Bug List

These bugged items I’m listing are, for the most part, features that USED to work in previous versions. For whatever reason, most of these items are now broken, bugged or disabled. Another note is that this stuff has been broken for months. I waited to see if anything was fixed in the final release, but it looks as if the final release was the one we got months ago.

Here’s the list:

- Scouts no longer mine sweep. They can still detect/decloak mines if you park the scout next to it, but they won’t sweep on their own. Scouts USED to sweep in the past.

- Scout scouting behavior makes no sense. In the past the general behavior they used to follow was to try and scout the nearest unknown plant and continue from there. Now they fly all sorts of senseless patterns. They will continually go to already explored planets for no reason, while bypassing unknown ones.

- There is now an extremely high aggression/priority placed on trade ships now. My fleets will bypass attacking structures and the planet itself, just to chase down some dinky trade ship. It creates a situation where I have to constantly babysit my fleets just to get them to attack the right thing. In the past trade ships used to be at the bottom of the food chain. Now they’re at the top. Why?

- Research icon does not grey out after researching everything. Used to work in the past.

- No achievements for researching everything. Used to work in the past.

- Advent ships have a real problem pathfinding out of systems if there’s a titan present in the fleet. Sometimes ships will get hung up for 10-15 min before they finally find a path they’re happy with and jump out.

- Titans will not close distance to take advantage of their abilities. Instead they stay at max range. By doing this they not only stay out of range of abilities, but they also sometimes outrange all their other guns except for that one long range beam. This cause yet another babysitting issue where you have to constantly give instructions to the titan on how to fight.

- Advent starbases won’t use the mass disorient ability if only attacker is a titan. If only attackers are capital ships, they also won’t consistently use mass disorient.

- Multiple frigate factories on the same planet will NOT speed up ship production. This USED to work in the past. Now the build queue will only use one factory. Extras are ignored.

- If you queue up build order past current fleet capacity, ALL builds will stop. In the past, builds would continue as far as they could until the fleet capacity became available.

- Advent capital ships won’t use shield restore reliably. I’m not sure what gets them to trigger, but I’ll be getting warning messages galore of shields down, yet my Progenitors just sit there. (Yes autocast is on)

- Enemy structures in your own system will get the benefit of shield from Advent hangers. This should not happen.

- Fleet formations/layouts change every time you jump. Used to be the fleet stayed exactly how you added the ships. Now it scrambles every time.

- Advent super weapon has been nerfed so bad, it’s almost useless. Used to be very effective in the past. Now it barely makes a dent in enemy cultures.

- Advent super weapon on autocast will keep trying to shoot at pirate bases. STOP DOING THIS. Used to not do this in the past

That’s it for now.

 6/21/12 Added

- Advent Loyalist Titan will disengage from a fleet battle to attack a structure. I think this is because it wants to use the special weapon. Titan should NOT break off a a fleet battle just to go shoot a metal mine.

- The achievment for killing 1000 pirates does not work. Tested this last night.

- The mouse-over for the asteroid report button is off. Hard to describe but it's not as it should be.

- Fleets set to "Hold Position" will stop firing while moving. They will only resume firing once they've stopped. This should not happen. If I wanted them to stop firing I would turn off auto-attack.

6/22/12 Added

- AI controled planets with the ability "Global Unity" (Causes culture to spread from planets automatically), still retain the culture spread even after the planet is wiped out.

 6/23/12 Update

- Ok. Proginetors will NOT use shield restore if you give them an attack command. So...if you right click a target for an attack, they will carry out the attack and never use shield restore. As soon as you cancel direct command, and they are left on their own, they will use the ability. Of course this means they may wander off and do something else you don't want them to.

18,795 views 21 replies
Reply #1 Top

- Advent ships have a real problem pathfinding out of systems if there’s a titan present in the fleet. Sometimes ships will get hung up for 10-15 min before they finally find a path they’re happy with and jump out.
End of quote

Related issue: the Eradica's ability Revenge of the Fallen ability has an extremely short range preventing it from working at all. If you create a fleet and set fleet cohesion to 'tight' than other ships in the fleet will purposely stay out of range of the ability, so the buff is never applied. Manually keeping ships close to the Titan doesn't work either in or outside of a fleet. It is absurd that selecting 'tight formation' causes them to keep a very long distance.

- Advent capital ships won’t use shield restore reliably. I’m not sure what gets them to trigger, but I’ll be getting warning messages galore of shields down, yet my Progenitors just sit there. (Yes autocast is on)
End of quote

I have not had this issue at all.

Reply #2 Top

Very interesting bug list, my advice would be to send Yarlen a copy of this link, before the next patch is released. They might be able to fix some of these bugs as I do know that some of these features you have mentioned, did indeed use to work in previous versions of the game so it could be a simple fix.

Reply #3 Top

- Advent super weapon has been nerfed so bad, it’s almost useless. Used to be very effective in the past. Now it barely makes a dent in enemy cultures.
End of quote

Lol, people ever built Advent superweapons? :-"

Reply #4 Top

I can not toggle auto-use of the spacegates of the Vasari Starbases. Anyone else got this problem?

Per aspera ad astra.

sk

 

Reply #5 Top

I'm just going to run down these in OP order:

  1. This is confirmed, but probably not something we're looking to change. The aiUseTime for this never did a super job at it (your scouts had a decent chance of running into a mine on their way to detecting one). It's something just better left micro'd for now.
  2. We haven't altered this at all.
  3. We haven't altered this at all.
  4. Need a screenshot and repro steps on this one. Save game would be great too.
  5. Known - will be addressed in future update.
  6. Haven't ever seen this...will investigate.
  7. This is by design. Titan weapon ranges are longer than most ships, which effects distances.
  8. Autocast on this wasn't changed. It will only autocast when 5+ targets are within range.
  9. Haven't seen this. Seems to be working as intended.
  10. We haven't altered this. It should autocast when a target takes a certain amount of shield damage.
  11. We haven't altered this...
  12. We haven't altered this.
  13. We haven't altered this.
Reply #6 Top

I will add those bugs with the Vasari Rebels : 

- My Starbase wasn't able to go to another planet (or asteroid) when another SB was present.

- The research who reduces cost of structure and ships (i don't remember the name) the one at lvl 7 didn't affect anything.

Reply #7 Top

Quoting Floleb7, reply 7
I will add those bugs with the Vasari Rebels : 

- My Starbase wasn't able to go to another planet (or asteroid) when another SB was present.
End of Floleb7's quote

 

Thats not a bug, but a feature. 

Reply #8 Top

Quoting ShotmanMaslo, reply 8

Quoting Floleb7, reply 7I will add those bugs with the Vasari Rebels : 

- My Starbase wasn't able to go to another planet (or asteroid) when another SB was present.


 

Thats not a bug, but a feature. 
End of ShotmanMaslo's quote
They changed the feature after the Beta ? the SB is not disabled if there is another SB present ?

Reply #9 Top

I seriously could have sworn research use to "grey out" after research was completed to the maximum level, the reason I think I remember it being like that was because it was easy to spot when you hadn't fully upgraded something and had forgotten to go back to it, now you have to hover over each icon to check.

Reply #10 Top

Corvettes (at least Advent, though I assume others) can be built even if you lose all your military labs....perhaps this was intentional but I figured I should bring it up....

Reply #11 Top

Fixed internally, Seluceia, thanks. :)

And yes, Starbases can no longer phase jump to a gravity well where one already exists. 

Reply #12 Top

Quoting Floleb7, reply 7
- The research who reduces cost of structure and ships (i don't remember the name) the one at lvl 7 didn't affect anything.
End of Floleb7's quote

That tech only reduces the resource costs, not the credit costs. Make sure you were looking at the right numbers.

Quoting Ben_Maxwell, reply 10
I seriously could have sworn research use to "grey out" after research was completed to the maximum level, the reason I think I remember it being like that was because it was easy to spot when you hadn't fully upgraded something and had forgotten to go back to it, now you have to hover over each icon to check.
End of Ben_Maxwell's quote

No, they should stay fully colored after you research a tech, and get that completed border.

Quoting Floleb7, reply 9
They changed the feature after the Beta ? the SB is not disabled if there is another SB present ?
End of Floleb7's quote

Well if you were to somehow glitch around that I think they would still supposed to. But you're not supposed to get more than 1 Starbase at a time at planets. It should be impossible now.

 

Reply #13 Top

Quoting Ben_Maxwell, reply 10I seriously could have sworn research use to "grey out" after research was completed to the maximum level, the reason I think I remember it being like that was because it was easy to spot when you hadn't fully upgraded something and had forgotten to go back to it, now you have to hover over each icon to check.

No, they should stay fully colored after you research a tech, and get that completed border.

 

End of quote

Of course your right, I think I was having an off day, just like my quote. O:)

Reply #14 Top

Quoting Ben_Maxwell, reply 14




Quoting Ben_Maxwell, reply 10I seriously could have sworn research use to "grey out" after research was completed to the maximum level, the reason I think I remember it being like that was because it was easy to spot when you hadn't fully upgraded something and had forgotten to go back to it, now you have to hover over each icon to check.

No, they should stay fully colored after you research a tech, and get that completed border.

 



Of course your right, I think I was having an off day, just like my quote. 
End of Ben_Maxwell's quote

 

No, the research icon used to grey out after full research. I know this for a fact.

Reply #15 Top

Quoting Yarlen, reply 6
I'm just going to run down these in OP order:


This is confirmed, but probably not something we're looking to change. The aiUseTime for this never did a super job at it (your scouts had a decent chance of running into a mine on their way to detecting one). It's something just better left micro'd for now.
We haven't altered this at all.
We haven't altered this at all.
Need a screenshot and repro steps on this one. Save game would be great too.
Known - will be addressed in future update.
Haven't ever seen this...will investigate.
This is by design. Titan weapon ranges are longer than most ships, which effects distances.
Autocast on this wasn't changed. It will only autocast when 5+ targets are within range.
Haven't seen this. Seems to be working as intended.
We haven't altered this. It should autocast when a target takes a certain amount of shield damage.
We haven't altered this...
We haven't altered this.
We haven't altered this.
End of Yarlen's quote

I can assure you that every item listed is accurate. Some of the items have been reported by other players in other threads. Just because you didn't alter an aspect doesn't mean it's not broken. I've probably played sins hundreds of times. It's always been one of my favorites. It's disappointing that you don't really seem interested in addressing most of these issues.

As it stands, I'm about done dealing with the bugs and imbalances in this version. For now I guess I'll go back to playing Entrenchment. If you want to see how things used to work, try comparing the items I listed to the way it functions in Entrenchment.

Reply #16 Top

Quoting Ben_Maxwell, reply 10
I seriously could have sworn research use to "grey out" after research was completed to the maximum level, the reason I think I remember it being like that was because it was easy to spot when you hadn't fully upgraded something and had forgotten to go back to it, now you have to hover over each icon to check.
End of Ben_Maxwell's quote

 

In sins vanilla i think it did this????

Reply #17 Top

The apathy from Stardock is appalling.  We paid you for a product that's buggier than a Tijuana motel and not delivering.  We're still in rebellion beta despite final release because of the stuff that needs fixing.  If Stardock isn't interested in getting this stuff resolved, we might not be interested in sending our money your way or to IronClad.  SOASE is there baby and you're foster parenting is turning that sweet kid into an imbecile.

Feel fortunate Stardock that Steam does not give refunds because many might just ask for it until the game has it together.

Reply #18 Top

but they also sometimes out range all their other guns except for that one long range beam.

 

Easy fix change "m_weaponIndexForRange 0" to "m_weaponIndexForRange 2"

Reply #19 Top


1 - There is now an extremely high aggression/priority placed on trade ships now. My fleets will bypass attacking structures and the planet itself, just to chase down some dinky trade ship. It creates a situation where I have to constantly babysit my fleets just to get them to attack the right thing. In the past trade ships used to be at the bottom of the food chain. Now they’re at the top. Why?

2 - Multiple frigate factories on the same planet will NOT speed up ship production. This USED to work in the past. Now the build queue will only use one factory. Extras are ignored.

3 - If you queue up build order past current fleet capacity, ALL builds will stop. In the past, builds would continue as far as they could until the fleet capacity became available.

4 - Advent capital ships won’t use shield restore reliably. I’m not sure what gets them to trigger, but I’ll be getting warning messages galore of shields down, yet my Progenitors just sit there. (Yes autocast is on)

5 - Fleet formations/layouts change every time you jump. Used to be the fleet stayed exactly how you added the ships. Now it scrambles every time.

6 - Advent super weapon has been nerfed so bad, it’s almost useless. Used to be very effective in the past. Now it barely makes a dent in enemy cultures.

End of quote

1 - Something has changed there, I've repeatedly had various ships and some whole fleets stop attacking a cluster of civ structures right next to it or lower priority ships and take off across the whole bleeping grav well chasing down trade/refinery ships - very annoying.

2 - Sometimes ships don't appear from the new factories right away, they all pop out from the original but faster and faster as more factories are added so far as I've seen.

3 - I've had this problem all the way back to vanilla - not sure why it sometimes does and sometimes doesn't, maybe depends on how many different classes of ships are being queued up at once but that's a guess.  Seems to happen more often when pausing the game then ordering a lot of ships.

4 - Haven't seen any change here either.  Projs won't autouse shield restore if they have an order.  When I order all capships to focus on something I then have to select any Projs and hit stop if I want them to autouse shield restore.

5 - Big time annoying change there, can't wait for that to get fixed.

6 - Needs a little buff like Greece needs a little financial help.

Reply #20 Top

I played a game last night as Vasari Loyalist, with a friend as TEC Rebel on the same team. He was able to use my phase stabilizers. My understanding is that's only supposed to be an ability for Vasari Rebels and is also supposed to be researched, so I think this is a bug.

Reply #21 Top

Quoting Yarlen, reply 6
This is confirmed, but probably not something we're looking to change. The aiUseTime for this never did a super job at it (your scouts had a decent chance of running into a mine on their way to detecting one). It's something just better left micro'd for now.
End of Yarlen's quote

 

Aww, please!? I swear the little buggers were fine. They were the finally useful, scouts finally had a reason to exist after the first ten minutes of the game. Who cares if they occasionally screw up kill themselves (not that I have ever, not even once, seen this happen or had a scout missing from a minesweeper fleet after leaving them alone for any length of time) just turn their minesweeping to ability, no cost, so it can be turned off by the fools who want to micro the tings around. It would take a dev like, five minutes in the next patch. Entrenchment was beautiful for mines- teams could throw up walls of them, your scouts could tear them back down- WHILE YOU DID FUN OR IMPORTANT THINGS ELSEWHERE. I did not buy a game to manually drag a scout around to find one hundred and fifty mines per Motherhumpin' gravity well, when it can do it perfectly well on its own. That is almost enough to convince me to go back to entrenchment. I kid you not, everyone who has seen the entrenchment scouts in action wants them restored. There are people who want a no mines button at the game options screen already. Please do not make this any more irritating or drudgerous than it has to be, because mines are pretty fun- until you have to choose between watching the kickarse space battle over there, giving orders and otherwise HAVING FUN and manual minesweeping which feels suspiciously like work. You know what? I think we need a petition. Everyone who wants the anti-mine scouts back, say it proudly! There are too many of us to ignore!