How To Handle Space Bugs
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050 Patchnotes
The History description for the Festron is truncated. It ends "Those that conquer Festron worlds, or welcome Festron colonists to theirs, will soon learn it". On my 2560x1440 screen with default display settings, it looks like there should be two or three more lines available to display text, so I can't tell if it's a problem displaying the text or if the description itself is incomplete.
The leader recruitment window still says "or drag-and-dropping cards to your bottom list of leaders" when the list is now on the left, not at the bottom.
It is not a display problem. I've checked the text file, and it is the same as what's displayed. I don't think the description is incomplete. I was going to report a missing period at the end of the description. I think "it" at the end of the description refers to "there is no sharing worlds with the Festron" in the previous sentence.
That makes sense, so there should be a period at the end of the sentence. I would rather see it worded "they will soon learn that lesson." however.
Older ships can appear invisible (except for the tooltip) but are still selectable:
I'm not sure the 3rd option on the Festron Survivors event makes sense if you're playing as the Festron. It says "The Festron will be hungry after stasis. Feed them a few crew members when they wake up." and awards a Festron colony ship, +3 intimidation, and -10% approval for 25 turns. Do you feed Festrons to Festrons? If you're the Festron, why the -10% approval?
I think that makes it a lot clearer.
I found a bug/exploit when my survey ship had a drone module. When I used the short-range missile attack, I got two drones added to my fleet. This continued until I made a normal attack, then they all vanished. After that, I still got two drones added each time I used the short-range missile attack. I already posted on Discord a link to a save showing this. Derek indicated he was already checking it out. I'm just putting this here so it is less likely to get lost. It case anyone else wants the save, here is the link.https://www.dropbox.com/s/k12divoeva7z1gd/A%200%2050%20Exploit%20Short-Range%20Missile.zip?dl=1=============================I'm playing as the Festron. I think I've had all the events that allow me get other races on my planets. I've built all the special buildings on my home planet to get those races there. I wanted to see how long they lasted as non-Festron. Some seem to have changed very quickly while others haven't changed. I don't know what determines the speed of the change, but it has caused some interesting problems with those that are still non-Festron. They hate being on a planet with one Festron, so imagine how they feel about being on a planet that has a lot of Festron and keeps getting more Festron and fewer non-Festron. It has also helped in some ways when some individuals changed from what they were to Festron. I found that sentient plants (Baratak Grove) can be changed to Festron. I wonder if plants should be immune like the Yor and Onyx Hive.All these extra beings of all kinds are causing trouble because my home planet is now full. I won't be taking in so many in future games, but this time has been great for learning more about the Festron. It's time to start colonizing more planets. I wonder if I should colonize with Festron or non-Festron.====================================It took a while for me to find another race in my sector, but I finally found the Altarians. That allowed me to research the Universal Translator, which I did after doing other research. After I did research it, the Altarians initiated a trade. This was just like in 0.45. What was different this time was that the Universal Translator was not on the list of techs I could trade to them. This means they had already researched it, so that bug from 0.45 has definitely been fixed.================================The Altarians still aren't doing much. I met them when I met their survey ship. When I got to the vicinity of their home system, they hadn't expanded. I don't see how they could have missed a star system very close to them with two excellent precursor planets that don't seem to need any special tech to colonize.
Why haven't they expanded? I guess I was too impatient. They have colonized two worlds, but they weren't the precursor worlds, so I colonized them. They aren't doing very well.
Text wrap, cut off still exists in games setup screens...
Opening screen doesn't save customized messages for faction stories ect...
Even though I customized my faction portrait to something other than DL Bradley, it shows that I Seilore am DL Bradley not my Agite customized picture. Even that my citizens are torran not human.
I used a Chimeric Biomass (might have the name wrong) which said it would add two tiles and +1 farming. It added 1 tile, and now has 25 tiles but claims to be a class 26 planet. At least it wasn't a vacant tile as it was in .45.
In 0.45, every time I could trade with a race I recently met, Subspace Scanning and Subspace Streams were always two techs that I could trade. Much later they did get those techs because I sometimes found them in sectors that weren't their original sector.
In my 0.50 game, I got this trade offer on turn 87.
Notice the Subspace Streaming is a tech I can trade to them, but Subspace Scanning isn't. They didn't get Subspace Scanning from me, so either they researched it or they got it from another race that had researched it. This is the first time I've seen this situation in any version of the Alpha. It looks like they can research the first one a lot earlier now, so maybe they will get the second one earlier also. The AI is getting better.
I found the new Civilization Policies window by clicking on the advisor's advice to select a policy. Is there another way to open that window? I couldn't find one. I thought it might be a new tab on the Govern Civilization window, but it's not. I guess it's supposed to be accessed via the Policies icon between the Leaders and the Ideology icons, but that's grayed out.
Typo: On the Civilization Overview at the left of the Civilization Policies window, "Adjusting your tax rat effects income" should be "Adjusting your tax rate affects income".
My first game on .50 is galaxy size Constellation, sector size Huge, Proximity "Distanced From AI". I thought that this might give me one other AI in my starting sector, but it turns out I'm alone. Perhaps that's because I only had 8 players.
Also, I've now explored the entire huge starting sector, and the only resources I've found are one antimatter and one promethion. I had Resource Frequency Common, Asteroid Frequency Common, Nebulae Occasional, and Black Hole Frequency Uncommon.
A saved game is here, in case anyone wants to look at it.
I guess I'll play with the resource settings and try a new game.
.50 Showing Available governors but the second one is not available. Recruitable governors below that one, the recruitable governors line should be one higher.
You need to update the text for Artificial Gravity to make it plain that Small Hulls can be produced with this Tech, and change the text for the old Tech that enabled Small Hulls to be built, since that Tech no longer does it.
Build updated.
Just was awarded +2 kinetic attack via an anomaly, my ship did not get kinetic attack. (.50)
I had some strange things happen in my current game. It is a new game started with the 0.50.190544 update this afternoon.The Corporate Sector sent the Gaze, one of the new command ships, and several tiny ships with 1 missile attack, which never formed a fleet, to eliminate a group of pirate ships and their shipyard. When the ships got to the area of the pirate ships, they all just milled around each other without attacking. This went on for several turns.Before that encounter between The Corporate Sector and the pirates, I had an event that allowed me to build the ship Ysengard. After I built it, I moved it to the area of a different pirate shipyard that was near me so I could destroy the pirates and maybe the shipyard.When the Ysengard got there to attack a pirate ship, the battle prediction indicated no casualties for my ship and total loss for the pirate ship. When the attack was made, the animation for the attack played, but the pirate ship was not damaged. I tried again the next turn with the same result. The next turn it was still the same. It seemed a lot like what The Corporate Sector and the pirates were doing. I saved the game and took a break so I could come back later to check things and make a good report so the devs could easily see the problem.Later, when I loaded the save and tried to verify what I had seen earlier with the Ysengard, everything worked correctly. The pirate ship was destroyed. I was able to destroy the other two pirate ships without a problem. I checked the location of The Corporate Sector ships and pirate ships and was surprised to find all the pirate ships and their shipyard were gone.I loaded the save again and watched The Corporate Sector ships this time. They attacked and quickly destroyed the pirate shipyard and pirate ships.I was never able to duplicate the problem. It didn't exist when I loaded the save. I'm reporting it in case someone else sees it. Maybe a dev will see it while testing the game and will have all the information to determine what happened. I will also note that I had earlier successfully attacked and destroyed some space monsters and also had them successfully attack and destroy some of my ships. I have no idea why the problem occurred.I will mention that I was very pleased to see The Corporate Sector deliberately go after the pirates and their shipyard. I was disappointed that they didn't form any fleets, but the pirates didn't either, so neither had that advantage.
The text for Conscription Policy has a typo: "excepted" should be "expected" I think.
Also the problem with not being able to use more than 5 of the Artifacts in the bottom right hand corner of the main screen is still there. If there are more than 5 choices only the right most 5 of them can be chosen. This bug has been reported several times by several p[layers, including me going back to 0.40. It may show and act right when you first get a new type of Artifact, but after you load a saved game you can not chose any Artifacts to the left of the right most 5 Artifacts. Shift the below image over to farthest right that you can go to six icons for Artifacts that can be chosen, but the 1st (leftmost) of them can not be chosen because there are 6 Icons to chose from.
Sorry my attempt to paste an image malfunctioned. Take a look at the Discord by me. it is in the lower corner of the image with the ruler of Arcea in the middle.
Bug when "Enforcing the Law" on my core world reduced my control points to zero (I had about 100). I am playing Festron Hunt.
New update pushed to fix getting attack boosts from anomalies.
Alpha 0.5 Events have disabled choice and no way out
I managed to extract the Environmental Shield Successful, but then it appears this costs 100 Treasury while I only have 52!
The Good work, engineers button is disabled and there is no way out of this dialog but to forcefully quit to desktop.
My resource bar tells me I have 34 Control, but the Enforce Law button is greyed out and the tooltip says that I don't have enough Control.
Here's a link to the save file: https://drive.google.com/file/d/1cXbV5wp43mWwLB7hmUihgqLRYZ5pARmo/view?usp=sharing
To clarify my last post, this is something that changed during gameplay, as I have a save from only a half-hour prior where I can still Enforce Law. If it's helpful, that save is here: https://drive.google.com/file/d/1G-CiBe3F_P6oShy4y07yyv5Yqpv0KkL1/view?usp=sharing
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