[1.9.5.1-2] Various Bugs (Full Version)

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Nanaki -> [1.9.5.1-2] Various Bugs (6/7/2014 2:57:49 PM)

I posted these in my observation thread, but I decided to also respost it here incase it was missed. Not all of these have been reproduced in 1.9.5.2

- Planetary development bonuses does not stack with multiple wonders built at the same colony, nor does it stack with the development bonus from ruins, it seems to only apply one development bonus and ignore the rest
- Manually building Criminal Networks as a Smuggler does not cost any money, while it does require 150K Credits, purchasing the building does not deduct any credits from your treasury
- Civilian bases will not attack space creatures until the creatures start eating them, which results in their loss most of the time
- Pirates cannot build normal planetary structures on colonies they own, unless they go into the colony screen, trying to build from shortcuts show the buttons as there, but they do nothing. Building wonders works normally
- Pirate Automaton will not build troops on owned colonies under any circumstances, even if empire settings are changed
- Empires cannot disrespect pirate system ownership, while Pirates can happily build in owned Empire space, Empires cannot build in pirate space
- Pirate-built wonders do not count towards the wonder cap. I built a Boskara highspeed shipyard as a pirate and roughly a few years later an empire started building the same highspeed shipyard, even though I already had one fully built
- Pirates should be able to explore ruins on planets they own
- The Galaxy Editor does not properly edit pirates. Editing a pirate empire will result in the removal of the 'pirate flag' overlay (on the upper left hand corner), and editing a pirate flag will not update the pirate flag shown at pirate bases the map
- Triggering a pirate attack at ruins as an empire may spawn a pirate you have protection agreements with, even though there are other pirates around that you do not have protection agremeents with




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/9/2014 7:23:24 PM)

- Some Racial Modifiers (Espionage, Mining, Ship Maintenance, Research, Colony Income) do not work with pirates
- Invisible space creatures have appeared once or twice
- There is no certain way to tell if certain bonuses are working or not
- Some other racial modifiers such as Shendar spaceport armor are also not working with pirates
- Counterespionage seems to do a poor job in apprehending even rookie saboteurs




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/10/2014 3:54:11 PM)

Another bug:

- Smuggler Facility defense bonus seems to not work at all. I managed to watch an empire attack my fortress, and the +70% Facility defense bonus was nowhere to be seen, and it was proven when an empire managed to wipe out one of my fortresses with only 3 militia and a single infantry unit, as a Smuggler pirate.

Okay, with further testing, it seems like most racial settings do not work with pirates at all, here is what I have found through testing so far...

- Only Ship Size modifiers (both civilian and military) are tested to work properly with pirates
- Planet-based bonuses like Happiness also work, but thats mainly because they are tied to planet instead of being a global bonus
- Extra intelligence agents also work
- Shandar spaceport armor and Zenox historical locations do NOT work (Odd, you would figure pirates could really use Shandar's spaceport armor bonus...)
- The main modifiers, research, colony income, ship maintenance, espionage, etc. do not work
- Racial troop strength modifiers have no effect on Pirate Raiders, Pirate Raiders will have the same strength regardless of race
- I have not tested trade/tourism income bonus, but the likely answer is no

So, with all this in mind, it seems like the only racial choices that net pirates any benefit at all are Ketarov, Ackdarian, and Haakonish, due to their ship size and intelligence agent modifiers.




Sleeeper -> RE: [1.9.5.1-2] Various Bugs (6/11/2014 9:27:34 PM)

I'll just add another pirate bug here instead of new thread.

It's possible to build colony ship on a planet with your pirate influence using expansion planner window ('build and send' button) without Criminal Network facility. (tested with independent planet @ 1.9.5.2).




deathnoise -> RE: [1.9.5.1-2] Various Bugs (6/11/2014 9:39:49 PM)

Mining stations are not retrofitting, because they are not receiving resources that are needed for an upgrade, even when there are hundreds of freighters available, that are sitting in the space ports, doing nothing ([no mission])




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/14/2014 11:56:02 AM)

Any confirmation as to weither any of the above bugs are looked at or fixed? If there is any questions please do not be afraid to ask, I can elaborate on any of the above bugs.

More bugs, as of 1.9.5.3:

- I have attempted to edit Criminal Network in modding, but none of the stat changes I do have any effect, it seems like the Criminal Network effects (+100% Research, +30% corruption) are hardcoded
- Empires with scanners will attack and destroy smugglers that are smuggling resources that the empire itself requested




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/16/2014 12:21:35 AM)

More bugs:

- Freighters will not transport materials to constructors needing materials
- AI will launch suicide attacks against heavily fortified targets, constantly. I think the Humans have lost about 5+ fleets against my homeworld yet they still keep sending them
- AI is perhaps a little too aggressive against pirates, especially when the pirates are not raiding or otherwise inconviniencing them in any way
- Oddly enough, most of the wars between AI happen between large AI empires and small ones, equal sized empires tend to just exchange evil looks towards eachother
- Graviton beams are far too effective at making ship AI run away to the nearest shipyard, even if little substantial damage is done




Florestan -> RE: [1.9.5.1-2] Various Bugs (6/16/2014 6:30:02 AM)


quote:

ORIGINAL: Nanaki
- Freighters will not transport materials to constructors needing materials


It can take time, but in the end, they'll come. I know it looks like it takes forever, but I assumed it is because the game is so big, because much of the time, it is paused so I can manage each event. I rarely have the game unpaused for more than a few seconds at a time in late games, so yes, it takes a long time for them to come.
But there are some glitches, yes, like some planet (generally the home planet) never getting enough fuel when there are several fuel full mining stations in the nearby systems.
quote:

ORIGINAL: Nanaki
- Graviton beams are far too effective at making ship AI run away to the nearest shipyard, even if little substantial damage is done

Ships tend to flee for repairs any time they have any kind of damage, unless they are equipped with auto-repair bots. This is not related to the graviton nor the mass driver weapons. It is sometimes annoying because they may run at the beginning of an easy battle. They should react depending on the respecting strengths of the fighters and the design stances.




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/16/2014 10:08:12 PM)

- Pirate Smugglers will not retrofit their ships at all




Nanaki -> RE: [1.9.5.1-2] Various Bugs (6/19/2014 2:04:45 PM)

- Pirates cannot change their Home Base, and cannot not get a new Home Base if their initial one is destroyed
- Randomly generated races can get governments they are not supposed to, the example I saw off-hand was a Human Technocracy




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