List of 0.94 bugs

All confirmed with PHC

EDIT: ADDITIONAL POINT: When two of the same type of unit are building in a build queue, right clicking to reduce the quantity to 1 cancels the unit currently under construction, not the one waiting to be constructed which is very, very annoying

Fighters turning circle only allows 1 attack then circles selected target, have to manually strafe and hope they shoot the right thing

Bombers flight path have same inefficiency

When fighters are told to attack a unit (like an engineer) they do not, they attack something close by, like a building the engineer is building instead

Sometimes units become unselectable and show build menu for HQ instead

Sometimes buildings become unselectable and show build menu for HQ instead (I had 4 factories do this in the same game)

Sometimes units that are queued to capture a point leave the point before it's captured

Repeat queue doesn't work when enabled when multiple factories are selected even though when selected individually, some factories show as repeat queue enabled (but doesn't work)

Idiotic unit AI sends medics in front of everything else because they are quicker instead of matching speed with slowest unit that was selected when given move order

Orders issued with shift held often overwrites current order, especially when an engineer is assisting nexus and you tell it to go cap a point when done, it just goes and caps the point and forgets it was assisting 

 

Lobby:

Games can show in the lobby when the host has already left and lobby is closed

 

10,521 views 12 replies
Reply #1 Top

Sometimes units become unselectable and show build menu for HQ instead

Sometimes buildings become unselectable and show build menu for HQ instead (I had 4 factories do this in the same game)

Selection issues get much worse as unit count increases.

 

Repeat queue doesn't work when enabled when multiple factories are selected even though when selected individually, some factories show as repeat queue enabled (but doesn't work)

Toggling repeat off then on again on individual factories resolves the broken repeat, but being able to enable repeat on multiple factories at once is desirable.

Previously reported by ASADDF: https://forums.ashesofthesingularity.com/476210/page/1/

 

Idiotic unit AI sends medics in front of everything else because they are quicker instead of matching speed with slowest unit that was selected when given move order

Did you make the units into armies?

It might be an idea (not necessarily a good one) to have an option for units to automatically form armies if you select a group then give an order.

 

Orders issued with shift held often overwrites current order, especially when an engineer is assisting nexus and you tell it to go cap a point when done, it just goes and caps the point and forgets it was assisting 

Indefinite orders such as engineer assist would be hard to include in order queues.

 

Additional minor bugs:

- Quantum Upgrade Weapon Upgrade when at level 39 the level number displayed in the next level mouse overlay is "/fo" instead of the level number 40.

Depending on the level, above this the number may be displayed or a cropped variation of '/font', with higher levels less likely to show the number and more likely to show '/font'. Other quantum upgrades did not display this issue when tested up to levels more than practically expected in any match.

 

- If an uncontrolled (neutral/enemy) unit/building is selected then deselected then tabbing between quantum upgrades and orbital abilities groups does not work until a controlled unit/building is selected.

Reply #2 Top

Selection issues get much worse as unit count increases.

It's not just unit count. I find it's worse the longer the game executable is running. Last night the selection issues got progressivley worse over the course of 6 games, and the 6th game I build 2 factories in the first 2 or 3 minutes, and I could not select the second factory. This was the game where 4 factories, a few groups of brutes and at least 2 engineers became unusable

Did you make the units into armies?

It might be an idea (not necessarily a good one) to have an option for units to automatically form armies if you select a group then give an order.

The army mechanic is completly counter intuitive to my gameplay. If I select a group of units and tell them to move to a location, the units then appear to become an army as the units are no longer selectable indivudually. This completly removes the ability to micro, as I often move units, then go to select all of one type of unit on the screen by double clicking said unit (such as hermes to move forward along with those artillery units) and I find I'm unable to do so without disbanding the army. This often leads to time wasting and frustration. Is there a way to turn off auto army grouping? That'd be a huge help to me.

Indefinite orders such as engineer assist would be hard to include in order queues.

Why? Supreme Commander managed this perfectly well.

 

I really want to love this game. It has A LOT of potential. It's potentially the best RST since 2006. Potentially. There are still a lot of core issues outstanding that kill the competative scene for me. Core things like being able to select units and units attacking who or what they are specifically told to attack.

Reply #3 Top

Apologies for the double post, I dont see an edit option for my above post. Just to expand on the order queue comment, point capturing works (most of the time) as part of a queue. How is that any different to factory build assist?

Reply #4 Top

It's not just game lenght or unit count.  I just had this happen in a ranked game.

Reply #5 Top

Quoting Sim_Kill, reply 3

How is that any different to factory build assist?

Do you mean assisting the factory being built, or assisting the factory building units?

Assisting construction of buildings is an operation with a defined endpoint and should be able to be properly included in an order queue.

 

Quoting Waza88, reply 4

It's not just game lenght or unit count.  I just had this happen in a ranked game.

Well, that really sucks. The camera work adds a layer of emotion. I am a little surprised that the video didn't end with the camera going through the monitor.

Reply #6 Top

Quoting Waza88, reply 4

It's not just game lenght or unit count.  I just had this happen in a ranked game.

That has happened to me too a number of times though I thought it was fixed. 

They are two different bugs I think. One at the beginning of the game and you cannot select it at all. The other during a game and you have to click them/draw a box around the units several times to try and select them. There was good a video which showed that up about a week ago on youtube.

Reply #7 Top

Quoting Ticktoc, reply 6


Quoting Waza88,

It's not just game lenght or unit count.  I just had this happen in a ranked game.



That has happened to me too a number of times though I thought it was fixed. 

They are two different bugs I think. One at the beginning of the game and you cannot select it at all. The other during a game and you have to click them/draw a box around the units several times to try and select them. There was good a video which showed that up about a week ago on youtube.

 

I had similar problem in 2 other games today on top of that one.  For some reason the first or second factory often becomes nonresponsive.

That pretty much happens everyday if playing more than a couple of games and it can be anything that becomes unresponsive.

 

EDIT: Oh and the camera work :D I had trouble seeing what I was doing so I was constantly peeking behind the camera(phone) causing it to shake around pretty bad.

Reply #8 Top

Do you mean assisting the factory being built, or assisting the factory building units?

Assisting construction of buildings is an operation with a defined endpoint and should be able to be properly included in an order queue.

 

I mean assisting the factory building units. I'm afraid I dont understand what you mean. From your change log, 'Engineer build time reduced from 25 seconds to 20 seconds'. How is this anything other than 'a defined endpoint'? I mean, the construction of the unit ends exactly 20 seconds after it starts, with the result of a unit being produced...

 

For my bugs, I have raptr record every single match but I dont have the bandwidth to upload to youtube. If I can get them all on external usb, I will upload at work and pick out some key moments for you.

 

Also Waza, hi man. I'm a bit of a fan, I try to watch at least 1 of your twitch videos a week (assuming the are the same guy as wasa88)

Reply #9 Top

I've had the unit glitch a few times as well since the latest update. Sometimes it's a unit I don't care about, and other times it is something I could of really used. It also happened to a building of mine.

Reply #10 Top

Quoting Sim_Kill, reply 8

I mean assisting the factory building units. I'm afraid I dont understand what you mean. From your change log, 'Engineer build time reduced from 25 seconds to 20 seconds'. How is this anything other than 'a defined endpoint'? I mean, the construction of the unit ends exactly 20 seconds after it starts, with the result of a unit being produced...

If you have an engineer assist a factory building units, you could have any number of units queued. When the queue is complete the factory no longer has anything to do, but the engineer is still assisting the factory (doing nothing). This behavior is the same as in Supreme Commander, which you had said was perfect. When you order an engineer to assist a factory in Supreme Commander, you have to manually tell them when to stop.

If you were to have the unit construction completion trigger cancelling assists, then you would have to repetitively order engineers to assist factories which could be undesirable.

Reply #11 Top

The v0.99 update went out today. 

Please submit a support ticket if you see any issues: https://esupport.stardock.com/index.php?/Tickets/Submit

 

Reply #12 Top

No problem. I spent last night taking a few videos in v0.99 and have raised 5 helpdesk requests this morning.