I don't recall seeing any reports relating to these bugs or release notes in more current pre-releases regarding them, so I am including them here in the case they have not yet been spotted.
Thanks!
Lazy Turrets
Turrets right next to an enemy won't fire if another turret's shot will destroy it. This even happens when that other turret is a sniper turret on the opposite side of the planet. A great deal of damage can be done by these ships if it takes too long for that shot to reach them. Could the priority be tweaked so that this doesn't happen?
This is actually by design, to an extent. If a ship has more damage incoming than its health, then for the sake of efficiency the other ships won't shoot at it. I don't think there is much here that I can change without breaking something else or causing too many checks and thus more CPU overhead. Right now these numbers are all handled in aggregate, which is a lot more efficient, but which does not differentiate between shots from snipers or shorter-range ones. I could put in code to ignore sniper-type shots in this scenario, but then you get into issues with fast-moving ships (like autocannon minipods) fleeing from missiles that are slower to catch up.
The important thing to remember is that this works both ways, so you get the benefit of this when you are attacking the enemy. Given how many sniper turrets AIs tend to have, I think this probably works in your favor more often than theirs. It's a tough one, and I imagine I'll revisit it at some point, but at the moment a solution is just not coming to me (this has come up before, if you can't tell -- in relation to the autocannons, not snipers, though).
The Incredible Seeking Minor Electric Shocks
I don't recall precisely what type of shot it was (I think it was a minor electric shock from an anti-starship arachnid), but I swear one or more projectiles from a battle followed my teleport battle stations through a wormhole. I had them parked next to my engineers when all of the sudden, three of the teleport stations exploded. It was also the case that, in the enemy system, there were literally hundreds of shots still following the teleport stations from one side of the planet to the other. If you need a save, I'll toss one of our recent ones up.
If you have a save that demonstrates this, by all means toss it up. But I've just gone through all the relevant code, and there's no way a shot will change planets -- there is no such logic anywhere on shots. Most likely what happened is that the shots hit right in the brief second where the battle station is invisible or nearly so, but not flipped over to the new planet just yet. Then as it is hit, it pops over and explodes there.
There's also a chance that the shot had not quite yet registered that the battle station was on the other planet, and thus hit it from the shot's current planet. I've made a code change for the upcoming J version that should prevent this issue if that's what it was.
Attack Formation Timer\
Whenever we have a 'attack forming wherever' message, the timer starts at 8:00 and then goes directly to 3:59. Where did the other 4 minutes go, or were they even there to begin with?
This is a bug. I'll look into it, but basically it is out of sync somewhere. In a past version it was setting something like 10,000 hours of time on the timers, so I put in logic to cap this down to the actual supposed starting value. Then evidently I may have tweaked the starting values since then, and just did not adjust the cap logic. Added to the short-term list:
http://arcengames.com/forums/index.php/topic,612.0.htmlGalaxy Map Background
When you switch through planets using control groups on the galaxy map, the background of the galaxy map changes. Is this intended behaviour?
Wow, awesome catch -- that is super subtle, and was definitely not intended. I've fixed that for J. Thanks!