View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023026 | AI War 2 | GUI | Mar 13, 2020 9:00 pm | Jan 6, 2022 7:06 pm | |
Reporter | Lord Of Nothing | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.032 Savegame Hotfix | ||||
Fixed in Version | Beta 3.781 Tachyon Healing Reversal | ||||
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... UI Issues: Command stations are considered ships in the tech upgrade screen. 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: 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. 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: 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. 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. 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: 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. Added 30/05/2020: Added 08/06/2020: Added 19/06/2020: There is a bug in one of the text messages when an instigator spawns - it's "Listen post reports...", when it should be "Listening post reports..." <=== badger thinks this is fixed 6/19 The Hacking point tooltip (Top of screen bar) contains a "Time for current hacker to complete work" section if a hack is in progress. However, if multiple hacks are underway, (In my case, retrieving spire debris while decoding nanobots), only one timer is displayed. (In this case it was the most recently started hack?) Nanobots centres and hives have a "This Nanobot Centre is supporting #### strength" part of their tooltip- but the strength number used here does not seem to be the same one as is used more generally, it's always much higher. Added 23/06/2020: Added 10/07/2020: Added 12/07/2020: If there is no metal outflow, the metal display in the topbar does not display the net flow figure as it does in other situations, it shows only the current amount, even if that amount is not current at the cap. Added 13/07/2020: Particularly minor: The Albedo limit on the tachyon of the marauder outpost and the nanocaust structures is ridiculously high, given that Albedo is limited to 1. (Their limit is 99) Added 17/07/2020: Unclaimed fleets can be upgraded in the UI, (And have their ships swapped in and out.) which allows you to cut their claim time significantly, since when they are upgraded, the upgrade HP is delivered full, reducing the percentage of their hull that remains to be "repaired" via the claim, and thus, the time to claim them. Seems like that is quite a noticeable bonus with things like the botnet that normally take a long time to claim and you'd almost certainly want to upgrade anyway? I've also had an occurrence where a fleet being claimed was the one that was chosen as the hacking fleet, even though a different, fully operation fleet was closer. (Both were mobile factories, if that matters.) Added 19/07/2020: It is possible for planets to gain a permanent, unremovable high priority marker (And I assume low priority as well). I think this was caused by setting a priority on collecting the science at a planet in the objectives screen. Added 24/07/2020: Minor: Setting an objective priority on killing an astro train in the intel screen means it is then tracked by that priority marker, including when it is on planets at which the player does not have vision. Minor: When you kill the depot an astro train is heading for, the description of what will happen when hovering mouse over the icon at the top of the screen when it arrives takes somewhat longer to update, if at all, than the description of where it is going - so it states the new destination depot, but the destroyed depot's effect. Added 25/07/2020: If you use the option Load Game -> select a game -> Lobby and start a new game from there, the new game inherits the old one's journal entries. Added 26/07/2020: (I also noticed that what should be Gödel, (And it did used to display correctly) in the mathematicians namelist has become G?del for me...) Added 07/08/2020: (And also, it should say FRS, not ARS.) I assume since this is a copy-paste, that the description for an ARS has the same issue. Added 10/08/2020: In the "Custom Start" game setup, the intensity/strength setting of the Dark Spire has a trailing full stop / decimal point, i.e. it shows as "N." , where N is the strength, rather than just "N", like the other factions. In the Intel tab in game, the tooltip text for hacking technology vaults states how many ship lines stand to benefit - but it doesn't seem to count multiple ship lines of the same type. So, if you had concussion turrets and two lines of concussion corvettes, it would say 2 ship lines stand to gain. It seems to me that it would make more sense for this part of the text to be the same as the text you get via the tech screen, which is more helpful. Added 14/08/2020: Holding down the "Show unit range for selected/hovered over" key (Z for me, I think that's the default?) when a military command station is selected, or holding the down "Show unit range for all ships on planet" keys (Shift-Z for me, again, I think that's the default) doesn't actually show the range of the military command station. It seems to work for everything else, it's just mil commands. EDIT on 29/08/2020: I noticed today that the same is true of active AI plasma eyes, which have the same range. When the AI Great Turret names were changed back to regular names since that's what they had been for ages anyway, the AI Beam Cannon was missed, it's still called Great. I assume the find and replace didn't catch it because it's called a "Great-Cannon", not a "Great-Turret". When swapping ship lines between two fleets at the same planet, the 'Unless at the same planet' qualification of the scrap warning doesn't seem to appear anymore. The ships still transfer fine, but the message just claims they'll all be scrapped. When a Dyson Sphere becomes un-antagonised, the little icon for it's warp gate below it's planet on the galaxy screen disappears until the planet is re-scouted. When using different combat styles, i.e. fast, cheetah, insane, plaid... The ship information panel correctly updates the speed and damage fields to reflect the new values caused by the mode. But the DPS number does not update - it's only correct for normal speed. Added 17/08/2020: The text for distance-based damage reduction is confused and unnecessarily convoluted. It currently says: (Copying from the AI Shredder Turret, if it matters) "If the target is more than N away from this ship, then the attacker does Mx damage to this ship." (Where N is the distance and M is the fraction of damage that gets through as a decimal.) So here, why is the attacker called the target to start with? Surely the target is the thing being attacked, but it can't be, because the target is something that is a distance away from "this ship". This implies that the bonus only applies to the thing the turret is targeting, which is not true. A simple fix would be to change "the target" to "an attacker", but the whole wording could be made simpler as well: Suggested replacement: "This ship takes only Mx damage from an attacker if it is more than N away." Note: here "it" is short, and can mean either the attacker or the defender without changing the meaning. Added 29/08/2020: The topbar icon for an active AI Eye somewhere still refers to the AI being outnumbered, rather than the new strength based behaviour, and it also refers to you (the player) as doing the outnumbering, when now it can be any faction that is hostile to the AI as far as I can tell. Further, in the tooltip of an activated eye, the eye falsely claims that it is activated due to there being too many ships- the falsehood of this can be seen since if you use a couple of high strength ships, the number of ships "too many" that you have can be turned negative. Added 31/08/2020: A voice line for taking normal planets (Specifically: "Well done, you have destroyed 1 second's worth of production") Just played after killing the overlord stage 1 on an AI homeworld - this seems off? Added 07/11/2020 | ||||
Tags | No tags attached. | ||||
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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. |
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Save for issue added 12/04/2020 and edited 15-16/04/2020 |
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Picture for non-installed expansions. |
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Since it's a very very minor issue as well, I'll report it as a comment: When there's not enough science for fleet tech upgrade, the cost is not red, like on the other tooltips. Screenshot attached (I had 500 science only). If you'd like me to open a separate ticket for this, I will. |
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Just realized I necro'd this from 2 years back, even though it's still as "assigned". Sorry. |
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Thanks! * Fixed an issue where the fleet line items on the tech menu were not showing their cost as red if you had too little science (or whatever other resource) to upgrade them. Marking this as fixed, since the most recent parts are, and the rest is so old I'm not sure what still applies and does not. Either way, I'm not really looking to comb through ui minutiae right now, but this one was a good one. |
Date Modified | Username | Field | Change |
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Mar 13, 2020 9:00 pm | Lord Of Nothing | New Issue | |
Mar 17, 2020 6:13 pm | Lord Of Nothing | Description Updated | |
Mar 17, 2020 6:17 pm | Lord Of Nothing | Description Updated | |
Mar 18, 2020 1:41 am | Dominus Arbitrationis | Description Updated | |
Mar 18, 2020 1:41 am | Dominus Arbitrationis | Note Added: 0056584 | |
Mar 18, 2020 2:16 am | Dominus Arbitrationis | Description Updated | |
Mar 18, 2020 2:18 am | Dominus Arbitrationis | Note Edited: 0056584 | |
Mar 19, 2020 7:15 pm | RocketAssistedPuffin | Description Updated | |
Mar 20, 2020 12:22 pm | BadgerBadger | Description Updated | |
Mar 22, 2020 4:46 pm | Dominus Arbitrationis | Description Updated | |
Mar 22, 2020 4:47 pm | Dominus Arbitrationis | Note Edited: 0056584 | |
Mar 24, 2020 4:01 pm | BadgerBadger | Description Updated | |
Mar 30, 2020 7:04 pm | Lord Of Nothing | Description Updated | |
Apr 3, 2020 8:32 pm | Lord Of Nothing | Description Updated | |
Apr 12, 2020 5:48 pm | Lord Of Nothing | Description Updated | |
Apr 12, 2020 6:10 pm | Lord Of Nothing | Description Updated | |
Apr 15, 2020 6:56 pm | Lord Of Nothing | Description Updated | |
Apr 15, 2020 7:04 pm | Lord Of Nothing | Description Updated | |
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 | |
Apr 24, 2020 2:06 pm | Lord Of Nothing | Description Updated | |
Apr 24, 2020 2:07 pm | Lord Of Nothing | Description Updated | |
May 6, 2020 4:13 am | Lord Of Nothing | Description Updated | |
May 6, 2020 1:35 pm | Lord Of Nothing | Description Updated | |
May 8, 2020 5:58 pm | Lord Of Nothing | Description Updated | |
May 8, 2020 6:00 pm | Lord Of Nothing | Description Updated | |
May 8, 2020 6:39 pm | Lord Of Nothing | Description Updated | |
May 13, 2020 7:02 pm | Lord Of Nothing | Description Updated | |
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 | |
May 27, 2020 6:21 pm | Lord Of Nothing | Description Updated | |
May 27, 2020 6:41 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
May 27, 2020 6:41 pm | BadgerBadger | Status | new => assigned |
May 28, 2020 8:15 pm | BadgerBadger | Description Updated | |
May 30, 2020 9:54 am | Lord Of Nothing | Description Updated | |
May 30, 2020 12:36 pm | Lord Of Nothing | Description Updated | |
May 30, 2020 12:37 pm | Lord Of Nothing | Description Updated | |
May 30, 2020 3:30 pm | BadgerBadger | Description Updated | |
Jun 1, 2020 4:45 pm | BadgerBadger | Description Updated | |
Jun 1, 2020 4:49 pm | BadgerBadger | Description Updated | |
Jun 1, 2020 7:34 pm | BadgerBadger | Description Updated | |
Jun 7, 2020 2:02 pm | Lord Of Nothing | Description Updated | |
Jun 7, 2020 2:04 pm | Lord Of Nothing | Description Updated | |
Jun 8, 2020 4:29 pm | Lord Of Nothing | Description Updated | |
Jun 19, 2020 10:56 am | Lord Of Nothing | Description Updated | |
Jun 19, 2020 11:06 am | BadgerBadger | Description Updated | |
Jun 19, 2020 11:16 am | Lord Of Nothing | Description Updated | |
Jun 19, 2020 11:20 am | Lord Of Nothing | Description Updated | |
Jun 23, 2020 8:21 am | Lord Of Nothing | Description Updated | |
Jun 23, 2020 8:22 am | Lord Of Nothing | File Added: AI War bug 4.png | |
Jun 23, 2020 8:22 am | Lord Of Nothing | Note Added: 0057422 | |
Jun 25, 2020 8:38 am | Lord Of Nothing | Description Updated | |
Jul 10, 2020 11:07 am | Lord Of Nothing | Description Updated | |
Jul 12, 2020 11:17 am | Lord Of Nothing | Description Updated | |
Jul 12, 2020 1:35 pm | Lord Of Nothing | Description Updated | |
Jul 13, 2020 1:38 pm | Lord Of Nothing | Description Updated | |
Jul 16, 2020 6:33 pm | Lord Of Nothing | Description Updated | |
Jul 17, 2020 1:24 pm | Lord Of Nothing | Description Updated | |
Jul 19, 2020 1:58 pm | Lord Of Nothing | Description Updated | |
Jul 24, 2020 12:41 pm | Lord Of Nothing | Description Updated | |
Jul 24, 2020 1:55 pm | Lord Of Nothing | Description Updated | |
Jul 25, 2020 5:32 am | Lord Of Nothing | Description Updated | |
Jul 25, 2020 8:05 am | Lord Of Nothing | Description Updated | |
Jul 26, 2020 12:47 pm | Lord Of Nothing | Description Updated | |
Jul 26, 2020 1:10 pm | Lord Of Nothing | Description Updated | |
Jul 27, 2020 6:06 pm | Lord Of Nothing | Description Updated | |
Jul 28, 2020 7:41 am | Lord Of Nothing | Description Updated | |
Jul 28, 2020 7:43 am | Lord Of Nothing | Description Updated | |
Aug 7, 2020 1:54 pm | Lord Of Nothing | Description Updated | |
Aug 7, 2020 6:18 pm | Lord Of Nothing | Description Updated | |
Aug 10, 2020 12:54 pm | Lord Of Nothing | Description Updated | |
Aug 10, 2020 12:59 pm | Lord Of Nothing | Description Updated | |
Aug 10, 2020 1:22 pm | Lord Of Nothing | Description Updated | |
Aug 12, 2020 11:53 am | Lord Of Nothing | Description Updated | |
Aug 12, 2020 11:57 pm | BadgerBadger | Description Updated | |
Aug 14, 2020 1:12 pm | Lord Of Nothing | Description Updated | |
Aug 14, 2020 2:51 pm | BadgerBadger | Description Updated | |
Aug 14, 2020 3:55 pm | BadgerBadger | Description Updated | |
Aug 14, 2020 4:22 pm | Lord Of Nothing | Description Updated | |
Aug 14, 2020 5:13 pm | Lord Of Nothing | Description Updated | |
Aug 14, 2020 5:25 pm | Lord Of Nothing | Description Updated | |
Aug 14, 2020 5:57 pm | Lord Of Nothing | Description Updated | |
Aug 17, 2020 3:55 pm | Lord Of Nothing | Description Updated | |
Aug 17, 2020 3:55 pm | Lord Of Nothing | Description Updated | |
Aug 29, 2020 1:48 pm | Lord Of Nothing | Description Updated | |
Aug 29, 2020 6:35 pm | Lord Of Nothing | Description Updated | |
Aug 29, 2020 7:14 pm | Lord Of Nothing | Description Updated | |
Aug 31, 2020 2:23 pm | Lord Of Nothing | Description Updated | |
Nov 6, 2020 8:09 pm | Lord Of Nothing | Description Updated | |
Nov 9, 2020 1:14 pm | BadgerBadger | Description Updated | |
Jan 4, 2022 11:13 pm | henry700 | Note Added: 0063650 | |
Jan 4, 2022 11:13 pm | henry700 | File Added: image.png | |
Jan 4, 2022 11:14 pm | henry700 | Note Added: 0063651 | |
Jan 6, 2022 7:06 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 6, 2022 7:06 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 6, 2022 7:06 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.781 Tachyon Healing Reversal |
Jan 6, 2022 7:06 pm | Chris_McElligottPark | Note Added: 0063692 |