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BUGS (V1.0.11)

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8 years ago
Jun 10, 2017, 2:59:10 AM

It feels like diplomacy is working in the reverse of what it should be in the 1.0.11 patch.


Initially, I reloaded a game that was from 1.052. and when you look at diplomacy fields and such it says that the relations should be getting better(pressure trend).  However, all they do is get worse. The opposite was also true.  So I chalked this up to save game incompatibility.


I understand some of the aspects of diplomacy better now, so please read on as I turned this thread into a bug thread.


The AI is making a very high priority out of wormhole connected systems, even though it isn't supposed to be able to see them!


I did a full review of issues 1.0.11 Review by xeryx


so just play some turns and see what I mean.


Old save:1.0.52 Hard Psilons 007 Watch the red.zip


New game with Diags:

1.0.11 Lockarian 002 Riftborn war over outposts.zip

Diagnostics - 2017'06'09 @1334'59''.zip


Save from 5 turns back

AutoSave 2691.zip


another save when the outposts were competing

1.0.11 Lockarian Outpost contest.zip

Updated 8 years ago.
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8 years ago
Jun 10, 2017, 7:10:15 AM

By blockading you mean guarding? AFAIK the only thing that guarding does is stops enemy ships for one turn.


Also diplomatic pressure has nothing to do with relationship. How they feel about you is expressed with words like "Wary", "Cordial", etc.

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8 years ago
Jun 10, 2017, 1:38:40 PM

Yes, correct guarding. So then depending on the state of you diplomacy triggers combat or not.  I though it acted like a blockade, only for your own colonies. What about supply vessels?


Explain pressure to me in this 1.0.11 because it seems different in this version.


Ok but it still doesn't explain to me, how I could go from peace to all-out war over a couple of outposts, so quickly.


Updated 8 years ago.
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8 years ago
Jun 10, 2017, 4:20:24 PM

Guarding doesn't trigger combat, only stops enemy fleet. It's up to you to decide whether to attack stopped fleet or not. And on the next turn, if you haven't destroyed them, they can go about their business. As for supply vessels, i don't know. I THINK guarding would prevent them from supplying outposts.


I haven't tried 1.0.11 version yet, but i haven't seen anything in the patch notes that would suggest diplomatic pressure was changed in any way. AFAIK it's mostly about how much influence you produce per turn. If you produce more influence than AI, you're going to build up positive pressure. More influence - more pressure. I belive it's also afffected by being in alliance (in a positive way) and by being at war (in a negative way).


As for AI declaring war. Do they need a reason? You kinda compete with them. Or maybe you're standing in the way of their expansion. Check the tooltip when hovering over their attitude, it might contain some information.


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8 years ago
Jun 10, 2017, 5:40:37 PM

I guess I need E.n.f.e.r. fixed so that I can better understand why the AI is making its decisions.  A lot has to do with the personality of each AI.  I can tell you this, the Vodyani are broken.  They aren't doing much of anything in both of the games I have played.  The Riftborne, however, are INSANELY expanding It seems a bit much, but until I play them I won't know for sure.  I just don't see how a person could play passive in this game at all.  The AI's are pretty aggressive overall, at least the ones I have seen.

Updated 8 years ago.
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8 years ago
Jun 10, 2017, 8:13:03 PM

RED light on Release.


BUG00: The  targeting triangle graphic is not showing up for the Human player when they are offensively bombing. maybe a custom race issue.


BUG01! Well is still looks like Custom faction (Core) troops (SOPHONS) are STILL not showing up on the battlefield.


All the other troops are if you have mixed populations.  It is like this for every custom race I have made, not just Sophons. (already reported)




BUG02; The Vodyani, they are broke, broke, broke!

I cannot believe they are still this broken, Every game I have played since I  started in the short beta period, they have not once performed well. I  cannot understand why has this issue not even been mentioned????  I  played as the Vodyani my last game, and they are quite powerful and there is really no excuse for them to still be underperforming in the game under AI control.  


When I played the Vodyani, there were some very apparent issues, besides being in long term cryosleep.

  1. The base ship needs a stock leeching module.
  2. The  Leechers should only have 2 leeching modules and some armament.  How are they supposed to leech minor colonies to get a start????
  3. Leechers need to travel in a task group of 4-6 as soon as possible.
  4. They are not scouting and exploring?? Why? You cannot leech what you cannot see.
  5. A leaching module needs to be mandatory on each ship for the AI, no exceptions
  6. This AI may have a bug if it is separate from other AI's, and could explain why there were 50+ idle ships In my later game at Turn 170.



Save Game

1.0.11 Lockarian 002 Riborn declare war3.zip


DIAG

Diagnostics - 2017'06'10 @1214'50''.zip


Looping ships-  at Bracia and Asellus- Fight and they flee and return.

AutoSave 2816.zip


1.0.11 Lockarian 002 Flee Loop.zip

Updated 8 years ago.
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8 years ago
Jun 12, 2017, 12:16:44 AM

I was able to construct the ITER after the AI completed it..Didn't make a specific save on this one for some reason. But I have screen shots




Updated 8 years ago.
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8 years ago
Jun 12, 2017, 12:33:59 AM

BUG 03: Ship tactic cards are not being saved in the player deck the first time you save them.


No pic needed as it is self-explanatory.

Updated 8 years ago.
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8 years ago
Jun 12, 2017, 4:16:25 PM

Resources are still being populated on HARROW: (*USE SAVE ABOVE)



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8 years ago
Jun 12, 2017, 4:18:05 PM

A graphical error when looking at trade routes and economies


Updated 8 years ago.
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8 years ago
Jun 12, 2017, 4:24:21 PM

When conquering harrow, I saw this anomaly


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8 years ago
Jun 13, 2017, 2:50:02 AM

PLEASE FIX THE MAIN MISSION : ACADAMY!!!


Ships that are not lead by Admiralty are preventing progress on the bar, and for the love of God, lower the number of turns to 6. This is a major issue as alliances change. I have the Ritborne blocking me and we are allies, I will have no choice but to go "Cold War on him"  


This brings up another valid issue, WHY? is the AI sending ships with no Admirals and leaving them there!!? Once the node is discovered they should leave immediately.  The other issue is that when this mission pops up, those NODES need to have the FOW lifted so the other races can go to them to "Touch Base"


Why isn't this fixed yet? It is the main mission in the game. No wonder I disable it, it is nothing but a pain the way it is.


BTW: I have reported that the SOPHON ENFER mission is broken, and it still is.  IT is so broken that it causes your whole govt to go into rebellion! You guys surely were not thinking of releasing this patch without all of the Races base missions working were you?


 

Updated 8 years ago.
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8 years ago
Jun 13, 2017, 2:53:23 AM

I would like to request a Bug Hunter badge, please!

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