From PlanetsWiki
[edit] Overview
This is the home for old (fixed) Bugs (in no particular order).
[edit] H0001: Undercities do not protect vs Orbital Bombardment
| Program | Host
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| Version | 193
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| Author | RogerN
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| Details | Ran several orbital bombardment tests with undercities. Undercities did not appear to help at all; about the same number of bases were destroyed vs. those with regular cities. Also, surviving bases with undercities did not appear to have any fewer colonists killed than the surviving bases without undercities.
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| Status | Moved to Bugs - Space Combat SC0003
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[edit] H0002: Intercept Bug
| Program | Host
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| Version | 193
|
| Author | JoSch, RogerN
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| Details | Ships and wings can move farther than their engines should allow if their auto-intercept target is destroyed. A detailed description of the bug and a script for reproducing it can be found here.
|
| Status | allegedly fixed in (Host 209)
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[edit] H0003: Target Clearance
| Program | Host
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| Version | ?
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| Author | JoSch
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| Details | I have read, if the intercept target (escort target) is destroyed / lost contact the escort target (waypoint) will be used. But the ships/wings stay at the place where they where, when they lost contact (except the above Intercept Bug (H0001) happens). According to Clausimus site (found on Saarland Outpost) under "Host Changes/Starships/Others":
If a ship's intercept/escort/capture/kill target is destroyed the ship clears the target.
If a ship's intercept target is lost the ship will switch to following the escort target.
If a ship's escort target is lost the ship will switch to moving to its waypoint.
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| Status | supposedly fixed green in Host 1xx?
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[edit] H0004: Immobile Fighters
| Program | Host
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| Version | 193
|
| Author | RogerN
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| Details | Fighters with Combat Quickness less than 20 appear to be getting "stuck" in combat. I ran a sim with 20 wings of Fed fighters, types 1 and 2, vs. a single enemy warship. After the first couple tics, the fighters became frozen in place and refused to move. The same effect was duplicated with the Stormer type 1 and 2 fighters. I'm guessing that it's the low Combat Quickness which is causing the problem.
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| Status | Moved to Bugs - Space Combat SC0004
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[edit] H0006: High Guard in Fighter Wings
| Program | Host
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| Version | 193
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| Author | Paul Honigmann
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| Details | High Guard in Wings have no effect, at least in Wing vs Wing battles, and after many simulations, I strongly suspect this is also the case in Wing versus Ship battles. (Though there are more variables there so it is not so clear. Amaranthine believes there is an effect, but HG on wings have both an attack and defensive bonus, which cancel out if there are HG on both wings.) Put simply, this code is not active. FURTHER INFORMATION from Amaranthine a few days later: HG on Wings do not increase the chance of hitting a target SHIP... but HG on the SHIP increase the chance of the Wing hitting it! (Note: Amaranthine was testing Wings with beams, but not missiles.)
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| Status | Fixed: (Host 194) New: Fighter wings hitting targeting bonus when the target has high guard aboard (WRONG!) (Jochen)
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[edit] H0007: Holo Decoys helping enemy wings
| Program | Host
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| Version | 193
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| Author | Amaranthine
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| Details | Holo Decoys put out by enemies do not reduce the chances of Wing (beams) hitting them. But HD's put out by your own ships DO help the enemy avoid your Wings' (beams).
|
| Status | Moved to Bugs - Space Combat SC0005
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[edit] H0008: Gold pods can't sell contraband to enemy bases.
| Program | Host
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| Version | 193
|
| Author |
|
| Details |
|
| Status | Fixed: Host 194: it turned out the sale depended on Bad Blood between races, and that factor was removed.
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[edit] H0009: EE Slayer combat immunity
| Program | Host
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| Version | 193
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| Author | Paul Honigmann
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| Details | EE Slayer immune to combat: for some reason, the Slayer takes NO damage if attacked by ships with "Target Dangerous" set. This only happens in simulations, not real host runs. This has been true for at least a year. It confuses a lot of people doing sims involving the EE.
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| Status | Moved to Bugs - Space Combat SC0009
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[edit] H0010: Pods docking
| Program | Host
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| Version | 193
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| Author | ?
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| Details | Pods don't always dock with ships leaving orbit the same turn.
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| Status | fixed in Host 194 (Paul Honigmann)
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[edit] H0011: Vanishing colonists after base forming
| Program | Host
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| Version | 193
|
| Author | Magik
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| Details | Full Life pods land with less than the full amount of life that were put on them. As Crystals, I use the Crystal Light ship to transport 2 life pods full of 400,000 colonists each onto new and existing colonies. When they land, only 380,000 colonists each are added to the base. RogerN adds: Crystals might be dying off due to poor climate? Magik: Happens for more races than just the Crystals. The Colonists are dying because of lack of food, and there was once a feature in place which did give you about 5 food to prevent this, but that good removed without fixing the problem.
Is this really a bug or can it be closed?Jochen 11:18, 12 June 2007 (CEST)
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| Status | closed
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[edit] H0013: Robot Happiness
| Program | Host
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| Version | 193
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| Author | Magik
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| Details | I’m having a hard time figuring out why I can’t make my colonists happy. It looks like the only thing that will keep them happy is a stockpile of food. The happiness started jumping up as soon as I sent 10,000 food to my homeworld. Would you mind checking through the happiness code and see if you can find anything?
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| Status | allegedly fixed (Host 203)
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[edit] H0014: Undercity - Growth
| Program | Host
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| Version | 193
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| Author | Magik
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| Details | In my simulations, it appears that undercities only offset the growth reduction from regular cities instead of enhancing the growth by themselves. Is this the way it is supposed to work. Do undercities offset any other growth penalties?
In my sims (Host 194, I believe) The first 30 Undercities each give a 1% increase to growth. Every Undercity also counteracts the growth decrease from a single city (with no cap that I can see). (Amaranthine)
|
| Status | allegedly fixed
|
[edit] H0015: 20,000 Contra buy per turn
| Program | Host
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| Version | 16X
|
| Author | Sebastian
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| Details | If you have given "Allow Commands" to your ally is able to give order to buy another 10,000 contra at you base even when you give orders to buy 10,000 contra of the same type. Both orders will be executed resulting in a double amount of contra bought. Works for sell orders, too, but the population sell limit is obeyed. Should multiply with more than 2 allies. Tim count this as feature, I don´t do.
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| Status | allegedly fixed in Host 201 (Fixed: Allies are no longer able to buy/sell contraband for you.)
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[edit] H0016: GBA-Merging
| Program | Host
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| Version | 193
|
| Author |
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| Details | The resulting base of a GBA command code gets the attributes (ID, Happiness, Friendly Code) of the base of the lowest ID number, regardless of which base used the GBA command code. (Bug added by Malcolm) As Sebastian wrote in the newsgroup: This is a bug. If you can GBA to an enemy you can change the FC of an enemy base and thus beam stuff from/to that base. As base merging happens before ground combat the player can not prevent this change.
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| Status | fixed (Host 194) "New: When two bases merge, the new base will have the command code and the friendly code of the base that had the most colonists at the time of the merge.". So this is in some way desired behavior and no bug. (Jochen)
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[edit] H0017: New Ships 'steal' ord/repair
| Program | Host
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| Version | 193
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| Author |
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| Details | This isn't so much a bug as a non-intuitive order of events. New ships being built will consume ord from a base before ships in orbit can beam it up. In other words, if I have 1000 ord at my base and I try to beam it up to a ship in orbit, but I also build another ship on that same turn, then the transfer may fail because the new ship takes all the ord before the one in orbit has a chance to grab it. The new ships will only take ord if there is enough to fill it completely, otherwise it doesn't take any ord. This issue has caused me grief on a number of occasions. I give all my ships orders to beam up ordnance, only to find out next turn (or worse yet, 5 turns later) that they have no ammunition!
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| Status | fixed New: Ships are not loaded up with ord or repair units when they are first built, you will have to load those items yourself. (Jochen)
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[edit] H0018: Solorian Tank-O-Tronic
| Program | Host
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| Version | 193
|
| Author |
|
| Details | The Solorians gain no benefit from the Tank-O-Tronic exotic techs, possibly due to their growth calculation not taking them into effect.
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| Status | fixed (Host 194) "New: Solorians can not turn on Tank-O-Tronic cloning exotic tech. So this is desired behavior and no bug and now merely the waste of money got stopped. (Jochen)
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[edit] H0019: Holojammer & Send Ship Data
| Program | Host
|
| Version | 194
|
| Author |
|
| Details | The Holojammer will displace ships for all races scanning holojammed ships. This should not affect players that are receiving ship contact data from the owner of the holojammer, but it is. Imagine that the holojammer's ambassador is providing the "Share Ship Data" recipient with the accurate coordinates of all units to a player and that player now has that data. Why would all of the ship captains choose to ignore this data and instead use their own sensor data? You can also interpret is that the ambassador is givin you intentionally the wrong data, I would only consider it a bug, if it also happens with allow commands enabled by both and then only for that case.
|
| Status | allegedly fixed (Host 207)
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[edit] H0020: Solorian Fuel on Captured Ship
| Program | Host
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| Version | 194
|
| Author |
|
| Details | When a ship is captured by a non-Solorian race, the fuel remains on board. It is supposed to be set to zero. This would allow allies to create endless amount of free fuel.
|
| Status | fixed (Host 198) New: Captured Solorian ships have no fuel
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[edit] H0021: Solorian BUN
| Program | Host
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| Version | 194
|
| Author |
|
| Details | Solorian ships are able to set the BUN ship command code and have it function properly. Bdn also work with a solar collection array in non solorian hand (probably in solorian hand too) Major bug.
|
| Status | allegedly fixed in Host 204
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[edit] H0022: Infernorator
| Program | Host
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| Version | 194
|
| Author |
|
| Details | The Crystal base structure: Infernorator will only adjust the climate for the first base structure. All other structures don't do anything. In other words, you are able to build 10,000 of them but only the first one built will work.
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| Status | allegedly fixed in (Host 201)
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[edit] H0023: Stellar Matter Wreckage
| Program | Host
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| Version | 194
|
| Author |
|
| Details | When the Stellar Matter Launcher destroys ships, it doesn't leave behind wreckage. If this wasn't intentional then it is a bug.
This is by design -Tim
|
| Status | closed
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[edit] H0024: Solorian captured ship not destroyed
| Program | Host
|
| Version | 194
|
| Author |
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| Details | When a captured Solorian ship has > 100% hull damage from "Ship is on FIRE!!!", it will not be destroyed that same turn. It is destroyed the following turn, giving the capturer an extra turn to use the special devices, move, etc. Kursiver TextNote: Every ship that received hull damage > 100% after the movement phase is allowed to survive until end of movement phase next turn. Same counts for ships that have been hit by a Gun Zero (Sebastian)
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| Status | allegedly fixed in (Host 201) (Ship repair now occurs after anything that can damage ships has happened, such as Gun Zero, Stellar Matter Launcher, etc.)
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[edit] H0025: Lack of warning message
| Program | Host
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| Version | 195
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| Author | Paul H
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| Details | When asteroid belts spontaneously reassemble into planets, there is no warning message to the player. This is important because planets, unlike asteroid belts, can disintegrate; players need warning to keep an eye out for it. Otherwise they lose bases (in my case, my homeworld) unexpectedly, through an undocumented feature, which comes across as unfair.
New: A warning message is now sent before the planet explodes again from over stress.
|
| Status | fixed
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[edit] H0027: Labormines produce 12 mc per mine
| Program | Host
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| Version | 195
|
| Author | Lord Owl 22:46, 27 February 2006 (CET)
|
| Details | Well, at least for Stormers. Open the champagne, er, bloodwine :)! I would not consider it a bug, as the minerals on a planet are limited.
|
| Status | fixed host 203
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[edit] H0028: Aczanny Crew
| Program | Host
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| Version | 195
|
| Author | RogerN
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| Details | In one of my games as the Aczanny, my homeworld is producing lots of Crew even though my Air Academies are turned off. Either the Air Academies are working when turned off, or my training centers are producing Crew (which they should not for the Aczanny).
|
| Status | allegedly fixed in (Host 203)
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[edit] H0029: Ships moving farther than set speed
| Program | Host
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| Version | 195
|
| Author | Lord Owl 13:45, 23 March 2006 (CET)
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| Details | Setting a waypoint at max distance, escort orders, and the WPP command code, enables a ship to move 3-5ly more than its allowed speed. Not a rounding error (works along the axes).
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| Status | allegedly fixed in (Host 209)
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[edit] H0030: Capturing AAG
| Program | Host
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| Version | 195
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| Author | Magik 03:32, 21 April 2006 (CEST)
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| Details | When you capture a base that has Anti-Aircraft Guns, they will not transfer to you. They are lost. Update: This is because the ground forces will destroy the AAGs to protect your wings that you may have involved in ground combat. They should make more of an intelligent decision such that if you are not attacking with fighters then don't destroy the AAGs. This can lead to other complications though.
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| Status | Moved to Feature Requests - Host
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[edit] H0031: Solorian fighter stats mixed up during combat
| Program | Host
|
| Version | 195
|
| Author |
|
| Details | Either T3 fighters in a mixed Solorian wing fire with T1 missile power or T1 fighters fire with T3 missile range and ord. This was first noticed with Solorian fighters but may also be affecting other races.
|
| Status | Moved to Bugs - Space Combat SC0007
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[edit] H0032: CoM Colonists growing without food
| Program | Host
|
| Version | 195
|
| Author |
|
| Details | A Sagittarius class containing 9,950,000 or more colonists will grow new colonists onboard even if there is no food. 9,949,999 or less colonists behave normally.
Not a bug. To grow 50k colonists doesn't require any food. --Magik 16:26, 12 June 2007 (CEST)
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| Status | closed
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[edit] H0033: CoM ships with full guest quarters do not produce extra MC
| Program | Host
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| Version | 195
|
| Author |
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| Details | Any CoM ship with a full guest compartment will only produce normal ship income without the extra 200mc per 100,000 colonists.
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| Status | fixed in (Host 203)
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[edit] H0034: Happiness bonus takes happiness above 300
| Program | Host
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| Version | 196
|
| Author | Paul Honigmann
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| Details | When IMT bases fall below zero happiness, the troops riot and some leave. The colonists are meant to get a SMALL happiness bonus when the rioters leave. But there's no limit on it, and if many troops leave, happiness can reach 800+ ! So just after this line:
meBaseT.Happy = meBaseT.Happy + (Fraction / 100) - 1
I suggest the following line is added to limit the rise:
If mebaseT.Happy < 0 Then mebaseT.Happy = 40
|
| Status | fixed
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[edit] H00035: Backbreeding overflow
| Program | Host
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| Version | 197
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| Author | --Magik 06:44, 2 September 2006 (CEST)
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| Details | When backbreeding occurs from high guard and troops, the amount of troops and crew generated can exceed 50 million. There is no check in the host to enforce the 50 million cap on troops and crew.
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| Status | allegedly fixed in (Host 203)
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[edit] H00036: Crime variable overflow
| Program | Host
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| Version | 197
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| Author | --Magik 06:44, 2 September 2006 (CEST)
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| Details | When you have too many high guard and troops, your crime adjustment will be a negative number, thus increasing the amount of crime that you have instead of lowering it. This is due to the variables used not being large enough.
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| Status | allegedly fixed in Host 203
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[edit] H00037: Bases are not destroyed by exploding planet
[edit] H00038: Bases not destroyed
[edit] H00039: Host 197 does not work on Windows Vista
| Program | Host
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| Version | 197
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| Author | Vilous
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| Details | Running Host 197 on the latest RC1 of Windows Vista results in all TRN files being rejected. The host output says Invalid game stamp and invalid time stamp. Reccomend not upgrading any computers you have hosting to Vista. That said, the client seems to work fine and TRN's it creates work fine on hosts running on XP. I made some successful host runs on a vista machine after using the tips on the Operating system compatibility page. Jochen 01:02, 1 May 2007 (CEST)
|
| Status | fixed
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[edit] H00040: Wings getting bigger then Fighter Bay size
| Program | Host
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| Version | 197
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| Author | Jochen 03:34, 28 September 2006 (CEST)
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| Details | If you order a wing to dock to another wing that is already docked to a ship and occupying only 1 fighter bay, the resulting docked wing can exceed the fighter bay size of the ship while still occupying only 1 fighter bay. This allows you to take unlimited fighters with a carrier regardless of the bay size.
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| Status | allegedly fixed in (Host 211)
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[edit] H00041: Centaurs pay for Plasma Manifold A maintenance cost
| Program | Host
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| Version | 197
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| Author | --Magik 17:05, 13 October 2006 (CEST)
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| Details | Centaurs should get the Plasma Manifold A exotic tech for free, but it looks like they are paying for the maintenance cost after it is turned on at turn 1.
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| Status | allegedly fixed in (Host 203)
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[edit] H00042: Rebel reflagging not protecting Rebel ships from Mines
| Program | Host
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| Version | 197
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| Author | --KBJ07675 10:00, 28 October 2006 (CEST)
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| Details | Reflagging of Rebel ships with the Rxx command code is not protecting rebels ships from laser and grav mines belonging to player xx. Logically if reflagging is to work against mines, it should effect all mines in the same way. The Rebel ship should either always be treated as a foriegn ship or a non-foreign ship. The current logic seems to affect just Barb and Nova Mines while the documentation (from Tim) does not address the issue of minefield immunity at all. The answer should be logical. Today it is not. Of course, Grav mines should stop Rebel Hyperspacing regardless. Is this a bug or a feature request?Jochen 11:23, 12 June 2007 (CEST) Clearly not a bug should be moved to race change, it is not really a general feature but a wanted modification to how a race power work, I would not put it in the general feature Lord Lancelot 22:16, 12 June 2007 (CEST)
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| Status | Moved to The Rebels - Change Proposal
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[edit] H00043: Growth Bonus for base being peacsful does not work
| Program | Host
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| Version | 199
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| Author | --KBJ07675 07:54, 14 November 2006 (CET)
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| Details | Toggling from peaceful to Kill Crush Kill does not change the growth rate. I was testing growth rate by scr9pting and then running a few turns. Both Kill Crush Kill and Peaceful generate the same overal growth rate.
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| Status | allegedly fixed in (Host 203)
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[edit] H00044:Contraband Gold Pod Selling Limits not Working
| Program | Host
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| Version | 199
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| Author | Jochen 20:54, 20 November 2006 (CET)
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| Details | If you sell Contraband to an enemy base using Gold Pods, there are the same limits like when selling in your own base (you need 1,000 Colonists per kt of Contra). However currently this check is done for each gold pod seperately but there is no check for the combined amount. This means you can sell unlimited amounts of contra to a base having 1,000,000 colonists (even to a smaller base with 500.000 colonists if you use only 500kt pods). Additionally due to the current rules, the crime on this small base will rise slower than it would on a larger base. I think this one has been fixed in recent host released Lord Lancelot 22:18, 12 June 2007 (CEST)
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| Status | allegedly fixed in (Host 201)
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[edit] H00045: Outfit Pods
| Program | Host
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| Version | 199
|
| Author | Jochen 16:59, 12 December 2006 (CET)
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| Details | Unlike all other kind of Pods, Outfit Pods don't obey the 1,000kt limit. Additionally the calculation of the weight is wrong (at least engines aren't added to the weight).
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| Status | allegedly fixed in (Host 203)
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[edit] H00048: Ship not moving but hitting minefields
| Program | Host
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| Version | 202
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| Author | Jochen 11:05, 13 June 2007 (CEST)
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| Details | In a recent game I had messages saying that an enemy ship had hit some of my mines. The ship had set a waypoint, but didb't move because it had 100% sys-damage (confirmed by the enemy).
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| Status | allegedlyfixedgreen in Host 213
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[edit] H00049: Alchemy doesn't respect Base Reserve Levels
| Program | Host
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| Version | 206
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| Author | Jochen 16:51, 6 July 2007 (CEST)
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| Details | The Alchemy ship device takes supplies from a base, even if it shouldn't due to the reserve for supplies levels are set.
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| Status | allegedly fixed in Host 213
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[edit] H00050: Ship Mass Calculation
| Program | Host
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| Version | 208
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| Author | Jochen 20:17, 16 August 2007 (CEST)
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| Details | Apparently when calculating the ship mass, each engine is only weighted with 1kt instead of 30kt.
This appears to be intentional. Assume that the mass of the engines is incorporated into the original mass of the hull. --Magik 15:21, 21 March 2008 (CET)
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| Status | closed
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[edit] H00051: Sup Pod - Med Units
| Program | Host
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| Version | 210
|
| Author | JoSch, 6.12.2007
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| Details | New Sup Pods docking to a ship have always set transfer Med Units ON on the Pod. So the Meds are transfered and the ship have more cargo and need more fuel. Really annoying for me as RCS which need Meds to repair the Organic Armor and support other Devices on some of their ships. And I never get the Meds transfered back on the Pods via Transfer screen of the ship.
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| Status | allegedly fixed in Host 213
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[edit] H00053: CC BUR vanishing from Reps
| Program | Host
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| Version | 211b + 212
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| Author | JoSch
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| Details | Using BUR to upload Repair Units from a Base a Sparrow Class Scout with Rep-hold of only 10 have the following entry in his ship Log "Beam Repair Unit from base: 35634 units taken". I first wonder if I looked on the new turn, that my Base had no Repairs, as there should be some K of them. Nothing to see something from the uploaded Repairs. After looking at the ship Log I'm no longer wondering and think a bug happens. Here Host 212 was used.I'm going now through all my games and ships and delete the BUR-Command from the ships :-(
Looking on my other games, I see the same with a Watchman Class Scout which load over 13 K Repairs using the BUR Command, but an other Scout in the game load the normal 100 Reps. So the bug not always happens. Here was Host 211b used.
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| Status | allegedly fixed in Host 212a
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[edit] Client
[edit] C0003: Crash when using Mousewheel
| Program | Client
|
| Version | 059
|
| Author | Jochen
|
| Details | Start Planets --> Files --> Select Slot --> Rst Path --> Mouse-Wheel-Down --> "Run Time Error '68' Device unavailable --> Crash (Sometimes with Mouse-Wheel-Up, too)
|
| Status | fixed in Client 062 (Jochen)
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[edit] C0004: Ship Groups Remove Button
| Program | Client
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| Version | 059
|
| Author | Magik
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| Details | When the ship group grows beyond the single screen, the Remove button becomes unusable. I added 30 new ships to an already large group of 27 and clicked “Load Hammer" accidentally on a ship that I didn’t want in the group. I paged over to the right and selected the ship to remove then clicked on the Remove button, but it did nothing. I tried various positions around the Remove button and eventually found a spot that did something, but it didn’t remove the ship that I had selected. Apparently it was removing the first ship in the list every time I clicked it.
|
| Status | fixed in Planets 063
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[edit] C0006: Outfit Pod Mass
| Program | Client
|
| Version |
|
| Author | Magik
|
| Details | It appears that the weight of an outfit pod gets changed to 0 after I perform an upgrade or move old->new command on the pod. I’d recommend recalculating the weight after every outfit pod action (and include both new and old parts in the weight calculation) so that any ship in the game can’t drag an outfit pod along.
Host bug fixed. --Magik 15:24, 21 March 2008 (CET)
|
| Status | fixed
|
[edit] C0007: Terraformers
| Program | Client
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| Version | 059
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| Author | Magik
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| Details | The Terraformer slider setting under Base -> Switches appears to be what climate you want the planet to adjust to. The Base -> Stats screen shows how much neutronium, etc. will be needed to get to that temperature. However, when the host processes the turn the climate is adjusted by the total number of terraformers at the base, not by the terraformer setting. Also, something is odd with the math in that when the climate is 100 and a homeworld terraformer runs, the log shows that it used 10 neutronium, etc to cool the planet, but the ending temperature is always 89, not 90. A Global Icer has the same effect in that from 100 it will become 94, not 95 as it should be.
|
| Status | fixed in Planets 063
|
[edit] C0008: Quick Build - Engineless Ships
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | Engineless Ships: Through some testing I found that using Base -> Ship building with a base with any combination of Military Space Port, Engine Plant and Weapons Factory I could not build an engineless Merlin. However, I could build an engineless Merlin through quick build with a base with a Military Space Port and an Engine Plant. A Military Space Port with a Weapons Factory shows that I can build a Merlin there, but one does not appear like the Base -> Ship build method. So I guess the question is, is this intentional or a logic error?
Host bug fixed. --Magik 15:25, 21 March 2008 (CET)
|
| Status | fixed
|
[edit] C0009: Distance Calculation for Points
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | The distance between any object and a ‘point in space’ or ‘message buoy’ that you create is not calculated and displayed on the “Space Command" window like other objects are.
|
| Status | fixed in Planets 063
|
[edit] C0010: Make CSV File
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | I had the base4.csv file open with Excel when I was using the Planets4.exe to make a new set of files and upon pressing the button I got a Permissions Error and the application closed completely.
|
| Status | fixed in Planets 063
|
[edit] C0011: The Invisible Hyp button
| Program | Client
|
| Version | 059
|
| Author |
|
| Details | If you click on the part of the ship main screen where the HYP button would be, even if your ship does not have a HYP device the button will turn on. One cant jump (obviously) but it will increase the sensor profile by 200 of the ship as if it was going to jump.
|
| Status | fixed in Planets 063
|
[edit] C0012: Gravitonic Accelerator
| Program | Client
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| Version | 059
|
| Author | Doc
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| Details | On the Navigation Screen and when the GA is active. The ETA is not display correctly, it indicates that you get to your final distination 4 times quicker than you actually do. The Client code increases the Speed of the ship and also divides the ETA by 2, this is a double compensation for the GA device, one of the two can be removed.
|
| Status | fixed in Planets 063
|
Using Planets 063 at the Nav screen from my Sparrow Class Scout are shown Speed 380, ETA 2 and dist 958 ly. So it looks for me that the bug is not fixed or again be "implemented". Just test it with a Cormorant, wrong ETA too. Maybe the bug should be open again.
JoSch
[edit] C0013: Max Hyp Range display
| Program | Client
|
| Version | 059
|
| Author |
|
| Details | In either base or quickbuild ship hull specifications the maximum hyp travel distance is not displayed.
|
| Status | fixed in Planets 063
|
[edit] C0014: Pod Cost
| Program | Client
|
| Version |
|
| Author | JSchwarze
|
| Details | Host-Setting: Pod-Cost=50MC. The fig-button in the client shows the correct price of 50 MC, in Base-MCs decrease only about 25MC. The 50MC then get substracted correctly by the host.
|
| Status | allegedly fixed in Client 64
|
[edit] C0021: Ship Groups Speed Setting
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | You can create a group of ships, choose the fastest maximum speed ship and have the others set to the same maximum speed, even if they are not capable of it. I didn’t simulate what would happen during the next turn, but you may want to put checks into the code to not go over the maximum speed when making this setting.
|
| Status | fixed in Planets 063
|
[edit] C0022: Ministers trying to send > 10,000 MC Galactic Bank
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | Ministers: When you have a lot of MC at a base and chose the minister to use Government Centers to transfer 75% of the MC to the central bank, it may show at the base Switches
|
| Status | fixed in Planets 063
|
[edit] C0023: Too Many Farms?
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | The build farms minister command doesn’t take into consideration the number of colonists that you have at the base nor the amount of farms that other player’s bases have built. It should not queue up more farms to be built than there are colonists allowed and not more than the climate will allow for all bases on the planet.
|
| Status | fixed in Planets 063
|
[edit] C0025: Missing crew data in Ship.csv
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | The Ship.csv file produced by the client does not contain a column for the number of crew on a ship. Troops, colonists, and highguard are included, but no crew.
Fixed in client 063.
|
| Status | fixed
|
[edit] C0031: Overview Hyp Distance
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | The ship Overview screen shows the distance that the hyperdrive can travel, not taking into consideration the ship's hull limitation. The Data
|
| Status | fixed in Planets 063
|
[edit] C0032: Proto Matter Cannon firing
| Program | Client
|
| Version |
|
| Author | Merkle
|
| Details | Proto-matter cannon automatically fires if parked over an asteroid and ship has enough ord. No need to set a kill target. This may upset asteroid dwelling races when they build a new ship outfitted with a Proto-Matter Cannon. The following turn, the shipyard and everything that was in or on it is gone!! Added: If this is a bug, it is a host bug?Jochen 19:52, 13 August 2006 (CEST)
|
| Status | closed
|
[edit] C0033: Max Hyp Range display
| Program | Client
|
| Version | 059
|
| Author |
|
| Details | Using either Quickbuild or shipyard build screen, when clicking on ship specs the hyperdrive distance doesn't display properly. Most times it is zero for a hyping hull and on occasion I've seen negative numbers there for ships with no hyperdrive.
|
| Status | Duplicate with C0013 (see above)
|
[edit] C0035: Help Button
| Program | Client
|
| Version | 060
|
| Author | Paul H
|
| Details | The '?' (Help) button points at the OLD website, vgaplanets.com
|
| Status | fixed in Planets 063
|
[edit] C0036: Saving Ship Groups
| Program | Client
|
| Version | 060
|
| Author |
|
| Details | When you first open the Ship Groups screen, it doesn't activate the 1st ship group, so when you exit the ship group after adding ships to the 1st ship group, you lose your group. The code only saves ship groups that are active.
|
| Status | fixed in Planets 063
|
[edit] C0039: Client Show wrong data under Ship Over view tab
| Program | Client
|
| Version | 060
|
| Author |
|
| Details | I have a Alien hull ship as the Borg, the shield displayed, show my Borg +100 shield ET bonus. Alien Hulls are not suppose to get any ET.The client seems to add the your exotic tech to every ship you view, E.g. You Ships', Your Ships Alien Hull and Enemy Ships
|
| Status | fixed in Planets 063
|
[edit] C0041: Ship Build Clone
| Program | Client
|
| Version | 060
|
| Author | Magik
|
| Details | When cloning ships in the Base / Ship build window, the clone button will be removed, but will still allow it to be clicked. The clone count will increase, a Ship Launch will be added to pending orders, and you get a pop-up "Ship Build Error : 3".
|
| Status | fixed in Planets 063
|
[edit] C0042: Dry Dock can build illegal Alien Hulls
| Program | Client
|
| Version | 060
|
| Author | Gandalf
|
| Details | A ship that can build ships (dry dock) can build ships from races where you should not be able to, such as the Robots. This is a bug that affects client and host.
|
| Status | fixed in Host 20X
|
[edit] C0045: Planet Surface Items Display Error
| Program | Client
|
| Version | 060
|
| Author | Magik
|
| Details | When looking at the Data Pad of a planet that you have a good scan of, the Surface Items screen shows the same values for Duranium Metal and Duranium Ore. The correct value is the Duranium Metal. It looks like there is the same error for Tritanium and Molybdenum.
|
| Status | fixed in Planets 063
|
[edit] C0046: Scroll Bug when Deleting Old Data
| Program | Client
|
| Version | 060
|
| Author | Jochen 11:11, 6 December 2006 (CET)
|
| Details | If you select more than 8 objects in the Hammer-Anvil window, scroll to the bottom of the list and delete an old data object like an old unknown contact that is on the last page, you cannot scroll up again.
|
| Status | fixed in Planets 063
|
[edit] C0047: Ship Groups Mine Settings
| Program | Client
|
| Version | 060
|
| Author | Jochen 19:19, 25 February 2007 (UTC)
|
| Details | If you press the Match Mines Button in the Ship Groups window, it matches the amount of ord to drop correctly, but removes the setting for the kind of mines you want to lay for all ships in the group (includíng the hammer object). If that happens, the Sweep On Button won't work anymore, too.
|
| Status | fixed in Planets 063
|
[edit] C0054: Inconsistencies in Base Logs
| Program | Client
|
| Version | 062
|
| Author | Hellion
|
| Details | Robot Insectoid Nests display wrong numbers when you have prisoners in your base:
Log says: 720000 colonist prisoners from race # 3 sent to the Insectoid nest to make 2880000 Insectoids.
Should be: 72000 colonists (10%), make 288000 insectoids; so there is a 0 too much, in both numbers.
|
| Status | fixed in Planets 063
|
[edit] C0056: Ministers - Farm max. not working correct
| Program | Client
|
| Version | 063
|
| Author | morningstar
|
| Details | When you use ministers to build max farms at all bases it does not subtract farms already built at that base making the feature much less useful.
|
| Status | allegedly fixed in Client 64
|
[edit] C0060: Prisioner Bug at Lizards bases
| Program | Client
|
| Version | 063
|
| Author | Myflowers
|
| Details | Every time you give a order to a Lizard base, POWs are decreasing. The next host, POWs number are correct again.
|
| Status | allegedly fixed in Client 64
|
[edit] C0061: IMT Metals Exchange Display Bug
| Program | Client
|
| Version | 063
|
| Author | Hellion
|
| Details | In the base overview and stats screen the predicted MC production by MetEx is wrong. It seems that the selling of ALL metals in the base is calculated for the prediction, no matter if there actually IS a MetEx and disregarding the sell cap.
Furthermore this prediction seems to be included in the money transferred to the Galactic Bank. The "transfer total" shows much more than I am really sending to the GB.
|
| Status | allegedly fixed in Client 64
|
[edit] C0005: Mine Hit Messages - Hammer & Anvil
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | When reading "Mine Hit: BARBITIC MINE" messages, and clicking on the hammer or anvil, the improper object is selected.
- This was a problem with the host feeding the RSTs with the wrong data. It has been resolved for a while. --Magik 00:31, 10 June 2008 (CEST)
|
| Status | allegedly fixed
|
[edit] C0015: Shift button transfer
| Program | Client
|
| Version | 059
|
| Author | Sunzeros
|
| Details | Ship screen/Trans: Using the <shift> option to initiate a transfer from planet to ship shows a maximum amount of goods that will be transfered independent of available amount of goods on the planet
- This is expected behavior so that you can transfer up something that you don't know about or that may become present during the turn that isn't there currently. --Magik 23:06, 9 June 2008 (CEST)
|
| Status | Closed
|
[edit] C0024: Chasing Your Tail
| Program | Client
|
| Version | 059
|
| Author | Magik
|
| Details | I can’t think of a situation where you would want to escort or intercept yourself, so could you please remove the ability to do this since it essentially makes it so that you don’t move for the turn even if you have movement plotted?
- The client and host no longers allows you to escort or intercept yourself. --Magik 00:57, 10 June 2008 (CEST)
|
| Status | Fixed
|
[edit] Space Combat
[edit] SC0003: Undercities do not protect vs Orbital Bombardment
| Program | Host
|
| Version | 193
|
| Author | RogerN
|
| Details | Ran several orbital bombardment tests with undercities. Undercities did not appear to help at all; about the same number of bases were destroyed vs. those with regular cities. Also, surviving bases with undercities did not appear to have any less colonists killed than the surviving bases without undercities.
|
| Status | allegedly Fixed in Host 194. Magik - Undercities currently (Host 196) don't add to the value of the hit points/baseMaxIncoming of the base, but they do protect colonists currently.
|
[edit] SC0004: Immobile Fighters
| Program | Host
|
| Version | 193
|
| Author | RogerN
|
| Details | Fighters with Combat Quickness less than 20 appear to be getting "stuck" in combat. I ran a sim with 20 wings of Fed fighters, types 1 and 2, vs. a single enemy warship. After the first couple tics, the fighters became frozen in place and refused to move. The same effect was duplicated with the Stormer type 1 and 2 fighters. I'm guessing that it's the low Combat Quickness which is causing the problem. Edit: The combat Quickness is probably not the reason, but the extremly high weapon ranges from some fighters (consider which fighters are affected), they just don't need to move to hit their target, especially if they are in the middle of the vcr, as most objects are orbiting the center.
|
| Status | allegedly fixed in Host 213
|
[edit] SC0005: Holo Decoys helping enemy Wings
| Program | Host
|
| Version | 193
|
| Author | Amaranthine
|
| Details | Holo Decoys put out by enemies do not reduce the chances of Wing (beams) hitting them. But HD's put out by your own ships DO help the enemy avoid your Wings' (beams).
|
| Status | fixed Fixed in host 198 through tests.
|
[edit] SC0007: Solorian Fighter Stats mixed up during Combat
| Program | Host
|
| Version | 195
|
| Author |
|
| Details | Either T3 fighters in a mixed Solorian wing fire with T1 missile power or T1 fighters fire with T3 missile range and ord. This was first noticed with Solorian fighters but may also be affecting other races.
|
| Status | fixed (Host 197) Undocumented change (source Magik in newsgroup post)
|
[edit] SC0008: Space Combat IMT Ram Attack bonus
| Program | Host
|
| Version | 196
|
| Author |
|
| Details | Any ships that the IMT control that are set to Ram gain 40 points to attack bonus. This should be moved into Ram combat, not set for every type of attack.
|
| Status | closed By design according to Tim.
|
[edit] SC0009: Alien Hulls in Aczanny Hands
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | If an Aczanny player is using a non-Aczanny hull then its shield strength is set to 1, its armor set to 1, and its vulnerability to damage to weapon systems is set to 500. Setting the shields and armor to 1 may break the hull limitations or provide free armor.
|
| Status | fixed Fixed in host 198 through testing.
|
[edit] SC0011: Fighter Wings Ord restocked each Combat
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | The amount of ordnance that each fighter type has is set to the maximum in each combat. This should use the amount left over from last combat and let it get restocked from ships, bases, and the resupply pods.
|
| Status | fixed Fixed in host 198 or 199.
|
[edit] SC0012: Capturing Ships without crew in a Combat
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | When all of the crew of a ship in a space combat are dead and the attacker has more than 20 crew, the target is captured. Bug here that the order in which combatants are processed is linear so that the ship with the lowest ID will capture ships. In a multi-player and multi-enemy combat this can make a difference. Also, fuel from Solorian ships isn't removed when captured by a non-Solorian. Also, ships that are about to be destroyed by future damage will be captured (a waste of crew).
|
| Status | fixed New: Combat code, check target order ramdized - Host 198
|
[edit] SC0013: Aczanny Bomb Pods 'repairing' Ships
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | There is a bug here that the damage (other than armor) is removed from the ship instead of added.
|
| Status | fixed Host 198
|
[edit] SC0014: PBC Settings Defunction
[edit] SC0015: Base Ion Cannons Ord Issues
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | During combat when checking the Base Ion Cannons, the following is done: Verify that the base's energy meets or exceeds the HConfig Base Ion Cannon Charge setting, has more than 10 ordnance minor bug here, should be able to meet or exceed 10 ordnance, and doesn't have a base shield active. Loop through the base's target list, skip anything that is not a ship and isn't within range (determined by the HConfig Base Ion Cannon Range setting). For every Ion Cannon present, give a 50% chance to fire as long as there is enough energy ( bug: ordnance was missed ... oops). Each time a shot is fired, the charge is deducted from the base's energy and 10 ordnance is removed from the base's supply. Go to the next target if the base has enough energy (bug: not ordnance again ... oops).
|
| Status | fixed (Host 198) Fixed: Base ion cannons continue to fire after the ord has run out
|
[edit] SC0016: Missing Crew Penalty
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | During combat ships with less than half of their crew have a chance of not activating each weapon. That chance is: rOdds = ship’s crew / (hull crew capacity + 1). This is a bug. This makes it so that if you have scarcely less than half capacity then you have a greater chance of losing a weapon. You have a better chance to keep your weapons if you have only 1 crew.
|
| Status | fixed Host 198
|
[edit] SC0017: Small Weapons damage ignored
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | During combat small weapons aren't checked to see if there is too much damage to the ship's weapon systems to fire.
|
| Status | fixed (Host 198) Fixed: Damaged Small Weapons still firing
|
[edit] SC0018: Point Defense extra Shots for heavy Ships
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | During combat not the hull mass, but the ship mass is used when allowing heavy ships to fire extra shots with their Point Defense.
|
| Status | fixed (Host 198) Fixed: Point Defense bonus based on ship mass instead of hull mass
|
[edit] SC0019: Crystals don't require Ordnance to fire Super Weapons
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | Crystals don't require ordnance to fire super weapons - This is a bug. The Crystal Light Ship should be specifically targetted for this criteria.
|
| Status | fixed (Host 198) Fixed: Alien hulls owned by the crystals incorrectly getting the zero ord bonus for the alien hull's super weapon
|
[edit] SC0021: Anti-Matter Maul getting fuel from Solorians
| Program | Host
|
| Version | 196
|
| Author | Jochen 14:04, 11 August 2006 (CEST)
|
| Details | An Anti-Matter Maul can get fuel from Solorians. This affect happens regardless of whether or not the target is destroyed, so more minerals can be retrieved than the target actually has. There are no checks to see if there is enough cargo capacity and fuel tank on the attacker's ship. It is questionable whether or not Solorians should be able to get fuel this way. If the target ship survives, then it will still have the cargo.
|
| Status | fixed (Host 198) Anti-Matter Mauls yielding fuel when used on solorian ships
|
[edit] SC0023: AAGs Won't Die!
| Program | Host
|
| Version | 199
|
| Author | Magik
|
| Details | Anti-Aircraft Guns aren't affected by orbital bombardment. Wings can hit AAGs with beams and missiles. Ship large weapons, super weapons, and small weapons don't affect them.
|
| Status | allegedly fixed (Damage to a base can cause Anti-Aircraft Guns to be destroyed. (Host 201)
|
[edit] Master
[edit] M0003: Limits
[edit] M0004: IMT starting ships
| Program | Master
|
| Version | 186
|
| Author | Paul Honigmann
|
| Details | Master does not script the starting ships for IMT.
|
| Status | fixed (Master 189) New: Race 818 starting ships added
|
[edit] M0006: Azcanny starting ships
| Program | Master
|
| Version | 186 / Fixed in 199
|
| Author |
|
| Details | The starting ship for the Azcanny Pyramids named “Gander�? has a weapon loadout that breaks its own rules. It is allowed to have 2 @ 40 KT large weapons (s808.spk), but it starts equipped with 6 @ PTT (50 KT). Fixed in 199 by changing the large weapon to 2 Mass Driver
|
| Status | FIXED
|
[edit] M0008: Bug With Drac & IMT starting ships
| Program | Master
|
| Version | 199
|
| Author | Lord Lancelot 14:32, 13 November 2006 (CET)
|
| Details | Balka & gotham have more cargo than the hull allow, this make the transfer from ship to base to fail
|
| Status | allegedly fixed in Master |