beta 5 bugs from the stream

From the ones I can remember:

 

Pirates are invisible.

 

UI is even slower than before. Tooltips take longer to create. insynchOTC in stream was complaining that it was completly black and unusable.

 

Post-game report cannot be seen

 

Unconfirmed, but engineering labs seem slower than normal. It says 60 seconds, feels more like 80. IDK if it's jsut me or what. EDIT: after testing in single-player, the issue is that strikes make the timers change times wierdly. I could be 20 seconds from finishing an upgrade whilst striked, and it'll suddenly claim it'll take 120 seconds. Then when there's 105 seconds left it'll go back down to 5 seconds. Further testing shows that engineering labs and patent labs both actually research at the correct times, just that the timer above the building is incorrect, counting down slower than it shoudl be, even without strikes or adrenaline boosts.

 

Auto-supply is broken. Even when next to the base a building will spend about 5 seconds before realising it can buy the resources from the market to fill itself. It fills itself, then uses all the resources, then gets empty. Waits 5 seconds then realises it can fill itself. Rinse and repeat. God help you if during those 5 seconds you spend money. God help you as well if your using more than 1 type of building that needs auto-supply, because it seems that the more different types of buildings you have the longer it takes to realise ti can supply itself. This does NOT happen when your producing the resource your building is spending, unless you sell that resource. If you are not producing that resource however, your better off just turning off auto-supply. Also soren, I lied about being super clear :P

 

Patent and engineering labs, when boosted, don't reduce in time lineraly. It'll lower 1 second per 1 second, then jump down 2 or 3 seconds after a little while.

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Reply #1 Top

I can confirm the bug on the pirates being invisible and the auto supply issue. I had plenty of cash to auto supply steel mills next to my base but there was a delay in the mills operating. That can be a deal breaker if you need the cash now!

 

 

Reply #2 Top

I really hope the auto-supply bug will be resolved quickly. So far the only option is to manually buy up input resources to keep factories running.

Reply #3 Top

The auto supply bug issue is bad. It's incredibly frustrating to play with even though I know everyone is presumably affected by it equally.

I'd also like to see them resolve the issue with the name of the new black market item that makes the workers slow down (don't remember what it's called). The abbreviation for that is "AB" for some reason so there were 2 AB's available in the game i played - one for Adrenaline Boost and one for the worker slowdown that does the exact opposite. I had to keep scrolling over them to figure out which one was which and accidentally bought the wrong one. That needs to be fixed pronto! =)

 

One more item that I think needs fixing in beta 5:

The 1v1 game I played had zero EMP's, power surges, dynamite, underground nukes, magnetic storms, network virus or anything. No conflict whatsoever. The only way I could affect the other player was to buy pirates (which weren't very effective because they founded in a resource heavy area) or slow down their factories with the worker strike (which was also ineffective because they were scientific and it wore off quickly). It made the game incredibly boring and both of us just focused on building our HQ until one player was bought out. I'd like to see an algorithm that makes sure there's a least one or two of these available so it felt like i was playing against someone else.

 

 

 

 

 

Reply #4 Top

The auto supply bug also seems to be operating in single player skirmishes.

Reply #5 Top

Auto-supply bug should be fixed now. Please let me know if you see it again (with video if possible...)

Reply #6 Top

Another issue I noticed today: the value of owned resources that is displayed when you hover over player's name is not calculated properly. 

In this screenshot you can see I have no resources at all but the tooltip suggests otherwise.

http://i.imgur.com/I7qSj9p.jpg

Reply #7 Top

Umm, did you have nanotech?

Cause if you did and it takes the value of resources from buildings into account it's somewhat cool and confusing and misleading...

Reply #8 Top

That's right - if you have Nanotechnology, it counts the resources you would have if you deleted all your buildings.

Reply #9 Top

I was 99% sure I had not researched Nanotech, but 99% is not 100%. So I successfully reproduced the issue in a new game. 

http://i.imgur.com/d80AdTs.jpg

Can provide the save file if necessary. 

Reply #10 Top

A little update from current Zultar's stream:

Post-game reports still don't work.

Pirates are not just invisible but also make whatever blimp you put them on top of invisible (I think that's what is happening)

You get notifications about a player "building the first offworld market" (or whatever) even if the building is hologramed.

You also don't enter the normal observer-mode upon loss.

Someone also mentioned that a tile disguised as a solar panel doesn't say it is off during the night, I don't know if this part might be intended.

Reply #11 Top

Maybe there should be a button that allows you to scrap all buildings from the HQ, that works only with nanotech.

Reply #12 Top

InSync, I believe you had a geothermal being built that you could scrap out of and get the resources... But then the number is rather odd, cause I think it's ~4k worth of resources, not 1600

Reply #13 Top

Zultar was noting some discrepancies in resource calculation during his Friday evening stream -- showing he had more than he actually had unless it was counting things not at headquarters (in the air or at the distant buildings).

Reply #14 Top

Resources are now counted outside of your stockpile for stock. (Not for the buyout percentage, however.)

Reply #15 Top

Could you clarify what you mean by that soren? Because I'm interpreting that as saying that the value of stock you own is added as part of your resources, and currently the only way a player can tell whether or not they're at a buyout, or if anyone else is close to a buyout on another player, is to add together cash + resources since they don't see a buyout percentage, so if you include things that cannot be instantly sold without adding some other sort of functionality to tell how much liquid resources someone has then your just obfuscating information from the players and that seems like a step-backwards.

Reply #16 Top

It's not the stock owned either, since I didn't have any. So indeed further clarification is needed. As for you assumption, Yerand, the geo has been mutinied, not constructed. 

Re post-game statistics: it works just as it used to work before in single player. My understanding is it's not working in multiplayer. In SP the report is still available via F1 through the entire course of the game, something I assume you have tried to prevent. 

Reply #17 Top

yeah, I'll go back to the old way of just showing the value of resources in your stockpile. Think I am overthinking things!

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Reply #18 Top

I think resources should show what ctrl shift down gives you, it's just better that way because its simple.

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Reply #19 Top

Quoting Cubit32, reply 18

I think resources should show what ctrl shift down gives you, it's just better that way because its simple.

^+1

Reply #20 Top

Quoting Cubit32, reply 18

I think resources should show what ctrl shift down gives you, it's just better that way because its simple.

 

This. Resources are only worth what they will sell for. The value should be liquidation value, which is simply cntrl shift down.