#
|
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
|