[1.0.2.1] Bug - eneny destroyed ships are count as player losses

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Nalim27
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Joined: Thu Dec 16, 2010 4:22 pm

[1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Nalim27 »

Hello,
I'm playing as Human empire and one of Human victory condition is to destroy more ships that you loss. But it is hard to reach because there is bug in count of lost ships.
I noticed that bug first time in version 1.0.1.9 when my fleet invaded an enemy capital planet for the first time. Battle was successful because enemy have 10x smaller fleet and planetary defense was not good too (it happened and beginning phase of game when biggest ships were destroyers). So Fleet destroyed all stations and forces around enemy capital then I ordered it to blockade and sent there Troops transport fleet from mine capital to capture enemy population/planet.

Then I noticed 2 bugs:
1. Even on blockage planet still build hundreds of civilian and military ships .... or more precisely they start to build them but then mine fleet immediately destroyed them. I thought that during blockage planet can't build ships but it can. Maybe this is not a bug, but it is strange. Enemy race just loosing money at that stage. They start build about 500 different ships (I even wonder how they can finance this - in civilization window they have about 4 planets and 50k money)!

2. Second most serious bug is that counter of mine lost ship increased as my fleet kill every new building enemy ship. Sometimes alone enemy civilian or military ships come to planet and got destroyed too. But at then end game said in War score, that I killed about 650 enemy ships but lost about 600 of mines - that is nonsense, I can lost about 20 military ships and approx. 30 civilians during whole war (enemy attacked one of mine minor system without populated planet).
When I jumped to enemy capital and started destroying everything, then I can destroy 100 - 150 enemy ships. 500 ships were destroyed during blockage (troop transport was slow and distance was long, so it took some time).
Looks like every enemy civilian ship was added as mine lost too into counter of lost ships. Or maybe every destroyed not finished enemy ship was added to mine lost counter too. Or possibly every mine damaged ship, that was automatically removed from fleet by automation (but not destroyed it ends as solo ship) was count as loss.
I'm 100% sure that counter is bad - enemy planet spawned 10-20 ships for building, then mine fleet destroyed them in 10 seconds, killed ship counter increased by 10-20 but lost ship counter was increased by 10-20 too. But in reality I lost 0 mine ships, because all those new ships were defenseless without 95% of internal components. Oh, and planetary defense technologies are not exists in that age, so planet was defenseless too.

This was not bug just during war, it happening whole game campaign, but I did not have another war with enemy civilization because mine empire become very powerful. Just small battles with pirates, monsters etc.
But still game counts an insane number of mine losses. Currently, in mid or late game my lost count is: lost 1310 ships killed 1274 ships. That are not true numbers (at least first one is not true).
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Erik Rutins
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Re: [1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Erik Rutins »

Thank you for the report.
Nalim27 wrote: Mon Mar 21, 2022 1:42 pm Hello,
I'm playing as Human empire and one of Human victory condition is to destroy more ships that you loss. But it is hard to reach because there is bug in count of lost ships.
I noticed that bug first time in version 1.0.1.9 when my fleet invaded an enemy capital planet for the first time. Battle was successful because enemy have 10x smaller fleet and planetary defense was not good too (it happened and beginning phase of game when biggest ships were destroyers). So Fleet destroyed all stations and forces around enemy capital then I ordered it to blockade and sent there Troops transport fleet from mine capital to capture enemy population/planet.

Then I noticed 2 bugs:
1. Even on blockage planet still build hundreds of civilian and military ships .... or more precisely they start to build them but then mine fleet immediately destroyed them. I thought that during blockage planet can't build ships but it can. Maybe this is not a bug, but it is strange. Enemy race just loosing money at that stage. They start build about 500 different ships (I even wonder how they can finance this - in civilization window they have about 4 planets and 50k money)!
This is not technically a bug, as they can build as long as they have resources. However, it is very bad AI behavior which in this specific case we thought we had fixed before release (building while under blockade). Could you share a zipped save file from your /data/savedgames sub-folder that shows this happening please?
2. Second most serious bug is that counter of mine lost ship increased as my fleet kill every new building enemy ship. Sometimes alone enemy civilian or military ships come to planet and got destroyed too. But at then end game said in War score, that I killed about 650 enemy ships but lost about 600 of mines - that is nonsense, I can lost about 20 military ships and approx. 30 civilians during whole war (enemy attacked one of mine minor system without populated planet).
When I jumped to enemy capital and started destroying everything, then I can destroy 100 - 150 enemy ships. 500 ships were destroyed during blockage (troop transport was slow and distance was long, so it took some time).
Looks like every enemy civilian ship was added as mine lost too into counter of lost ships. Or maybe every destroyed not finished enemy ship was added to mine lost counter too. Or possibly every mine damaged ship, that was automatically removed from fleet by automation (but not destroyed it ends as solo ship) was count as loss.
I'm 100% sure that counter is bad - enemy planet spawned 10-20 ships for building, then mine fleet destroyed them in 10 seconds, killed ship counter increased by 10-20 but lost ship counter was increased by 10-20 too. But in reality I lost 0 mine ships, because all those new ships were defenseless without 95% of internal components. Oh, and planetary defense technologies are not exists in that age, so planet was defenseless too.
This was not bug just during war, it happening whole game campaign, but I did not have another war with enemy civilization because mine empire become very powerful. Just small battles with pirates, monsters etc.
But still game counts an insane number of mine losses. Currently, in mid or late game my lost count is: lost 1310 ships killed 1274 ships. That are not true numbers (at least first one is not true).
I have not seen this at all, if it's a bug it's a new one, but I agree very serious in terms of war score effects. Could you please share a zipped save file where we can see this happening? That will greatly increase our chances of fixing it.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Nalim27
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Joined: Thu Dec 16, 2010 4:22 pm

Re: [1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Nalim27 »

Hello Eric,
Unfortunately I do not have that old samegame - I'm 80 years in the future in the game now.
I found the oldest save, but it is AFTER that war happens (but not too long ago).
Enemy capital was on west - system Xagubah, planet Xagubah 7. I managed to won that planet with mine troops but is was very close victory. And planet become rebellious, civilians killed all mine remaining troops and planet become independent. When I started invasion it have about 8 billions it have 4.8 billions now so war was very tough :-)
Later I join that planet into mine empire by peaceful way.

So here is that old savegame if it will be helpful. I can see that lost ship count is much bigger than in mine report - I have more fights later, after battle for Xagubah capital.
In that save I have 133 military ships and private sector have 600 ships. But game lost counter said that I lost 978 ships already. That is not true, because trust me, I will notice that I lost all state and private ships in this game :D
Ceska federace - Human - 2820-12-13.zip
(8.26 MiB) Downloaded 7 times
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Erik Rutins
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Re: [1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Erik Rutins »

Thanks, it may still be helpful. In the future though, if you spot an issue please go ahead and post a save file for us as well. Very often, it takes a very specific circumstance to duplicate a bug and a save file is necessary to quickly and completely fix an issue.
Erik Rutins
CEO, Matrix Games LLC


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Nalim27
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Joined: Thu Dec 16, 2010 4:22 pm

Re: [1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Nalim27 »

Noted Erik. Next time i will provide correct savegame.

BTW I'm in game in year 2900, many private ships etc. and FPS become very low on galaxy map 20-30. I already turn off civilian ships and lens flare effect.
GPU is running on 80-100%, so it must be connected to GPU not CPU. Here is the current savegame.

I'm using Windows 10, CPU AMD Ryzen 2700X, 32 GB RAM, GPU AMD Vega 64 with 8 GB RAM.

Game is still playable but I expected better performance - I'm using default galaxy size - 700 stars. I hoped that mine PC is fast enough to handle at least default Galaxy size.
Ceska federace - Human - KONEC.7z
(9.03 MiB) Downloaded 7 times
Nalim27, gamer
Nalim27
Posts: 65
Joined: Thu Dec 16, 2010 4:22 pm

Re: [1.0.2.1] Bug - eneny destroyed ships are count as player losses

Post by Nalim27 »

BTW I'm yours long fan and I want to help you as much as possible.
During weekend I tried to profile game GPU performance but I found that AMD is do not have tool that can profile DirectX 11 games.
They have very good tool, but it works for DirectX 12, OpenGL and Vulcan games only.

If you want for example try some beta build, how it works on AMD GPU then I want help.

And last question - did you think about switch to DirectX 12 or even Vulcan technology? I checked that latest Xenko engine supports both DirectX 12 and Vulcan ....

Oh and here are some screenshots with performance problem and shift+~ debug values. 309 Drawcalls is not too much but performance is very bad.
Distant Worlds 2_2022.03.20-17.59_1.png
Distant Worlds 2_2022.03.20-17.59_1.png (1.22 MiB) Viewed 556 times
Distant Worlds 2_2022.03.20-17.59.png
Distant Worlds 2_2022.03.20-17.59.png (1.21 MiB) Viewed 556 times
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