kyrub Wrote:Are you guys sure?
Amoeba and Crystal are not meant to appear until very late in the game. There is a year threshold in the vanilla (someone, help me with the exact date). I had never witnessed them in my game, for instance.
(Although I have messed with the random events generator, because it had bad habits of supporting the strongest player with good events. Also it does not work properly with small universe, so I reccommend to switch it off in that case)
Actually they do appear, but GNN does not report of their arrival. I have finished my list of bugs, if you want to have a look. Here it goes:
- After you clear a colony from revolt, that colony does no longer auto-set the production from ecology to industry (or technology) when the ecology work is finished (with the exception of atmospheric terraforming and soil enrichments). (fix suggestion).
- In a revolted colony, if you clear the rebels with the first group of transporters, you regain the colony with a population of the surviving troops plus the rest 50% of the colony (normal). But if the rebels defend themselves against the first group of transports and you regain the colony with an additional one, then the regained colony will have 100% of its population (not normal).
- Rebellion ârandom eventâ occurs only against your empire, while ancient derelicts only in favor of AI players. The rest happen in a far from ârandomâ way of appearance, when it comes to who the victim race or colony is. The 1.4m games I played are not enough to guarantee this bug is still here, yet I can confirm that GNN does no longer warn you for the appearance of Crystal/Amoeba.
- AI colonies that go into revolt behave very differently. AI has to kill 100% of the population to regain them and if the colony is not full then there is a population growth inside the colony as well (that AI also needs to kill).
- Scatter pack missiles that are fired from missile bases do not have the +1 speed gain that missiles from bases and 2-shot ship missiles do.
- The text for scatter pack VII missiles is displayed incorrectly. It says mirv versions of Hyper-X rockets, while they are actually mirv versions of Merculite missiles.
- AI ships in combat, move forward to fire their biological weapons even if you have antidotes and they do no damage, instead of retreating.
- The ecology work gets âstuckâ (instead of automatically moving to industry or technology) when a colony was about to go above 300 population, as the game does not allow that.
- While having researched a planetary shield and started auto-producing it, if more than 10 colonies finish building it in the same turn, the game automatically places the production back to technology only for the first 10 of them. The rest keep the production at âdefenseâ until you manually change it.
- Oracle interface technology is not working.
- When a colony suffers from a space crystal attack, it is reduced to 0 population with the rest of the structure intact. But if a space combat occurs there before additional population lands, the colony will be destroyed even if it receives no damage, because it is stated as 0 population.
- If space amoeba attacks a NONE planet, it turns it into a Radiated one. The rest of the attributes remain the same and are usually Terran-icon, 10-15 size, normal ecology and wealth. (save2.gam)
- If a space Crystal/Amoeba attacks you at Orion after the guardian has been defeated, then, instead of battling with the Crystal/Amoeba, you battle with the guardian again. If you win, you get 3 more techs. The Crystal/Amoeba will bomb the planet either way. (save6.gam) (fix suggestion)
- If a planet is originally fertile (without applying the soil enrichment) and you apply the advanced soil enrichment on it, then the size will be increased by an entire 50%, as if it wasnât fertile. (fix suggestion)
- Combat turn bug: During a combat, when a group of ship retreats or is being destroyed, the calculation as to which group of ships is to move next can go wrong. (save1x.gam, read txt for details)
- AI players are not interested in attacking a colony of yours that they are unable to colonize (unless you have fleet above, where they might opt to attack it if a war is on). Not yet played enough to confirm it in v1.4m, but they never attacked me do deny it either.
- If a non-hostile colony suffers from industrial accident/amoeba/nova and you apply the atmospheric terraforming and a soil enrichment, then the colony will end up with +30/35 population. If the same colony suffers from more than one of those events, the effects are additive (save4.gam) (fix suggestion)
- Factory REFIT is not working properly.
- AI players never attack the guardian of ORION. There probably is a good reason for this, because if I redirect fleet of theirs to ORION with hex-editing, I notice that they can destroy it even with a handful of small ships. Same as easy as they destroy the Crystal/Amoeba.
- Sending transports from a colony to invade an AI planet, if their number exceeds the size of the colony, then all those above the colony size will not be able to land. This does NOT happen when the AI sends transports against a colony of yours, where all of them land, up to the #300 ceiling. Also, if transports from more than 1 colony arrive at the same turn, it those that fail to land, are those above the planetary size number for each of the individual transporting troops and not the total. Like that you can send all the way up to #300.
Some other suggestions:
- Some of the interface changes are giving me a hard time. In particular the âaâ=accept key, when you select the fleet orbiting a colony and try to send it somewhere, it will either choose âall ships of the group #1â or âacceptâ, depending on where the cursor is. I find this very uncomfortable. One thing I would suggest is that the âSPACE BARâ key should be the âACCEPTâ (instead of the CANCEL). The âCANCELâ is better suited for the âESCâ key. Also, under technology, the cursor does not longer move upon the arrows that add/reduce the work of a field and you need to use the mouse for this.
- The AI player not to send ships to attack a colony if it can do no damage and is about to immediately retreat anyhow. (VERY annoying AI behavior. Sometimes they attack you almost every turn and you just wait all the time for them to retreat).
- The AI player not to send ships to attack a colony of yours if there is no war between you.
- The ability to declare war
- All beam weapons from Disruptor and up to have a firing range of at least 2 (Death Ray, Tri-focus plasma cannon and Mauler Device)
- âIntegratedâ battle scanner in ships with a Battle Computer V or higher
- Unlock the maximum 99 technology level. Let everyone develop up to advanced technology X and achieve whatever level this means, based on the number of devices they researched. (With some save game hex editing, I notice it can support up to level 255, if it didnât have a ceiling at 99. Works for 1 year, then the game resets the level to 99)
- Let the player take control of the Crystal/Amoeba when it attacks an AI planet. In fact AI destroys Crystal/Amoeba way too easy at hard levels. Not exactly right for a ârandom eventâ.
- Increase the Plasma Torpedoes speed from 7 to 9 (where it should have normally been, based on the increasing torpedo speed till the Proton Torpedoes)
- Ships equipped with Death Rays to have to ability to âdestroyâ planets.
- Increase the high council requirement to ¾. Make the AI players less likely to vote in favor of one candidate and more likely to abstain. If someone wins it, then the final war could better be âthose that voted the one candidateâ against âthose that voted the otherâ, instead of you against everyone.
- Planet names to be viewable on the map before you explore them
- ORION planet to be a 300 max Ecological Gaia from the start
- Automated repair system/Advanced damage control to work in missile bases
Note: Wherever I mention fix suggestion, I have found a way to deal with the bug by modifying saved games. I can provide details if needed. I can also provide saves to demonstrate every bug, if required. For now I've done so for only a few.