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|ID||Project||Category||Date Submitted||Last Update|
|0023026||AI War 2||[All Projects] GUI||Mar 13, 2020 9:00 pm||May 28, 2020 8:15 pm|
|Reporter||Lord Of Nothing||Assigned To||x4000Bughunter|
|Product Version||2.032 Savegame Hotfix|
|Fixed in Version|
|Summary||0023026: Assorted UI Issues|
|Description||Posted 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...|
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?
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 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.
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.
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.
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.
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
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.
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.
The Extragalactic War Thunderchild's weapon has no visual effect.
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.
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.
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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.
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)
|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|