TA v2.0 bug(s)

 

Checking out the planetery governor.

Project order can be altered now and works as per order.

Still no save though.

But, If you start a new game from within a game, it is not cleared. Clearing causes a CTD.

 

 

22,426 views 28 replies
Reply #1 Top

Hi all,

I have the same problem with checking the planetary gouvernor. Sometimes when i check them the game crashes and returns to windows. It seems random

Quite anoying, as gouvernors ar now a vital part in the game.

Reply #2 Top

What do you mean by "no save?" As in the functionality to save a specific governor out for later use isn't in or when you save your game the governor list isn't retained when you load it back up?

Reply #3 Top

We'll look into the crash bug, but it would be very complicated to add the abililty to have persistent governors so we're not looking to do that at the moment. 

Reply #4 Top

Quoting mittens, reply 2
What do you mean by "no save?" As in the functionality to save a specific governor out for later use isn't in or when you save your game the governor list isn't retained when you load it back up?
End of mittens's quote

I think he means the ability to save a governor for use in a different game. Currently you have to set up each governor each game which is not as useful as a save option where you could just load a previously saved version. Having to set them up each game takes just as long as setting up a planet, hence there is not much of an advantage using them at the present. If they could be saved between games then it would really speed things up and make their use in the game a very huge bonus.

 

Reply #5 Top

Quoting mittens, reply 2
What do you mean by "no save?" As in the functionality to save a specific governor out for later use isn't in or when you save your game the governor list isn't retained when you load it back up?
End of mittens's quote

The ability to save a governor for later. This is what I mean.

As The Watcher states it would be really useful to be able to load previous lists.

Another slightly annoying quirk. If you colonise a planet the same turn as completing a tech, you get kicked out of the planetery governor screen into the research screen, before you get chance to choose a governor. Not a game killer , but annoying.

p.s. It would be nice if you could set a default governor for newly colonised planets ;0)

Reply #6 Top

Cari has posted elsewhere that making governors save between games is a definite no-go.

Reply #7 Top

At the moment no, planetary governors are not much of a time saver, what with the drilling down the the next screen to get at them.  Also you can't for example multi-select colonies and set them all to the one same governor, you'd have to go through them all individually.... and let me just say, when you have over a hundred planets pn your roster, that's a lot of clicks. ;)

Reply #8 Top

Bug is still there that causes an error if you edit an existing custom race and then try to start a Metaverse game.  Says the race is illegal and your game won't count.  Can someone remind me what race file needs to be deleted to fix this?  Tried Search but came up empty.

 

Edit - Found the file.

 

Edit - Deleted the custom race file and made a new race.  Still getting the invalid race error when starting a new Metaverse game.  Please help.

Reply #9 Top

It could be that you had multiple invalid race configs.  Did you try removing all of them?

Reply #10 Top

Quoting CariElf, reply 9
It could be that you had multiple invalid race configs.  Did you try removing all of them?
End of CariElf's quote

 

No just the offending one.  Will remove tham all and report back.

 

Edit - That worked.  Thanks.

Reply #11 Top

Where is the Arnorian ship style? I can't seem to find it.

Reply #12 Top

From what I've heard, it got cut. It's still available via mods, but not in 2.0 itself.

Reply #13 Top

Playing as the Iconians on a large map.

 

Some of the starbases, both mine and other races, have become "invisible".  I first realized this when I sent a constructor to what looked like an unoccupied resource, only to be unable to build anything. Clicking on the resource revealed that a starbase was already in place.

 

Later in the same game, after destroying a Korath starbase, and constructing one of my own on the resource, my own starbase was "invisible".

 

 

Reply #14 Top

CariElf,

Dunno if you remember that back in July... you and/or codecritter had found the 'renaming' of surface tiles to match the query images shown when we scan through between planets; IIRC, this was a persistent bug that would maintain a 'memory' image of a global pool of 72 tiles that got re_used on every planets.

Arrrrggh... I was *really* hoping that this issue would show up as fixed in the 2.0 version - but, it still isn't.

 

What this annoyance does to me (and most probably others who already noticed!) is very simple;

 

- I am trying to enhance the whole terraforming features for X-Worlds to integrate three new extreme colonization layers, specific terrains tiles and a complete overhaul of the 'normal' gapping detection by the necessary heightmaps raw files.

- When i encounter (say) an Aquatic planet, the Prairies tiles are no longer **SUPPOSED** to be a Prairie (along with its default image) but rather a modded specific extreme with an alternate Aqua pic.

- On that very same planet; you can **also** find Coastal regions (improvable, btw), Toxic Volcanoes, Radio-Active areas, Icebergs in the Arctic & Abyss tiles in the oceans (at a specific maximum depth of the usual heightmap data values).

- Multiply the above reasoning by FIVE extreme types.

 

I must design the entire new coloring schema(s) for **ALL** default settings so that the many new layers need to be detectable and, most importantly, represented in the interface as they should.

Currently, the game doesn't do that since it simply scrambles up the tiles at random.

 

So, i can't work under these conditions... much less finally doing all the planet raws for every 36 major Races Homeworlds and other planets in their systems knowing the actual (example) Heavy-Gravity Vortex tile where the Avenger must land and the 'Core Brain' building be built on - will again show up as Mountain or anything else!) when it certainly isn't.

 

Please? Once more.

 

Reply #15 Top

Unfortunately I have to agree with the "Governors that can't be used between games are not that useful" sentiment.

Basically, even with slow tech development, you have three stages for planetary governors,

Early game, when governors ar not useful because you have < 20 planets, and no more than two of them are similar enough the make governors useful - just as well off running them manually,

Late game, when you have 100+ planets, a lot of them with similar loadouts, and five to ten governors would be great -      but your tech is changing every 5 turns, so trying to use governors is useless because it changes too much and you are just as well off running them manually.

There's a window in the mid game when governors *could* be useful, but the period between "I'm finally using governors" and "Governors are no longer useful" is about two months game time.

So I'm still gonna hope for a "(Racename).(Governorname).govxml" file to be introduced at some point. Possibly in vain.

Jonnan

Reply #16 Top

Found a bug in TA 2.0 with the Ascension countdown timer.  In my current game the Iconians are on the clock and they had about 980 turns to go.  Now about two turns later I noticed they are down to 490 turns to go!?  Obviously the rest of the galaxy is quite upset about this time warp.  Not sure if I have a save game or not.  Will check.

 

Edit - OK, I do have a save game that duplicates this bug.  The turns to Ascension go from 983 to 490 after advancing the game three turns.  File sent.  This is a Metaverse game if that matters.

Reply #17 Top

If they have two Ascension starbases, they ascend twice as fast ;)

Got another (possible) bug.  The change log for 2.0 states that ships will be selected when launched from orbit.  Now, this is true in the case that you use the movement keys or set autopilot using the right mouse button, but not so if you press T to bring up the rallypoint window.  Isn't a big problem, in fact it's usually more useful for the planet to remain selected so you can launch more ships, but I thought it was worth pointing out, as I seemed to accidentally set a lot of planets to send ships automatically.

Reply #18 Top

Quoting Marvin, reply 17
If they have two Ascension starbases, they ascend twice as fast

....
End of Marvin's quote

 

Seriously?  Can't tell if your wink is because you are pulling my leg or not.

Reply #19 Top

Quoting elmo3, reply 18

Quoting Marvin Kosh, reply 17If they have two Ascension starbases, they ascend twice as fast

....
 

Seriously?  Can't tell if your wink is because you are pulling my leg or not.
End of elmo3's quote

He's 100% serious.

And if they have all five ascension resources, they ascend five times as fast.

Reply #20 Top

Quoting elmo3, reply 18

Quoting Marvin Kosh, reply 17If they have two Ascension starbases, they ascend twice as fast

....
 

Seriously?  Can't tell if your wink is because you are pulling my leg or not.
End of elmo3's quote

Yep - I had a game with three acension resource in easy distance. The neighbors rapidly got, ah peevish - {G}

Jonnan

Reply #21 Top

OK, thanks.  Not a bug then.

Reply #22 Top

Sorry about that.  I searched and searched but there's no 'winking to let you know that this is a bizarre but nethertheless true thing' smilie ;)

Reply #23 Top

Don't know if this has been noted already for 1.96/2.0 (seem to remember it being mentioned somewhere) but upon loading a game all the module priority lists for starbases (for auto-building modules) are changed back to the default order.  Or, they were never saved in the save game, one of the two.

Reply #24 Top

For me the most annoying bug in TA 2.0 so far has been with the new espionage system.

Removing own agents wasn't easy at first, until I found out how it can be done. The problem is that a big area between the arrows on the sides causes the page to turn to show more races. This happens on top of the REMOVE buttons too - the page just switches. Basicly you have to push the REMOVE buttons as high as possible for them to work because of this.

Link to screenshot showing the page switch area (area highlighted with a yellow box):
http://i18.photobucket.com/albums/b148/ActionDragon/GC2EspionageBug.jpg

(My screen resolution is 1280x960, and I have custom races in game if that makes any difference)

That area needs serious tweaking. Why is it even needed? Aren't the arrows on the sides enough to switch the page? Also the arrow on the left works once, but the arrow on the right works multiple times in a row - just like the middle area. Also the races can be highlighted by pushing in the middle of the PLACE and REMOVE buttons, which doesn't seem to have a purpose.

Reply #25 Top

*bumped in case these still need to be looked at*