Logo Platform
logo amplifiers simplified

Alpha 2

Copied to clipboard!
13 years ago
May 17, 2012, 7:11:23 PM
sagittary wrote:
I don't know what Ghost Fleets are... but I like 'em! I get this mental image of sci-fi equivalents of The Flying Dutchman and such.




I've had a few ghost fleets in my current game. So far all of them were from the cravers that I am currently owning anyway. Dreadnought + all military researched = Death machines.





Edit:



Just loaded my game and noticed my slider bar is gone.



http://postimage.org/image/os4mh8yez/full/
0Send private message
13 years ago
May 17, 2012, 7:08:57 PM
No doubt, there is more than one bug. If you have a save game, and instructions on how to reproduce the behavior, please post in the alpha support forum.
0Send private message
13 years ago
May 17, 2012, 7:07:21 PM
"We are pretty sure the game thinks a wormhole is 1 MP, and does not know it uses all movement points. "



The thing is, that later in the game my Fleets actually used warp instead of going through the wormhole, which is a behaviour that isn't in your list. And just to make this clear, the wormhole would have been the faster joice in this case (was a rather long wormhole between two systems, the fleet on one end). If the Pathfinding code really thinks that a wormhole is 1 MP, why would it use warpdrive to get past it?
0Send private message
13 years ago
May 17, 2012, 7:01:25 PM
Please (re) check the known bugs thread linked in my sig. Pathfinding is well-reported. I have updated with the status of the fleet cap / ship count bug.
0Send private message
13 years ago
May 17, 2012, 6:53:59 PM
davea wrote:
That is too bad. Originally there were two bugs: fleets over fleet cap, and huge numbers of *ships*. This clearly shows the first bug. For the particular game you were in, given the settings and so forth, do you feel the number of ships is possible? Or are both bugs unfixed?




just finished a 250+ turn game, started this morning with alpha 2.



looks like the number of Fleets has gone down, so i guess the "huge number of ships bug" is fixed. Sadly, i still see Fleet owith more ships then Command Cap allows. smiley: frown



screen



Pathfinding is really screwed up to..... i had Fleets going into the opposite direction as ordered, Fleets bouncing back and forth between Systems, Fleets using slow warp when there was wormhole that would have allowed for faster travel..... seems the pathfinding is worse then before.
0Send private message
13 years ago
May 17, 2012, 6:32:25 PM
That is too bad. Originally there were two bugs: fleets over fleet cap, and huge numbers of *ships*. This clearly shows the first bug. For the particular game you were in, given the settings and so forth, do you feel the number of ships is possible? Or are both bugs unfixed?
0Send private message
13 years ago
May 16, 2012, 3:01:04 AM
I believe it should be an automatic option to intercept, and not an action you must enable for the fleet. For sure you might not want to intercept if the enemy fleet is more powerful, but fleets at war don't really let enemies just slip by. Just an "Intercept Y/N?", when it's possible. But that's just details, glad to have the function implemented.
0Send private message
13 years ago
May 17, 2012, 5:07:28 PM
  • Added a new Fleet action: guard. The fleets with guard status will block fleet movements of all opponents in cold war or war.
  • Improved the AI which no longer tries to build system improvements that will never be of use depending on star system contents.
  • Added a drag and drop function for the items of the construction queue.
  • Fixed an issue where AI fleets can initiate a fight during the “End turn” phase.





thank you! thank you! thank you! gods I so very much do not regret buying this game!

edit: I mean, I understand it's an alpha and these things were gonna get a improved eventually but... this fast? wow
0Send private message
13 years ago
May 17, 2012, 4:25:05 PM
Woodface wrote:
The fixes so far seem cool, I just wish they added a legend for the symbols on the tech tree, because that's one long list to remember:




That would be brilliant.



Were the victory conditions made to work in Alpha 2? Kind of a game-killer for me as I like to play huge, turtle-like games and the AI always wins the Economic Victory before I get much more than half-way to conquering the universe!



Impressive list of updates none-the-less. Appreciate the opportunity to test this game for y'all! Definitely one of the most polished Alpha's I've ever seen.
0Send private message
0Send private message
13 years ago
May 17, 2012, 3:21:42 PM
I wish they added that to the 2nd tier view myself.



And the legend is a good idea.
0Send private message
13 years ago
May 17, 2012, 2:40:07 PM
The fixes so far seem cool, I just wish they added a legend for the symbols on the tech tree, because that's one long list to remember:



industry (orange), food (light green), exploration/colonization (dark green), dust (yellow), military/command (red), hero/academy/experience (light blue), science (dark blue), approval (pink), diplomacy/influence (light grey), strategic resources (purple), FIDS (rainbow). Shape determines an empire unlock (star), a system building (triangle) or a ship module (square).
0Send private message
13 years ago
May 17, 2012, 1:20:41 PM
Impressive list of fixes. I'll be looking forward to trying a new game to see...
0Send private message
0Send private message0Send private message0Send private message
13 years ago
May 15, 2012, 10:28:24 PM
It's because our release notes have an alpha status too smiley: stickouttongue We will edit the known issues section (invisible missiles, ship XP).



The tonnage issue is fixed, and yes, we think the huge number of AI fleets is fixed too. The number of times you are unable to choose auto/manual should have drastically decreased (should be null, in fact)
0Send private message
13 years ago
May 15, 2012, 10:13:24 PM
The AI fleet spawn is something that needs to be addressed in the AI code itself and that will take a long time. The tonnage issue should be an easy fix dont know why its not included in the next patch.
0Send private message
13 years ago
May 15, 2012, 10:09:41 PM
davea wrote:
The fix list is long, and it looks great. We can tell more after the release. Looking through my known bugs thread, it "seems" the following are not addressed; did I miss any?



* Invisible missiles (ships explode at end of tactical combat for no apparent reason)

* Upon reaching level 11, ships lose all their XP

* Techs to increase tonnage do not all work

* Fleet heroes can still teleport



The following issues sort of match things in the release note; do you suppose they are fixed?



* AI huge fleet count, huge score (exceeding the CP count for an individual fleet is fixed, but sometimes the AI spawns a huge number of *fleets*)

* Unable to choose auto/manual in end of turn battles (Does this map to the point "Fixed an issue where AI fleets can initiate a fight during the End turn phase"?)




I would think yes.
0Send private message
13 years ago
May 15, 2012, 9:59:16 PM
The fix list is long, and it looks great. We can tell more after the release. Looking through my known bugs thread, it "seems" the following are not addressed; did I miss any?



* Invisible missiles (ships explode at end of tactical combat for no apparent reason)

* Upon reaching level 11, ships lose all their XP

* Techs to increase tonnage do not all work

* Fleet heroes can still teleport



The following issues sort of match things in the release note; do you suppose they are fixed?



* AI huge fleet count, huge score (exceeding the CP count for an individual fleet is fixed, but sometimes the AI spawns a huge number of *fleets*)

* Unable to choose auto/manual in end of turn battles (Does this map to the point "Fixed an issue where AI fleets can initiate a fight during the End turn phase"?)
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message