Some bugs and other issues (4.10+ 2020-08-17.2240ab3)
Posted: Thu Aug 27, 2020 9:18 pm
Bugs
- Window sizes aren't preserved on production screen and research screen: pedia window resize on those screens specifically, as well as the "Display" window at the bottom of the research screen. Each new version, I adjust everything to my liking for my screen resolution, and the game remembers everything else (as far as I can tell) and preserves those settings, but those three don't get saved. One other thing is the "messages" window on the main screen: I close it, but on opening a new game, it's always open. Size and position are preserved across new games and open/close application, but it always pops up and I have to close it.
- When I rename a domesticated space monster, and it then evolves, the name gets replaced by another randomly generated one. Workaround is to wait until it's fully evolved before renaming it, but the custom name should be preserved, ideally.
- EVERY time I exit to the main screen, I get a message about how a save is in progress with an option to exit anyway: it doesn't matter how long I have been in-game without clicking "next turn": I could even have walked away from the computer for 30 minutes before returning and I'll still get the message.
- Monster Frequency set to HIGH, Number of Systems set to 175, Planet Density and Specials Frequency set to HIGH, and commonly I will only see 1/3 or 2/3 types of the tameable space monsters: when it's 2, it's most commonly Snowflakes and Kraken. RARELY, I'll get all three, and if I get Juggernauts, it's biased toward just those. IMO with those settings I should ALWAYS see all three types. With lower settings, it should be random, not biased towards one or two types.
- Crash to desktop when I try to open the battle reports.
- Bombardment has a significant research cost with a different type of bombardment for each metabolism (this part is potentially OK) but then the specific equipment slot is a unique part for each (not OK). The problem here is that you either have to design and build specific bombardment ships for each type, or have ships that are pretty much entirely devoted to JUST bombardment. Beyond that, bombardment is of limited use in the first place, since it can only target population, instead of what usually gets bombed in wars: infrastructure, troops, and military/defense installations. Essentially, it's a lot of research investment for almost no return: In most cases, I'd rather capture the planets with a large population so they can be productive sooner. Since I can't reduce the colony's defenses with it, it's pretty useless unless I completely wipe them out from orbit (which reduces it to an outpost, thereby indirectly reducing the defenses) but if I do that, it's only useful in that it reduces the number of troopships I need to capture the colony. Bombing down to an outpost just means I have to build it back up from scratch after I capture it, so in most situations, it's pointless.
- Krill spawner as a reward from ancient ruins. I mean c'mon, really? You bring in a large fleet and finally defeat that badass guardian, and this is a booby prize for all that effort. Spawning wild krill occasionally accomplishes what, exactly? Why is this even in the game? If it spawned a plague of krill that was player-controllable, that would be fun. Even if it spawned a small krill swarm that the player could control (like Snowflakes/Kraken/Juggernauts) then the player could farm them and add them to the navy like with those others and that would be OK too.
- Arc Disruptors pretty much make anything up to Death Rays 2 redundant. Damage is so high there's really no point switching it up until then.<<Edit: NM turns out they do significantly reduced damage vs. shields compared to others so that's a balancing factor.>>