Bugs in rc4

These are old bug reports that have been closed.
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PKodon
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Hi, since there really wasn't a topic for this, I thought I'd start one.

The first bug I found is a visual bug.

I'm using my custom ship, the FalconCV, and when I fly over Starton Eridani (to make sure I don't dock with a Nav Beacon) and try to dock, the ship disappears (Starton Eridani pops to the foreground) and then as it moves to docking position, it comes out from under Starton Eridani.

Others have mentioned it on IRC.

I would have made a ticket on the Bug Tracker, but rc4 isn't listed there yet.

PK
george moromisato
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Thanks, I've fixed that in RC5.

In RC4 I added code so that docked ships appear behind the station when appropriate (e.g., look at corporate enclaves).

But I don't think that makes sense for the player ship, so I've fixed it so the player ship always paints on top.
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SparcMan
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The description for the cannon accelerator says it will give kinetic weapons 75% more damage, but my dual recoilless is showing +50% instead of +75%.
void
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I'd like to confirm the cannon accelerator bug. The accelerator works, but it does not indicate the +75% in the OSD or in the ship configuration.

Also, when fighting in the arena, my opponent escaped the arena. I thought the game was lost, but it turns out I was able to escape too, on the lower-right. I killed him and was again able to reenter the arena via its lower-right side. It wasn't easy, but it wasn't too hard once I saw my opponent did it.
I was in a wolfen, and so was he, can't remember the guy's exact name.
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SparcMan
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Another issue with the Arena is not so much a bug as it is an annoyance. If you have Autons following you, it's hard to get them to follow you through the Arena opening. I'd like to see an option to give an Auton a "shutdown" order at which point you can dock with it to take it back into your cargo hold. It should be possible to implement this by creating Auton-shaped containers that disappear when you loot all contents (in this case the single Auton) similar to jettisoned cargo boxes or ore deposits. Not only would it be a cool and logical feature, it would also provide a workaround to getting Autons into the Arena. The only potential issue is that you would have to track the amount of damage on a shutdown Auton or else you could use that as an exploit to repair Autons for free.
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Aury
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SparcMan wrote:Another issue with the Arena is not so much a bug as it is an annoyance. If you have Autons following you, it's hard to get them to follow you through the Arena opening. I'd like to see an option to give an Auton a "shutdown" order at which point you can dock with it to take it back into your cargo hold. It should be possible to implement this by creating Auton-shaped containers that disappear when you loot all contents (in this case the single Auton) similar to jettisoned cargo boxes or ore deposits. Not only would it be a cool and logical feature, it would also provide a workaround to getting Autons into the Arena. The only potential issue is that you would have to track the amount of damage on a shutdown Auton or else you could use that as an exploit to repair Autons for free.
I think something like that shutdown order got implemented in alterecco's auton mod...

Turns out its not, but its really easy to add it. (I did this with my deployable turrets, just without the shutdown order, because they were already stationary)
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Blitz
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Okay, I've been doing a few playthroughs and have encountered the following issues.

1. I think I've mentioned this elsewhere but I'll repeat it again. The new base attack ai makes it harder to save the korolev station in Charon.
I played through a few times with infinite money and hence had top end eq that I could find. I saved it just once. Maybe, it's just my imagination and I'm having bad luck or maybe I'm not good enough. But I don't think so, I used to be able to save the station quite easily in previous versions.
The "save the base against waves of pirates" missions are also more difficult but very doable.

2. Flooded docking ports. The new IAV ships are a cool addition to the game but in systems with lots of friendlys, docking ports are full, often with more ships flying about waiting for a docking port to clear up. It's worse when you are on a Korolev mission and the freighter you are escorting has nowhere to dock and keeps flying about. This is very annoying.

3. There are two holes in the arena. One right next the gate and one in the large gap between the posts near the lowest point of teh arena. Perhaps this is deliberate. But I don't know...
Also regarding the arena, if the gladiator matches are supposed to be one on one, Volkov (or any Jenna or Rama if you backtracked...) shouldn't be allowed inside...right? I usually have Volkov if I suck the previous systems dry.

So, opinions? Am I totally wrong on any of these points?
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Blitz wrote:Okay, I've been doing a few playthroughs and have encountered the following issues.

1. I think I've mentioned this elsewhere but I'll repeat it again. The new base attack ai makes it harder to save the korolev station in Charon.
I played through a few times with infinite money and hence had top end eq that I could find. I saved it just once. Maybe, it's just my imagination and I'm having bad luck or maybe I'm not good enough. But I don't think so, I used to be able to save the station quite easily in previous versions.
The "save the base against waves of pirates" missions are also more difficult but very doable.

2. Flooded docking ports. The new IAV ships are a cool addition to the game but in systems with lots of friendlys, docking ports are full, often with more ships flying about waiting for a docking port to clear up. It's worse when you are on a Korolev mission and the freighter you are escorting has nowhere to dock and keeps flying about. This is very annoying.

3. There are two holes in the arena. One right next the gate and one in the large gap between the posts near the lowest point of teh arena. Perhaps this is deliberate. But I don't know...
Also regarding the arena, if the gladiator matches are supposed to be one on one, Volkov (or any Jenna or Rama if you backtracked...) shouldn't be allowed inside...right? I usually have Volkov if I suck the previous systems dry.

So, opinions? Am I totally wrong on any of these points?
Good feedback--thanks! Some comments:

1. Actually, you're not really supposed to save Korolov in Charon--it's a Kobayashi scenario. I didn't think it was that easy in unmodded games, but maybe I'm wrong--either way, I'm glad it's hard now. :)

2. This is a lot better in RC5. Thanks!

3. Excellent point--I will fix those holes for RC5.
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If you get the "Recon Ares Base" mission and destroy the Ares base without getting in visual range, it's impossible to complete the mission. They won't say anything except "What is your major malfunction!? Get back out there and complete your mission!".

I don't know how long this bug has been in Transcendence, but It's still here in RC4, so I guess it counts.

I added the bug to the tracker, now that it's back up.
Last edited by Curudan on Fri Jan 22, 2010 11:05 pm, edited 1 time in total.
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Aury
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If you can get a particle weapon on the wolfen, saving the korolov gets easier IMO (well, you DO need to be able to pilot and aim well enough, so for a newbie, it would still be rather hard...) XD
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Drayk
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Some issues may already be resolved but I don't have time to read all board messages. I have played thru RC4 three times and noticed the following:

1. cannon accelerator states 75% enhancement but actual is 50%
2. ares turrets spawning within the base, making it impossible to destroy
3. adventurer outfitters/taikon ventures spawned on top of an asteroid, blocking their weapons
4. ferian warriors are hostile to player when player didn't attack their base
5. ferian warriors return to destroyed ferian colony and do not move
6. destroyed ships keep getting stuck inside ringer shipyards
7. 1st playthrough: i could not find a targeting ROM until i reached the first trading outpost and ordered one
2nd playthrough: same thing. Why are they so rare?
3rd playthough: started the game with one.
8. Autopilot ROM should not exist
9. 1st playthrough: CSC Terra was spawned right next to an Ares Shipyard and was destroyed
2nd playthrough: did not happen, I was able to complete Antarctica mission
10. "enemy ships detected" message near battle arena when no enemy ships nearby
11. when using light omsk armor x4 and mark I omsk deflector the shield HP tops at 180 when the description says 200
12. military mission target indicator did not clear after completing mission, but cleared after accepting new mission
13. Arena: opponent description -- "launcher:" - not always a launcher
14. Iocrym archive -- "72 chance" (72% chance?)
15. St. Josephine after using virus in Iocrym Archive - text "Done" is all white

Thanks
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1: I think is fixed in rc5

7: this is debilitating, such an important rom must be made available.

11: each segment of light omsk armor adds 25hp to the shield, medium is 50, heavy is 100, you need some heavier omsk armor to max out the shield, 80hp+25*4=180hp.
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Drayk wrote:Some issues may already be resolved but I don't have time to read all board messages. I have played thru RC4 three times and noticed the following:

7. 1st playthrough: i could not find a targeting ROM until i reached the first trading outpost and ordered one
2nd playthrough: same thing. Why are they so rare?
3rd playthough: started the game with one.
8. Autopilot ROM should not exist
9. 1st playthrough: CSC Terra was spawned right next to an Ares Shipyard and was destroyed
2nd playthrough: did not happen, I was able to complete Antarctica mission
15. St. Josephine after using virus in Iocrym Archive - text "Done" is all white

Thanks
7. I don't think it should be more easily available. All playthroughs are meant to be equally easy nor are all items possible to get. That's just part of the game.
8. It exists so that you'd buy it and waste money on it.
9. Eh, possible and also possible that you can't do antarctica mission. Again, part of the randomness of the game. Idea is that you should be able to adapt to all the badluck. It's been mentioned somewhere that Transcendence take it's inspiration from NetHack. All games of that genre have the extreme randomness...
Check out this thread
http://neurohack.com/transcendence/foru ... php?t=2736
15. That's cuz, oddly, the hotkey for done is "U"
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Aury
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Targeting rom should always be avaliable. Perhapse not necessarily easy to get, but ALWAYS.
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george moromisato
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Drayk wrote:Some issues may already be resolved but I don't have time to read all board messages. I have played thru RC4 three times and noticed the following:

1. cannon accelerator states 75% enhancement but actual is 50%
2. ares turrets spawning within the base, making it impossible to destroy
3. adventurer outfitters/taikon ventures spawned on top of an asteroid, blocking their weapons
4. ferian warriors are hostile to player when player didn't attack their base
5. ferian warriors return to destroyed ferian colony and do not move
6. destroyed ships keep getting stuck inside ringer shipyards
7. 1st playthrough: i could not find a targeting ROM until i reached the first trading outpost and ordered one
2nd playthrough: same thing. Why are they so rare?
3rd playthough: started the game with one.
8. Autopilot ROM should not exist
9. 1st playthrough: CSC Terra was spawned right next to an Ares Shipyard and was destroyed
2nd playthrough: did not happen, I was able to complete Antarctica mission
10. "enemy ships detected" message near battle arena when no enemy ships nearby
11. when using light omsk armor x4 and mark I omsk deflector the shield HP tops at 180 when the description says 200
12. military mission target indicator did not clear after completing mission, but cleared after accepting new mission
13. Arena: opponent description -- "launcher:" - not always a launcher
14. Iocrym archive -- "72 chance" (72% chance?)
15. St. Josephine after using virus in Iocrym Archive - text "Done" is all white

Thanks
Great listing:

1. Fixed in RC5.
2/3. Better, but not completely fixed in RC5.
4. Better in RC6.
5. Fixed in RC6.
6. Not fixed.
7/8. Fixed one bug that might help this (Korolov should sometimes give a targeting ROM)
8. Fixed in RC5--CSCs move away from danger.
10. Not sure what the problem is yet.
11. Fixed the text so it is clear what's happening. Thanks!
12. Not fixed yet--do you remember which mission?
13. Not fixed yet.
14. Fixed in RC6. Thanks!
15. Fixed in RC6. Thanks!
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