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IDProjectCategoryLast Update
0023026AI War 2[All Projects] GUIMay 28, 2020 8:15 pm
ReporterLord Of NothingAssigned Tox4000Bughunter 
Severityminor 
Status assignedResolutionopen 
Product Version2.032 Savegame Hotfix 
Fixed in Version 
Summary0023026: Assorted UI Issues
DescriptionPosted as one issue to avoid spamming mantis. Some of these are probably not actually UI as such in their cause, but their actual effect is purely cosmetic, so...

UI Issues:

Extragalactic War Planetcracker has no galaxy map icon.

Exogalactic wormholes belonging to AI's you kill simply go on hold forever when they die, they don't disappear from the UI, the object remains in-game, and the planet next to them are considered eligible for waves by the beginner tooltips section of the intel tab.

Command stations are considered ships in the tech upgrade screen.

Misleading "If the fleet levels up, this ship will NOT gain a mark level" everywhere. For example, all spireships, all spire city buildings that scale with city level, all turrets, forcefields, tachyon arrays, station keeping frigates, metal harvesters, cryo pods, home human settlements, planet-based engineers, as well as the command stations themselves, battlestations, citadels - In the latter cases this makes it very unclear to the player what they are buying with the spend science option...

Spire Dreadnaught's selection/mouseover radius feels too big and makes it harder to select nearby units or issue move orders nearby. The same is also true of its collision circle. I’d suggest about a 5-10% decrease in radius?

Achievements:

Teach a man to Fish and the dark spire defeat (intensity 4 or above) achievements are currently not working.
Give a man a fish doesn't work when the science is used on the home command station.

In the intel tab, the description for all types of AIP reducers: For example, for a major data center, it says Reduce AIP by -60. But if the amount is the reduction, shouldn't it be by 60? The structure descriptions in the rest of the game say by 60, not by -60, so changing it would add consistency as well as making things true from a strict reading. All other types of AIP reducer in the intel tab have the same issue.


In the build tab, minimising the sections stores the fact of minimisation across planets. But the thing that seems to be stored is the number of the section - first section minimised, second section minimised, etc. But what this section contains is not consistent across planets- the first section might be command stations (Unowned planet with player mobile fleets), infrastructure (Normal player planet), Spire city structures (Spire city planet), or turrets (Battlestation or citadel at non-player owned planet). And then this further means all the other sections are different as well. This makes the option rather less useful than might be hoped.

In multiple AI games, the message "The AI Civil war has begun" will play on death of the last communication node even if the other AI(s) are already long dead. It also seems to mean that in the Esc menu, the defeated blurb changes retroactively to "Defeated in civil war?", and means the game (Incorrectly, in my view) counts for the civil war achievement.

Added 17/03/2020:
In the Intel tab, there is no entry for the Dyson Antagoniser until it actually finishes warping in? (When the sphere is unfound, at least.) <=== tentative fix from badger in

In the Intel tab, all the "Claim new fleets entries include the flagship in the number of units, but then do not actually list it? This is clearest in the case of lone spire frigates.

Added 31/03/2020:
When a shipyard (Normal or Spire) is not building because the player has insufficient energy to build the ship (Not at brownout, but so low that building it would cause brownout), the message displayed on the shipyard does not correctly reflect this- it instead shows the more usual message that all fleets in range have full ship caps.

Added 04/04/2020:
In the tech screen, the forcefields tech incorrectly states that it raises the level of the Zenith trader's Zenith Forcefield Generator. Fixed in 0023165

Added 12/04/2020:
In the tooltip for a spire city, the display for the number of planets needed without a spire city in order for the city to mark up appears to be wrong in some cases - as far as I can see, it seems to be based on the number of planets the players owns, minus the number of spire cities they own - but this is incorrect if the player has spire cities on planets not owned by them, e.g. due to reconquest or because they have just done a relic chase and have not killed the AI command station (e.g. for debris placement reasons). I'm not sure if this affects the actual spire city upgrade logic or is just a display issue. Edit 15/04/2020: This is not just the display, there's something odd about the city update logic itself, it is not currently acting as described in the tooltips - if you have a city on an AI held planet, this can make the difference between a city upgrading or not, so the logic is also using (number of planets owned by player - number of spire cities), not number of planets owned by player without spire cities. It's not quite as consistent as I thought, though - I have attached a save. In it, taking the planet Gusset, which is currently AI and has a player spire city, will allow the city on Aldebaran to level (It already has the required lower mark cities, and shows as needing one more planet without a spire city to level), but the cities on several other planets, e.g. Cormack, Minsky, Warmuth, will show as needing one more planet without a spire city to mark up both before and after.

The Brownout message in the recovery phase (The 60 seconds where forcefields remain down after you restore a +ve balance) states: "You have a negative energy balance. ..." It should be had, not have, at this stage- the current formulation is misleading.

Added 18/04/2020:
The Spire Neural Net descriptions state that the added ships will be destroyed if the net is destroyed, but this is not true, either for destruction in combat or scrapping the neural net.

Added 24/04/2020:
The Intel screen fails to suggest that you should gather research and hacking point from a planet for which you have already paid the AIP, if the AI has reconquered it.
Teach a man to fish is still not working for me... <==== 5/28 badger thinks this should work now

Added 06/05/2020:
Structures that raise AIP when killed by player allies, such as AI command stations and warp gates, use the same tooltip description for this as structures that raise AIP when killed (i.e. Global command augmenters etc.) This seems misleading since it implies that AIP will rise when they are killed by a third party, e.g. hostile to all nanocaust, which is not the case, as the AIP rise is deferred until planet capture etc.

Added 08/05/2020:
The description for the beat the AI achivements might be clearer if it used the same formulation as those for minor factions, i.e. "Beat the Golemite AI on difficulty >=9" becomes "Beat the game with a Golemite AI on difficulty >=9". This is because you have to win the game for these achievements to be counted, it's not when you kill the AI itself, which matters in multi AI games.

Added 14/05/2020:
The Extragalactic War Thunderchild's weapon has no visual effect.

Added 20/05/2020:
The "This will definitely make things better and not worse" Achievement doesn't work for me, I've done all three dark spire hacks in my current game multiple times, and nothing.

Added 27/05/2020:
Fleet Capacity Extender and Fleet Research Station primary hacks both have a slightly wrong description when you attempt to hack them with a non-eligable fleet- it references an ARS, not the structure actually present.
Since no ship with a bubble forcefield has regular shields, the description of the attack bonus of, e.g. the weapons on the anti-shield pulsar tank, could be clarified and shortened.
TagsNo tags attached.

Activities

Dominus Arbitrationis

Mar 18, 2020 1:41 am

administrator   ~0056584

Last edited: Mar 22, 2020 4:47 pm

View 3 revisions

Fixed Teach a man to fish, the dark spire defeat, and Give a man a fish achievements.

Also fixed Objectives display issue.

Marked off the fixes from Badger as well.

Lord Of Nothing

Apr 15, 2020 7:04 pm

reporter   ~0056864

Save for issue added 12/04/2020 and edited 15-16/04/2020

Planets to mark up demo attempt 1.savemet (92 bytes)
Planets to mark up demo attempt 1.save (2,544,731 bytes)

Issue History

Date Modified Username Field Change
Mar 13, 2020 9:00 pm Lord Of Nothing New Issue
Mar 17, 2020 6:13 pm Lord Of Nothing Description Updated View Revisions
Mar 17, 2020 6:17 pm Lord Of Nothing Description Updated View Revisions
Mar 18, 2020 1:41 am Dominus Arbitrationis Description Updated View Revisions
Mar 18, 2020 1:41 am Dominus Arbitrationis Note Added: 0056584
Mar 18, 2020 2:16 am Dominus Arbitrationis Description Updated View Revisions
Mar 18, 2020 2:18 am Dominus Arbitrationis Note Edited: 0056584 View Revisions
Mar 19, 2020 7:15 pm RocketAssistedPuffin Description Updated View Revisions
Mar 20, 2020 12:22 pm BadgerBadger Description Updated View Revisions
Mar 22, 2020 4:46 pm Dominus Arbitrationis Description Updated View Revisions
Mar 22, 2020 4:47 pm Dominus Arbitrationis Note Edited: 0056584 View Revisions
Mar 24, 2020 4:01 pm BadgerBadger Description Updated View Revisions
Mar 30, 2020 7:04 pm Lord Of Nothing Description Updated View Revisions
Apr 3, 2020 8:32 pm Lord Of Nothing Description Updated View Revisions
Apr 12, 2020 5:48 pm Lord Of Nothing Description Updated View Revisions
Apr 12, 2020 6:10 pm Lord Of Nothing Description Updated View Revisions
Apr 15, 2020 6:56 pm Lord Of Nothing Description Updated View Revisions
Apr 15, 2020 7:04 pm Lord Of Nothing Description Updated View Revisions
Apr 15, 2020 7:04 pm Lord Of Nothing File Added: Planets to mark up demo attempt 1.save
Apr 15, 2020 7:04 pm Lord Of Nothing File Added: Planets to mark up demo attempt 1.savemet
Apr 15, 2020 7:04 pm Lord Of Nothing Note Added: 0056864
Apr 18, 2020 5:19 pm Lord Of Nothing Description Updated View Revisions
Apr 24, 2020 2:06 pm Lord Of Nothing Description Updated View Revisions
Apr 24, 2020 2:07 pm Lord Of Nothing Description Updated View Revisions
May 6, 2020 4:13 am Lord Of Nothing Description Updated View Revisions
May 6, 2020 1:35 pm Lord Of Nothing Description Updated View Revisions
May 8, 2020 5:58 pm Lord Of Nothing Description Updated View Revisions
May 8, 2020 6:00 pm Lord Of Nothing Description Updated View Revisions
May 8, 2020 6:39 pm Lord Of Nothing Description Updated View Revisions
May 13, 2020 7:02 pm Lord Of Nothing Description Updated View Revisions
May 20, 2020 4:52 am Lord Of Nothing Product Version 2.009 Plenty Of Tuning => 2.032 Savegame Hotfix
May 20, 2020 4:52 am Lord Of Nothing Description Updated View Revisions
May 27, 2020 6:21 pm Lord Of Nothing Description Updated View Revisions
May 27, 2020 6:41 pm BadgerBadger Assigned To => x4000Bughunter
May 27, 2020 6:41 pm BadgerBadger Status new => assigned
May 28, 2020 8:15 pm BadgerBadger Description Updated View Revisions