Author Topic: Nominations for "Bug of the Year" (I)  (Read 8042 times)

Offline Radiant Phoenix

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Re: Nominations for "Bug of the Year" (I)
« Reply #15 on: April 03, 2013, 02:03:20 am »
(Running under wine)
* There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.
* Small ships bumping big ships or structures.
* I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.

Those are the things I've noticed, from most annoying to least annoying.

Offline Kahuna

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Re: Nominations for "Bug of the Year" (I)
« Reply #16 on: April 03, 2013, 08:19:42 am »
*Nomination: Mine line placing bug
..we meet again.. line placing bug!
« Last Edit: April 03, 2013, 08:22:14 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline onyhow

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Re: Nominations for "Bug of the Year" (I)
« Reply #17 on: April 03, 2013, 08:40:28 am »
« Last Edit: April 05, 2013, 05:45:58 am by onyhow »

Offline Bognor

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Re: Nominations for "Bug of the Year" (I)
« Reply #18 on: April 03, 2013, 09:08:38 am »
*Nomination: 0009958: Compilation of ship description problems Mark II

Not the most critical bugs, but Keith talked about limited time, and presumably text-only problems are much quicker to fix than those that require debugging.  Some of these are nitpicks but the first five could really influence players' decisions.

Speaking of quick to fix, 0009308: Climax-shattering grammar woopsie is a request to remove one apostrophe  :P
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Offline Poko

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Re: Nominations for "Bug of the Year" (I)
« Reply #19 on: April 03, 2013, 09:18:49 am »
*Nomination: Triggering a planet-specific alert for hostile ships on-planet results in happy green text in the upper left - not exactly an alert

Offline TechSY730

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Re: Nominations for "Bug of the Year" (I)
« Reply #20 on: April 03, 2013, 12:13:19 pm »
*Nomination: The numerous text box bugs (no mantis post) (may only happen when running in Linux under wine, aka, may not be your fault, but may still be worth looking into)

Can anyone else confirm or deny the bugginess of textboxes in this game when using supported environments (Windows or Mac)?
« Last Edit: April 03, 2013, 12:15:05 pm by TechSY730 »

Offline TechSY730

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Re: Nominations for "Bug of the Year" (I)
« Reply #21 on: April 03, 2013, 12:14:18 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

Offline TechSY730

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Re: Nominations for "Bug of the Year" (I)
« Reply #22 on: April 03, 2013, 12:16:24 pm »
(Running under wine)
* There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.
* Small ships bumping big ships or structures.
* I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.

Those are the things I've noticed, from most annoying to least annoying.

More formatting fixes because I am feeling kind right now.

(Running under wine)
*Nomination: There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.
*Nomination: Small ships bumping big ships or structures.
*Nomination: I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.

Offline Hearteater

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Re: Nominations for "Bug of the Year" (I)
« Reply #23 on: April 03, 2013, 12:29:40 pm »
Speaking of guard posts:

*Nomination: Fix guard post count in intel summary

Offline Fealthas

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Re: Nominations for "Bug of the Year" (I)
« Reply #24 on: April 03, 2013, 02:12:29 pm »
(Running under wine)
* There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.
* Small ships bumping big ships or structures.
* I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.

Those are the things I've noticed, from most annoying to least annoying.

Incase you still have problem #1, I have found that replacing the images for that structure with that of another removes that problem. You copy the pictures from FallenSpire_SpireShipyard into the city folder. Your city will look like a shipyard, but no errors.  :D

Offline keith.lamothe

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Re: Nominations for "Bug of the Year" (I)
« Reply #25 on: April 03, 2013, 02:17:13 pm »
(Running under wine)
* There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.
* Small ships bumping big ships or structures.
* I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.

Those are the things I've noticed, from most annoying to least annoying.

Incase you still have problem #1, I have found that replacing the images for that structure with that of another removes that problem. You copy the pictures from FallenSpire_SpireShipyard into the city folder. Your city will look like a shipyard, but no errors.  :D
A reinstall and update should also fix it, as the current version's image does not have the mis-sized problem :)
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Offline Radiant Phoenix

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Re: Nominations for "Bug of the Year" (I)
« Reply #26 on: April 04, 2013, 02:22:38 pm »
A reinstall and update should also fix it, as the current version's image does not have the mis-sized problem :)
Which version was it fixed in, and was the change made in the installer or the updates?

I re-installed (and subsequently updated) from my old (last fall, after Ancient Shadows came out) installers on March 9th (6.011).

Offline Echo35

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Re: Nominations for "Bug of the Year" (I)
« Reply #27 on: April 04, 2013, 04:36:22 pm »
We need something that allows the players to build "roads", so they don't have to keep giving their units tedious orders which often end in misery.

Not that I've played in a little while, but I've gotten in the habit of using re-director posts to make highways that ships should follow to the front lines. It's very micro though, and I wouldn't mind a way to do that from the main map.
But what if you don't want your guys going the entire way each time you click a planet in the "route"?  That's an all-or-nothing solution I didn't even think about. I guess it works, but it's almost more micro-heavy than what we currently have.

It is absolutely micro heavy, but it works well. I definitely would like an easier way to do it. I usually run the highways along m y supply spines and run ships up to a central world that acts as a sort of staging area, and fan out my ships from there.

Offline keith.lamothe

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Re: Nominations for "Bug of the Year" (I)
« Reply #28 on: April 04, 2013, 06:12:35 pm »
Ok, this is the list I'm seeing here:

*Nomination: "Defensive Hybrids are mobilizing" doesn't seem to do anything
*Nomination: AI Neinzul Younglings unnecessarily path through human planets to reach regen chamber.
*Nomination: AI Neinzul Younglings rarely use AI Neinzul regeneration chambers
*Nomination: AI Ships waiting to enter wormholes sometimes go through anyways
*Nomination: AI units sometimes move jumpily (and not in a productive/consistent direction)
*Nomination: AI units sometimes not moving into attack range of their target
*Nomination: AI units sometimes retreat way too early
*Nomination: AI wave ships attacked and now they won't move
*Nomination: Auto-kiting units sometimes kite out of range
*Nomination: Chat messages not wrapping
*Nomination: Cloaked unit sidebar icon gives ship types
*Nomination: Collision ejection overcompensates frequently
*Nomination: Custom Search not showing stationary units for planets where you have no visibility.
*Nomination: Human ships occasionally getting teleported into the middle of nowhere
*Nomination: Freed AI Melee Units that are waiting at a wormhole don't always attack
*Nomination: Line place bugs...actually there are quite a few of these.
*Nomination: Make turret caps a multiple of 8 to fix ultra-low ship cap rounding errors skewing balance
*Nomination: Fix resource flow indicator to properly reflect when metal<=>crystal conversion is happening due to one resource being at cap
*Nomination: Neizul ships only fill 1 regeneration chamber, leave the rest empty
*Nomination: Regenerated AI ships through Neinzul Scapegoats trigger Neinzul Clusters
*Nomination: Regeneration golem  doesnt respawn tractor beam ships
*Nomination: Remains Rebuilders not always getting "preempted" when a command station becomes elegible to rebuild
*Nomination: Remains Rebuilders won't always rebuild energy collectors (or matter converters) when there isn't enough power
*Nomination: Ships in FRD not always regathering at FRD point
*Nomination: Text box bugs (may be only on WINE)
*Nomination: Triggering a planet-specific alert for hostile ships on-planet results in happy green text in the upper left - not exactly an alert
*Nomination: When a plasma siege starship's FF splash damages a command center no warning is given
*Nomination: When using the apply to selection on something that is under contruction, the build progress is reset.


Some I left out because they are not bugs:

*Nomination: AI Neinzul units should not retreat in general circumstances (suggestion)
*Nomination: AI Units retreating from attacks should consider using carrier guardians (suggestion)
*Nomination: AI Units wait too long before retreating to a carrier guardian (suggestion)
*Nomination: Add "Neutered Marker" to the Galaxy Map.
*Nomination: (the one where Wingflier complained about the pathfinding, it's working to-spec and iirc hasn't changed since before I started at Arcen; interface improvements are a separate category than bugs)
*Nomination: Add Cloaker mine immunity
*Nomination: Ai difficulty 1-5 are useless.
*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)
*Nomination: Remove tachyon emission from (non-tachyon) astro trains
*Nomination: The AI should treat blade spawners as long range units (suggestion)


Some I left out because I believe they're already fixed:

*Nomination: I think there used to be a crash when I quit a game (but didn't close the program) and then tried to... enter the lobby again? load a saved game?... anyway, it seems like it might be gone now.
*Nomination: There's this big red error message in the top right that sometimes pops up when I zoom in on a fallen spire city that doesn't actually seem to do anything but is really annoying.


Some I left out because I don't have enough information to know what the complaint is, therefore voters would presumably not have enough info to know exactly what they'd be voting for:

*Nomination: Small ships bumping big ships or structures (no mantis post)


Some I just now fixed:

*Nomination: AI should not put speed boosters (the unit) into stand down mode (or instead, they should speed boost even in stand down mode) (suggestion)
*Nomination: Climax-shattering grammar woopsie
*Nomination: Compilation of ship description problems Mark II
*Nomination: Fix guard post count in intel summary
*Nomination: Human allied neinzul enclaves (minor faction) collide and push around stuff they should not too much
*Nomination: Increase mod fort collision priority
*Nomination: Modular fortresses move around
*Nomination: Spire building tool-tips hard to understand. (What are reactors for?Do they power 1 thing or a shipyard and a habitation center?)
*Nomination: Spirecraft shieldbearers need a higher "push priority" (no mantis post, but mentioned on a forum post.) - I'm assuming this was related to allied enclaves



So I'm not sure I should actually post the poll, as many of the issues people seem to actually feel strong enough about to nominate don't really fit the category of bugs (The next poll I'd planned to do was one on interface improvements, which sounds like y'all are more interested in), and many of the others are kind of hard to understand unless you've encountered them, etc.  May try again tomorrow when I have some more mental energy ;)
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Offline Winge

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Re: Nominations for "Bug of the Year" (I)
« Reply #29 on: April 04, 2013, 07:37:48 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.
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