A few assorted bugs I've found and narrowed down, with suggestions

First up, bugs with Terror Stars.

As most of us are probably well aware, when you put together a terror star beyond a certain point there is no graphic for it and thus you can't select it, only have it selected for you by the game with the "Find" button.

Well, I found a fix. If you complete your terror star and then save your game, then exit the game back to desktop, then start the game and load your saved game, the Terror Star appears! Yay!

However, I've found another bug with this. At least when it was invisible I used it to attack a planet.

Well, I didn't know it would actually _destroy_ the planet! Perhaps you might add an additional description/prompt to this effect.

However, what I did find was that when I destroyed the planet, it was still visible on the Galactic Map as if it still existed, though it was displayed as if no one controlled it (which was correct, since it was destroyed and all ;) ).

I know that at least control of it was lost because it was the Altarians last planet and when I destroyed it the next turn all their remaining ships and starbases disappeared, since I had successfully conquered them.


On another thing, I'd like to remention the display of resources bug. On Earth towards the end of the game with maxed research % and lots of galactic wonders and trade goods, Earth was producing over 300 + 1000 research points a turn! This caused the display to over-run the build item detail box, making it very hard to read.


Trade Route bug: If you take control of a plent that you are trading with, the trade route apparently does not break, it just keeps on working like it did before and is still listed in the Trade tab of the game. I don't think this is intentional.


Declare War Prompt: From further testing I've found that when you get the "Are you sure you want to attack, because they'll declare war on us" prompt the "No" button apparently does not work under _any_ circumstances.


Race Illiminated: It would be nice if it was a little more clear when/if a race was destroyed and by who.

It would be nice if there was a little infoprompt that popped up with perhaps a torn looking icon/flag of the defeated race with the information "The [race] has been utterly destroyed by the [race]."

Perhaps the victor should also get some % of the defeated race's treasury, perhaps a bit of influence, and maybe a few techs?


Race Surrenders: It seems that if a race surrenders they should also surrender their treasury, perhaps some % of their influence points, and all their techs and ships (if that isn't done already), and there should be a prompt detailing what you now have due to the surrender ("You got XYZ").


Looting: I was thinking that perhaps you should get some small amount of money for taking an enemy planet, along with some % chance of getting a tech the enemy has. Just a thought.


United Planets: There should be one extra option with the UP during a vote, where you can withdraw from the UP entirely and have the current vote not effect you.

This was brought up before, but I think it especially important with such events as "share all technology".


More UP Events: One idea for a new UP event is events having to do with the Minor Races. Such as "all declare war", "no war permitted", etc.


Declaration of War prompt: Often it seems to me that I'm attacked by another race all of a sudden without so much as a prompt that they declared war on me. It'd be nice to get one ;)


Colony Ship problems: This one has really aggravated the hell out of me, and I'd really like it if it was fixed. I've lost so many ships this way.

When you are in the planet production screen and click on a Colony Ship in orbit and click to launch it with some population in it, once it's launched if you click on a planet in that same screen - even one already colonized! - the ship will disappear and the population that was in the ship will be plopped onto that planet.

ARGH! Very annoying, it's happened to me at least 1-3 times per game. Quite aggravating.


Cultural Takeover: It would be good if there was some way to see how close an enemy planet was to defecting to your side due to culture.


Race Re-emergence: Perhaps a good random event would be that a formerly defeated race re-emerges, such as on a new planet, and some of their former colonies revolt and join them.


Planet Find feature: Some day it would be nice to have a way to look around at the uncolonized planets above X Class without having to just go clicking through every star system trying to find one. That get's real old real fast.



That's all I can think of for now.

Fantastic work on the game and fixing all the bugs that have already been fixed! It's really turning into a wonderful, fun, addictive game! I'm a bit behind in 3 of my college subjects because of it! ;)
394 views 13 replies
Reply #1 Top
One more thing I just thought of about the United Planets.


One, there should be an added label on the United Planets tab showing how many turns till the next meeting.

Also, especially as new and more events are added, make them happen more often! They're quite cool and especially towards the end of the game they sure do become few and far between.

Also some way to call one earlier than normal would be nice, such as using influence votes to decide if a meeting is held ahead of time.


There was one more thing, but I forgot it :notsure:
Reply #2 Top
Thanks for the report.
Reply #3 Top
Plutarck,

I think you have many good suggestions. I would suggest keeping a copy of them for after 1.0 is released so you can see which ones have been implemented and resuggest the ones that have not. Many of the suggestions you have made have been suggested before and may be some of the things Brad has kept out until release. Here are a couple of places where my opinion differs from yours or something that you may not have noticed that already is implemented.

"Trade Route bug: If you take control of a plent that you are trading with, the trade route apparently does not break, it just keeps on working like it did before and is still listed in the Trade tab of the game. I don't think this is intentional."

--- I think this IS intentional. GC/OS2 did it and I think it is just a carryover from there.

"When you are in the planet production screen and click on a Colony Ship in orbit and click to launch it with some population in it, once it's launched if you click on a planet in that same screen - even one already colonized! - the ship will disappear and the population that was in the ship will be plopped onto that planet."

--- IMO Colonization from the load ship window works very nicely now, with the exception of accidently clicking on a planet that is already colonized. A pop-up warning that the planet is already colonized ONLY from the ship loading window would be nice. There are other places where a user doing this can ONLY be intentional, and it is about the only method of planet to planet population balancing that we have available. I think it would be too much of a distraction to have a warning if this is attempted with a colony ship sent from another star.

"Cultural Takeover: It would be good if there was some way to see how close an enemy planet was to defecting to your side due to culture."

--- There is. It is the "skull and crossbones" that appears next to the star. It works both ways, for those getting close to defecting to you, and your own systems getting ready to defect to other races.
Reply #4 Top
I definitely concur on the "find planet" idea. I used that almost exclusively in Moo2 for colonizing.

All good ideas, except for a race coming back after being defeated. I think that might be a little aggrivating. Then again, if done correctly, it might be cool *shrug*.
Reply #5 Top
The original OS/2 game also allowed you to steal technologies when you conquered a system. It was nice to be able to steal good techs while playing evil and vice-versa.
Reply #6 Top
I have had games where my espionage resulted in stealing techs from the other races until lately. There may be a new bug here.
Reply #7 Top
i've been trying to steal tech in 4d all the time and have never got any after 4 years maxed out 800bc a turn, nothing came so i basically keep it low just so i know what they are up to. Hope it changes before gamma, i want to win one by stealing all the tech :D
Reply #8 Top
'When you are in the planet production screen and click on a Colony Ship in orbit and click to launch it with some population in it, once it's launched if you click on a planet in that same screen - even one already colonized! - the ship will disappear and the population that was in the ship will be plopped onto that planet.'

This is intentional to allow in-system coloniation and population transfer.
Reply #10 Top
I'll comment on the above later, but I just thought of a few more things! I'z being somewhat perceptive lately :)


First, on the game customization/start screen, I really like the added difficult settings (there are more now, aren't they?).

However, I'd like to have another option or 2 added to the Habitable Planet Rarity thingey option. I play on Abundant usually now on a Medium galaxy, but I think it might be fun to have an option or two above that were habitable planets are even MORE common (or rare, if you swing that way).

Further, if some way could be found to squeeze some other option on there at some point, here's one I'd really like in the same vein that I think alot of people might also enjoy: An option to directly control how common/rare the higher classes of planets are. For instance, I might want to set Planet Quality to Perfect and Habitable Planets to Rare (or what have you), or have it the other way around. It might also be fun to play around with a habitable planets quantity above abundant and the max quality setting - lots of Class 20+ planets to play with. Great fun on smaller maps, mayhem and madness on higher ones :D


In summary, I'd like some higher (and some might like lower, but I haven't played around with that much) habitable planet rarity options, and an option to control the quality of the planets on average.


And one question: Is there any actual function/purpose of star systems that have no planets at this time, or do they just take up space? Might be nice for a future feature to have a Planet Creator ship or somesuch, where you could create some random-ish quality planets in otherwise empty starsystems.
Reply #11 Top
If I recall correctly, in the game I just finished, creation of planets was a researchable tech. I believe I researched it, but I never did anything with it, so I can't tell you how it works.
Reply #12 Top
Many of the upper level techs currently do nothing other than being a prerequisite for a later tech.
Reply #13 Top
plutark
i think part of the reason for them being there is for us to guess wrong as we explore. We're the newbies in space, so since we don't know about what each star does or doesn't have if forces us to look at each star. Takes up the time we could use for better things (beating the yor to that class 26 planet comes into mind)

it would definately be cool if we could create planets for those stars LOL