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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Mon Mar 31, 2008 9:11 pm Post subject: |
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With the first, you're stuck permanently with whatever low tech design. Not good.
I originally made a militia unit type for GGmod, but until the game remembers the position and number of remaining militia units for subsequent ground combats, I've had to just disable militia completely.
Randomly respawning militia means you either win the combat in one month, or you spend a bunch of months fighting a completely hopeless series of battles. 
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Tue Apr 01, 2008 12:40 am Post subject: |
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Sunnendei_Tinco wrote: | Pre 1.71 games are not compatible with the 1.71 patch. |
Not true; my 1.66 FQM test games all load fine in 1.71. I've even got a 1.44 savegame laying around that loads up fine. Its just mods that need updating with some new script function parameters. The savegames will follow.
Smarter than your average Texrak.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Tue Apr 01, 2008 5:38 am Post subject: |
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I'd rather it not remember the position, but the number of destroyed might be nice. I just figure the militia represent the minimum amount of force to pacify a population.
As I've yet to win a ground combat in 1.71 (I've fought a dozen now, some being multi-month battles, which I kinda like...) I can't tell if population loyalty is still screwed up.
-Crissa
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Tue Apr 01, 2008 4:01 pm Post subject: |
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If it doesn't remember the positions, you'll never be able to chase them down in short ground combats.
You'd have to hope that they randomly appear right beside you.
I suppose it wouldn't be as bad if I made them immobile "resistance safehouses" or something.
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Sunnendei_Tinco Space Emperor

Joined: Oct 20, 2006 Location: Calgary, Alberta, Canada
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Posted: Tue Apr 01, 2008 5:01 pm Post subject: |
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Fyron wrote: | Sunnendei_Tinco wrote: | Pre 1.71 games are not compatible with the 1.71 patch. |
Not true; my 1.66 FQM test games all load fine in 1.71. I've even got a 1.44 savegame laying around that loads up fine. Its just mods that need updating with some new script function parameters. The savegames will follow. |
I realized that after the fact, didn't notice that Crissa had applied the patch for BM 1.14 until sometime yesterday.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sat Apr 05, 2008 4:05 am Post subject: Bug: 1.71 Combat |
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Clear Target doesn't clear target. Targeting an ally no longer attacks the ally. (This is useful when being forced into combat by allies that are fighting.)
Clear Target + Deselecting Autotargeting doesn't trigger fleeing. They continue attacking despite orders.
-Crissa
Also, it would be nice if 'This unit can retreat' was deselectable as well to force units to remain in the sector instead of leaving.
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Skyburn Space Emperor

Joined: Mar 12, 2008
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Posted: Sat Apr 05, 2008 6:14 pm Post subject: |
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On the Construction Queues screen, the build rate of the planets are not updated if the queue is set to emergency build. The screen will still show the 100% build rate not the 150% that it should.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sun Apr 06, 2008 7:19 am Post subject: |
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SuicideJunkie wrote: | If it doesn't remember the positions, you'll never be able to chase them down in short ground combats. |
Militia always start in the city. Other units start in the city. You run in and fight. How simple is that? Troops have nowhere to run to, so it's more annoying that anything.
Either way, I end up landing heavy fighter support when my troops can't suppress the resistance. They can't run away from that.
So remembering positions is actually more annoying, since I already have to run them down, and clear militia from town.
-Crissa
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Sun Apr 06, 2008 12:39 pm Post subject: |
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Crissa wrote: | SuicideJunkie wrote: | If it doesn't remember the positions, you'll never be able to chase them down in short ground combats. |
Militia always start in the city. Other units start in the city. You run in and fight. How simple is that? Troops have nowhere to run to, so it's more annoying that anything.
Either way, I end up landing heavy fighter support when my troops can't suppress the resistance. They can't run away from that.
So remembering positions is actually more annoying, since I already have to run them down, and clear militia from town.
-Crissa | You seem to be presuming the ability to catch up to them within a single combat regardless of your relative positions.
In which case it doesn't matter if their positions are remembered or not.
On the other hand, if you try to make ground combat more than a one-turn instant win/loss affair by shortening the time limit and keeping troops slow... then teleporting militia cannot be caught unless they randomly appear within a short distance of your troops.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Apr 07, 2008 6:35 am Post subject: |
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Militia always appear in the city already. It's not a big deal; you stake out the city on the second or third month.
What is a big deal is that more often than not, the position of my troops is incorrect because it's being misremembered from a battle that did not happen on this planet.
So yeah, going back to start positions would be better than this.
-Crissa
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Mon Apr 07, 2008 6:24 pm Post subject: |
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Are you playing tactical combat or something?
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Apr 07, 2008 9:37 pm Post subject: |
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Troops need to not retreat, basically, so you need to give them tactics that work in ground combat:
Aim at Damaged things.
Kill Damaged things all the way.
Kill what's nearest.
Kill Troops, Fighters, Platforms.
Never retreat.
Pretty simple ^-^
If you want them not to leave town, have them target buildings instead of chasing down troops, but that's iffy.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Thu Apr 10, 2008 1:00 am Post subject: ver 1.71 |
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Still a bug: Tactical setting: Long range
Description: Ships pursuing slow or stop before firing. This means they'll stay out of range forever, and never fire again. This happens even with fighters.
Ships on intercept should slow or stop before firing; however if you can't determine intercept vs pursuit ships should not slow down until they have fired.
Still a bug: If a unit A in combat cannot target unit B, unit B treat A as though it is weaponless, even if unit B is in a fleet/taskforce with units that can be targeted by unit A.
That's just not good.
-Crissa
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Firzen_Zero Space Emperor

Joined: Jan 05, 2008
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Posted: Sun Apr 13, 2008 5:11 pm Post subject: |
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Expected research results sometimes don't show all objects. Most often components with only one level and above tech level 3.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sun Apr 13, 2008 10:09 pm Post subject: |
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That's an old bug, FZ. Expected results are only calculations based upon tech you already have, with a primary tech area of the tech you're researching.
It'd have to compile a list of expected results which are correct by combing through several files, which it doesn't do. Probably for time reasons.
I think more important is that the game doesn't pare down in active memory how much information it needs to deal with:
Bug: Game becomes choppy in Construction Queues in full galaxies.
Solution: Cut down the table size for construction queues by player and perhaps by some other filters to reduce memory usage.
-Crissa
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Firzen_Zero Space Emperor

Joined: Jan 05, 2008
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Posted: Mon Apr 14, 2008 4:28 am Post subject: |
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It's normal that half of my result lists are empty? I don't think so.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Mon Apr 14, 2008 5:56 am Post subject: |
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Crissa wrote: | Bug: Game becomes choppy in Construction Queues in full galaxies.
Solution: Cut down the table size for construction queues by player and perhaps by some other filters to reduce memory usage. |
The amount of memory used is not the issue; the issue is how the game actually indexes the data and trawls it for each player. If everything is in one giant list/array/vector, that's a problem. If things are stored in lists/arrays/vectors per player ID, not so much. Store it all in a giant hash table? Could be blazing fast if done right. None of us really knows what Aaron did there.
Firzen_Zero wrote: | It's normal that half of my result lists are empty? I don't think so. |
Its certainly normal... the bug has been with us for a while, yet to really be fixed.
Smarter than your average Texrak.
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Mon Apr 14, 2008 9:20 pm Post subject: |
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Crissa wrote: | Troops need to not retreat, basically, so you need to give them tactics that work in ground combat:
Aim at Damaged things.
Kill Damaged things all the way.
Kill what's nearest.
Kill Troops, Fighters, Platforms.
Never retreat.
Pretty simple ^-^
If you want them not to leave town, have them target buildings instead of chasing down troops, but that's iffy.
-Crissa | You're suffering from stockitis.
Tactics that work when you have cool mod physics:
- Shoot the enemy only until their weapons are disabled... Don't waste time finishing off one unit when you could have disabled two or three targets in the same amount of time.
- Keep your fragile artillery back behind the main lines and pummel the least damaged units with high power shots to break their defenses.
- Send heavily armored cannon fodder in close to draw enemy fire away from more vulnerable units. Target light weapons against the most damaged enemies that still have weapons; these will be the ones where the emissive armor is broken thanks to artillery hits.
- Have some insurgency units with orders to retreat. Stay alive long enough for the combat to end, and thus for reinforcements to arrive or be built. Prevent the enemy from completing their takeover for as many months as possible.
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Firzen_Zero Space Emperor

Joined: Jan 05, 2008
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Posted: Tue Apr 15, 2008 1:24 am Post subject: |
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Fyron wrote: | Firzen_Zero wrote: | It's normal that half of my result lists are empty? I don't think so. |
Its certainly normal... the bug has been with us for a while, yet to really be fixed. |
My current game is the first where I have ever seen that.
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TheThirdEye Space Emperor

Joined: Mar 22, 2009 Location: Toronto
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Posted: Thu Jun 18, 2009 1:34 am Post subject: Moving Items in sector view doesn't work |
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Moving Items in sector view doesn't work. The next turn all the moving I did is gone.
Sats go back to the silly circle around the warp points.
Moving bases (so the def ones are around the SY ones) doesn't work either.
Makes tactical placement impossible. 
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Ender Space Emperor

Joined: Apr 18, 2008
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Posted: Fri Jul 03, 2009 3:07 pm Post subject: |
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Does it really not work? It worked earlier...
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Shrike Space Emperor

Joined: Jun 17, 2006
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Posted: Fri Jul 03, 2009 5:53 pm Post subject: |
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Works for me. Just don't expect things to assume the positions you set them at after there's been a battle in the sector.
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TheThirdEye Space Emperor

Joined: Mar 22, 2009 Location: Toronto
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Posted: Fri Jul 03, 2009 6:33 pm Post subject: |
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Ok, it doesn't work consistently. Sometimes the placement will work, sometimes it is ignored.
Yes, after a battle everything has moved. They move during the battle, of course. When it is over, they stay in those positions, which is what they should do be doing.
I suspect it has to do with new ship/fleets arriving at the location.
With a new arrival, everybody (almost) goes into fleet formations again (more or less); although the formation could be anywhere in the sector.
Probably realigns on the Leader, where ever they ended up.
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TheThirdEye Space Emperor

Joined: Mar 22, 2009 Location: Toronto
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Posted: Fri Jul 03, 2009 7:29 pm Post subject: |
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How about a new sticky for SEV 1.79 bugs?
As it has been 1.7ish for a while now, we should compile a new list of current bugs.
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