Author Topic: Questions to the community about certain new features.  (Read 4427 times)

Offline x4000

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Questions to the community about certain new features.
« on: January 10, 2010, 01:15:48 am »
Hey all,

As you may know, I'm in extreme crunch mode at the moment trying to make sure that everything gets fully tested and fixed up before mid-day Monday or so, when we'll go gold for version 3.0.  There are a few features that require several hours of play to test, that I'd like feedback on from anyone who has data about them from their own sessions with the latest prereleases.  It would really help me out if you have any info on this you can share.  I will mark items off of this list as they are handled, and may add some new items if they come up.  There simply isn't enough time for me to both do extensive testing of my own on every last item at the moment, and fix all the things other people have found in their own testing.  I plan to do testing of my own tomorrow and Monday anyway, but if others can help with some questions that I currently have, that would save me a ton of time.  Many thanks in advance!  

1. There was previously a question of whether or not rally posts were working with non-FRD ships.  Can anyone confirm if that is still a problem or if it is now fixing?  I believe I have fixed this one, but am not 100% confident in it yet. (Confirmed by quickstix).

2. The question was raised if manufactories were starting to cause metal/crystal production changes too soon -- before they were finishd constructing.  Can anyone confirm or deny? (Confirmed by eRe4s3r).

3. Is anyone ever getting the AI taunting them after losing a big battle anymore?  EDIT: You would have to lose a big battle, with 300 ships or so of yours being killed by AI ships, without your last ship on the planet being scrapped or escaping.  Confirmed as broken by Oewyn.

4. I recently redid a lot of stuff with the advanced warp sensor.  Can anyone confirm that those are still working properly, and most notably that they are not functioning too soon (while under construction), but working fine after being completed? (Confirmed by quickstix)

5. From AARs people have posted, I take it that marauders are appearing periodically as they are supposed to. (Confirmed)  Can anyone confirm that resistance fighters are also working as expected?  (These I have mostly tested with the cheat spawns, for the sake of time, so far) (Note: Resistance fighters were never spawning in 2.202 and before, but should in 2.300 -- can anyone confirm this?)

6. Same deal with the mining golems -- can anyone confirm that those are appearing roughly every 3 hours or so when enabled? (Confirmed by eRe4s3r).

7. One user (Harry) reported that remains rebuilders seemed to be counting as scouts on the galaxy map, or maybe in the quick buttons (I am not positive which).  Possibly in the Find interface, I was not sure.  Can Harry or anyone else provide extra info, and a savegame that demonstrates this, if it is an issue still?  (Issue was with command stations counting as scouts -- fixed for next 2300).

8. One user (Oewyn) previously reported that turrets seemed to be ignoring paralyzed ships.  Can anyone confirm if that is still the case in the current versions (2.202 when that comes out in a bit), and provide a savegame that demonstrates this if so?  This is an issue prior to 2.300, but is fixed for 2.300.

9. In 2.300 and a few before, cross-planet attacks were messed up because of cold storage.  They would count down as normal, then nothing would happen.  This should be fixed in 2.600, but can someone confirm?  And if there is still a problem, can someone post a save from right before the cross-planet attack emerges?


Again, many thanks guys.  Normally I would test all of this myself, but as I still have over 90 other outstanding items on my list, these items that are more testing-oriented are just a bit out of scope from what I can handle myself at the moment.
« Last Edit: January 11, 2010, 04:25:58 am by x4000 »
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Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #1 on: January 10, 2010, 01:21:17 am »
3) No - but haven't really ever lost a (large) battle recently so maybe a fluke
4) I have raids incoming as ??? (see screenshot + save in pre-release topic)
5) In my game so far i have not seen resistance fighters - anywhere (3 hours in) but seen marauders a lot (ie, at least 4 independent raids of them)
6) Yes they do appear roughly that time, mine appeared on 2:40

To the others i can not comment
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #2 on: January 10, 2010, 01:24:24 am »
Thanks for the input!
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Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #3 on: January 10, 2010, 01:33:57 am »
Manufacturies work as expected - i tested both on construction no changes, on finish changes.. so work fine ;)

And i got the Event " Rebel Colony is going to loose Invisibility Protection on planet X" around 3:40 is that what you mean with resistence fighters? or is that another event.. anyhow these rebels are 7 hops away deep in enemy territory, seems kinda harsh to get a +100 progression that you can't stop  ^^
« Last Edit: January 10, 2010, 01:37:46 am by eRe4s3r »
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #4 on: January 10, 2010, 01:41:28 am »
Manufacturies work as expected - i tested both on construction no changes, on finish changes.. so work fine ;)

Excellent!  I've updated the list above, thanks! :)

And i got the Event " Rebel Colony is going to loose Invisibility Protection on planet X" around 3:40 is that what you mean with resistence fighters? or is that another event.. anyhow these rebels are 7 hops away deep in enemy territory, seems kinda harsh to get a +100 progression that you can't stop  ^^

The rebel colonies are different from the resistance fighters.  The resistance fighters are what show up to aid your forces sometimes when you are outnumbered but not by a whole lot (or when the battle is pretty even).  That's if the Human Resistance Fighters are turned on in the minor factions list.

The rebel human colony should have started with about 45 minutes of time before their cloak goes down.  Did it not?  And once it goes down, it may still be a bit of time before it is fully killed.
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Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #5 on: January 10, 2010, 01:45:31 am »
Well theres 4 black hole machines on the way ;p i need 45 minutes to even rebuild my lost fleet and get a leg up to the first adv lab + planet with more than 1 hop to research raid...

If it were 3 hours then it would be more realistic - at least then i could.. put together a deep raid fleet.. but even that'll cut it very very close if at all. 8 hops (or 7 depending on where i count) is something that easily takes an hour to fly through even if you had no resistance
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #6 on: January 10, 2010, 01:47:21 am »
Well theres 4 black hole machines on the way ;p i need 45 minutes to even rebuild my lost fleet and get a leg up to the first adv lab + planet with more than 1 hop to research raid...

If it were 3 hours then it would be more realistic - at least then i could.. put together a deep raid fleet.. but even that'll cut it very very close if at all. 8 hops (or 7 depending on where i count) is something that easily takes an hour to fly through even if you had no resistance

Hmm.  These are interesting points.  I think I will change it to 2 hours... and make the rebellions only happen every 5 hours or so.  The mining golems I will also adjust similarly.
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Offline quickstix

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Re: Questions to the community about certain new features.
« Reply #7 on: January 10, 2010, 01:55:45 am »
4. I recently redid a lot of stuff with the advanced warp sensor.  Can anyone confirm that those are still working properly, and most notably that they are not functioning too soon (while under construction), but working fine after being completed?

Advanced warp sensor is functioning correctly for me (2.2.0.1). Did not function during construction, and correctly made the onscreen wormhole turn red and the wormhole in the minimap flash.

Offline x4000

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Re: Questions to the community about certain new features.
« Reply #8 on: January 10, 2010, 01:56:47 am »
4. I recently redid a lot of stuff with the advanced warp sensor.  Can anyone confirm that those are still working properly, and most notably that they are not functioning too soon (while under construction), but working fine after being completed?

Advanced warp sensor is functioning correctly for me (2.2.0.1). Did not function during construction, and correctly made the onscreen wormhole turn red and the wormhole in the minimap flash.

Excellent news, thanks!
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Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #9 on: January 10, 2010, 02:08:46 am »
to 7)

With my limited understanding of this bug i tried

Remains as scouts = no
Remains REBUILDERS as scouts on own planets = no
on enemy planets = no
scrapping them = no
Remains are properly hidden when no scouts are on planet
Remains Rebuilders only give FOV, not scout intel .. so uhm, would say its no more an issue

in the find tab they are under remains re-builders ie, their own and not in the scout tab (i don't actually know what tab thats supposed to be though)
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #10 on: January 10, 2010, 02:13:39 am »
to 7)

With my limited understanding of this bug i tried

Remains as scouts = no
Remains REBUILDERS as scouts on own planets = no
on enemy planets = no
scrapping them = no
Remains are properly hidden when no scouts are on planet
Remains Rebuilders only give FOV, not scout intel .. so uhm, would say its no more an issue

in the find tab they are under remains re-builders ie, their own and not in the scout tab (i don't actually know what tab thats supposed to be though)

Okay -- sounds like this is probably not an issue, but I will leave it open for a bit just in case anyone else has info on it.
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Offline quickstix

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Re: Questions to the community about certain new features.
« Reply #11 on: January 10, 2010, 02:17:28 am »
1. There was previously a question of whether or not rally posts were working with non-FRD ships.  Can anyone confirm if that is still a problem or if it is now fixing?  I believe I have fixed this one, but am not 100% confident in it yet.

Confirmed working. Built a rally post in a system. Sent a group of ships through to that system as normal (CTRL+right click) and they all met at the rally post. Then sent a group through in FRD mode (CTRL+right click+V) and they also met at the rally post. Repeated this test a few more times, each time with success.

By the way, is it normal that ships sent through in FRD mode and who are idle now at the rally post, to display movement lines towards the middle of the system?

Offline Harry

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Re: Questions to the community about certain new features.
« Reply #12 on: January 10, 2010, 02:51:02 am »
Quote
Okay -- sounds like this is probably not an issue, but I will leave it open for a bit just in case anyone else has info on it.
Ah, I don't think I've described the issue clearly -- and it may not be an issue at all.  When I go to the galaxy map and choose the "O" filter to show "Scouts and Missiles" on the map, I see "Sct 3" over my homeworld.  But when I investigate that world, I see only two scouts.  There are two Mk1 scouts there, and two corresponding "diamonds" on the ship list.  So I'm not sure why the game is reporting "Sct 3".  The filter is labeled "Scouts and Missiles," but I don't see any single "missile" at that world.  I do have 35 MLRS turrets there, but I don't think that's what the filter is trying to capture.  I actually use this "O" filter quite a lot to manage my scouts, so it is something I notice.

For what it's worth, the game does correctly report the number of scouts when I have scouts NOT on one of my own worlds.  So I guess "Sct x" is reporting not just Scouts but ... something else I own? 

It's a very minor issue in any event, and perhaps I'm just not understanding the filter. It's certainly not worth staying up late to fix in time for your deadline!  :)

Hope this helps.


Offline Lancefighter

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Re: Questions to the community about certain new features.
« Reply #13 on: January 10, 2010, 03:02:34 am »
is it perhaps any unit that gives scout intell? Command stations do that if i recall
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Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #14 on: January 10, 2010, 11:46:01 am »
3)      I am no longer getting any AI taunts after large battles.  I even tried getting my non-military ships killed in the sector and that did not work.