Frogboy Frogboy

Bug Reports

Bug Reports

Found something you don't think is right? Post it here and we'll try to take a look at it.

If it's a feature request or a change that's more of a matter of paste, post it in the "Suggestion thread".

Have fun!
23,397 views 684 replies
Reply #176 Top
Im not sure if these have been reported or not but, I dont want to read this entire thread.

bug #1) In the last game i just finished terror stars kept the resources outside of it as if it were still a starbase. If i recall, during beta testing, the resources were internal of the terror stars and did not reappear til the terror star was destroyed.

Bug #2) After origionally destroying the I-league and after they reappear by a planeting revolting to join them they do not reappear in the minor race list were the other minor races are.

Bug #3) Under governor/military the changing planets producing no ships to planets produceing combat transports did not seem to be working. Might a just been me, but i tried several times with no success, and i didnt think to try other ships, so my fault there :notsure:

Thats about it, i hope u guys read this
Fifthmist

~SDC~
Reply #177 Top
I finished a game with 5 trade routes. when i started a new game, those trade routes were still listed as active, even though those planets no longer existed, and it wasnt even the same game >:(

~SDC~
Reply #178 Top
Just noticed in the current game, when I-League forms, in the Diplomacy box under background it gives a "String Not Found" for the I-League. All other minors show proper background.

~SDC~
Reply #179 Top
Everytime I try to create a new game, medium, cluster, normal opponents with default alignments as a trading empire I get a crash after it finishes generating the world. I updated to the "pre-patch" DLL and .exe. I'm on Win98SE, Directx 9, GeForce2 GTS, and SBLive! Value w/ all drivers updated on 3/27/2003.

Debug Message: ******* Starting Game Shell *******
Debug Message: Going Fullscreen
Debug Message: Preparing to change display settings.
Debug Message: RGB in format 5:6:5, Masks reported as f800:7e0:1f
Debug Message: Now Fullscreen
Debug Message: Shell initialization complete
Debug Message: ***** Initializing Game *****
Debug Message: Timer Frequency is 0 1234dc
Debug Message: Added fonts: VerdanaWhite11 VerdanaWhite12B VerdanaYellow11 VerdanaLtBlue11 VerdanaGreen11
Debug Message: Added fonts: VerdanaRed11 VerdanaRed12 VerdanaYellow12 VerdanaOrange12 VerdanaLtBlue12
Debug Message: Added fonts: VerdanaDkBlue12 VerdanaLtBlue12B Verdana00Race11 Verdana01Race11 Verdana02Race11
Debug Message: Added fonts: Verdana03Race11 Verdana04Race11 Verdana05Race11 Verdana00Race12B Verdana01Race12B
Debug Message: Added fonts: Verdana02Race12B Verdana03Race12B Verdana04Race12B Verdana05Race12B VerdanaOrange12B
Debug Message: Added fonts: font2 font1 Comic10 Comic12 Comic12B
Debug Message: Added fonts: Comic14 Comic14B Comic16 Comic16B Comic18
Debug Message: Added fonts: Comic18B Celtic14 Celtic12 Celtic10 Basker14
Debug Message: Added fonts: Basker16 BabylonBlue11B BabylonBlue11 BabylonBlue10B ArialGreenB10
Debug Message: Added fonts: ArialYellowB12 ArialLtBlueB12 ArialDkBlueB12 ArialGreenB12 ArialRedB12
Debug Message: Added fonts: ArialWhite12B ArialWhite14 ArialWhite16 ArialOrange12B ArialLtBlue12B
Debug Message: Added fonts: ArialLtBlue14 ArialGreen14 ArialRed14 ArialYellow14 ArialGreen16
Debug Message: Added fonts: ArialYellow16 Arial02Race16 Arial13B Arial16B2 Arial10
Debug Message: Added fonts: Arial12 Arial12B Arial14 Arial14B Arial16
Debug Message: Added fonts: Arial16B Arial18 Arial18B GaraWGold11B GaraBW14B
Debug Message: Added fonts: GaraW11B
Debug Message: Initializing sound card.
Debug Message: Game Initialization completed.
Debug Message: Creating cutscene window.
Debug Message: Creating soundtrack handler.
Debug Message: Creating movie handler.
Debug Message: Initialize Game Options.
Debug Message: Create setup screens.
Debug Message: MWinEditFields::Create - Unable to find sprite sizing graphic for NameInputBG
Debug Message: Creating opening menu.
Debug Message: MemMan: Unable to find pointer in GetBlockInfo. Memory system: DataMan
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MEMMAN.CPP at line 579.
Debug Message: MemMan: Trying to free memory that has not been allocated. Memory System DataMan
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MEMMAN.CPP at line 361.
Debug Message: Creating player setup screen.
Debug Message: MWinEditFields::Create - Unable to find scroll bar sizing graphic for PolPartyLB
Debug Message: Creating race setup screen.
Debug Message: Initialize Tilemaps
Debug Message: Set mouse.
Debug Message: Set update timer.
Debug Message: Begin playing intro movie.
Debug Message: Preparing to change display settings.
Debug Message: RGB in format 5:6:5, Masks reported as f800:7e0:1f
Debug Message: Clearing buffer to black.
Debug Message: Buffer cleared.
Debug Message: Preparing to change display settings.
Debug Message: RGB in format 5:6:5, Masks reported as f800:7e0:1f
Debug Message: Scanning sprites.
Debug Message: Scanning Models.
ASSERT ERROR in file G:\PROJECTS\pear\source\Model2d.cpp at line 2400.
Debug Message: Animation Small has 17 frames of animation, which does not divide evenly into 32 facings.
Debug Message: Scanning bitmaps.
Debug Message: Initializing Galaxy.
Debug Message: Error. String Not Found. Book:DomesticGovernors String: DefaultGovernor5
Debug Message: Begin creating other screens.
Debug Message: Error. String Not Found. Book:SubmitScreen String: LastNameTitle
Debug Message: MemMan: Unable to find pointer in GetBlockInfo. Memory system: DataMan
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MEMMAN.CPP at line 579.
Debug Message: MemMan: Trying to free memory that has not been allocated. Memory System DataMan
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MEMMAN.CPP at line 361.
Debug Message: MWinEditFields::Create - Unable to find sprite sizing graphic for EconomyTitle
Debug Message: Preparing to change display settings.

Reply #180 Top
Yuri86... the graphics switch happens when your alignment becomes some form of "good". Choose some evil options at the next morale delima, and it will eventually swap off.

Roland, I had the same problem. You get red screen on reload/resume because the save game is corrupted. The problem itself is probably because the AI is doing something naughty in the code. I believe that Star Dock will find the answer. Frog's says there will be a new update to fix some things on monday or so.
Reply #181 Top
BTW, SmartException isn't catching anything because the computer dies so horribly that any running task also dies forcing power cycle.
Reply #182 Top
Don't know if this one was already mentioned, but I just saw an issue with a vast stone age life form, giving the polar ice cap query. It gives three choices, the first one (The Good Choice) is to choose being stuck under the ice caps, and it is listed as a -11% Productivity Choice. The next one, supposedly the neutral choice, is to move them all to a smaller sub continet at a -15% Productivity choice. The evil choice, is to use them as slaves with a +29% Productivity choice.

It didn't make sense that the neutral choice is less productive than the good choice. Maybe a typo, or a bug?

If you need a screenshot, please e-mail me at timster@geek.com

Thanks,

Tim "Timster" Meier
Reply #183 Top
Bug? Most likely. Option: Show Alien Ships. Screen jumps to show sectors where alien ships are moving. Problem is: Human Player does not have anything in sensor range to show those squares. Only happens where the fog of discovery has been dispelled.

Bug? When aliens kill small freighters, their is an explosion on screen, but no sound. Sound is played when aliens kill constructors.
Reply #184 Top
Bug - Game Setup: Star Density isn't remembered between game sessions. Seems strange, as Size and Occurance are remembered over game sessions.
Reply #185 Top
I think you need to take a serious look at the morale engine. Look over the posts on morale to see what we are concerned about. One CANNOT build enough morale inhancing improvements to stop the slide. One guy even said he researched and used them ALL and still moral is out of control. Please look over the posts and see if you think a tweak is needed in further patches. Maybe a difficulty slider (for YOUR CIV not to increase or decrease alien AI)
give the dummies a chance to turn down or ratchet up the difficulty based on skill.
For many of us, this morale pit is a game buster. If we ARE ALL DOING something WRONG, give us a hint on how to correct it. There has to be more to it than morale improvements and ..oh yeah...sending colonists off your planet to keep population down. Sooner or later, there are NO MORE planets to colonize. And some of us dont want to use transports when we are not planning to go to war. If we need to keep the population down, how about just euthanizing as we need it? (Soylent green anyone?) At least we wouldnt have to waste time and money building ships.
Seriously. we need some help or advice.
Reply #186 Top
Sorry if I reported this earlier.

Bug: Could not attack an enemy star system. It had one battle axe protecting it. The reason: tiny freighter was 'at dock' at the star that turn. Had to wait until the next turn to be able to attack the docked enemy battle axe.

Note: Some 'Battle' named craft have a space between them and the their second part of their name (Battle Cruiser). Others are missing space. (BattleAxe). Looks odd for anything that isn't a Battleship.
Reply #187 Top
to follow-up on the black flashing screen problem i described on page 7:

yes, it still happens without the forced refresh rate. it still starts flashing, causing epilepsy after a few minutes.
Reply #188 Top
A few minor glitches that are population related...

#1) Population doesn't reset on a reload... I clicked 'end-turn' twice. Then reloaded my save game from turn 1. Everything had reset, except my population. I did this a number of times, always the same.

#2) Date in upper left doesn't reset itself properly when you click end-turn. To get the date to advance, I need to click on a ship (if I'm currently looking at a planet), and if I'm looking at a ship when I click next, I need to click on another ship and the planet to get it to advance. Further, clicking advance again WILL advance the date, but it will be 1 month behind the correct date, until you click the ship or planet trick above.

#3) The solar system planet list updates automatically when you end a turn, but the planet-list screen does not - and it should.
Reply #189 Top
Things I've seen that haven't been posted yet:
- when invading with multiple transports, all surviving troops over the 1st Million are doubled, because they occupy the planet, AND wind up in transports outside the planet (i.e. 3 transports invade, 2.56M survive - I now have planet with pop. 2.56M AND 2 transports in space next to the planet, the first is full (1M) and I don't remember whether the second transport had 560k troops, or 1M.

- The trade route screen on my second game initially displayed route info from the 1st game (i.e. route info is not initialized for new game?). This made it hard to tell how many unused routes I had.

Great game!!!

~SDC~
Reply #190 Top
I haven't been able to play yet because my mouse pointer is invisible. Don't know if its a bug though.
All my drivers are up to date.
Reply #191 Top
1) When I choose a speed bonus for my race in setup, my ships move the exact same speed as when I don't choose a speed bonus. For spending 4-8 points, that sucks not having your ships be any faster.

2) I can't seem to get a culture victory. I had every single sector and well over 90% of the total culture points for several years (not months) and still had to conquer every single planet before I could win.
Reply #192 Top
A couple of people have mentioned events not happening unless you press the turn button twice. I'm not finding that I have to press turn twice. However, the date and graphs will often not update until I go in and out of a planet/ship/something info screen, or until I move a ship. Once I do something that would otherwise reset those displays, they catch up to the current month.

~SDC~
Reply #193 Top
The game crashes to the desktop when i click the domestic advisor button. happened 3 times in a row. One time i got into the dom advisor, but the game crashed when i clicked one of the tabs in it.


~SDC~
Reply #194 Top
OK, here is a "buglet" for ya. Display list of ships (F3). Select a ship, its info comes up on the ship info panel near the bottom middle of the screen, with an active "discard" button on the info panel. Pressing the "discard" button wil lattempt to discard an active ship somewhere wlse in the galaxy, NOT the ship selected via the ship list.

~SDC~
Reply #195 Top
An update on the "ships with orders not moving" bug: If I hit the spacebar at the beginning of the new turn, then it will go through all my ships normally (I'm quite sure I don't have a ship without orders). Sometimes it just doesn't get started at the beginning of the turn like it should.

Another bug, though: The disband button on the Bridge/Advisor panel doesn't work. I select a ship and click the button and nothing happens. I don't know about the other buttons on the panel.
Reply #196 Top
influence and minor civilizations -

when playing the game today - I won with a cultural victory - winning over many planets - however - one note that most of the minor races especially the fundementalists seemed "immune" from my cultural influence.

:notsure:
Reply #197 Top
I've noticed a bug with alliances with minor civilizations. I managed to become an ally with a minor civilization called the Sanderons, and I've tried to use the 'Break Alliance' button (on the minor races tab under foreign policy,) however the alliance doesn't break, and I'm stuck as an ally with them. I suppose I could declare war on them to force the alliance to break, but I honestly want out of the alliance to get out of the wars I'm already involved in, not to get into new ones. :p

Also, I did a little digging around in the data folder where the .ship files are stored. I looked over the monster.ship file and noticed that the defaults from that file for the space shark are:

Hitpoints 50
Attack 10
Defense 4

Naturally, these aren't all the stats, but the 'important' ones that will really give an indication as to how difficult a challenge they *should* present.

However, in my current game, where they have just broken loose a few turns ago, I have found their stats in the game to actually be:

Hitpoints 514/765 (after all civs have been battling it)
Attack 242
Defense 4

So it seems the data for hitpoints and attack are not being correctly read into the game. I do understand that sector bonuses and such can cause ships to have higher stats than their standard 'base' value, but if the space shark's base HP are only supposed to be 50 before bonuses, then I doubt any amount of bonuses could increase their HP by 715. Additionally, it appears that the base attack for the space sharks is supposed to be 10 without bonuses, yet in game the attack is 'buffed' by 232 points. Needless to say, it appears to me that the numbers are either being read from the .ship file incorrectly, or any ship-specific (or species-specific in this case), bonuses that the space sharks are getting may be getting multiplied instead of added? Just thought this was something you might want to take a look at, as this could be the reason so many people are finding the random shark attacks devestating to say the least.

-GeorgeT
Reply #198 Top
By the way, I have saved a copy of this game under a new name to 'hang on to it', in case someone in the dev team would find it useful to see the in-game shark stats as well as the inability to break the alliance with a minor race. Sorry, I would've added this info to the above post, but alas, no edit button. :p

If the savegame will be useful to anyone in the dev team, just let me know and I'll email it to you guys. :)

-GeorgeT
Reply #199 Top
OK, this is driving me crazy! I'm sure it is a bug, just not able to define what type of a bug. I parked a few attack ships on top of some of my more important Starbases and put them into "guard" mode, mistakenly thinking that this is a good way to pre-emptively destroy enemy attackers. Now I need to get rid of those ships, or at least move them, but I can't!. I can click on them, but they don't come out of guard mode, and if I click on the "guard" button in the info-panel, then **** and here is the "bug" **** if I click fast, I scroll through my list of ships, putting more and more of them into "guard mode".. aaarghhh!! (Good thing there is not a fire-breating icon to select from here).



~SDC~
Reply #200 Top
Do you guys take spelling issues? "Starship Foundary" [sic] might be "Starship Foundry"?

The ship type "Combat Ttransport" shows up after building as "Battle Transport"

Somewhere in the text there is a few other niggles.. I'll pot them as/when I find them..

~SDC~