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Preview Version 1.0.16 test

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7 years ago
Jun 21, 2017, 9:10:08 AM
ccmaster wrote:


it is important for the multiplayer that you have to think about what you play. If not you set in all the traits for your race and all races will have then 20+ traits. 

As expected, single player custom faction fun is curtailed for the 10% of people who do multiplayer. Not really a fan of this sort of thing...

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7 years ago
Jun 21, 2017, 8:57:36 AM
  • Summary / Title: Population added on outpost.
  • Description:  The Event "Babies not Bombs" adds 1 population on an outpost that is not a colony yet (should still have 2 turns to go). This also triggers a warning that the outpost is contested. On next turn the outpost will change to a colony (1 turn sooner then it should) with only 1 population (the one added) and missing my faction population.
  • Steps to Reproduce:  Load the game and inspect outpost "Traitor's Reach". You can load the save from a turn before and hit "end turn". I always got the same incorrect extra population placement.
  • Reproducibility: 5/5
  • Expected Behavior:  Population should be added on colonies not outposts. 
  • Version: 1.0.16
  • Attachments:

        Bug - new population on outpost.zip

        Bug - new population on outpost (turn before).zip



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7 years ago
Jun 21, 2017, 5:44:47 AM

Hi,


it is important for the multiplayer that you have to think about what you play. If not you set in all the traits for your race and all races will have then 20+ traits. 


Disable it for KI and Singleplayer would be not bad.



ccmaster

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7 years ago
Jun 20, 2017, 11:28:52 PM
ccmaster wrote:

Custom race creation error.


Hi ,


by creating a race you have now a count for traits . You allowed 8 and you can choose 8 and save but the race then showed as invalid. 


With 7 it works so change the count to 7 or let the 8 be playable.




ccmaster 



PS : good idea with the count have had more then 20 the last races I build 

PSS: you should remove all the traits for races they could not us.  Example : Riftborn / Ship Bound could take Black Thimb but dont us Food.

        And the other 100 :P

I have to say, this is the single thing I hate the most with the new system. Hate it. I so desperately want the 'trait count' to be an option that can at least be disabled or ignored in single player games, and likely I'll search for a mod first thing which disables this if I can. 

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7 years ago
Jun 20, 2017, 6:50:26 PM
Zolobolo wrote:
Zolobolo wrote:

Can't reload savegame


  • Summary / Title: Can't reload save
  • Description: executable error after status: "game launched"
  • Steps to Reproduce:
  •  1. Load save
  • Reproducibility: 5/5
  • Expected Behavior: To be able to load saved gamr
  • Version: 1.0.16
  • Note: Particular save contains Galaxy of the lasrgest size, with all races in game at turn 164
  • Attachments:
  • Cravers First.zip

Workaround:

  1. Verifying local file integrity does not help
  2. Reverting Beta batck to latest patch resolves the issue

Following workaround also worked:

1. Start new game

2. Load save game from new game


Having tried out hte new patch found that:

  • Galaxy map GUI reponse times are much better
  • AI offered to join Alliance - something they have never done before
  • No improvement can be noticed for battle result calculcation when the AI will retreat from a clearly overwhelming force (takes ardoun 7-8 seconds)

The above issue persists even after the save game has been reloaded via the above workaround, player, saved via the new version and reloaded again


This means that the workaround needs to be applied for each reload even if saved via the new version



also: Quest reqwards and not inflated (Gambit quest gives 1000 credit at arond turn 200)

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7 years ago
Jun 20, 2017, 3:55:36 PM

Played around 80 turns in large 8 player galaxy.   Performance is great,  input lag is almost 100% gone.  Great work and fastastic game in general!


One thing I did notice (maybe new with 1.016,  maybe not!) is that the game uses memory in a way that I would diagnose as a leak:


Turn 78,  examined in Resource Monitor:  5945KB commit, 4580 private

Save,  exit,  and re-load the game:  3989 commit,  2146 private


I figure maybe I should play some turns because many structures could be created during AI turns that would not "leak" but hang around until you exit.


Several turns later:  4719 commit,  2886 private.


I know tracking down memory leaks in Unity is trickier than other programming environments but still..   you are going to get lots of posts of "game performance degrades over time" as the high memory usage causes swapping, etc.


Good luck!


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7 years ago
Jun 20, 2017, 8:25:10 AM

Custom race creation error.


Hi ,


by creating a race you have now a count for traits . You allowed 8 and you can choose 8 and save but the race then showed as invalid. 


With 7 it works so change the count to 7 or let the 8 be playable.




ccmaster 



PS : good idea with the count have had more then 20 the last races I build 

PSS: you should remove all the traits for races they could not us.  Example : Riftborn / Ship Bound could take Black Thimb but dont us Food.

        And the other 100 :P

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7 years ago
Jun 20, 2017, 8:22:23 AM

MULTIPLAYER Desyncs.



https://www.games2gether.com/endless-space-2/forums/114-bug-reports/threads/27005-1-0-16-multiplayer-desync-from-ccmaster?page=1

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7 years ago
Jun 18, 2017, 4:26:06 PM
AmpliMath wrote:
Float wrote:

Hey AmpliMath


I verified the game files and reinstalled the game, twice. I am also unable to to start a new game (https://www.games2gether.com/endless-space-2/forums/65-general/threads/26986-preview-version-1-0-16-test?page=1#post-242054) and the game is crashing while alt-tabbing from the main menu (https://www.games2gether.com/endless-space-2/forums/65-general/threads/26986-preview-version-1-0-16-test?page=1#post-242054).


Had none of those problems on the previous patch and by changing the branch back to 1.0.11 all is working fine again, including the savegame.

I'm also on an old AMD apu/gpu so maybe some related issues are creeping back?



Yes this is definitely weird, unless one of the optimizations (we did some stuff on the improvement of influence circles) is not working. I have looked at the diagnostics file, but I see no error and it feels cut short, maybe because the game crashed. Can you send the Output_log file of the crash please?


Cheers

I meant the output_log of the crash when starting the game, not the output_log of the crash where alt-tabbing, whic I already have.

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7 years ago
Jun 20, 2017, 2:53:03 AM
Tempted wrote:

Been playing this version for the last couple hours.


Everything seems to be running fine.


I still find the AI to be not very aggressive at all.


I am at turn 134 with a top contender in the score and have seen no aggression from any other race (as far as fleets attacking me).

It generally helps to provide saves with this kind of info so the devs can take a look at what is happening.

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7 years ago
Jun 20, 2017, 12:34:00 AM

Been playing this version for the last couple hours.


Everything seems to be running fine.


I still find the AI to be not very aggressive at all.


I am at turn 134 with a top contender in the score and have seen no aggression from any other race (as far as fleets attacking me).

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7 years ago
Jun 19, 2017, 10:09:02 PM
Xmass wrote:

Hi :)


  • Summary / Title: Crash to desktop on loading save
  • Description:   The game crash to desktop when I try to load any save game
  • Steps to Reproduce: launch the game then try my save? not sure it's applicable outside my hardware/OS environment.
  • Reproducibility:  5/5
  • Expected Behavior: The save should be loaded without CTD :p
  • Version: 1.0.16
  • Attachment:

logs.zip : dx_diag/output_log/diagnostics

AutoSave 564.zip : one of the save that crash


edit : tried without succes few common workaround : drivers/win7 updates/compatibility mode/admin mode ... by the way @AmpliMath, if you are hostage from a guy called E. M. just ask for help, I know he could come to force you to work on sunday ;p

Hi again :)


I try the create new game/load workaround. The game is loaded. If I make a new save, the new save don't crash the game, but it's a endless loading and need a kill -9

logs2.zip : diag & output_log

V_loli.zip : save

Then the word around don't work anymore on the new save :

logs3.zip : diag & output_log

Updated 7 years ago.
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7 years ago
Jun 19, 2017, 8:44:18 PM
  • Summary / Title: Game hangs, then crashes, when trying to exit to desktop from the main menu
  • Description: The game hangs after clicking "Exit" and then confirming. You see then see the main menu image, without the options, but it's forever stuck there. Only way to exit is then to al+tab or ctrl+alt+del.
  • Steps to Reproduce:

1. Load the game

2. Click "Exit"

3. Click "Confirm"


  • Reproducibility: 5/5
  • Expected Behavior: To gracefully exit to the desktop
  • Version: 1.0.16
  • Note: Old AMD gpu, running on DX10
  • Attachments:

crash.dmp

error.log

output_log.txt

Diagnostics - 2017'06'19 @1731'53''.html

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7 years ago
Jun 19, 2017, 8:04:46 PM
MikeLemmer wrote:

The AIs in my game don't seem to be passing laws properly, judging by the fact I'm in 1st place for passing all parties' laws while having only passed 1 party's:



Save Attached:

Riftborn Anarchy.zip

This also seems to be a bug - you shouldn't have achieved this if you've only passed laws from a single party!

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7 years ago
Jun 19, 2017, 5:41:15 PM
TheRealDav wrote:
  • Summary / Title: Crash when loading a saved game
  • Description:  this^
  • Steps to Reproduce:  Launch the game, load the save, wait, cry.
  • Reproducibility: 5/5
  • Expected Behavior: quite obvious
  • Version: 1.0.16
  • Notes: no game crashlog - steam file check don't resolve - reinstall don't resolve - Windows eventlog included.
  • Attachments: https://drive.google.com/uc?id=0B4mnMe2wuOO7QnhvX2VjNUdwQVE


Note I can load a new game.


Zolobolo wrote:

Following workaround also worked:

1. Start new game

2. Load save game from new game

This worked for me too.

Also V1.0.16 resolved:

- turn 280 lock. Successfully passed two more turns (didn't try further though)

- even if framerate is around 40-50 wtih no reason, game is comparatively smoother than previous version.


(crossposted)

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7 years ago
Jun 19, 2017, 5:39:32 PM

I have desync problems in MP sessions. 


Here my posting I created just minutes ago, please look into it: LINK

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7 years ago
Jun 19, 2017, 5:34:38 PM
AmpliMath wrote:
AmpliMath wrote:
mykola1985 wrote:

During heavy battles especially with advanced weapon modules, the GPU usage and framerate is spiking a lot! I'm not sure wether it happens with the Unfallen empire or since this preview build...



my spec


i7 3770k 

GTX 980 TI GAMING

12 GB RAM

SSD

WINDOWS 10

Thanks, we will check with the graphics programmers.

Hi again,


So I have discussed this and it is a very complex problem. We are still looking into this.


Cheers,

Thanx for the great job!!! I will keep finghers crossed for this one! ;-)


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7 years ago
Jun 16, 2017, 7:39:07 PM

Actual AMD-CPU here (8320E @ 4ghz)

EVGA Nvidia 960

8Gb RAM


in general better performance, non of the issues above

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7 years ago
Jun 17, 2017, 9:11:52 PM
Crizis wrote:

Would like to mention gamebreaking feature you've introduced:


Vodyani heroes have ability that gives 1 flat FIDS / level to everyone in empire. That resulted in every of my population unit producing extra 26 FIDS, way too much for a single ability. Had to abandon the game, becouse it became waaay too easy).

OK we will look into it. You had me very worried at first, I thought the game was freezing / crashing!

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7 years ago
Jun 17, 2017, 12:53:14 PM

HI, I've reached turn 142 with this preview build.


here are my thoughts so far:


I'M PLAYING ON SERIOUS DIFFICULTY. COLOSSAL SIZE MAP. 8 A.I. PLAYERS


the good:

- game performance has increased tremendously! I am playing on colossal map size (that's really a big one) with 8 A.I. players and at turn 142 it's really smooth!

- A.I. are building better equipped fleets and do reaserch command points as it should! Turn 142 thay already have 22 Command points (at least some of them)


the bad:

- voydiani A.I. are broken. The A.I. playing this faction has still 4/4 command points and basic ships

- some bugs with missions (late will report)


the odd:

- I have rarely seen any A.I. fleets in this game....... I've explored almost the whole map throwing many small ships here and there... what is happening??? When I declare a war on empire, they immediately ask me for truce almost every turn......

I attacked the unfallen and was taking one system after another... turn by turn. then suddenly they defended their system with one very powerful fleet and destroyed mine (much weaker)


I will play more and report everything new!

Updated 7 years ago.
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