Author Topic: Nominations for "Bug of the Year" (I)  (Read 8041 times)

Offline Diazo

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Re: Nominations for "Bug of the Year" (I)
« Reply #30 on: April 04, 2013, 07:53:48 pm »
*Nomination: Plasma Siege Starship still damages Human Home Command Center and irreplaceable structures underneath (Cryo Pods, Home Settlements, etc). (- it's supposed to still hit them with normal hits and AOE, just not via the hit-stuff-under-forcefields logic)

I probably could have phrased that better.  The Human Home Command Center and irreplaceable structures are still suffering hits when under forcefields.  I don't expect them to ignore a direct hit, but they are definitely taking damage via the hit-stuff-under-forcefields logic.  I remember that coming up, but I noticed that they were still taking hits.  If need be, I should be able to replicate it.
Erm, I saw something different.

Last night the second wave to hit my homeworld had a plasma siege so this is as of the most recent patch.

This is all while under FF.

The 3 constructors all took damage which is as expected, but my Home Command took damage as-well. I also lost my Sci Lab and engies under there.

The Cryro Pods and the Home Settlements did not. (This is what 'irreplaceable' above means I think.) I don't think the energy collector took damage, but it was early enough in the game I'm not sure I would have blacked out if I lost it and as I had remains rebuilders around....

D.

Offline keith.lamothe

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Re: Nominations for "Bug of the Year" (I)
« Reply #31 on: April 04, 2013, 07:59:23 pm »
Ok, in that case it's probably just the HCS not having the flag, whereas the settlements and pods do.
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Offline Winge

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Re: Nominations for "Bug of the Year" (I)
« Reply #32 on: April 04, 2013, 08:05:38 pm »
Ok, in that case it's probably just the HCS not having the flag, whereas the settlements and pods do.

Could be.  I know the HCS takes damage, because that's rather important to me.  I just put new paint on it!

I may have thought the others took damage in my panic (and due to the large number of green lines suddenly appearing near them) when they did not.
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Offline TechSY730

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Re: Nominations for "Bug of the Year" (I)
« Reply #33 on: April 04, 2013, 08:11:52 pm »
Could be.  I know the HCS takes damage, because that's rather important to me.  I just put new paint on it!

Ack, the paint job! Why does the AI always have to mess up the paint job.

Oh yea, and there's the whole humanity's last real settlement and thus humanty's last hope thing.

Offline Bognor

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Re: Nominations for "Bug of the Year" (I)
« Reply #34 on: April 04, 2013, 10:22:50 pm »
Speaking of quick to fix, 0009308: Climax-shattering grammar woopsie is a request to remove one apostrophe  :P

Nomination formatting fix for your convenience,

*Nomination: 0009308: Climax-shattering grammar woopsie is a request to remove one apostrophe  :P
Thanks TechSY, but I deliberately didn't nominate it as it didn't seem worth voting on, plus it seemed lame to just nominate two of my own Mantis posts. Anyway, all fixed now.

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Offline Wingflier

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Re: Nominations for "Bug of the Year" (I)
« Reply #35 on: April 05, 2013, 04:22:52 am »
Oh Keith, also don't forget to consider the Re-Director Rally Post bug, which was slated to be fixed before "next big release", and that was pre-6.0.

*Nomination: 0005875: Patrol mechanic of the Redirector Rally Posts does not function correctly.

It's weird because the minor factions (such as Dyson Gatlings or Human Resistance Fighters) will pop out of the wormhole just for a second to make sure everything is clear before moving on. Player units just keep on moving...
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Offline Winge

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Re: Nominations for "Bug of the Year" (I)
« Reply #36 on: April 06, 2013, 11:45:55 am »
Not sure if this was mentioned or not:
*Nomination: Seed special structures evenly between the two AIs

I just played against a Scorched Earth AI.  I didn't know it until I got the Achievement for it, because the only planet of AI2 that I killed was the HCS  :o.  Saved by the RNG there...
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Offline Diazo

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Re: Nominations for "Bug of the Year" (I)
« Reply #37 on: April 06, 2013, 11:51:28 am »
*Nomination: Plasma Siege Starship still damages Human Home Command Center and irreplaceable structures underneath (Cryo Pods, Home Settlements, etc). (- it's supposed to still hit them with normal hits and AOE, just not via the hit-stuff-under-forcefields logic)

I probably could have phrased that better.  The Human Home Command Center and irreplaceable structures are still suffering hits when under forcefields.  I don't expect them to ignore a direct hit, but they are definitely taking damage via the hit-stuff-under-forcefields logic.  I remember that coming up, but I noticed that they were still taking hits.  If need be, I should be able to replicate it.
Erm, I saw something different.

Last night the second wave to hit my homeworld had a plasma siege so this is as of the most recent patch.

This is all while under FF.

The 3 constructors all took damage which is as expected, but my Home Command took damage as-well. I also lost my Sci Lab and engies under there.

The Cryro Pods and the Home Settlements did not. (This is what 'irreplaceable' above means I think.) I don't think the energy collector took damage, but it was early enough in the game I'm not sure I would have blacked out if I lost it and as I had remains rebuilders around....

D.

Just got this again and my last post is a bit off.

Of the structures that get given to you on game start, only 4 have the no-damage from plasma siege while under FF flag.

Cryo Pods, Home Settlements, Energy Collectors and the Starship Constructor (no, I don't know why).

The Space Dock, Merc. Space Dock and home command took damage and all the ships (engies, remains rebuilders, sci lab) all died.

I did not have a matter converter build so no clue on that.

D.

Offline keith.lamothe

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Re: Nominations for "Bug of the Year" (I)
« Reply #38 on: April 06, 2013, 01:16:18 pm »
It's weird because the minor factions (such as Dyson Gatlings or Human Resistance Fighters) will pop out of the wormhole just for a second to make sure everything is clear before moving on. Player units just keep on moving...
The minor faction stuff uses totally different logic, actually, where they (usually) only enqueue one wormhole-traversal order at once.  Also, it only checks every so often for those, so there's a natural delay between "I'm out of orders" and issuing a new one.

The player units often have multiple wormhole traversal orders all at once, which removes that delay.  Or if they only have an order to go to that one planet, but it has a redirector, the redirector's logic happens a lot faster than the minor faction stuff.  If that's all it is, then just adding a bit of a delay would help there.

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Offline TIE Viper

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Re: Nominations for "Bug of the Year" (I)
« Reply #39 on: April 07, 2013, 02:00:49 am »
Did anyone mention the bug that was a fair while ago where the AI (the turtle one i think, or maybe it was all of them...can't remember) got WAAAAYYYYY more AI Eyes than it was supposed to?  Like on 2/3rds of the planets or something like that.
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Offline Wingflier

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Re: Nominations for "Bug of the Year" (I)
« Reply #40 on: April 07, 2013, 03:02:55 am »
It's weird because the minor factions (such as Dyson Gatlings or Human Resistance Fighters) will pop out of the wormhole just for a second to make sure everything is clear before moving on. Player units just keep on moving...
The minor faction stuff uses totally different logic, actually, where they (usually) only enqueue one wormhole-traversal order at once.  Also, it only checks every so often for those, so there's a natural delay between "I'm out of orders" and issuing a new one.

The player units often have multiple wormhole traversal orders all at once, which removes that delay.  Or if they only have an order to go to that one planet, but it has a redirector, the redirector's logic happens a lot faster than the minor faction stuff.  If that's all it is, then just adding a bit of a delay would help there.
I'm quite sure that's all it is.

I've studied this a lot since I posted the bug about a year and a half ago. That forced small delay minor factions get when going through a wormhole gives them enough time for their FRD to kick in. The human ships on patrol don't even stay on the planet in their patrol path long enough to check for enemies.
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Offline KDR_11k

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Re: Nominations for "Bug of the Year" (I)
« Reply #41 on: April 07, 2013, 03:14:27 am »
*Nomination: 0009943: Units avoid attacking hybrids if possible
*Nomination: 0009942: Intercept and slicer drones still spawn individually.
*Nomination: 0009944: Champion modules are not EMP immune

Does the Camouflager's annoying tendency to park a small number of ships on your planets and never moving them until another wave arrives count as a bug? It makes the planets under attack indicator useless and triggers all drone spawner units on that planet.

Offline Mánagarmr

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Re: Nominations for "Bug of the Year" (I)
« Reply #42 on: April 07, 2013, 09:09:03 am »
This:
Quote from: keith.lamothe
Nomination: Fix resource flow indicator to properly reflect when metal<=>crystal conversion is happening due to one resource being at cap
feels a tad superflous if crystal is going byebye in it's current implementation. No?
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Offline Bognor

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Re: Nominations for "Bug of the Year" (I)
« Reply #43 on: April 07, 2013, 11:22:02 pm »
Did anyone mention the bug that was a fair while ago where the AI (the turtle one i think, or maybe it was all of them...can't remember) got WAAAAYYYYY more AI Eyes than it was supposed to?  Like on 2/3rds of the planets or something like that.
Turtles and related AI types are supposed to get lots of Eyes.  See this quote from Keith.
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Offline keith.lamothe

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Re: Nominations for "Bug of the Year" (I)
« Reply #44 on: April 13, 2013, 12:49:36 pm »
Sorry for the delay, but the poll is finally up :)
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