Bugs

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keller
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Bugs

Post by keller »

After many many hours of playing the game (thank you for such a wonderful game!!!) I have the following bugs to report.

1) nuclear missiles do zero damage on planets!! I took a fleet of 27 ships in to pounce on the enemy which by all accounts should have decimated the planet on the first volley of missiles. The total count was 128 missiles hitting the planet at one time. Now normally this would have completely decimated it, but it did not. Now I can understand that Light Lazors can't harm a planet but when a normal or heavy lazor hits and it does damage then one would expect that a nuclear missile would do something.

2) Diplomacy bug: I can understand when playing as the tantik that one might have few diplomatic options available however, when playing as any other race and dealing with the tantik you should have the full array of diplomatic options available.

3)Not all races playable. I can understand not having all races playable in the tutorial or normal mode but when playing in classic mode I would like to be able to play as any race

4)sharp difficulty between settings: When it comes to diplomacy there is a major difference between playing the game on "easy" and playing it on normal. In normal mode it might as well be impossible because every race seems to hate you no matter what you do.

5) worm holes : Haven't seen one yet. All I get is black holes and neutron stars. Do I need a certain level of sensors to detect them?

6) Last but not least A clear technology chart needs to be made so that one knows what tech leads to what things.

7) Combat bug: It appears to me that the shield that is hit when in combat is on the wrong side of the ship ?? Additionally there is no precise way to show which way the enemy ship is actually facing. A simple arrow would solve this part but shots hitting the wrong side is kind of annoying during combat especially when you have weak armor on one side and turn your ship to protect it only to have the enemy shots go on the wrong side. This doesn't effect forward and backward hits - they seem to work ok.

8 - Not sure if this can be reproduced or not but I was in an alliance with a race and entered into combat in a sector where my ally had some ships and a planet. Immediately after pressing the auto combat button my ships turned around and opened fire on my ally without any warning.

-----edited-----

9 - When moving ships in combat the available movement is in an elipticle pattern giving you less movement to the top and bottom. This should be a perfect circle so that an equal amount of movement can be achieved in all directions.
Last edited by keller on Sun Apr 27, 2014 12:58 am, edited 1 time in total.
keller~

Bansheedragon
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Re: Bugs

Post by Bansheedragon »

I have a few comments to your list.

2) The Tatnik are listed as a repulsive race, as such diplomatic options with them are very limited until a certain level of trust has been gained with them, it says so in the tooltip for the repulsive option.
Its possible its a bug, but its also possible that this is intended to work both ways.

5) This is not a bug, there simply is no such thing as wormholes in the game.
It has been suggested that it be added, but not part of the game at the current point in time.
They are constantly fixing and updating the game its possible it will be added in the future.
If you want it then I recommend you make a suggestion about it, I would like to see it as well actually.

6) My impression of this one is that it seems somewhat random, thought I could be wrong.
In the last 2 games I played, I discovered the terraforming tech.

It the current game I'm playing, it was discovered when I reached level 5 in Genetic manipulations where as the only other techs I had in that field was Xenobiology and advanced waste disposal which was at level 1 and 3 respectively

The previous game I played I only had Genetic manipulation at level 3 and the same in Xenobiology and Advanced Waste Disposal when I got terraforming, but I got Ecological cleansing before I got terraforming in that game which was at level 1.

I agree that a chart over this would be nice to have though.

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keller
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Re: Bugs

Post by keller »

Thank you for your comments.

On #5 I would say that if black holes and neutron stars serve no purpose in the game then perhaps they should be taken out.

Getting certain techs does appear to be random at this point but perhaps there are certain requirements for each discovered tech which makes it appear random when it is not - only the developer can tell us.
keller~

Xyquas
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Re: Bugs

Post by Xyquas »

keller wrote:On #5 I would say that if black holes and neutron stars serve no purpose in the game then perhaps they should be taken out.
I disagree. It's nive to have some space landscape :)
keller wrote:6) Last but not least A clear technology chart needs to be made so that one knows what tech leads to what things.
Well, I have thought about this quite a time and the fact of the matter is: I'm really really happy to having a game that has no visible tech tree so that it's a bit of thinking and trying to discover the desired techs. MOO2 had this implemented and at first I found it really annoying. But especially the randomization of discovered techs (you only got 1 of 3 unless you spend a bunch of race points for creativity) made games more interesting in the long run because you had to trade and steal to get all the fine techs.
What I'm saying is: I'd even like if there are some techs exclusive to certain races for discovering, so you have to trade / demand them if to get them.
Master Of Orion 2 = Great
Master Of Orion 3 = Trash
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keller
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Re: Bugs

Post by keller »

Well on #6 I like it that it is not visible as well but would like to see a chart posted on the forums ;)
keller~

Xyquas
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Re: Bugs

Post by Xyquas »

I see. Maybe you draw one yourself the next time you play? :D

As far as I figured out by now it seems that you get new techs when the basic techs are researched to level 5 or 10. Level 5 researching seems probable because in weapon techs the special abilities of any weapon is unlocked at that research level. And I definitely have unlocked new tech in reaching level 10 (playing Barsig, researched Fusion Drive, unlocked Organic Drive).

Oh and that terraforming tech seems to hang at the pollution reduction / environmental techs.
Master Of Orion 2 = Great
Master Of Orion 3 = Trash
Horizon = The real Master Of Orion 3 :-)

Bansheedragon
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Re: Bugs

Post by Bansheedragon »

Xyquas wrote:I see. Maybe you draw one yourself the next time you play? :D

As far as I figured out by now it seems that you get new techs when the basic techs are researched to level 5 or 10. Level 5 researching seems probable because in weapon techs the special abilities of any weapon is unlocked at that research level. And I definitely have unlocked new tech in reaching level 10 (playing Barsig, researched Fusion Drive, unlocked Organic Drive).

Oh and that terraforming tech seems to hang at the pollution reduction / environmental techs.
Started a new game today, and my scientists discovered Crystal Cannon by the time I had Lasers, Nuclear missiles and fusion bomb to level 3.

In other games I played I got different types of weapons at different levels compared to this, independent of what was researched previously.
And its not limited to weapons tech, its like that with all techs.
My impression is that its somewhat random.

Xyquas
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Re: Bugs

Post by Xyquas »

Bansheedragon wrote:Started a new game today, and my scientists discovered Crystal Cannon by the time I had Lasers, Nuclear missiles and fusion bomb to level 3.

In other games I played I got different types of weapons at different levels compared to this, independent of what was researched previously.
And its not limited to weapons tech, its like that with all techs.
My impression is that its somewhat random.
So we can dismiss the level 5 tech theory. How about this one: A tech is recovered if all it's base technologies have been broken through (researched to level 1) and a certain amount of research point have been invested in a specific tech tree. I feel that the tech tree is not just the areas we see but one step further because I remember in my first game I got better missiles ony after I researched atomic missiles to a certain level, while beam weapons were all up to level 10.
Master Of Orion 2 = Great
Master Of Orion 3 = Trash
Horizon = The real Master Of Orion 3 :-)

Bansheedragon
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Re: Bugs

Post by Bansheedragon »

The level 5 theory I would say can be dismissed.
A game I'm playing now have Crystal cannon and Photon disruptor at 5 and laser cannons at 4.
Combat suits and Antimatter engines are at 6 and the only new etch I got recently was graviton engines, neutrino X gun and Duranium armor.

I think that new theory you have here is more spot on.
I suspect maybe some of the techs may be interdependent when it comes to discovering new techs.
Would be nice with some more details about this, or a tech tree if that exists.
It would be nice if there was a certain random element to it as well, after all many scientific discoveries in the world have been discovered completely by accident or coincidence.

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Zaimat
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Re: Bugs

Post by Zaimat »

keller wrote:After many many hours of playing the game (thank you for such a wonderful game!!!) I have the following bugs to report.
Thank you it's very rewarding for us when folks enjoy the game.
1) nuclear missiles do zero damage on planets!! I took a fleet of 27 ships in to pounce on the enemy which by all accounts should have decimated the planet on the first volley of missiles.
Thanks for bringing this up to our attention, it's a recent bug that slipped in when we improved projectile damage (each missile now does it's own hit/miss check so it's more effective). I've fixed it and will be in the next patch.
2) Diplomacy bug: I can understand when playing as the tantik that one might have few diplomatic options available however, when playing as any other race and dealing with the tantik you should have the full array of diplomatic options available.
While I understand your view (and we did consider it ourselves) this is intended by design. The repulsiveness is supposed to be so severe that until you have built some level of friendship with them you want nothing to do with them.
3)Not all races playable. I can understand not having all races playable in the tutorial or normal mode but when playing in classic mode I would like to be able to play as any race
Suggestion noted. Once modding is available it will be possible as well to play them but maybe we can let them in classic too.
4)sharp difficulty between settings: When it comes to diplomacy there is a major difference between playing the game on "easy" and playing it on normal. In normal mode it might as well be impossible because every race seems to hate you no matter what you do.
The difficulty setting doesn't directly affect their like/hate but it does affect the chance they might pick on you more often. Diplomacy is harder for non-devious races and if you don't have any diplomacy techs, other factors are related to philosophy (classic mode) and racial (normal mode) affinity. Also your greeting has a small but important effect that can make a difference.
5) worm holes : Haven't seen one yet. All I get is black holes and neutron stars. Do I need a certain level of sensors to detect them?
Something we would like to add also but currently they are not in the game.
6) Last but not least A clear technology chart needs to be made so that one knows what tech leads to what things.
The current system of discovery is random within the same techfield. Every time there is any advancement there is a small chance (+creative ability) to discover a new technology in the same field of research.
7) Combat bug: It appears to me that the shield that is hit when in combat is on the wrong side of the ship ?? Additionally there is no precise way to show which way the enemy ship is actually facing. A simple arrow would solve this part but shots hitting the wrong side is kind of annoying during combat especially when you have weak armor on one side and turn your ship to protect it only to have the enemy shots go on the wrong side. This doesn't effect forward and backward hits - they seem to work ok.
I'll do some tests on this but if you happen to have a clear example, would be helpful to send us the saved game by issuing a report from the launcher link.
8 - Not sure if this can be reproduced or not but I was in an alliance with a race and entered into combat in a sector where my ally had some ships and a planet. Immediately after pressing the auto combat button my ships turned around and opened fire on my ally without any warning.
If you have the saved game we can check even if it's a few turns after. The game saves the last 10 turns.

-----edited-----
9 - When moving ships in combat the available movement is in an elipticle pattern giving you less movement to the top and bottom. This should be a perfect circle so that an equal amount of movement can be achieved in all directions.
The ships and sectors are in perspective, you can move about half as much vertically but the sector itself is half the distance so it takes the same amount of time to travel.
Horizon - Lead Designer | a.k.a. Raf

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keller
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Re: Bugs

Post by keller »

Ah thank you so much for replying. That answers a lot of questions with the research and the diplomacy thing and that only leaves one question remaining - when will the next update be ???
keller~

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keller
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Re: Bugs

Post by keller »

Auto, found another possible bug in the combat system.

I noticed that systems on ships that are destroyed are automatically repaired. Correct me if I'm wrong but aren't systems that are destroyed supposed to be only be able to be repaired at a ship yard or planet or does this only apply to refitting ?
keller~