[1.9.5.5] Updated Bug List
Posted: Sun Jul 06, 2014 1:10 pm
Galaxy Editor:
- FIXED - Editing pirate factions will remove the pirate flag in the upper left corner
- FIXED - Editing pirate faction flags will not properly update the flag shown on pirate space ports in the galaxy map
- Deleting planets/moons sometimes does not properly update the system planet/moon counts, sometimes it will show more planets/moons than actually exist
- Certain types of ruins cannot be placed
- The character editor does not properly import valid PNG files when changing character avatar
Pirates:
- Pirate Automaton will not build troops on owned colonies
- Empires cannot build in pirate-owned systems
- Pirates do not get most racial modifiers for the dominant race
Note: Bonuses from assimilated races work, it is only the initial race pick that does not work
- Smuggler/Mercenary facility defense bonus does not seem to work at all
- FIXED - Pirates cannot build normal planetary structures unless they build them through the colony screen
- Independant planets acquired by Criminal Network are not properly transferred to the Pirate faction
Note: There are differences in population growth, income, and the planet is ignored when it comes to assimilated race benefits, might be other differences
- Pirate Leaders, Intelligence Agents, and inactive Fleet Admirals are not transferred to a new Pirate Home Base
- New intelligence agents and researchers will still spawn at the old pirate home base
- Pirates gain no benefit from research wonders
- Pirates are unable to acquire Colonial Governors, even if they possess colonies
- Pirates are unable to build Pirate Bases/Fortresses on colonies they gain through colonization
- Pirates can get racial assimilation bonuses from independant colonies they have facilities on
- Pirate racial assimilation bonuses do not update over the course of the game, once the bonuses are applied they are permanent and do not change
- FIXED - Pirates currently pay 0 maintenance for infantry troops trained
- Pirates can build spaceports beyond the maximum size without needing a colony
- Pirates do not get most events, including planetary disaster events and racial events, rendering them immune to disasters
- NEW - Pirate Resort Bases are not properly cleaned up after destroyed, they continue to cost maintenance even though they are destroyed.
Espionage:
- FIXED? (MORE TESTING NEEDED) - Low counterespionage skill is too strong, I have had a 20% Counterespionage agent regularly capture a 70% Espionage agent in tests
- FIXED? (MORE TESTING NEEDED) - Catching espionage agents are far too easy, I noticed that espionage missions either ended in 100% success (no detection), or the agent got cought
AI:
- FIXED? (MORE TESTING NEEDED) - AIs with access to corporate nationalism may commit suicide by constantly switching governments
Note: A human government with Way of the Ancients reduced itself from a 30-colony major power to only a ~10 colony minor power
- Empire AIs are a little too eager to cancel protection agreements, especially when they will accept a higher-costing one right after
Characters:
- Ship Captains will never have their skills revealed, even after countless battles and smuggling operations
- Stations are not considered valid assignments for Ship Captains and Fleet Admirals even though their skills work onboard them
Note: This one has a workaround through the right-click 'transfer character' drop down menu. This is also the only way to move Intelligence agents
Other:
- Wonder Development bonus does not stack for multiple wonders, ruins development bonus count as wonders so wonder + ruins will not stack
- Private/Smuggler stations will not defend themselves against space creatures until the creatures get within melee range
- On creating a new game, Colony Influence range is not stored properly. It will always subtract the stored value by 1% (100% > 99% > 98% etc)
- Fighters are far too effective in 'Out of Sector' combat calculations. I have had a single construction ship with 3 fighter bays manage to hold off an entire Human fleet, so long as I kept out of sector. As soon as I zoom into sector, the construction ship is killed very quickly.
- NEW - Planets will not export any resources unless a starport is built over it
- FIXED - Editing pirate factions will remove the pirate flag in the upper left corner
- FIXED - Editing pirate faction flags will not properly update the flag shown on pirate space ports in the galaxy map
- Deleting planets/moons sometimes does not properly update the system planet/moon counts, sometimes it will show more planets/moons than actually exist
- Certain types of ruins cannot be placed
- The character editor does not properly import valid PNG files when changing character avatar
Pirates:
- Pirate Automaton will not build troops on owned colonies
- Empires cannot build in pirate-owned systems
- Pirates do not get most racial modifiers for the dominant race
Note: Bonuses from assimilated races work, it is only the initial race pick that does not work
- Smuggler/Mercenary facility defense bonus does not seem to work at all
- FIXED - Pirates cannot build normal planetary structures unless they build them through the colony screen
- Independant planets acquired by Criminal Network are not properly transferred to the Pirate faction
Note: There are differences in population growth, income, and the planet is ignored when it comes to assimilated race benefits, might be other differences
- Pirate Leaders, Intelligence Agents, and inactive Fleet Admirals are not transferred to a new Pirate Home Base
- New intelligence agents and researchers will still spawn at the old pirate home base
- Pirates gain no benefit from research wonders
- Pirates are unable to acquire Colonial Governors, even if they possess colonies
- Pirates are unable to build Pirate Bases/Fortresses on colonies they gain through colonization
- Pirates can get racial assimilation bonuses from independant colonies they have facilities on
- Pirate racial assimilation bonuses do not update over the course of the game, once the bonuses are applied they are permanent and do not change
- FIXED - Pirates currently pay 0 maintenance for infantry troops trained
- Pirates can build spaceports beyond the maximum size without needing a colony
- Pirates do not get most events, including planetary disaster events and racial events, rendering them immune to disasters
- NEW - Pirate Resort Bases are not properly cleaned up after destroyed, they continue to cost maintenance even though they are destroyed.
Espionage:
- FIXED? (MORE TESTING NEEDED) - Low counterespionage skill is too strong, I have had a 20% Counterespionage agent regularly capture a 70% Espionage agent in tests
- FIXED? (MORE TESTING NEEDED) - Catching espionage agents are far too easy, I noticed that espionage missions either ended in 100% success (no detection), or the agent got cought
AI:
- FIXED? (MORE TESTING NEEDED) - AIs with access to corporate nationalism may commit suicide by constantly switching governments
Note: A human government with Way of the Ancients reduced itself from a 30-colony major power to only a ~10 colony minor power
- Empire AIs are a little too eager to cancel protection agreements, especially when they will accept a higher-costing one right after
Characters:
- Ship Captains will never have their skills revealed, even after countless battles and smuggling operations
- Stations are not considered valid assignments for Ship Captains and Fleet Admirals even though their skills work onboard them
Note: This one has a workaround through the right-click 'transfer character' drop down menu. This is also the only way to move Intelligence agents
Other:
- Wonder Development bonus does not stack for multiple wonders, ruins development bonus count as wonders so wonder + ruins will not stack
- Private/Smuggler stations will not defend themselves against space creatures until the creatures get within melee range
- On creating a new game, Colony Influence range is not stored properly. It will always subtract the stored value by 1% (100% > 99% > 98% etc)
- Fighters are far too effective in 'Out of Sector' combat calculations. I have had a single construction ship with 3 fighter bays manage to hold off an entire Human fleet, so long as I kept out of sector. As soon as I zoom into sector, the construction ship is killed very quickly.
- NEW - Planets will not export any resources unless a starport is built over it
