always* there).

Unfixed

Bug 81

164  

Diplomacy

There is the option declaring total war but there is no option for peace.
I play now game and the Orion Senate declare war on me I try to propose new resolution for peace but there is not this option

Un-addressed

Suggestion 32

165  

Diplomacy

The AI should give some hints as to what techs it is interested in and what it won't trade, thus reducing the number of futile trade attempts.

Un-addressed

Missing Feature 33

166  

Diplomacy

None-allied races even reject very profitable trades like level 4 for lvl 20 technology or 3 techs for 1.

Un-addressed

Missing Feature 34

167  

UI

Now, I see on the System Screen (double clicking on the star on the main map) bringing up the Planetary System, and the Planets,
that the read out for for the econom,iresearch, etc sliders on the Planet is 1 percentage point off from the Individual Planetary Screen settings.

Unfixed

Bug 137

168  

UI

-Planetary animation in the Planets screen doesn't start when you click a 'DEA built' link from the SitRep.

-Planetary animation in the Planets screen doesn't show while any of the panels are opening/closing.

Unfixed

Bug 82

169  

UI

If you leave the Colony screen with one of the fold out tabs open, the tab does not close. Then you are unable to open other Colony screens from the planets list.

Unfixed

Bug 83

170  

UI

If I smack the "Esc" key twice quickly after working on the military/planetary build queue, instead of closing the Econ tab, I'm asked if I want to exit the game. Then I have to reopen the Econ tab and close it again for Escape to work properly.

Unfixed

Bug 84

171  

UI

When you move the cursor to the edge of the screen for scrolling the galaxy map, it changes shape. If you now press space to view the SitRep, the cursor doesn't change back to normal, thus making it a little unclear where you actually point at. Closing the SitRep solves the problem.

Unfixed

Bug 85

172  

UI

"When in the system view for some systems, certain planets can't be selected sometimes to see their summary information (usually the ones closest or farthest from the sun in my experience). If they are double clicked on, the planetary management window opens but only after the planets slowly move to the top of the screen. If the '-' key is pressed repeatedly while the planet is still moving - either when opening the planetary management window or when closing it and the planets are moving back - sometimes the planetary management screen gets overlaid over the rest of the screens and can only be eliminated by quitting/loading/ending turn."

Unfixed

Bug 86

173  

UI

If you're on the planet screen, you have to do a lot of clicking around to figure out if that planet is a system seat (or the imperial seat, for that matter). Could we have a star by the name, or maybe you could make system seat planet names display in a different color? It should be something that I can see easily anywhere I can see the planet name. (though from the system screen, there is now an indicator)

Un-addressed

Missing Feature 35

174  

UI

It'd be nice if the keyboard shortcuts weren't case sensitive. I turned on Caps lock to name my ships, and all the letter-based keyboard shortcuts stopped working.

Un-addressed

Missing Feature 36

175  

UI

When using buttons that modify numerical values, it would be helpful if holding the button down for a second or two would cause it to increment on its own, with a much faster rise if held longer. This is useful when dealing with weapon loads and with ship scrapping. As of now, scrapping half of a class with hundreds of units takes hundreds of clicks.

Un-addressed

Suggestion 37

176  

Planetary Production

The planetary viceroy will never build infantry

Unfixed

Bug 138

177  

Planetary Production

i think i've only seen it when the planetary infrastructure tab and the production/economy tab disagree about how many of a DEA i have built. in any case, the AI somehow was able to add a third DEA (no, not a spaceport) to a region. i even saw it start to build the third one once! (though it only ever said -1 turns to finish) usually it just adds the 3rd one in as ->Planned, where it will sit for all time until i get bored of seeing it and delete it. can't remember now if having it there hung up my planetary development queue (though it didn't hurt any of the others). might've, but it's been at least 30 turns since it happened last (and my turns take over 4 hours each )

Unfixed

Bug 87

178  

Planetary Production

“Okay, I've tried this a couple of times to see if it really is a repeating bug and it seems so.
This is what happens:

1. I settle on a new planet.
2. I set up an entire build queue for every area of the planet.
3. Before the planet is fully developed I give it away to another empire.
4. I bomb the h... out of the planet, result is that there are no more people on it.
5. I send in a colonyship, somehow the AI won't eventhough the planet is now uninhabited.
6. After I've settled on the planet, all the stuff I planned before giving the planet away the first time is still there, exept what had been built since it was bombed, now I'm just unable the change the selections or remove them.

Don't give me something about there probably are some folks remaining on the planet or the planet is red, I've already checked it.”

Unfixed

Bug 88

179  

Planetary Production

"Sometimes when a planet is conquered, one of the DEAs on the planet will show an unusual # of turns remaining. I've seen examples showing -1 turns, and one example showing what looked suspiciously like the bound on a signed 4 byte int."

Unfixed

Bug 89

180  

Planetary Production

When looking at the number of completed buildings, sometimes the number is incorrect in the main view. For example: you may have 4 mining DEAs built, but the Colony screen only lists 3. Supporting evidence: You can open the Development tab and visually inspect the regions to confirm such a discrepancy.

Unfixed

Bug 90

181  

Planetary Production

Unrest due to piracy seems buggy. Even on planets with a planetary shield and large ships in the system, I have high levels of unrest with the only cause being piracy. Also, the unrest factor [race name] is unclear.

Unfixed

Bug 91

182  

Planetary Production

I have planets going to unrest level 1 or 2, though the demographic info says they have unrest count 0.0 and there are no unrest factors listed.

Unfixed

Bug 92

183  

Planetary Production

"When you have FLUs and free them, on the next turn the planet demographics correctly show no forced labor, but don't show any population of the (ex)FLU's race."

Unfixed

Bug 93

184  

Planetary Production

"While playing the Silicoids, early in the game I setup my devplans (no bioharvesting since I don't need food). On the third planet I colonized, the first DEA to be built was a Bioharvest DEA. Why would the AI do that?? I had no other races in my empire. My food need was 0."

Unfixed

Bug 94

185  

Planetary Production

In the build menu for the military queue, the shipyard items and ground troops always appear in the same order, but they are mixed, and the order doesn't seem to follow any particular logic. Could they be sorted so that all shipyard items appear first, from cheapest to most expensive, then the grunts, from cheapest to most expensive, and then the support troops? The ships appear in the order in which they were designed, which is useful and should be kept that way.

Unfixed

Sugestion 38

186  

Military

minor alt-tab bug - if you alt-tab out of space combat, when you return the control panel is repainted but the combat field is not. I wasn't controlling the combat, and it was just two scouts casting evil looks at one another, so it wasn't a problem.

Unfixed

Bug 95

187  

Military

You can create orbitals with star drives

Unfixed

Bug 96

188  

Military

Space combat sometimes starts when there's no enemy present. I've seen this on 2 occasions:

- 4 empires had ships in an enemy's system: Me, an ally, an empire I had a NA pact with, and the enemy. The enemy was at war with all others. The combat scheduler listed the system twice, first the ally and me against the enemy, then the ally, the NA pact empire and me against the enemy. We destroyed all of the enemy's ships and bases in the first combat. When I chose "Watch" for the second combat, combat started, but the ships did nothing and "Victory" appeared after about 5 seconds. This happened several times.

- I was attacking an enemy system, and another empire with whom I had diplomatic channels sent a ship there. I had destroyed all of the enemy's ships and bases in the previous turn. The combat scheduler listed the system twice. In the first combat I destroyed the DC empire's lone ship. The second combat listed the enemy planet as having strength 1/1, and I chose to control the combat, so I could control bombarding. To my surprise, space combat actually started. I moved my ships around, but there was no opposition, and I couldn't attack the planet. When I finally ordered my task forces to patrol in the area, "Victory" suddenly appeared, although no shot was fired. After combat, the planet was still listed as having strength 1/1. This happened only once.

Unfixed

Bug 97

189  

Military

“On a couple of occasions, a planet gets stuck with "phantom" defenses. In the combat scheduler, if I selected player controlled and assault planet on a planet with no defenses (or ships), I'll still get taken to the combat screen. But I cannot select any ships and after ~15 seconds the green "VICTORY" message flashes. This battle would normally be just an instant green victory message at the combat scheduler.”

Unfixed

Bug 98

190  

Military

“Weapon damage calculations are done differently on the Shipyard screen than they are done on the TF description on combat are done differently than they are when generating the colored numbers in combat. Mostly, this is rounding issues. The Shipyard screen rounds up, while the damage-done numbers are rounded down. The numbers used in the TF descriptions in combat are also inaccurate due to the hack used to make mass weapons do constant damage: rather than doing what the LFG does and make min and max damage the same, Mass-class weapons set DmgDstSt to be DmgDstEn-1. So, the mostly-useless "average damage" number listed for mass weapons averages the (largely unused for mass weapons) FarDamag number with the NearDamg number.”

Unfixed

Bug 99

191  

Military

"The size of a rack of missiles is not shown correctly when designing the weapon." # of volleys not calculated”

Unfixed

Bug 100

192  

Military

Ships near the top of the screen do not display correctly. Parts of them will simply disappear. Once they move away from the top of the screen, the missing sections reappear.

Unfixed

Bug 101

193  

Military

In the Planet Assault screen, the "number of troops" a world has is counted in ...? what? total value? whereas the "number of troops" your fleet has is counted in... what? These need to be the same, whatever base unit of measure is chosen. Personally, I'd prefer to see "total units/total value", so something like: troops: 32/712 or troops: 32(712)

Unfixed

Bug 102

194  

Military

Open the Ground force creation window, exit that screen and once more open the Ground Force Creation screen. Click the drop down arrow on the far upper right, notice that there are now two concurrent lists of options to sort by? (repeatable)

Unfixed

Bug 103

195  

Military

Task forces often times get a boost of speed when one ship in the TF is destroyed. This seems to occur as ships in the TF try to adjust their formation after a ship is destroyed.

Unfixed

Bug 104

196  

Military

If you fight a planet and win and have invasion troop in your fleet, the transport are automatically unloaded and the bombarding screen is skipped. Seems to happen if target planet has no military dea.

Unfixed

Bug 105

197  

Military

If you build missile launcher with only 1 ammunition into a ship. In a controlled battle the ship fires and loses ammunition, but no missile fly off and no dam is done. If you cede the missiles are fired, watch has the same bug.

Unfixed

Bug 106

198  

Military

Watch and cede deliver strongly different results. Had fight with 100% wins out of 10 reload with cede, the same series with watch had a 100% lose.

Unfixed

Bug 107

199  

Military

Player can move the camera view off the grid, thus sometimes unable to find the grid.

Unfixed

Bug 108

200  

Military

Space required info displayed when selecting thrusters seems to be wrong.

Unfixed

Bug 109

201  

Military

"A taskforce consisting of a mix of slow and fast ships will continue to move slowly even after all slow ships have been destroyed."

Unfixed

Bug 110

202  

Military

"if the name is the maximum length (12 characters) *and not smaller* then when the name is fully or *partially* selected you must delete and cannot type over the selected part. "

Unfixed

Bug 111

203  

Military

"Sometimes when designing a ship, the space usage is one point over (285 / 284) but the numbers do not change to red indicating it cannot be built. The mechanics, however, do catch this and will not actually allow the design to be built"

Unfixed

Bug 112

204  

Military

"The field indicating how many consecutive turns the planet has been contested always shows 0, even after multiple turns of fighting."

Unfixed

Bug 113

205  

Military

"If the planets population falls under the minimum required to stay in control there the code isn't checking anymore if the blockade has ended. The planets population still drops, even if the blockading ships have been removed, until it's either empty or brought again to 1000 pop either by colony/outpost ships and/or migration."

Unfixed

Bug 114

206  

Military

"If you commit an auto combat and click on "next phase" on short order the warning dialogue will freeze in place - another click on "next phase" solves the problem."

Unfixed

Bug 115

207  

Military

"Insectoids prefer low gravity worlds, but their ground troops prefer moderate gravity."

Unfixed

Bug 116

208  

Military

When you control a battle and are on the defensive with a missile base on your planet, you can't tell that missile base to attack enemy task forces. It will always fire at the fighters shooting at it, and perhaps kill 5 fighters whereas you could have killed the 5 carriers launching the fighters if you were able to target the carrier TF. However, when you cede control/watch combat, the missile base will ignore any fighters attacking the planet, and always target an enemy TF.

Unfixed

Bug 117

209  

Military

In space combat sometimes ships won't attack. I attacked Orion with a huge 5 or 6 armadas [18 ships each] only to watch the ships slowly move {most of my ships 120 or 150 system speed, as I loaded heavy on weapons thus reducing speed--which might be the root cause} toward Orion and never fired or launched one single fighter/missile in the entire 10 minute space combat round (and there were PLENTY of NO's}. Note the same thing happens in the rare ship to ship combat of two unarmed ships (colony ship vs. colony ship or outpost: you have to wait ten minutes and nothing happens; though at least in the unarmed vs. unarmed ships case I can understand why).

Unfixed

Bug 118

210  

Military

I have modded the Taskforce ship rules, to allow me to put my ships in different rings, with the exception of recon and PD. When the taskforce generator puts the ships in the mission ring by default, and I move them to say the PD ring then sometimes a different class ship will overlap an existing one. Instead of using a new "box". It is put on top of an existing ship in a box.

Unfixed

Bug 119

211  

Military

Dragging ships from core other than the ones in row 1 col 1 to escort is bugged. The first ship will be automatically put to row 1 col 1 in the escort area, yet after the first ship, ships are being put to col X row Y, where X and Y are the respective position of the ships in the core area.

Unfixed

Bug 120

212  

Military

If you auto build a System ship, then change the type to Starship, adding engines, weapons and such up to the displayed (incorrect) system space, the design continues to pretend it's sound until you click Confirm. Since ship type affects systems space, changes should be reflected in a recalculation as soon as the menu item is swapped, as already happens when hull size is changed.

Unfixed

Bug 121

213  

Military

When creating a task force as Auto build, the computer can assign SR ships to the Escort Ring as PD ships. The player cannot do this manually, and SR ships placed by the player must be in the Core. Either the ship can be in the escort ring, or it can't, but it should be the same for both the computer and the player.  However, you can manually drag and drop from the core ring.

Unfixed

Bug 122

214  

Military

"If you disband a TF while it is enroute, the icon will remain on the main screen. If you click on the icon the TF box will be empty. The turn after it arrives at its destination it will go away."

Unfixed

Bug 123

215  

Military

Accurate control about the troops landed (and proper display of what troops landed) would be appreciated.

Un-addressed

Missing Feature 39

216  

Military

Ships in delay box should have the number of turns have left until release, next to their names.  Though this information is available in the TF creation screen

Un-addressed

Missing Feature 40

217  

Military

"There is no way to change the settings of a weapon (size, mount, etc) once it has been added to a design - the weapon must instead be deleted and a new one with the required attributes added."

Un-addressed

Missing Feature 41

218  

Military

"Lack of timer during combat scheduler. Players can get disconnected and nobody will find out since there is no timer and no chat window. "

Un-addressed

Missing Feature 42

219  

Military

Ships should be grouped by design, so instead of displaying MissileShip001 100 times, it should display MissileShip001 (x100).

Un-addressed

Missing Feature 43

220  

Military

"A scout area command would be useful for fighters, to speed up the mop-up phase of combats, where you have to guess what corner of the combat map did the AI chose for his lone scout"

Un-addressed

Missing Feature 44

221  

Military

"When manually controlling ground combat, the voiceover informing you of progress tells you that your tactic succeeded regardless of the actual results. Thus your troops can be falling like flies with no damage done to the opposition and no ground gained, and the announcer will still inform you that the enemy "was unable to withstand our massed assault"."

Un-addressed

Missing Feature 45

222  

Military

When selecting several TFs, there should be a "group movement" checkbox. If it is checked, all TFs move with the same speed (that of the slowest ships). This would make it unnecessary to manually check the ETAs of all TFs and to send them off in different turns so that they arrive at the same time in an enemy system.

Un-addressed

Missing Feature 46

223  

Military

Besides the "auto. select" button, add a "fill in" button to let AI fill in/append ships to the existing selected ships.

Un-addressed

Suggestion 47

224  

Military

When adding some component that can be hold multiple times (like weapons) or in various sizes (like thrusters), it would be VERY nice to have a button that says 'max' and fills up all the remaining space in your ship with that item (or use the max size for that item if enough space is available).

Un-addressed

Suggestion 48

Compiled by Renaux

Special thanks to csebal and ven71 for creating the list in the first place

This chart is graciously hosted by Mictian and The Orion Sector

Post any inaccuracies, redundancies, or dated material on Atari Forums - Bug Chart

 





Concept art, screen shots, game graphics, information and other assets are provided courtesy of the games' respective developers. No company has reviewed or approved any content on this site except where noted.

The Orion Sector is graciously hosted by l3o.com.