View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0025420||AI War 2||GUI||Jul 16, 2021 11:52 am||Aug 30, 2021 3:04 pm|
|Product Version||3.311 Engineer Multitasking|
|Fixed in Version||Beta 3.510 Threads And Science|
|Summary||0025420: Tech Pane: "Number of Shiplines that use this tech" is incorrect|
|Description||In this save, the "Ambush Tech" claims that it applies to 6 ships and 3 turrets, when it actually only applies to 2 shiplines and 1 turrets.|
Potential shiplines I could obtain are 6 shiplines and 1 turrets.
Same issue in a second unrelated campaign. Save uploaded.
Ambush Tech is the best example of this bug, but Artillery and many other techs have the same problem.
|Tags||No tags attached.|
Jul 16, 2021 11:52 am
savesave.savemet (73 bytes)
UK 336466757 3749 ZSpire Random Difficulty 8 2 <color=#a3c1ad>TZR</color>
savesave.savemet (73 bytes)
savesave.save (531,357 bytes)
UnresponsiveFlagship.save (379,184 bytes)
||Are the ambush ships minelayers or carriers? It might be counting the ship line they spawn in.|
If you want the worst offender, scroll to the bottom of this list. Alien hull is listed 7-2, when I have 0 shiplines and 0 capturable. The only techs that aren't messed up are Disruption, Engineering, Command, Minefield, and StationKeepers. Every single other tech is showing incorrect values. My only mod is Civilian Industries. This is happening across multiple new campaigns. I don't know why this is happening.
Ambush 6 shiplines 2 turret lines. Light Minelayer Frigate, Minelayer Frigate, Ambush Turret. (Potentially, 6 shiplines and 1 turret are capturable.)
Even if the frigates are counting as 2 shiplines, that would give me 4 shiplines and 1 turret, not 6 and 2. Note that I only have the single line of Ambush turrets you start with, I haven't gotten hacked to get any more.
Artillery 3 shiplines 2 turret lines. Bombard, Siege Frigate. Concussion Turret, Holocene Missile Turret. (2 shiplines and 1 turretline capturable).
I only have one copy of each shipline, and yet one of them is being counted twice somehow.
Core 1 shipline 3 turret lines. Sentinel Gunboat, Tritium Sniper Turret. (3 turrets capturable).
Disruptive - this tech is behaving. I have 3 shiplines and 3 turretlines, just like it says.
Parasite 2 shiplines 1 turret line, even though I only have 1 shipline.
Melee 2 shiplines 1 turretline, even though I have 1 shipline and ZERO turrets. 2 shiplines and 2 turrets are capturable.
Piercing 2 shiplines 2 turretlines, even though I have ZERO in both! 4 shiplines, 2 turretlines, 1 mine capturable.
Raid 1 shipline, even though I have ZERO ships. Two shiplines capturable.
Splash 3-1, should be 1-1. 4 shiplines capturable.
Subterfuge 3-2, should be 1-2. 3 shiplines capturable.
Light Hull 7. Should be 1. 10 capturable.
Medium Hull 9. Should be 5. 5 capturable.
Heavy 8. Should be 4. 11 capturable.
Turret 19. Should be 13, 11 capturable.
Alien 7-2. Should be 0. 0 Capturable.
Screenshot. All of the techs (except the 5 I mentioned above) are messed up like this.
The tech pane says 7 shiplines 2 turrets, the tooltip says 2 lines of defenses, and no ships at all are listed.
I have the Hydral Hobbiests as my only outguard, but they would be expatriate not alien.
image.png (1,839,255 bytes)
Started a brand new campaign, all mods disabled, verified integrity of the install.
Game start: All techs are displaying correctly, with the following exceptions:
Orbital Mining (2-0). No lines displayed in tooltip. 2 lines affected according to the tooltip. I assume it refers to the Asteroid Home Settlement and Asteroid Power Plant, which both list Orbital Mining in their own tooltips.
Mobile Fort (2-0). No lines, 2 lines affected. I assume it refers to the two started battlestations, which both list Mobile Fort as their tech.
Captured a single planet, containing an ARS, TSS, and flagship with a Raid FFL, Veloceraptor, and Dagger (all of which are, in an extreme event of fortune, copies of my Raid starting fleet).
Techs now have the following inconsistencies:
The Tech Pane does not count a second copy of the same shipline to be a separate shipline. This might be intended behavior.
Forcefields count mobile forcefields as "ships", Home Forcefields as "defenses", and Immobile Forcefields as "defenses". This might be intended behavior.
Since the bug hasn't appeared, even after saving and reloading, I can rule out the ARS, TSS, and capturing new flagships as culprits.
I can also rule out counting the same shipline multiple times due to multiple mark levels.
If I can pinpoint the exact point in my campaign where the bug appears, that should help.
Before taking my third command station, no significant anomalies in the tech pane.
After destroying my third command station, three expatriate ship hulls popped up in the tech pane, despite not owning any outguard. I haven't even claimed my new flagship yet - destroying the command station, in and of itself, was enough to trigger this bug.
SavePre03.save (285,293 bytes)
SavePre03.savemet (70 bytes)
X0 360298122 549 TZXR Random Difficulty 8 0 <color=#a3c1ad>TZR</color>
SavePre03.savemet (70 bytes)
SavePost03.save (292,358 bytes)
Owning the ARS/TSS doesn't cause any problems, but after hacking them I got more of this bug.
I am quite confused as to what is going on. If you have any trouble replicating these issues, let me know and I'll drop more saves for you. Otherwise, I'll stop spamming this issue.
||0025420:0062516 You should take into account this particular bug that doesn't show centerpieces, asteroid powerplants, etc. in the tech panels ( 0025374 ): that makes things harder to check.|
||Is this fixed in 3.509? If anyone can confirm, that would be awesome. Thank you!|
* Fixed an issue where when you were looking at the effect of direct upgrades for a fleet, it would not show you anything that did not have an explicit ship cap. So for instance, the command station and the metal harvesters, which are a "what you have here is what is there" sort of count were being omitted from that view.
* Added a new CalculateMarkLevelForShipLine() that does the comprehensive logic for calculating the mark level for a ship line at a fleet.
** Before some of this data was a bit embedded in other logic, making it harder to read as well as impossible to get at any way other than by actually having a ship line of the specific type in a fleet.
* The way that estimations of how many ships and how much strength you will gain from upgrades has been redone heavily.
** This takes into account the differing levels of units in your various fleets, for one thing.
** Additionally, if you have fleets with different levels and you C-click into a tech, it will show you the various levels with those total counts.
** This may fix the turret count thing? Not sure yet.
* Added a new CollapseFromFleetsForTypeDownToTypesByMarkLevel() to ship lister utils.
** Previously, we were only ever able to see the global player average mark level of things, and not the actual marks that differed based on fleet upgrades. Now it breaks it out when it needs to.
* The way that fleet ship caps are calculated is now very slightly different when there are units that use MultiplierToAllFleetCaps, such as for turrets.
** This multiplier is now used at the very end of all other multipliers, rather than at the start, which means we can now calculate differentiate caps properly without having to know the starting ship cap.
** The overall impact to gameplay probably will be slight, but will affect the number of turrets that are in each cap somewhat.
** Unless the math was done wrong somehow or there was an implication we missed, in which case let us know how many extra or fewer turrets you have...
* When you have completed a tech line, its tooltip is now more correct in that it is clear that no more upgrades will happen.
* When you're on the refund screen for techs, C-clicking and tooltips no longer say things about upgrading, they only say things about the refund. Minor confusing text details, essentially.
* A variety of windows talking about techs of ships now show the tech roman numeral after the ship name. This is a help for new players in particular, and makes it so no-one has to perfectly memorize those colors.
* The tech tooltip actually breaks out ships and defenses seprately for the line items, same as it does for the tallies and total strength counting.
** In general, there is better seperation and formatting now so you can see what the heck is going on.
* C-clicking in the science retrieval window finally shows the proper fleets and totals.
* The totals for the ship lines were indeed fixed by Badger recently, but the number of defensive lines increased was still a bit off, showing the defensive TYPES, not lines.
** The strength totals for both were accurate, though. And honestly, because of the funky way that turrets and such work, it makes more sense to show the types. So the tooltips have been updated to say that those are by type. Since they are and that makes sense.
** TLDR: ships and defenses are just handled differently because they work differently. But the strength totals are the same and are accurate either way, and the details are now correct in the tooltips and C-clicks.
* Fixed the "Retrieve Spent Science" text being offset low on its button for some reason.
Issue persists. I don't see an option to attach screenshots or saves, is that because the issue is marked as closed?
The worst offender is "Melee", which claims to apply to 2 shiplines and 2 turrets despite me owning no melee ships in either category.
Again, producing the bug is easy. Start any game under any settings, capture a few planets, and the techpane will be incorrect. If anyone else has difficulty replicating this bug, please let me know so we can figure out what's going on. If this is a bug specific to me, I would like to know.
Here we go. Exact same issue, applies to nearly all techs with no discernable pattern. The more planets I take, the worse it gets.
20210830125613_1.jpg (391,901 bytes)
|Jul 16, 2021 11:52 am||RedPine||New Issue|
|Jul 16, 2021 11:52 am||RedPine||File Added: savesave.savemet|
|Jul 16, 2021 11:52 am||RedPine||File Added: savesave.save|
|Jul 16, 2021 11:52 am||RedPine||File Added: UnresponsiveFlagship.save|
|Jul 16, 2021 11:52 am||RedPine||File Added: UnresponsiveFlagship.savemet|
|Jul 16, 2021 10:18 pm||Daniexpert||Relationship added||related to 0025307|
|Jul 17, 2021 10:11 am||Exlium||Note Added: 0062486|
|Jul 19, 2021 5:45 pm||RedPine||Note Added: 0062511|
|Jul 19, 2021 6:14 pm||RedPine||Note Added: 0062514|
|Jul 19, 2021 6:14 pm||RedPine||File Added: image.png|
|Jul 19, 2021 6:22 pm||Daniexpert||Status||new => acknowledged|
|Jul 19, 2021 6:22 pm||Daniexpert||Category||Graphical Bug => GUI|
|Jul 19, 2021 6:50 pm||RedPine||Note Added: 0062516|
|Jul 19, 2021 7:09 pm||RedPine||Note Added: 0062517|
|Jul 19, 2021 7:09 pm||RedPine||File Added: SavePre03.save|
|Jul 19, 2021 7:09 pm||RedPine||File Added: SavePre03.savemet|
|Jul 19, 2021 7:09 pm||RedPine||File Added: SavePost03.save|
|Jul 19, 2021 7:09 pm||RedPine||File Added: SavePost03.savemet|
|Jul 19, 2021 7:41 pm||RedPine||Note Added: 0062518|
|Jul 20, 2021 7:07 am||Daniexpert||Note Added: 0062523|
|Jul 20, 2021 7:07 am||Daniexpert||Relationship added||related to 0025374|
|Aug 12, 2021 10:58 pm||x4000Bughunter||Assigned To||=> x4000Bughunter|
|Aug 12, 2021 10:58 pm||x4000Bughunter||Status||acknowledged => feedback|
|Aug 12, 2021 10:58 pm||x4000Bughunter||Note Added: 0062697|
|Aug 16, 2021 4:58 pm||x4000Bughunter||Note Added: 0062726|
|Aug 17, 2021 12:57 am||x4000Bughunter||Status||feedback => resolved|
|Aug 17, 2021 12:57 am||x4000Bughunter||Resolution||open => fixed|
|Aug 17, 2021 12:57 am||x4000Bughunter||Fixed in Version||=> Beta 3.510 Threads And Science|
|Aug 17, 2021 12:57 am||x4000Bughunter||Note Added: 0062731|
|Aug 30, 2021 3:01 pm||RedPine||Status||resolved => feedback|
|Aug 30, 2021 3:01 pm||RedPine||Resolution||fixed => reopened|
|Aug 30, 2021 3:01 pm||RedPine||Note Added: 0062778|
|Aug 30, 2021 3:04 pm||RedPine||Note Added: 0062779|
|Aug 30, 2021 3:04 pm||RedPine||File Added: 20210830125613_1.jpg|
|Aug 30, 2021 3:04 pm||RedPine||Status||feedback => assigned|