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John
John
Posts: 67


4/10/2016
John
John
Posts: 67
Doctor Dread wrote:
Valhalla wrote:
Doctor Dread wrote:
I don't think there are ACP for the services like Churches. This is an oversight.


Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P

PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.
edited by Valhalla on 4/10/2016


The workaround is too relocate your Corp HQ and build from there until I put them in =)

No warning on cancel construction something I need to look into.


According to the relocate section, it says I can only relocate the HQ once per week.


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Walk the true path, or be trampled beneath it.
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Doctor Dread
Doctor Dread
Administrator
Posts: 30


4/10/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 30
cyb0rg wrote:
It might be helpful if resources needed by factories are used after resources are produced but BEFORE sell orders are filled so you don't have to go through and reserve every little resource you need and you can just sell the leftovers by using sell all.


This might change as you suggest. The buy and sell moved to the last thing that happens. There is a flip side to the problem though. If you move Sell to the last thing that happens you will find yourself not being able to run your factories if your low on cash until the next turn. Maybe that's ok, and less confusing. It would also cause your products to not be always in the game, as in, you wouldn't always be showing like 16 precious Minerals every round because sell is coming after production. That causes another nuance where you can't always RAID a player like you could before. Right now there will always be product at a factory that produced that turn. There is no way to get rid of it fast enough so someone can always raid you for product at the factory.. Still on the fence on this =)
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Doctor Dread
Doctor Dread
Administrator
Posts: 30


4/10/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 30
cyb0rg wrote:
Maybe instead of a whole separate list acp could be a checkbox.

I can one up that idea. how about ACP is only a single Item and you can choose what structure to build when you deploy it, They all cost the same anyway. If I needed something different I can make a different variation of it
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cyb0rg
cyb0rg
Posts: 123


4/10/2016
cyb0rg
cyb0rg
Posts: 123
Doctor Dread wrote:
cyb0rg wrote:
Maybe instead of a whole separate list acp could be a checkbox.

I can one up that idea. how about ACP is only a single Item and you can choose what structure to build when you deploy it, They all cost the same anyway. If I needed something different I can make a different variation of it



You could just make it a construction ship that disappears when the structure is built... that solves the problem of having to move it as well since it moves itself.
edited by cyb0rg on 4/10/2016
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Kemot
Kemot
Posts: 43


4/11/2016
Kemot
Kemot
Posts: 43
It looks like orders for one of my transports sometimes take 2 turns each (or more?). For example "Move To Location" has changed into the loop stage after 2 turns, whereas in a case of another transport (from different location) it did after 1 turn.
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edited by Kemott on 4/11/2016
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pet1100
pet1100
Posts: 5


4/11/2016
pet1100
pet1100
Posts: 5
Sorry if someone already said this.
This is probably not a bug, but getting tossed out of the game if I am inactive for +20 min.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
pet1100 wrote:
Sorry if someone already said this.
This is probably not a bug, but getting tossed out of the game if I am inactive for +20 min.


That's typical timeout. use the Save Login checkbox when you login and it wont happen. itll immediately log you in and go right back to where you were even if you leave it for hours
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Kemott wrote:
It looks like orders for one of my transports sometimes take 2 turns each (or more?). For example "Move To Location" has changed into the loop stage after 2 turns, whereas in a case of another transport (from different location) it did after 1 turn.
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edited by Kemott on 4/11/2016


Are you saying that the order is stuck for a couple of turns right before the loop order then moves back to the top? Or is the transport taking a couple of turns to move from one place to another? It has a movement of 3 but units only move in straight lines (of the 8 directions) in a turn so if you re moving to a city that is 2 spaces away but isn't directly diagonal or to the side, like its one down and two the left, the Transport will take two turns to get there. It stops at the "turn".
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Naills
Naills
Posts: 48


4/11/2016
Naills
Naills
Posts: 48
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.
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cyb0rg
cyb0rg
Posts: 123


4/11/2016
cyb0rg
cyb0rg
Posts: 123
It would be really nice to be able to "drop all" cargo at once rather than one order for each type.
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Kemot
Kemot
Posts: 43


4/11/2016
Kemot
Kemot
Posts: 43
Or is the transport taking a couple of turns to move from one place to another


Thats what I meant and thank you for explaining I wasnt aware
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Naills
Naills
Posts: 48


4/11/2016
Naills
Naills
Posts: 48
When someone replies to a message I sent, I get no notification, it also sits in my sent folder, I would have expected it to be in my incoming messages
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John
John
Posts: 67


4/11/2016
John
John
Posts: 67
Naills wrote:
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.


I know what causes that one, it happens when you try to rename something after the turn timer has ended, instead of renaming it, it reloads the page for the new turn and undoes your name change.


--
Walk the true path, or be trampled beneath it.
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John
John
Posts: 67


4/11/2016
John
John
Posts: 67
I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet.
edited by Valhalla on 4/11/2016


--
Walk the true path, or be trampled beneath it.
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John
John
Posts: 67


4/11/2016
John
John
Posts: 67
Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.

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Walk the true path, or be trampled beneath it.
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Naills
Naills
Posts: 48


4/11/2016
Naills
Naills
Posts: 48
Similar bug to my renaming of transports, if you try to create a new guild and the turn ends before you are done, once you are finished the guild doesn't exist.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Naills wrote:
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.


You might have been "timed out" and when you hit rename it logged you back in but lost what you just did.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
cyb0rg wrote:
It would be really nice to be able to "drop all" cargo at once rather than one order for each type.


Hey man save the "It would be really nice if" stuff for sometime later than 3 days into an Alpha =)
Again its a little trickier then you think to drop several items at once onto a spot which might already have some of those in one shot. When I say one shot you have to remember that it is dropping ALL cargo EVERYWHERE from every ship with a drop order at the same time in "one shot" for performance reasons. Most games everyone's cargo would be dropping at different times even if it was several in a second using the same simple code. This game isn't working that way. Anything that has to start "looping" through and making decisions on occasion complicates it greatly, not just code wise but the database can grind against that stuff when it scales up.

Having blabbed all that, I will say that I will try =)
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Naills wrote:
When someone replies to a message I sent, I get no notification, it also sits in my sent folder, I would have expected it to be in my incoming messages


The comms system is dirt simple right now. Your send and incoming messages is just another "forum post" like the others which is strange I know. Something else to work on when things calm down =)
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Doctor Dread
Doctor Dread
Administrator
Posts: 1458


4/11/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Valhalla wrote:
Naills wrote:
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.


I know what causes that one, it happens when you try to rename something after the turn timer has ended, instead of renaming it, it reloads the page for the new turn and undoes your name change.


YES that is probably what is happening and that is exactly what it does when the turn flips, it detect your not on the same turn you started on and it reloads the page no matter what. This prevents a lot "hacking" of the pages like keeping a certain window up, lets say Salvage, past when that unit has been destroyed in combat and trying to get salvage again. That particular example wouldn't actually work but you get the idea.
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