I couldn't find an "appropriate" way to submit bugs, and it seemed like they were being reported here.
Apologies if this is incorrect.
I found several bugs that did not break gameplay but were very difficult to deal with.
1) Graphical/UI bugs, mostly issues with having lots of planets.
Owning lots of planets (Like 50+)
This causes a whole huge set of UI bugs.
Among them:
- My income windows are glitchy, I can't see my total income, only a few of my planet incomes at the top of the list.
It makes a really tall window to display lots of things, and then displays less than 20 lines.
- Left-hand planet scroll overview gets glitchy. It sometimes refuses to scroll, and if you try to scroll, it makes planets disappear off the list, without actually scrolling (like it's hiding/showing planets that WOULD be displaying if the planets were actually scrolling, but without actually doing the vertical shift)
- If SuchAndSuch planet is being attacked, it's almost impossible to find that planet. I know the name from the log, but to be fair, when I've got this many planets, I'm not on a first name basis with each one. I can't figure out how to actually FIND the planet being attacked, or worse, which THREE are being attacked at the same time. A "search planet by name" would be AWESOME.
2) Vasari Phase Stabilizer
This building has a whole set of things that I would love to see improved:
- The associated research which makes this unit spawn in ships from afar is pretty interesting. But it should default to OFF. Seriously, when I lose my only colony ship, or I'm trying to make room to build another capital ship and I've got thirty of these things randomly spawning units all over the place, taking up my production limit.... Ugh. I don't mind free ships, but the absolute inability to build ANYTHING else once that is researched is very annoying.
- The phase lane connections take forever to update. I had a pretty wide network of Phase Stabilizers, but when I JUST completed a new one at some star system, I could not use it for over 5 minutes. It's hard to say exactly how long it took, cuz I finally gave up and used the one I'd built like 4 planets over. My intended destination was being attacked, I built a phase stabilizer right where I was, and tried to warp back, but it just wouldn't do it.
- This is very much associated with the randomly spawning ships:
The Phase Stabilizer should obey the construction waypoint rules when building ships. 2-3 ships in twenty systems is pretty useless, and very difficult to get them all in one place fleeted together.
- When I first researched the "warp in units" feature of this unit, I was flooded with 400+ supply worth of ships more than I could handle. My supply was litterally negative several hundred. In order to build a single extra ship, I had to go around and self destruct about a hundred ships.(Described as fixed in 1.04)
3) Fleet leaders
I had a fleet of 8 capital ships and about fourty support craft. I would order this fleet to jump to another system. I had the fleet set to warp when ready, rather than all at once (because it's impossible to get a fleet that big to all line up together).
The first ten ships would warp, and then the rest of the ships would start warping 2-3 at a time.
The problem here is when the fleet leader doesn't warp early with the leading edge of the fleet.
My first ships arrive, turn around, and start warping back to the fleet leader. At this point I have half of my fleet warping forward to the destination, and half of it warping back to my leader, who is still lining up to warp. The bigger the fleet, the worse the problem, because the returning ships knock the leader off it's alignment, delaying the process longer.
- Please make the fleets rally to the leader's DESTINATION, rather than current location.
(I have had other, much more significant grief with my leaders getting trapped on asteroids, or other such things, which causes the whole fleet to go into complete disarray, because the leader refuses to get un-stuck, and all the ships are trying to rally to the leader rather than stay where they are and fight the battle where they are, so much grief and lost ships.)
4) Vertically stacked or overlapping planets
- Every once in a while, I will end up with two planets stacked vertically on top of eachother, or close to it.
Most of the time, this just results in weird angular jump link paths, and it takes much longer than normal to align. This is bad, but it's not the worst.
- I have seen two systems that COMPLETELY overlapped, both horizontally and vertically. It was nearly impossible to control anything in either of those two systems, because of the overlap. The two systems were essentially impossible to interact with in the main window, I had to use the left-overview to deal with them.
- Two systems which are in the same place horizontally, but differ vertically.
The jump path to and from these systems seems to be broken. Instead of jumping from edge to edge like normal, the jump path tries to go from the center of one planet to the center of the other. Of course it is impossible to fly to the center of either planet, so you cannot actually follow that jump line. Your ships sit there pushing into the planet forever until you figure out they're stuck and find a way to go around.
- Graphically, all of these overlapping systems are difficult to interact with. The one on "top" is always in focus. The bottom one is always fuzzed out, and if you attempt to order your ships into the system, your ships will fly WAY outside the gravity radius of the "upper" one, but still be "in" the upper system. It's very hard to actually get them to jump to the lower system (if any of the above problems don't hinder them also). If the upper system is unoccupied, and your ships are in the lower system, the screen goes dark as if you're looking at the upper system, even when you have buildings or ships in the lower system selected. It is possible to "flip over your camera" to look at the bottom system, but all the movements are reversed for the camera and it's very confusing and disorienting.
- If the systems have overlapping gravity wells, as in the two systems differ in horizontal distance, but that distance is smaller than the diameter of a gravity well, moving ships from one planet to the other is difficult, because again, they'll be in the "correct" horizontal position, but "in" the wrong planet.
5) Trade Posts
Once you have a significant number of trade posts, building a new one stalls/locks up the game for a long time. The more you have, the longer it locks up. You can still move the mouse, but nothing moves, and nothing is clickable. Somewhere around 50 trade posts, I had almost a minute of stall time for each new trade post I made. The same is true when you start scrapping them.
Whatever work is being done when they're made/destroyed, behind the scenes, should be done in a different thread so as to not stall the game.
Some handy features I'd love:
- Ability to set global waypoints - IE set all waypoints for all planets simultaneously.
- Modifiable quantities for the buy/sell/bounty buttons in the pirate menu. If I have 1.3 million bucks, and the NPC puts a 100K bounty on me, I don't have the time to click the button 1000 times AND play the game. Likewise, sometimes I have a LOT of crystal I want to sell, and 100 units a click just don't cut it. I mean, I gotta pay those big giant npc bounties!
- Ability to select all un-fleeted ships that I own. This is related to the Vasari Phase Stabilizer "two ships in every planet" problem described above.
- Ability to split a fleet into 2 equal fleets. IE, split the fleet perfectly in half, so that they have roughly equal numbers of ship types. It's pretty difficult to do this manually when you're looking at 200 ships.
- Global building toggles - Sometimes (Vasari Phase Stabilizer) I want to turn a feature of all of my buildings on or off. And I want it to affect every single building, not just go around and change each one of them 1 at a time. Particularly when a building defaults to "on" and you REALLY want EACH and every last one to be "off".
- Better message control. I would like to present the message control of Star Wars: Rebellion here. Each message arrived in a kind of "inbox" and you deleted each one as you deemed that you had "handled" it. It had a handy way to immediately jump to the planet/ship/etc associated with the message. And when you were finished you could delete it. When I'm recieving dozens of messages, there is usually one or two that I want to handle IMMEDIATELY, and I don't want to waste 2-3 minutes trying to figure out where that message is actually happening (Your planet is being bombed!)
- Ability to hide "uninteresting" planets in my left-side overview. Just place various filters on there, related to the options you already have in the "search" menu. If it has no ships, hide it. If it has no empty logistic slots, hide it. If it has no artifacts, hide it. Just the ability to filter the list would be great.
- And Lastly, the left-side overview slot which shows all ships currently in warp. This is always positioned between your active fleets and your planets. The fact that thing appears and dissappears fairly constantly means that my overview keeps flickering up and down, and I can never select what I want, because it never sits still. Could that just ALWAYS stay there, never remove itself from the overview, even if it's empty? That will go a long way to stop the flickering up and down overview thing.
Anyway, that's my bug list, I figured I'd list it all in one go.
Thanks