Known bugs

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Jorgen_CAB
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Joined: Wed Mar 17, 2010 7:53 pm

Re: Known bugs

Post by Jorgen_CAB »

Omnius wrote: Mon Jul 08, 2024 1:15 pm I've seen somewhere where some have complained that manually controlled fleets sometimes go on attack missions without human orders to do so. I had a small fleet near my home colony go off and attack an Outlaws Nest in my home system without me ordering it to. Actually I had several instances of my manually controlled fleet going beserk making an attack I didn't order against that Outlaw's Nest. I do not want my fleets, or ships, on manual control going off doing something I didn't order them to do. If I wanted the Artificial Ignorance controlling my fleets or ships I'd set them to computer control.
You have probably not read the tooltip that explain how this work. When a fleet is set to manual it will respond to threats in the same system if it is set to respond to such things (at system of above) in the "Fleet Engagement Range" dropdown menu of the fleet.

You can set this to say nearby, that means the fleet will only ever respond to threats that are within about 5000 range.

Don't set your fleets to "do not engage" they will not even defend themselves if you do.

This is clearly not a bug but intended behaviour.
Jorgen_CAB
Posts: 860
Joined: Wed Mar 17, 2010 7:53 pm

Re: Known bugs

Post by Jorgen_CAB »

Omnius wrote: Mon Jul 08, 2024 1:15 pm I found a fleet near a planet I was exploring with a scout ship set to fully automated. Instead of moving next to a ship of that fleet when it was done exploring that planet it moved on to that system's sun. Meanwhile another scout ship exploring another system on fully automated decided to disrupt it's planned exploration of the system it was in to go wake up those ships. Incredibly stupid automation! Please improve ship automation by making scout ships make more intelligent decisions. I had to put that second scout ship on manual control so I could have it explore the system it was in while also doing it for the first scout ship so that after it explored the sun fully it could then go back to move near those newly found ships in the system it was in.
I think this is something that is hard to optimize... I think it work something like this. An explorer arrive to a system and detect a number of planets and then set up a list of say five location to scout. It will then do each and everyone of them until that list is done, then it will create a new list of five objects until all the objectives in that system is scouted. That is how that first scout decided to go to the sun, it was scheduled as the next object to be scouted, the ships was not detected when the list was created.

We then have that other scout... it just finished it's five objects in its list. When creating a new list it detected the location of the ships and as those ships have a MUCH higher priority than the planets in their own system it decided to go there.

In my opinion it is all about optimisation and if it is worth the CPU power to "optimise" everything. Sure we could have that second scout check if there is another scout closer and interrupt their list and inject the ships in their list so this second scout could continue scouting in their own system. But this would suddenly become much more complicated and is it really worth it in the end?!?

I'm not saying this can't be optimised, but to what price... are we willing to pay it?!?
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

Beta 1.2.6.2:
Starting Location Center not work although I select Center my capital colony is at the edge. My selected choice get just ignored. And the Starting Location is at every start of new game resettet to (Random). It's so annoying to change the Starting Location every new game.
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Empire flag is also every time resettet. It's so annoying to change the flag every new game.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

And still the same other bugs I complained so many times. Will hope that Shakturi release will fix them.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Sun Apr 28, 2024 8:01 pm Started new game 1.2.2.0 stable. "Consider adding Energy Collectors" at bombers and fighters.
Not fixed in 1.2.7.1. Also at bombers is written "Fighters need weapons".
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Wed May 15, 2024 6:15 pm ...
Defeated pirate factions are stil ingame.
Not fixed in 1.2.7.1. For example ghost fleet still in game even after defeating shakturi.
Edit: also other defeated empries stay in list.
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And please let defeated empires in game editor!!! Endless play possible.
Maybe we could also use this to delete defeated empires as a workaround.

Edit2:
Maybe I know the problem of still existing defeated empires. If an empire loose the last colony the we "discovered a new empire" event triggers because of a still existing ship or base of this empire. Hope that helps.
Last edited by fruitgnome on Mon Nov 11, 2024 10:40 am, edited 6 times in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Internal debates and war missions get not suppressed by suppress popups. It makes testing the game on bugs more annoying.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Capture hive, pirate, shakturi give no reputation as destroy them ("Mayor threats destroyed").
fruitgnome
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Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Mon Oct 14, 2024 1:54 pm ...
And the Starting Location is at every start of new game resettet to (Random). It's so annoying to change the Starting Location every new game.
...
Empire flag is also every time resettet. It's so annoying to change the flag every new game.
Not fixed in 1.2.7.1.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Colony prevalence in setup has no effect on whole coloniseable planets instead it changes only the starting values. In lategame almost every planet is colonizable - bad late game performance.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Fleets with fighters still stuck at jumping till double click or zoom to fleet to location level.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Trailing camera has bad usability.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Enemy target lists still broken - change from empire to empire not work.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Yesterday I had a colony of another empire in my empire list. It was in my list but with the flag of the other empire. After buying the colony from them by trading the flag was right.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

As it would be so a fast change I call it a bug add in trade window 1M and 10M and 100M and 1000M credits if your empire has so much money.
Last edited by fruitgnome on Sun Nov 10, 2024 6:16 pm, edited 1 time in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

As I don't check the logic behind it I call this also a bug.
The GUI get updated if you have less money to buy things in opened window but not if you get more money and could now buy the things - no you have to close the window/popup and have to reopen it. And then it could happen that as you open it you could buy the things but then you get less money and have to reproduce the process or you have to pause the game.
Edit: It's the same in research screen. Edit2: Sry my mistake it works great in research screen. Game do not pause in research tree and if you have agian enough money the techs get available - so it should be. Edit: In my current game only 300 stars the game azto pause in research tree, I don't know why.

If you get a colony by invasion and you see the colony data in the left bottom you have to close the window after getting the colony and reopen it to be able to build for example facilities.
Last edited by fruitgnome on Mon Nov 11, 2024 5:03 pm, edited 3 times in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Design screen show latest tech ignores racial techs for example novacore reactor.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

It is now possible to design a pirate base by upgrading it and it has the original look of this base- great work but you CANNOT upgrade the base to this working design - wow.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Single another enemy ships has no attack/capture buttons - there no buttons anymore.
War mission destroy shakturi flag ship - how to:
Click on war mission selects the flag ship then zoom to it pause the game select own fleet right click the ship or hold right click and select attack. And if you capture it - what I think is always better by a nice great enemy flag ship the war mission to destroy it is not solved.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

In setup if you only add empires manually - no auto then if you not put boskara to the list you will not get them ingame but if you add them to the list you wil get two boskara races, maybe this is also for dayhaut. And now in my current game the two boskara have the same empire name.
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