Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Tech Support => Topic started by: ALG on March 23, 2015, 04:48:28 PM

Title: 0.95 Bug Reports
Post by: ALG on March 23, 2015, 04:48:28 PM
Hello,

Just started to play v0.95, it's amazing! I love the changes.

I just noticed the new hangars of the Golan III, but their available fighters are Tie Fighters and Tie Bombers (I'm playing the NR - I assume that's a bug).
Title: Re: 0.95 Bug Reports
Post by: Pali on March 23, 2015, 09:12:50 PM
Found thus far in my first NR game...

Ecumenopolis planets have a max pop of 1000 at lvl 3 civilian infrastructure, but only 500 at lvl 4.
Empress-class station lvl 3 structural integrity upgrade has the max shields going from 13000 to 1750. :o
Title: Re: 0.95 Bug Reports
Post by: Corey on March 23, 2015, 09:17:00 PM
Crap, Miller reported that and I thought I fixed it, must have reverted something...
Title: Re: 0.95 Bug Reports
Post by: Pali on March 23, 2015, 09:54:13 PM
Many NR fighters seem to use a machine gun-like sound effect, I'm guessing from stock Sins fighters.  Having trouble at this point confirming it for every fighter (hard to tell where the sound is coming from in a swarm), but thus far I'm fairly certain the X, A, and E-Wings have it.

EDIT: B-Wings confirmed to have laser/missile sounds, not machine gun.
Title: Re: 0.95 Bug Reports
Post by: Pentastar Enforcer on March 23, 2015, 11:14:26 PM
I'm just curious but have the sounds been in general updated yet? I've heard lots of Ion cannon noises from Empire out of my Star Destroyer fleets.
Title: Re: 0.95 Bug Reports
Post by: Corey on March 23, 2015, 11:22:46 PM
Nothing sound-related has been touched between 0.9 and 0.95.
Title: Re: 0.95 Bug Reports
Post by: PwnerII on March 25, 2015, 12:53:46 AM
Randomly stuck at 1 credit, not increasing. Pretty sure I saw this mentioned elsewhere, but can't find it now. I was buying/selling resources when it happened, but idk if that's relevant, and can provide a save immediately after if that would be helpful.
Title: Re: 0.95 Bug Reports
Post by: tlmiller on March 25, 2015, 08:25:21 AM
Randomly stuck at 1 credit, not increasing. Pretty sure I saw this mentioned elsewhere, but can't find it now. I was buying/selling resources when it happened, but idk if that's relevant, and can provide a save immediately after if that would be helpful.

First time I saw this I could have sworn it happened when I passed 1,000,000 credits.  Then the second and third I'm pretty sure I was NOWHERE near 1,000,000 credits...how much did you have before it "froze" at 1?
Title: Re: 0.95 Bug Reports
Post by: PwnerII on March 25, 2015, 10:34:19 AM
Nowhere remotely near 1mil. A few thousand, really.
Title: Re: 0.95 Bug Reports
Post by: KayossZero on March 25, 2015, 05:14:44 PM
A couple of minor IR bugs I've noticed:

1) The fleet officer tool tip for the ISD-II lists it as ISD-I at the top of tool tip, seems odd unless I'm missing something.

2) The Praetor Battlecruisers tool tip lists its hull as 12700 and shields 11700, while the Praetor BC Fleet Officer lists both @ 11700, not sure if intended as all the other stats are the same.
Title: Re: 0.95 Bug Reports
Post by: Corey on March 25, 2015, 05:35:49 PM
Which faction were you for the credit thing Pwner?
Title: Re: 0.95 Bug Reports
Post by: PwnerII on March 25, 2015, 07:14:29 PM
Imperial Remnant. Only one I've tried so far (~3 games completed) because hey, who doesn't want TIEs and Star Destroyers at their beck and call?

Edit: And while I've got people responding here... there's not any way for me to personally increase the ship size a bit, is there? No variable I can go in and bump a bit?

Edit2:
1) The fleet officer tool tip for the ISD-II lists it as ISD-I at the top of tool tip, seems odd unless I'm missing something.
I noticed that too. Little misleading tooltip there.
Title: Re: 0.95 Bug Reports
Post by: Corey on March 25, 2015, 07:31:04 PM
The Large Fleet size option in the game setup screen is already a 2.5x modifier to the fleet sizes, however if that's not enough the easiest thing to do is to go into Gameplay.constants with notepad and change this line

   fleetSupplyData-Large
      fleetSupplyScalar 2.5
Title: Re: 0.95 Bug Reports
Post by: PwnerII on March 25, 2015, 07:55:39 PM
Sorry, I wasn't clear there. I don't mean fleet size -- I have enough ships already. I was referring to image size, so I don't have to scroll in quite as far to get the actual wonderfully-done models instead of the icons. But that's getting far afield of "bug reports," sorry.
Title: Re: 0.95 Bug Reports
Post by: _Akula_ on March 26, 2015, 12:05:52 AM
I am getting some serious lag when I zoom in on my fleet, but when I am zoomed out, it plays fine. I'll do some more digging to see if I can determine which ship causes it.

EDIT: It's the Altor-class Fleet Tender, even when it's scuttled it lags the game, the ship getting cancelled while being built gets rid of the lag.
Title: Re: 0.95 Bug Reports
Post by: PwnerII on March 26, 2015, 01:37:49 AM
Weird, I'm not getting any lag from Altors.
Title: Re: 0.95 Bug Reports
Post by: tlmiller on March 26, 2015, 08:28:16 AM
I can't say I've noticed any myself.
Title: Re: 0.95 Bug Reports
Post by: _Akula_ on March 26, 2015, 02:40:00 PM
Ugh, my application somehow got un-large address aware'd. Fixed, I'm an idiot. :P
Title: Re: 0.95 Bug Reports
Post by: tlmiller on March 26, 2015, 03:39:38 PM
Yeah, if steam updates SoaSE, in my experience you have to reapply the LAA patch.
Title: Re: 0.95 Bug Reports
Post by: Corey on March 26, 2015, 06:32:29 PM
Sorry, I wasn't clear there. I don't mean fleet size -- I have enough ships already. I was referring to image size, so I don't have to scroll in quite as far to get the actual wonderfully-done models instead of the icons. But that's getting far afield of "bug reports," sorry.

Model size is entirely determined by the export size. Also, if you start making stuff bigger you get into the unattractive ship-clumping that was pretty common in Sins (and still occurs with our larger ships, like the Praetor and Altor)
Title: Re: 0.95 Bug Reports
Post by: Pali on March 27, 2015, 03:08:51 AM
Galaxy undergoing economic downturn came up during my current IR game as a String Not Found.
Title: Re: 0.95 Bug Reports
Post by: capshades on March 27, 2015, 07:36:16 PM
Degrading systems for the NR says:

50% less damage output at 50% hull,
25% less damage output at 25% hull, and
80% less speed at 15% hull.

Shouldn't a ship do less damage the more damaged it gets?

Title: Re: 0.95 Bug Reports
Post by: Corey on March 27, 2015, 07:49:05 PM
It does; it's a stacking (additively, not multiplicatively) debuff, so if you look at a ship at 25% health, it says it's doing 75% less damage. That tooltip you're talking about shows the debuff applied at each level of damage, as opposed to the total added together. It would probably be more clear if it showed the additive amounts, but buff tooltips are automatically generated from the effects so there's nothing we could do to change that.
Title: Re: 0.95 Bug Reports
Post by: capshades on March 27, 2015, 08:37:54 PM
Ah ok that makes sense.

One last thing, is the imperial AI supposed to send out envoys?  Because the two games that I've played as them, my allies didn't send any...

It would be nice to start out with a free for all, and then be able to make agreements with other "warlords."

Edit: my allies are sending envoys to each other, but not me...
Title: Re: 0.95 Bug Reports
Post by: capshades on March 28, 2015, 05:14:35 PM
IR research "Imperial Academy" is missing, which means research "Field Training" is unreachable.
Title: Re: 0.95 Bug Reports
Post by: Pali on March 29, 2015, 08:08:16 AM
Completing missions for other factions shows up as a colony lost to subversion message.
Executor Concussion Barrage level 3 has range and waves at 0.  Power Symbol states allegiance change of 0.
Title: Re: 0.95 Bug Reports
Post by: Pali on March 30, 2015, 06:22:11 AM
Just watched an AI Sovereign use what I'm fairly sure was crack mantle on one of my planets and do absolutely nothing - the Sov fired a superlaser beam at the planet, and the planet's health remained fixed at 12k without dropping a single point (pop was unchanged as well).
Title: Re: 0.95 Bug Reports
Post by: capshades on March 31, 2015, 08:54:14 PM
Just watched an AI Sovereign use what I'm fairly sure was crack mantle on one of my planets and do absolutely nothing - the Sov fired a superlaser beam at the planet, and the planet's health remained fixed at 12k without dropping a single point (pop was unchanged as well).

I can confirm this, at least at base level "Crack mantle" does nothing.  Sovereign is also missing the zoomed-out map icon, along with at least one of the NR capital ships.