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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