Twilight of the Arnor - Reported Bugs - Read this!

Updated

I figured I'd better update this thread.  I've been doing a bad job of removing the bugs that have been fixed, which means that we've had to waste time making sure that some of the older bugs were actually fixed.  I've weeded out all the stuff that was fixed or couldn't be reproduced and I took off some stuff that I'm just not going to get to but those were fairly minor anyway.

This is my current list of stuff to fix for release:

High priority:

Terror Star can't move after attacking ([link="https://forums.galciv2.com/305029"]Link[/link])

I think this is a bug.  I am playing on Normal difficulty, large map, using the Terrans.  I can build a terror star without problems.  After I use the terror star I am not able to move it.  When I save the game and load it again, I can then move the terror star.  Is this a bug?  This will be the first time I have reported anything so I'm not quite sure who this works.


+ AI designed ships don't obsolete previous designs

+ Pathfinding code sometimes creates circular loop

 

annoying:


+ Range stops increasing and yields square "radius" ([link="https://forums.galciv2.com/?forumid=421&aid=169411"]Link[/link])

I upgraded the basic freighter with a better engine and 2 extended support modules. That increased the range a small amount, but not enough. I upgraded again, and stuck on 5 or 6 modules. Now my range shows as 10.7, up from 4.something, but the freighter range is now a rectangular area that is generally the same size as my prior range bubble.

Mining ships: (note: didn't realize their was an auto function, so below notes are from controlling the ships manually)
- (appx. 70% reproduceable) - After a ship has finished a job with an asteroid field and you move it to one that is NOT adjacent, will sometimes not start mining upon arrival.
- I upgraded them to have 12 movement points. After a job was finished and I moved ship to another asteroid field a few parsecs away, the ship would move only with its original movement points if the destination was an asteroid field. If I set the destination for "open space", all 12 movement points would be used.

Planetary screen:
- if toggle a planet's governor to not auto update, then toggle it back some turns later, planet will not auto update.

+ Civ manager planet list scrolls back to top after setting a quick-build order ([link="https://forums.galciv2.com/?forumid=421&aid=172413"]Link[/link])

Everytime I use the quick build feature when I click done the civilization manager goes back to the top of the list and I have to scroll back to where I was originally in the list. This also occurs in the planets and ship list as well. Hate to complain, but this is a pain. I use this screen and the quick build feature alot and think it would reduce the time required to manage the game.

+ "Favorite" jewelry peices in ship design not saved between sessions ([link="https://forums.galciv2.com/?forumid=421&aid=172658"]Link[/link])


cosmetic (might not get to):

+ Trade screen shows wrong portrait for Terran splinter faction ([link="https://forums.galciv2.com/?forumid=421&aid=168686"]Link[/link])

Morale dropped. I was overthrown. A new splinter faction of humans was formed. The image on various screens showed the other human image, except for the diplomatic viewscreen which was showing a blue alien.

UI: Drop-down notification icons overlap ([link="https://forums.galciv2.com/306605"]Link[/link])

The square Icons above the minimap in the lower right corner, which display if a ship has been constructed (blue), show planets with an empty build-queue (green) and peace/war declarations seem to slightly draw over their control buttons (the smaller ones below with an arrow or X to close them) as if someone pushed them over each other.
This happens to me with 1680x1050 resolution playing TA. In DL and DA everything looks normal. I will add a screenshot later if needed, but I am in Office right now.

+ Incorrect queue empty message ([link="https://forums.galciv2.com/?forumid=421&aid=171436"]Link[/link])

if you buy and building and queue a new building, GNN always announces your purchase, and that you are now building *nothing*. even i gets confused.

32,155 views 30 replies | Pinned
Reply #1 Top

When attacking with a fleet with a advanced warp bubble on one ship, the other ships loose the bonus from the bubble the way you use up to 4 movement point for one battle.

This has been fixed.  However, it did not make it into today's update.

 

Reply #2 Top

fixed for the next update:

- Navigation Centers don't do anything

https://forums.galciv2.com/?forumid=421&aid=166651#1350622

The Drengin have too much influence, probably a bug with the negative influence bonuses.  There is also more mention in this thread about the tech tree.

https://forums.galciv2.com/?forumid=421&aid=166647

If you use the colony list to find a planet with an inactive starbase, clicking the build ship button sends you back to the colony list. You have to find it on the map to access the shipyard.

Reply #3 Top

[Moved new reports to the original post, using replies for fixed stuff.] --Cari

Reply #4 Top

+ Spy placement impossible under beta 2 (Link)
With beta .85[b].002 I can no longer place spies. After clicking on the Spy button for a planet, usually the Place Agent button will be enabled when clicking on an eligible improvement.

This is fixed for the next update.

Reply #5 Top

Fixed in beta 2:

- When attacking with a fleet with a advanced warp bubble on one ship, the other ships loose the bonus from the bubble the way you use up to 4 movement point for one battle.

Fixed for next beta:

Fogbugz case 45534:
Select a planet->Change the build queue->Exit back to colony manager. The build queue is not updated.

+ InvasionWnd crash when invading Jagged Knife ([link="https://forums.galciv2.com/?forumid=421&aid=167557"]Link[/link])

Debug Message: InvasionWnd: Cannot find OBJID Invasion_Right_Def_Title
Debug Message: InvasionWnd: Cannot find OBJID Invasion_Left_Def_Title
Debug Message: InvasionWnd: Cannot find OBJID Invasion_Progress_Image
Debug Message: InvasionWnd: Cannot find OBJID Invasion_Right_Def_Value
Debug Message: InvasionWnd: Cannot find OBJID Invasion_Left_Def_Value


+ Projects in civ manager do not update properly ([link="https://forums.galciv2.com/?forumid=421&aid=167418"]Link[/link])

Civ Manager->Colony list
Double click on any planet
Change what is at the top of the build queue
Click done
That planet on the colony list still lists the previous project.


- A lot of the tooltips in the tech tree are very off/being glitchy, either not displaying, or displaying blatantly wrong information (I had a Farming improvement claim to be HyperWarp Mark II).

- Loading a game in which a planet got a weather control zenith it will get the pq bonus ANOTHER time.

 

Reply #6 Top

+ Excessive bonus tile distribution on homeworld? (Link)

+ Tourism not included in economic might rating (Link)

Fixed for the next update.

Reply #7 Top

+ Year still showing as 2226, not 2227 as per changelog. (Link)

Fixed.

Reply #8 Top

  - Hyperion shipyard does not function. It bestows no bonus whatsoever.

Fixed for the next update.

Reply #9 Top

Fogbugz case 45562:

Lockup while on colony management screen (planetwnd).

Not reproducible

Reply #10 Top

- Changes to race abilities are not being carried over from game to game. Each new game I'm back to 10 picks and note that the additional abilities I "saved" to the other races are not saved either.

Fixed.

Reply #11 Top

https://forums.galciv2.com/?forumid=421&aid=166656

Ship components missing thumbnails

https://forums.galciv2.com/?forumid=421&aid=166459#1348641

- The color selection in "Appearance" seems to be off. The colors showing up on the screen clearly were not those I was choosing and then, suddenly, on reload of a new game they became normal again.

Could not reproduce these in beta 2

Reply #13 Top

https://forums.galciv2.com/?forumid=421&aid=166632

This is ridiculously trivial and, I believe, was also present in beta 1. But most of the black backgrounds in the Foreign Relations screen (F5) are washed out. I haven't noticed this with any of the other black objects/screens in the game. This is a Terran/Medium map/Everything abundant/Tough game in TA 1.8c beta 1a under Vista Ultimate (x86) using an NVIDIA 7600GT graphics card.

+ DL mega event replaces inhabited systems (Link[/link'>https://forums.galciv2.com/?forumid=421&aid=167463"]Link[/link])
Also, a strange bug I encountered: I got the dread lords mega event, and they decided to take over one of MY planets instead of an empty one. The result... my planet was overwritten, the planet and star were renamed to Amalga and all the improvements were written over with industrial sectors. However, my ships remained in orbit, yet I couldn't deorbit them!

+ Aul Incinerator PQ penalty working backwards (giving tiles) ([link="https://forums.galciv2.com/?forumid=421&aid=167463"]Link)


Fixed for beta 2a.

Reply #14 Top

Fixed for Beta 2a:

-  Korath Clan (and probably Drengin, too) still gain access to Entertainment Centers in addition to Arenas.

- Particle beams still do not have applications associated with the tech (I believe the devs are aware of this one).

Fixed for next update after Beta 2a:

- The description of the zenith should be changed. it grants far more bonus tiles (i have had 7 on one planet) if the planet's pq is high enough (including all tiles that need to be terraformed first)

+ Ion Cannons class-category mismatch ([link="https://forums.galciv2.com/?forumid=421&aid=167692"]Link[/link])

I am currently playing as the Korath. The Ion Cannon is listed as a Missile weapon in the shipyard. In the tech tree, it is correctly listed under the mass driver branch. I am currently researching the Pulse Cannon tech to see if it lists correctly in the shipyard.

+ Issues with removal of unusable improvements on conquest ([link="https://forums.galciv2.com/?forumid=421&aid=167969"]Link[/link])

After invading a planet which had buildings in its queue you dont have the techs for, the will be deleted from the queue and you can use their tiles, BUT the transparent icon will stay on the planet surface till you built something other there.
Also some buildings will not be removed like the torian university and the industrial sector. (maybe caused by cultural flipping of the planets instead of conquereing)

+ "No money" error also appears when setting IP amounts in trade screen ([link="https://forums.galciv2.com/?forumid=421&aid=167818"]Link[/link])

So then I clicked on Influence thinking that if I can't get money I'd get that. To my surprise I got the same message, The Dregin Empire has no money. (last time I checked influence wasn't money) as shown in picture below. After clicking the box closed I was able to eventually get 73 influence points.


Not a bug:

+ Empty DarkAvatar folder under My Games\GC2TwilightArnor ([link="https://forums.galciv2.com/?forumid=421&aid=167691"]Link[/link]) - this is for the Dark Avatar Campaign save games, but the campaigns are not enabled yet.

 

Reply #15 Top

Fixed for next update:

+ AI begins war without declaration message (Link)

In my current game the Dregin Declared war however, I never recieved notification that we went to war. The only thing I got which I get several times is they demanded money and then said that I was braver than I looked. I didn't realize I was at war right away so I don't have a previous autosave from right before it but I do have the debug listed below.


+ Crash trying to upgrade Yor freighter (Link)
The first time i wanted to upgrade the standard freigther design to use better engines i saw that there were two components with no icon. i removed them and saw that one of the two freighter modules was gone. probably the one which was only eye candy, even though i wanted the game to only show functional components.
went back to the design list use the original design again. pressed upgrade and the game crashed.


Reply #16 Top

fixed for the next update:

- Adjusting the technology development rate in the game setup appears to have no influence

+ Movement issues after combat ([link="https://forums.galciv2.com/?forumid=421&aid=167714"]Link[/link])

I've only noticed this so far with fleets/ships with movement 6 or greater. If I have set a fleet to target an enemy fleet, and they destroy it, with say, 5 mp left, I cannot do anything with the cursor but continue their movement. This makes it impossible to investigate planetary defenses, or the strength of the next closest enemy fleet.

+ Drengin Ultimate Slaveling Lab tech missing display name ([link="https://forums.galciv2.com/?forumid=421&aid=167897"]Link[/link])

- Efficency Studies - 3,4 and 5 all turn up together and the label for 5 is 4 as well.

 - Torian  universities do no auto upgrade to cities of learning

I changed this but then it was pointed out to me that temple of memories can only be placed once, so this isn't necessarily the desired functionality.  I'll have to consult with Brad.


 -temple of memories should auto upgrade to healing pools

Reply #17 Top

Fixed for next update:

 

+ Text encoding issue in Sensor Arrays fluff text (Link)

It seems that a few characters in the texts are not displayed correctly.
This happens under Vista, German environment. So far I have only seen this one, but I'll keep reading more closely.

Reply #18 Top

Implemented for next update:

 

+ Racial improvements not cleared from build queue on culture flip (Link)

Bug: When flipping a planet whatever is in the build queue stays in the build queue. Even if you can't build it.

Reply #19 Top

Support Ticket AUQ-712357

Tech tree gets re-organized if you trade for or steal a tech, and the result may not be what you want.

Fixed in beta 2

Fixed in beta 2b (I think it was fixed in beta 2a but it's definitely fixed in beta 2b)


- On a zoomed out map, asteroids with mining bases are still showing as white indicating that they are empty when in fact they have a mining base on them

Fixed in beta 2b

 

- The level 2 and 3 Fleet Warp Bubbles, as well as the Arcean Battle Command module are still available to all races from the start without any research.

I fixed the warp bubbles in beta 2b.  I've asked Brad to look into where he wants the Battle Command Center to be in the tech tree.


- The new evil research tree for the Dregnin isn't chained properly. You can skip straight to researching the second to last one in the path if you want. They're also displaying in a vertical stack at the top of the Dregnin research page, which is kind of annoying.

This does not seem to be happening in beta 2b, so it's probably been fixed.  If you still notice it in beta 2b, please save your game, zip it, and send it to [email protected]

+ Unable to redirect asteroid mine output after load (Link)
I'm also having problems reassigning mining bases, but only after reloading a saved game (Torians). Some of them revert to white on the zoomed out map, these can't be reassigned. The ones that stay green still work fine.

They should not revert to white anymore in beta 2b.  Please try reloading your game and see if it works.  If you are unable to reassign the base, please zip your game and send it to [email protected] with instructions about which mining base it is and where you were trying to assign it.

Reply #20 Top

Fixed for the next update:

+ Improvements completed same turn as an upgrade is researched have no effect (Link)
Situation: Was building Xeno Farms whilst researching Xeno Farm Construction II. Many were due to be completed in the same turn as Xeno II was discovered.
Result: Following turn all outposts display Intensive Farms, however not all receive additional food.
It's not just farms, all improvements act this way - that is, they do nothing if they are finished on the same turn the next level of that improvement is researched/traded for/stolen; until you save and restart, after which they act normally.

Reply #21 Top

+ Posted tournament results not appearing in game (Link)
I tried resumbitting my tournament game, but last i checked (which was a day after reposting it), it still didn't show up in game.
Is this fixed for next patch? I didn't see it listed on the known bugs thread, so did it get lost in the shuffle?

It takes awhile before a save game will be calculated into the tournament list.  Also, the TournamentWnd now lists the top 20 scores instead of just the top 10 (starting with beta 2b), but I may add a slider for allowing additional scores to show up. 

Reply #22 Top
Fixed the Fleet Warp Bubble techs so that they are hooked up properly in the tech tree.  Each one will now require the previous warp bubble tech, except the Fleet Warp Bubbles 1 which will require New Propulsion Techniques.   This has been fixed for the next beta.
Reply #23 Top

This has been fixed now for beta 3b.

+ Aul Incinerators still broken (reported fixed in 2a) (Link)

I`m playing as the Korath Clan I builted Aul Incinerators and the planets Quality went up not down! - this was the newest beta and a new game - 1.8f beta2a is what the sreen show

Reply #24 Top

Fixed for beta 3:

+ Planets building previous owner's ship design after conquest (even if it couldn't be built otherwise) (Link)

The Korath took over a Torian planet which was building fighters with a spore ship.
After that the planet keeps on building torian fighters and transports eventhough the ships are not available in the shipyard.


+ Research coordination center ineffective (Link)

After building a research coordination center, the planet does not see any increase in research points. I have tested this on several planets, every time with the same result.

- It appears as though many of the buildings that increase or benefit something by a percentage do not function. I've noticed that the Stellar Forge, Tech Capital, and the Omega Research Center do not appear to actually give any benefit. I haven't closely checked the Manufacturing Capital and Economic Capital yet. That being said, in my last game I captured the Carinoid world and it had two Economic Capitals constructed there. I've never seen that happen in any game.

Reply #25 Top

Some of these have already been fixed in the current update and others will be fixed for the next one:

+ Terran tech tree - plasma weapons linked to pulse cannons (mass driver) rather than lasers in tree display (pic) ([link="https://forums.galciv2.com/?forumid=421&aid=168607"]Link[/link])

- The Arcean Navigation Center does not auto-upgrade to the Advanced Navigation Center. This must be done manually. Both the Navigation Center and the Advanced give 1 bonus move, but the advanced costs 2 maintenance. It would certainly be more user friendly to the first time user if you could have either the basic or the advanced navigation center and the advanced gave +2 move.

- the Stellar Forge does not appear to grant any bonus to a race that captures it from the Arceans (haven't played Arceans so don't know if they get the bonus)

+ Terran particle beam tech labels don't show version ([link="https://forums.galciv2.com/?forumid=421&aid=168801"]Link[/link])

Playing the Terrans there is a problem with their tech tree.
Particle Beams I, II and III are labeled as just "Particle Beams" for all 3. It appears that way on the research tree and in diplomacy.

[Torian] The text on the second and third power plant in that line of the tree say "now we can build (SecondTechNameHere)". I forget the tech names, and you get access to the correct buildings as far as I recall.
The description for the basic Iconian manufacturing building says 'manufacutring'.
Typo "prisions" in the write up planet detail screen for planet that had the been voted the galactic prison

There is an event where a research reactor is about to go critical and you have to decide whether to save people or research. The text says that you have to destroy the reactor 'as soon possible able' or something like that.

+ Overall output values on place-spy window differ from those on colony screen ([link="https://forums.galciv2.com/?forumid=421&aid=169009"]Link[/link])

and going back to a previous q....if you spy on your own planet why does the output vary from what you see on your planet screen?

The spy screen shows the maximum values with maximum spending.

+ Iconian econ buildings don't replace each other? ([link="https://forums.galciv2.com/?forumid=421&aid=169079"]Link[/link])

I'm enjoying playing as the Iconians for the first time in... well, a long time. I noticed tonight that their barter/merchant econ buildings don't replace each other in the "newest" improvements tab - I researched the top level building, and all three still appeared in the improvement choices. Also, they did not replace one another in the build queue - if a barter improvement was building when I researched the first merchant improvement, the planet kept building the barter improvement.