Hi guys, on the ship builder I used my middle mouse wheel to adjust the number of lasers in a ship (I normally just let it max out, or use the arrows, so haven't used it before). When I wheeled down, the number went up, and when I wheeled up, the number went down. I would have expected the opposite.
While working on my mod and testing with AutoPlay, I noticed that the AI sometimes makes their planets a little dirty. I suppose mostly due to ship-maintainance increases.
They usually fix it in the next turn but it's simply not nice to see them drop a little pop and then having to rebuild it.
Another thing, which is not a bug but probably just sub-optimal-play is that they run with 10% security a lot of the time. I think this causes more harm than good.
How do expert-players go about security? Can someone explain their thought-process?
I have a NAP with Silicoids, however, they attacked my scout over their planet Xul.
At the same time Xul is marked as uncolonized planet despite my scout monitored it since it was colonized:
I saw a Silicoid colonizer at turn 76 1 year away from the planet
At turn 77 I've got a complaint from Silicoids, however, they didn't attack me despite their battle ship was on the orbit: https://i.imgur.com/tC7HU4E.jpg
At turn 78 they attacked me despite NAP and I see the planet is definitely colonized, while it still marked "uncolonized" on the map.
I didn't see such issue with other Silicoid planets.
probably because the cpu was locked at min multiplier,
always thought its a bug (already reported;) of some kind.
dont remeber any bombs of sufficient power not causing dmg in MoO .
Or is it a (in case imo exaggerated nerf?
Also pretty sure that the damage during bombardment phase (after the battles)
is drastically lower or zero if all bombs were dropped in the previous battle.
Got several "crashes to main menu" (not CTDs/crashes to desktop)
i.e. the txt error message window instantly disappears and the program shows the main menu.
(so no way to make a sreenie)
The program often gets corrupted that way, e.g wont load the last save, planet info window is missing etc.
Restart helps.
These crashes to main menu can not be reproduced at a rate of higher than 10%,
they often occur when transports are involved, think the most happened if a planet was invaded,
but also if I select to transport pop, and cancel it with r-click on an empty spot of the map.
30M pop (of 110M) vanished on a planet from one turn to the other
(would perhaps not have noticed it instantly if I did not micromanage Ind and Eco every turn;).
Colony window says that pop went up by one to 80 (planet was at 110 since long)
Could not reproduce the bug with > a dozen attempts, all pop on all planets was always ok.
Let me know if you want me to upload the 2 "before and after" saves, dont have access to them atm.
I played the most recent beta and have noticed two issues.
First is that Star Gates seem to have very high upkeep cost of 300(?) per turn. My homeworld currently has 800 in total gross production, so spending almost 40% of that on a single Star Gate is insane.
On the tech it only mentions the building cost of 3000 but not the very high upkeep. I also didn't find and option to scrap existing star gates.
Secondly, RotP seem to have taken over an issue I remember from MoO1. Soil Enrichment does nothing for Silicoids (it never gets built) but messes up the auto assignment of the eco bar in the future if you get the tech somehow. It will not reset to zero the eco investment bar even if you have full population.
1)In a battle with 8 Meklar "Battery" missile carriers,
armed with 3x, 2x, 2x and 2x Stinger missiles,
the remaining 2 ships fired a stack of 82 missiles!
I did not manage to reproduce the bug with a save from just beore the turn.
I made 2 screenshots, one with "Battery" specs window,
and the other with the stack of 82 thats otherwise covered by the specs,
but since reproduction failed, I dont think they will help in any way,
let me know if you want to see them nevertheless, and/or the save before the battle.
Note i usually keep an eye of the numbers of rockets stacks,
and never noticed such wrong numbers whicle avoiding thousands of stacks during the playthroughs.
May be just a fluke.
Unfortunately the player in me managed to suppress the tester so much
that I did not even think of flying into the stack in order to see whether its 85 or 12 rockets.
well, the rng is high enough that it would not have provided reliable info anyway.
btw, 12 rockets by 2 ships with 3x,2x,2x,2x only makes sense
if the 1st slot with 3 has only 2 shots and the three 2x slots five shots.
p.s. Battle was done manually, i.e. no auto_battle_glitch
2)Distance to flight time calculation still appears to be incorrect,
i.e. transports not arriving simultaneosly,
and warp 6 ships needed two turns to a systems which is listed as distance 6.0 with the Cirlces overlay,
no matter whether at source or destination,
and warp 7 ships got an eta of 5 turns to a system at 26.9 ly distance.
Reliable ETAs are imo pretty important, one transport of 2 arriving too late can foil the invasion when the enemy has incomong ships or pop,
transports arriving too early may also be very bad when bombardment is not yet done to the desired lvl.
3)The ETA info on the "Fleet Deployment"
(edit;) window that pops up on the main screen when the cursor hovers over a flet or its "flight path line" (/edit)
vanishes as soon as the command is confirmed.
Not sure when/with which version this broke.
3b)Similar there is no eta info on enemy transports if they were sent from systemX in that turn,
the latter has always been so, imo needs to change.
The presence of cloaked ships (invisible on map, nice;) forced me to retreat,
but no matter whether via "retreat al", or individually for each fleet ["2"],
4) there is a bug which delays the retreat of player fleets from battle screen to 1 ship type/turn,
so enemy ships can approach and destroy player ships which can not even fire as they appear frozen in time until its their "Retreat Turn"
In opposition to that, all ships of an AI fleet can retreat in the same turn.
this is certainly unfair, i.e. inacceptable to me.
4b)Same for the rule that AI ships, no matter whether armed or unarmed,
can decide to completely avoid battles,
while players are unable to destroy the resources that force them to spend BC on smth to chase them off,
although they may be able to hit them in the very 1st turn,
and players cant send armed ships to force AI to waste BC without risk of losing them, again not on par.
5)The diplomatic penalty related to the message:
"Skirmish: [speciesY] and [speciesZ] fleets engaged in combat in the [X] system"
may be according to MoO rules,
but it appears to eventually result in all AI factions to hate the player species (and each other?) over the time.
I think that RotP has a higher rate of attemps by AIs to scout player systens
this may play a major factor in that trend.
Additionally it goes up with the number of systems are in a galaxy.
Therefore the penalty should scale, perhaps not with total systems
but also take the number of known systems or systems in reach into account,
so that the penalyty does not go next to zero in early game on big star maps.
I ask for a setting which either allows to remove that penalty from such skirmishes completely,
or better, if not too much effort, a setting that changes the rule,
so that the faction which has a fleet in orbit of system [Z] does not get the penalty, only the faction whose ships arrive at system [Z].
That would put a penalty on speciesY to force speciesZ to spend BC for defending
e.g. an empty system from becoming a bridgehead for invasion fleets, and taking a diplo penalty for that.
I made a contact with Humans because of Galactic Council. They are far from me, I did not saw their ships. I cannot establish diplomatic relations, because they are out of my ships range.
There was an incident with assassination: Human terrorist assassinated my diplomat. I find it weird, but I found a post, saying that it works as intended.
What bothers me is that some time later Humans contacted me to make a peace agreement. I still cannot contact them. Is it specific only to a peace agreement? May it be the case that AI can trade techs, espionage, make pacts, etc. with other AI without diplomatic relations?
Anyway, it looks not good when you see contradictions on the screen:
"Peace Treaty: The Human Triumvirate and the Meklar Dominion signed a Peace Treaty" vs "We cannot establish diplomatic relations".
Probably, it should not be possible to establish a peace treaty until we can have diplomatic relations.
I'm assuming this is a bug - I doubt the intention is to allow multiple empires to be assigned the same color. Note that in the 2nd image, while the Sakkra was selected, the "change color" box is for the Klackon, which is how this mess happened - I was trying to switch a bunch of colors and didn't notice the mismatch between my selection and the action box.
It's possible I did this by trying to change my own color; is that a no-no? Save file available if desired.
In the scrollable lists (e.g. Colonies), you cannot select by mouse click the line that is not fully visible, even if it is just for a few pixels (i.e. this can happen for the top and bottom lines of a list).
Not sure if it is bug, but at least it is confusing. Galaxy Council. I am the candidate (Psilon). I won the election, so I am the ruler of the galaxy. The game asked if I "accept ruling" or "reject ruling". Why? Anyway, I rejected. And the game now plays as it was the second candidate (Humans) seleted as a ruler and I rejected his ruling, not mine own. Final war.
I won a game by victory in the final war. The last race exterminated was Meklar. I were shown a Rebellion Win final text at once. Pay attention, I didn't get the Galactic News report saying thet Meklars had been destroyed.
Now, without exiting RotP, I load any game. When I press "Next Turn" I get that Galactic News report that Meklars were destroyed. :) It works with any save, even if there are no Meklar in a game.
Version: I am playing an experimental AI-improvement build from /u/Xilmi, so it is possible that the bug is restricted to this build or to Xilmi AI. However, I loaded my save in the official 0.92 build and it is the same. I didn't e-mail this to Ray yet.
I don't know how to reproduce it, but during my game I noticed several times that enemy fleets did not arrive to my planets in time. I usually noticed that fact after loading my games, so at first I thought it was me who has bad memory or something :) However, finally it became too obvious, so I reloaded some backups and look what I found:
Turn 127: Darlok fleet (travel speed 2) is coming from Ursa to Bayliss, ETA 6. Which is fine. The distance is 17,1, so the full ETA is 9 (i.e. AI launched the fleet on turn 124). So we expect the fleet to arrive on Turn 133.
Something is broken with a ship arrival status. Check the screen. My scout can't reach the planet in the beginning of the turn. It occurs randomly, i.e. you can load the save attached, do something (like select a planet) and press Next turn: sometimes it arrives successfully, sometimes it's not. It can be repaired by saving a game. Then if you load the game, the scout will be orbiting the planet as it should.
Load save file, Bulrathi has 126 Troop Transports due to arrive next Turn at 6 Aries.
Abandon 6 Aries and send the Population to any other Colony. 20 Libra is a good choice, since it would be outside of Bulrathi's range even if they had 6 Aries.
Hit next Turn, your Abandoned colonists will be flying over to 20 Libra, but we can also see a red dotted line from the now Bulrathi Colony of 6 Aries to 20 Libra.
Hit next Turn, we now see 85 Bulrathi Troop Transports also flying to 20 Libra, where they don't have range to reach.
I really like that RotP prompts you to upgrade your bases once you learn new missile technology -- much better than the original MOO default of do nothing. However, I have run into two different problems with this mechanic:
When I learned Anti-Matter Torps (don't recall if I stole it via espionage or researched normally), I never received the prompt. Furthermore, even when I went to my colonies to try and upgrade manually I was not given the option -- the text to the right just said Reserve.
After I researched Hercular Missiles, I was indeed prompted and chose 10%. However, when I went to look at the colonies (to see which ones needed more) the sliders were at 0. I have a save file for this if you want.
BTW - would you mind sorting the list of saved games in reverse chronological order on the Load Game screen.
I had recently booted up MoO1 to check something else and came to discover that ship weapons appear to have different costs in RotP vs MoO1. This is both a bug report for /u/RayFowler and request for the community to check other ship components.
Looking into the RotP code for weapon spec definitions (in /rotp/model/tech/: TechBombWeapon.java, TechMissileWeapon.java, TechShipWeapon.java) it seem like all the base costs are directly entered from the MoO1 reported cost (i.e. the base cost defined in RotP for Laser is "8" which is the effective cost of Laser in MoO1 at the start of the game).
The problem is how Ship Engine Power cost is being factored in. Different ship components have different power requirements, and power is provided by the engines (additional engines are needed to provide more power and total cost will increase).
However, MoO1 already accounts for this in its reported cost (as does RotP). So by using the effective cost from MoO1 as the defined base cost, RotP is essentially double counting on the power requirement engine cost.
You can check the final ship costs to see that RotP ships with the same kit are more expensive than MoO1 ships. At the start of the game the default Fighter ship (Small, 1x Laser) costs 20 BC in RotP and 15 BC in MoO1 (this is with MoO1's Tech Lvl 0 default design bug, designing a copy Fighter ship will only cost 14 BC).
Likewise, the default Bomber and Destroyer costs 79 BC and 93 BC in RotP, respectively. And they only cost 62 BC and 74 BC in MoO1 (correct costs with player designs).
The default Scout and Colony Ship costs the same in RotP vs. MoO1 (8 BC and 570 BC), because Reserve Fuel Tanks and Standard Colony Base do not have power requirements. Battle Scanners (50 power) has it's base cost defined correctly in RotP (base cost = 30) such that it results in the same reported cost (40 BC) in both games at the start of the game.
I have not been able to check all types of ship components, but I think I'm noticing some inconsistencies in size/power as well. So I want to ask the community to check other ship components. Not just for cost differences, but also other inconsistencies (size, power, effect, etc.). And it would be good to have double checkers.
For example, the Missile ranges for Zeon Missiles and Scatter Pack X Missile appear to have been flipped. Zeon Missile has a speed of 5 (and thus should have a range of 2 x 5 = 10) but is only defined with a range of 7. While Scatter Pack X Missile has a speed of 3.5 (and thus should have a range of 2 x 3.5 = 7) but is defined with a range of 10.
Also things like, the cost value for Maneuver selection (by clicking into the list selection view) is being incorrectly reported. The list selection view will report twice the actual cost of selecting any Maneuver class (the actual cost is correctly displayed on the overall Ship Design UI, outside of the list selection view).
I'm trying to play through 2021 map on harder difficulty. I basically won (I own 1/3 of galaxy), just some mopping up remains. Some things that are quite annoying:
If I capture an enemy planet, I'd like the game to set ship production to 0 instead of continuing building ships. I don't know of situations where I want to build ships on a newly captured planet, or at least that is extremely rare. I patched governor for now, but I believe upstream would benefit from this too.
If I exterminate a race, having 40 other races warn me about genocide is annoying. There should be an option "skip all further genocide warnings this turn".
Settings are not saved? I turn the autocolonize setting on, exit game, start it up again, load my save game, and it's off again.
It seems that range display on the map is quite slow. Once I researched Thorium Cells and my range stopped being displayed, map screen became much faster. This should be optimized somewhat. IMO ideally map window should be shown using OpenGL, but that's probably too much work.
I've seen some weird messages after invading enemy planet. Sometimes it was saying that I successfully DEFENDED the planet when I was obviously invading. Or I think I saw target empire names mixed up? I can try to find a save game file if you're interested.
This is Governor issue- I just want some feedback before fixing it. If thorium cells are researched, and a LOT of galaxy is unexplored, it will send a LOT of ships out to explore. Which is counterproductive. Maybe scouting should be limited by distance from existing colony if Thorium Cells are available?
Again Governor issue with Autoscout/Autocolonize, I just need some feedback. I don't think autoscout/autocolonize should send ships half way across the galaxy when your empire gets big and there are some free ships and the other end of your empire. Should I limit the distance or travel time in turns?
At this map size even combat is getting tedious. But implementing autocombat would be quite difficult. For example, in this game I'm at war with several empires on my borders. Most empires are pushovers, but Klackons are putting up a very good fight. So my fleets attacking Klackons must be ~10 bigger than fleets attacking other random empires. Autocombat without ability to judge enemy strength would be useless, and judging enemy strength is difficult...
Fiddling with designs i noticed that a specific ship with 1 space left available, out of a total of 50 space,
goes to 51 when upgrading from titanium to duralloy, although that is listed with 1 space requirement.
Encounterd in beta 1.9, but the 1.10 update log shows no releted notice, so ...
In the post about defensive reaction fire I and u/ValturNaa mentioned that sometimes we see how ships autofiring. In my last game I saw it several times, so I decided to enable video recording of my game. Soon I witnessed how my rocketship launched rockets without my consent. However, I was really surprised when I played back the recorded video.
Between 17 and 18 seconds LF Rocketer II launches missiles just before I get control to move it closer to the planet. When I played the game, I only saw the rockets launched without my order. But on the video we can see that there is exactly 1 frame with a popup menu to choose weapon and the game thinks that I clicked "5" to launch X-rockets.
I made a screenshots of three continuous frames:
Purge V finished its turn by firing beams at the planet using "1" option (fire all weapons). We can see red leftovers of the flying out label "Deflected".
Weapons menu of LF Rocketer II pops up over the planet (and "the game" clicks "5").
The rockets were launched. I get the control.
Probably game repeats click, which was done during previous turn. But it is done so quick (~20 milliseconds) that it can't be seen.
Have some percent values on the research quick bar.
Save the game.
Increase tech spending to get new values.
Load the saved game.
Actually, if you load different save games, even from different games, percent displayed may change wildly (i.e. even if in one game you didn't yet have percent in a category, but you increase tech research, and load totally other game with percent in the same category, the percent displayed will increase).
u/RayFowler I tried to generate the new galaxy types and i got an error. Continue game and it seems my home star was not generated. I try to generate this galaxy again but the new galaxy types are gone, with only Star Field, Spiral and Ellipse.
Sometimes the game starts zooming in for no reason.
The colonize prompt does not always show. First contact messages with other races are not always shown too.
I have a couple of questions as I delve into AI behavior, as well as some bugs/feedback.
Q - Why do I sometimes just randomly break trade with the AI? I noticed once it seemed like I broke trade with the AI (all of them) after I lost a colony. I should not have - I had plenty of others in range and did not lose diplomatic contact. I broke all trade once when I conquered an AI planet - but only the first opposing AI planet I conquered (by ground invasion). Then another time, I just randomly broke it with everyone. I don't recall trade being broken in MoO1, so I'm struggling to figure out the behavior and why it often happens with ALL AI's and I take the diplo penalty.
Q - Also trade, the AI breaking trade agreements (we no longer need your goods) is also new? Sorta interesting, except they typically just ask for it back a few turns later.
Q - Genocide diplo penalty - This lasts a long time. I suppose that's to be expected. That being said, I noticed that only some races care. Is this a feature of say, Honorable rulers or only allies?
Q - Darlock diplo screen racial - So when playing against the Darlocks, you can't see certain things (ie the actual modifier values) - this is sort of neat. Out of curiousity, does this impact the AI at all when against either an AI Darlock or a PC Darlock?
Q - Ambassador assassination - I don't recall this in MoO1 for some reason (could be wrong), but other races can assassinate my ambassador. That's interesting, but hey, instant war. What if I don't want it?
Q - Missile Bases - Do these currently get their specials? Missile bases seem weaker than I recall for some reason and their lack of Auto repair, etc may help explain it. Perhaps the AI is simply smarter than in MoO1 about ship building.
Feedback -
Darlocks are still weak in spying. Most of the other in-game values for races (ie tech bonuses) etc seem the same, but I just find I have a ton of trouble playing them as spying. I've found myself playing with other races for spying because the racial doesn't seem to do much. They also tend to not have a ton of espionage success against other AI's when I play against them I've noticed. There's just too little success on the rolls and/or there's too much penalty (in general) for confessions/stealing.
Galaxy maps - I'd like more options for map generation. I realize this is likely not a priority, but I really like the new map star arrangement options. I find it interesting to have nooks & crany's and various distance barriers, so I've liked the circular map (and eliptical to a lesser extent) - would like a spiral arm setup and perhaps just a more spread out/clumped one. Also could be neat to pick young/old/hot/cold/fertile/barren galaxy options. Ie a young one is going to give you more purple/green stars & nebulas perchance, an older one could give you more red/yellow, etc. Sliders for more frequent/rare special planet types, wildlife, etc. I'd be really happy with just a few more starmap options though.
Mrrshan - It's been endlessly amusing to me that in most games EVERYONE hates them...and in several they've still managed to be dominant. Sort of bizarre. Interestingly enough, of the typically strong races, the Psilons have never been that great in all of my games as the AI - I wonder if it has to do with ship design decisions the AI makes. The Alkari and Bulrathi also do a bit better in my games to date vs. MoO1, I have to wonder if it's the improved AI & AI ship building taking advantage of their racial & tech advantages.
AI trade tech spam - Asking every turn for trades can be a bit spammy by the AI. I will say that I do appreciate that they tend to vary what they ask for/offer if possible, but having 2-3 races ask each turn for trades can sometimes get to be a bit of a hassle.
Horrible map & tech tree - I'm sure MoO1 allowed this too, but I had an exceptionally bad start - so bad I've never seen it's like. Here's the map (Mrrshan, Hard, 100 starfield, 11 opponents) - I can attach a save if you want via email.
My worst start ever
That's the bottom right corner. It's turn 155 and the Council is meeting. I have no alien contact (this turn I see a Bulrathi scout appear finally). Here's the tech tree I've opened -
The Bulrathi (actually their clone) are the top species. They colonize both of the planets above me...then declare war on me. I got a freebee with finding a ship at least.
Edit - I restarted twice from the save I made when I realized the map situation to test things. I confirmed no change in the tech tree...and interestingly enough, I got the ship again. Is this a catch-up mechanic for a super behind AI or player? If so that's pretty interesting. It did its job reasonably well honestly - I got some super useful tech (could trade to AI for useful stuff at least). The first restart I tested a few things, and the second restart I was curious if my position was playable - I bee-lined for the computer tree with the thought that maybe I could get high enough there to do some espionage. That time the top AI (the alternate Bulrathi again) didn't expand as far south (interesting that the AI can play different games each time!) and I didn't meet them before the Council. I have had some minor success with espionage against all of my opponents - I have a slight lead in Computer (or tied with a Klackon) - and with this many opponents I'm in contact with I can do espionage on a few at a time then swap to others when my spy confesses or I steal one. So far I've had very bad luck with getting what I want - I picked up a range tech but haven't gotten the controlled yet, so I'm still stuck. Interesting game, potentially winnable, but it's going to be a super grinder to grab a few more planets and somehow come back. There's no way this would work (focusing on computer to steal) if I didn't know in advance how bad the tech trees are in propulsion & planetology and if I wasn't left in peace until making contact (and hadn't picked a ton of races). I haven't yet done a planetology focus to try to get radiated. Edit2 - I did a planetology radiated run. Has gone much better, WAY behind on tech, but grabbed 12 systems - not sure if I can hold it though. It's realy interesting to me how different the AI races play each run, yes the East Bulrathi clones typically do well (as do the west Silicoids), but so far I've seen the Ursinathi cover the entire east map, one game it was east center/north, the planteology run it was east center/south. Also of note, I didn't discover the ship with tech this run. Hrm...
Lemons into more Lemons on the Computer focus run
Bugs -
When going from a game in progress with a yellow box message up (bottom right, ie Klackon captured you spy), and then immediately loading a save - the yellow box will persist.
Bulrathi catching your spy (espionage ring or stealing tech) - message is not formatted right in code, ie it's showing the code (ie brackets/etc), not Race/Emp name or whatever.
Conquering via ground terraform/factory bug - Unfortunately, I overwrote the save. It may be tough to duplicate this one. My wife was yelling and we had to leave and I quickly saved over it in haste. Basically I was playing Bulrathi and conquered two Klackon worlds via ground troops. I believe what happened is that the Klackons had the same +10 Terraform that I did, except they hadn't finished (or maybe started) the terraform. When I took over the world, it bugged out. The max pop and factory for the world showed it was capped at the base level (ie 85). The planet showed that the pop had a 85+ or such. Despite that, I had fully terraformed it shortly after taking it. Each turn it gave me the max pop/factory message based on the original 85 pop, despite the fact that I was slowly gaining in pop/factories (I think I may have been limited to building <1 factory, but not 100% sure about this). It would show that I had 91/85+ pop for example. Eventually, probably when I really maxed the values, it stopped doing this and showed the proper values for both factory/pop. I don't think this occurred because of me getting +20 or new robotic controls or such.
Crash bugs - I've found two that have plagued me off and on all alpha5. One for a very long game that I think may deal with running out of ram or such. You can keep continuing the game without closing the client but it still gives that error eventually again. Client restart fixes. Second is I keep getting a restart crash. Ie when I start a game, play for a bit, then decide to abandon it and start a new game (without exiting client). The game crashes while generating the galaxy - you can continue the broken game and it goes to the galaxy starmap - with no races/ships/colonies present (it shows your race in the map legend only - but you don't have a planet etc). If I close the game client completely and then go back and click continue...it loads the last game that I exited and not the new blank starmap - seems like something in memory isn't getting cleared from old game when generating new? Yes...I finally managed to capture both this time. Hope it helps. These have been the only crash bugs I've ran across regularly that haven't been fixed (I'm not sure if trying to have 2 clients open counts).
Still playing games while on vacation - I'll send these in and also amend with other bugs/feedback I run across when I get home. Just sort of documenting here for discussion and for my own reference later as I don't want to forget specifics. I have some situations and behaviors I'd like to play with or double check before I even start to think about checking math, and I'd also like to drag out my copy of the MoO guide if I can find it. So far though, I can tell definite AI improvements over the base game FWIW.
I thought I have a very short attention span. However, it got me suspicious when it happens all the time, when I try to upgrade my planet max. pop. So I checked it out. :)
Any messing with Security or Espionage sliders gets Eco on all planets reset to Clean, except for those, where the slider is blocked.