Known bugs

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Cauldyth
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Re: Known bugs

Post by Cauldyth »

There's no point in posting these without including saves that demonstrate the issues.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

As you can research psychic disruption mastery auto research only researches this tech again and again although there are even more usefull techs like resource scanner v4.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

A small bug that does not bother me but nice to know is:
If an empire not want to end war by offer treaty "stop useless war" it is might possible to end war by negotiate a deal without giving a gift.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Auto research only research 5 techs not the maximum of 6.
Edit: In my current game it's 6. (only 300 stars)
Last edited by fruitgnome on Mon Nov 11, 2024 11:15 pm, edited 1 time in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Combat overlay on/off seems to be switched.

Edit: Sry my mistake, I find it a little irritating but it works right I think.
Edit2: Combat overlay On can also help to find resources in resources screen, just left click on a resource.
Nyku
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Joined: Wed Jan 14, 2015 4:45 am

Re: Known bugs

Post by Nyku »

This is a non-beta bug, but maybe someone can test, if still present:
I've had the issue in my current playthrough multiple times, that 2 colony ship buils were started on 2 different planets when I clicked "colonize" just once and for just 1 planet from the colonisation tab.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

Pirates none not working.

Edit: Erik Rutins explaned this - solved 4 me.
Last edited by fruitgnome on Wed Nov 27, 2024 4:17 pm, edited 1 time in total.
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MaximKI
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Re: Known bugs

Post by MaximKI »

Nyku wrote: Tue Nov 12, 2024 10:56 pm This is a non-beta bug, but maybe someone can test, if still present:
I've had the issue in my current playthrough multiple times, that 2 colony ship buils were started on 2 different planets when I clicked "colonize" just once and for just 1 planet from the colonisation tab.
Thanks for the report. If you have a save you could share with us from before and after you saw this that would be ideal.

What happened to the colony ships when they were built? Did they go to the same location?
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

Auto build facilities do not work for:
- Espionage academy even other ai controlled empires do not build it.
- new shakturi war facilities
fruitgnome
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Re: Known bugs

Post by fruitgnome »

- and not for robotic troop foundry
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MaximKI
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Re: Known bugs

Post by MaximKI »

fruitgnome wrote: Fri Nov 15, 2024 12:52 pm Auto build facilities do not work for:

- new shakturi war facilities
What Shakturi war facilities do you mean exactly? Do you mean the Shakturi aren't building certain facilities or your own faction is not building certain facilities?
Nyku
Posts: 26
Joined: Wed Jan 14, 2015 4:45 am

Re: Known bugs

Post by Nyku »

MaximKI wrote: Thu Nov 14, 2024 8:51 pm
Nyku wrote: Tue Nov 12, 2024 10:56 pm This is a non-beta bug, but maybe someone can test, if still present:
I've had the issue in my current playthrough multiple times, that 2 colony ship buils were started on 2 different planets when I clicked "colonize" just once and for just 1 planet from the colonisation tab.
Thanks for the report. If you have a save you could share with us from before and after you saw this that would be ideal.

What happened to the colony ships when they were built? Did they go to the same location?
sadly no save. yes, they went to the same location.
did not happen in another playthrough, yet
fruitgnome
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Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Sat May 11, 2024 3:57 pm The more fighters/bombers you have it stucks more in the design screen. It is like all fighters/bombers got by a methode instead of only the design.
Not fixed yet in 1.2.7.3. The game stuck even while paused.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Sun Nov 10, 2024 4:04 pm
fruitgnome wrote: Wed May 15, 2024 6:15 pm ...
Defeated pirate factions are stil ingame.
Not fixed in 1.2.7.1. For example ghost fleet still in game even after defeating shakturi.
Edit: also other defeated empries stay in list.
Screenshot 2024-11-11 085536.png
Screenshot 2024-11-11 085506.png
Screenshot 2024-11-11 113939.png


And please let defeated empires in game editor!!! Endless play possible.
Maybe we could also use this to delete defeated empires as a workaround.

Edit2:
Maybe I know the problem of still existing defeated empires. If an empire loose the last colony the we "discovered a new empire" event triggers because of a still existing ship or base of this empire. Hope that helps.
Not really fixed in 1.2.7.3. It is depended from game speed. At 1x there seems not to be a problem.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Sun Nov 10, 2024 4:34 pm Single another enemy ships has no attack/capture buttons - there no buttons anymore.
War mission destroy shakturi flag ship - how to:
Click on war mission selects the flag ship then zoom to it pause the game select own fleet right click the ship or hold right click and select attack. And if you capture it - what I think is always better by a nice great enemy flag ship the war mission to destroy it is not solved.
push
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Beta 1.2.7.5. Gamespeed 1x.
Military ship flees for fuel tanker that has the mission to refuel it:
Federation - Human - 2895-08-22.7z
(8.93 MiB) Not downloaded yet
Use hotkeys 1 and 2.

All automated no manual orders set (attack factor 1.5):
Overall I think fleets work worst than ever. Control fleets by strength what they are doing. Single ships fly to suicide death. Other fleets are stuck at jumping. Fleets fly to colonies that their mission I don't know what they want there - their mission is only to fly to a colony. Ships in fleet escort each other in fleets. Fleets have less ships in fleet. Fleets have almost always one ship in fleet that has no fuel left but instead that the fuel tanker in this fleet refuel them, the fleet follows his silly mission. I don't believe that Elliot G this programmed. He programmed Distant Worlds 1 by only himself like I know.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

Can't stop manual ordered wait for fuel tankers in fleet.
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

Fleets auto bombard colonies with planetary shields till whole fleet is destroyed by colony defense weapons. - Suicide missions
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

I don't believe this is how it intended to be:
Screenshot 2024-11-28 150022.png
Screenshot 2024-11-28 150022.png (451.06 KiB) Viewed 87 times
Beta 1.2.7.7
fruitgnome
Posts: 571
Joined: Wed Jun 04, 2014 11:49 am

Re: Known bugs

Post by fruitgnome »

fruitgnome wrote: Thu Nov 21, 2024 11:46 am
fruitgnome wrote: Sun Nov 10, 2024 4:04 pm
fruitgnome wrote: Wed May 15, 2024 6:15 pm ...
Defeated pirate factions are stil ingame.
Not fixed in 1.2.7.1. For example ghost fleet still in game even after defeating shakturi.
Edit: also other defeated empries stay in list.
Screenshot 2024-11-11 085536.png
Screenshot 2024-11-11 085506.png
Screenshot 2024-11-11 113939.png


And please let defeated empires in game editor!!! Endless play possible.
Maybe we could also use this to delete defeated empires as a workaround.

Edit2:
Maybe I know the problem of still existing defeated empires. If an empire loose the last colony the we "discovered a new empire" event triggers because of a still existing ship or base of this empire. Hope that helps.
Not really fixed in 1.2.7.3. It is depended from game speed. At 1x there seems not to be a problem.
This time at gamespeed 1x beta 1.2.7.7 the Quameno returns to game without colony. They are not listed in game editor:
bug.7z Load savegae and wait a few minutes et voila Quameno reapears.
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