Bugs

General discussion for the game Anacreon
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Atarlost
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What about tracking troop loyalty independently of civilian loyalty but still only doing so on a per garrison basis?

Unless troops are serving on their home world their families (or at least their ability to communicate with their families) are effectively hostages against rebellion. Volunteer troops are also self selected for loyalty (or at least willingness to be enforcers of the imperial will on the populace) and the selection pressure is stronger the more dictatorial the regime.

Military loyalty is primarily determined by officers, not conditions. Soldiers may go AWOL, but they're unlikely to take up arms against their former leaders unless induced to do so by their officers.
Literally is the new Figuratively
Hussell
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Having a fraction of troops defect instead of all of them is enough for me for now. Detailed modelling of loyalty, while interesting, would use too much developer time on an almost invisible part of the game. Maybe in the future, if ground combat were to be displayed in more detail, this would be worth pursuing.
Hussell
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Air processors, life support systems, flare shelters, and radiation clinics really, really need to be buildable by players. A small but growing number of worlds have had these facilities destroyed, rendering them mostly uninhabitable. Plus, if a hostile world has built its habitat up to max, but then falls below biotech, it loses the increased population cap, and there's currently no way for hostile worlds to go back to one of the lower-tech types of habitat.

I suppose there may be a more comprehensive fix in the works (downgradeable structures and auto-rebuild for the four mentioned above?), in which case I can be patient... provided I know it's coming!
Hussell
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When I capture a sector capital from another player, I can instantly designate it as a sector capital instead of having to wait for a day. I'm not sure if this is intentional or not. Also, these worlds end up with two structures named "administration", one of which doesn't use any industry, and the other of which uses all surplus industry for administration.
Hussell
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Some of the longer range units, when used as defenders, are able to attack transports before they start moving in. These units fail to attack actual, dangerous, attacking units, instead shooting down (empty) transports until destroyed.

Defenders should concentrate on attacking units. Transports should stay out of range of defending units until ordered to land troops.
Hussell
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Here's an image showing some of the problems with info going off the screen:

Image

The list of ships extends off the bottom. There's no way to scroll to see the rest. The list of defenses overlaps the world's tech-level.
starxplor
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Hussel, I believe the solution is to not stack so many defenses in one place. After all, that makes it really hard for the big 200+ empires to steal your capital when you grow too fast...
Hussell
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Image

Obvious bug. Also causes occasional enormous import requests as the production swings back and forth.

Do worlds spend any resources to reallocate industry, or is it just the result of actually trying to produce that much?
Hussell
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Image

Incomplete information. Some consumer goods are being produced on this world, but that industrial allocation doesn't show up. Perhaps because this world's tech level is in the middle of being raised from 8 to 10?
starxplor
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Hussell wrote:Image

Incomplete information. Some consumer goods are being produced on this world, but that industrial allocation doesn't show up. Perhaps because this world's tech level is in the middle of being raised from 8 to 10?
Is the world set to import 100% of goods, and just has to make up missing income, or in some cases producing small amounts on the way to full reliance on imports? Those would be situations where the world is not expecting to produce, and so would show no default industry production. Similar to how ship production listed there is the ideal, not what actually happens based on required materials.
Hussell
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To be clear, on the 'Production' tab, it listed some of each of the three consumer goods being produced, and the rest imported. I think the world's demand was increasing due to the increasing tech level, and the trade routes weren't increasing fast enough to keep up, so the world was producing enough to make up the difference. The only problem is the amount of industry devoted to producing consumer goods is not reported, possibly because the world thinks it will go to 0% next turn, even though it won't due to the increasing tech level causing another shortage. I want the amount of industry being devoted to a particular sector to be shown until it actually reaches 0%.

Clear, I hope?
Hussell
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The game seems to only partially load today. I can see my homeworld and a few others, and all the trade routes, but the rest of the worlds don't show up at all and neither does the rest of the interface.

Image

Edit: everything's back to normal now

Edit2 2013-04-15: ...and it's back again. Clearing my cache and resetting my internet connection doesn't fix the problem.

Edit3 2013-04-16: problem went away last night, everything still normal this morning.
Last edited by Hussell on Tue Apr 16, 2013 11:36 am, edited 1 time in total.
Hussell
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I tried invading a few planets for the first time in a while, and had some problems with the actual invading part of things. Destruction of the planetary defenses was accomplished quickly, and then the transports just kept circling, never attempting to land. Meanwhile the planet keeps trying to build new defenses, which instantly get flattened. This happens at some planets, but not others, for some reason.

Edit: Possibly related to tech level somehow? Rarely happens when invading low-tech planets.
whaleduck
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(Could be related to what Hussel said or is intentional)
When you invade a world, and then you cancel it by clicking retreat, you have to wait a watch before trying to invade again.
Last edited by whaleduck on Wed May 08, 2013 1:47 am, edited 1 time in total.
george moromisato
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Alpha 6, just released, fixes the last three bugs reported:

1. Problems with map not drawing correctly
2. Transports not landing/invading
3. Unable to invade again after a retreat.

Thanks, all!
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