Known bugs

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fruitgnome
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Known bugs

Post by fruitgnome »

I think it's time to get a list of known bugs or where is such a topic? Or write bugs here, but please only bugs not desired features.
MaximKI wrote: Mon Apr 15, 2024 4:38 pm
fruitgnome wrote: Sat Apr 13, 2024 8:27 pm And if enemy offers end of war by himself, than write in the pop up (notification) that he offers to become vassel. I got two times vassals on this way although I didn't wanted them to be a vassel. At the moment you have to click on show offer to see if vassal is ofered or not.
@fruitgnome, this is a known issue that we're investigating.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

I'm still in a beta game. After that I will start a new game game and post bugs by myself.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Started new game 1.2.2.0 stable. "Consider adding Energy Collectors" at bombers and fighters.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Raid fleets although they have enough assault pods do not capture bases on auto attack (policy setting is right set). They capture ships.
Last edited by fruitgnome on Thu May 02, 2024 10:36 pm, edited 1 time in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Captured pirate base is listed as enemy target.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Automatic colonizer fly to planets without fuel to colonize them.
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MaximKI
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Re: Known bugs

Post by MaximKI »

Thanks for posting these issues. If possible, please upload saves along with these as that will greatly help in tracking down these issues and resolving them.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

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.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Invasion fleets invade independant colonies although strategy is diplomacy.
Defeated pirate factions are stil ingame.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Military fleets attack other empire targets although there is no war and diplomacy is set to close ally. The fleets fly in foreign territory and even have an attack point.

Defeated empires (gizzurean, dayhut, mortalen) are still in game but not in game editor and not under victory conditions.
Last edited by fruitgnome on Fri May 31, 2024 10:24 am, edited 1 time in total.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Own build planet destroyer does not launch fighters and bombers.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Retire multiple ships let the game the ships retire at colony although there is a spaceport.
fruitgnome
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Re: Known bugs

Post by fruitgnome »

Stealing infinite/repeatable tech does not work with spys. The counter gets not higher but this is not the problem for me. The problem for me is that spys try to steal this tech. Repeatable tech should not be stolen. Because it could be that this might work if the counter is the same as by the stolen empire.
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Omnius
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Re: Known bugs

Post by Omnius »

I've seen somewhere where some have complained that manually controlled fleets sometimes go on attack missions without human orders to do so. I had a small fleet near my home colony go off and attack an Outlaws Nest in my home system without me ordering it to. Actually I had several instances of my manually controlled fleet going beserk making an attack I didn't order against that Outlaw's Nest. I do not want my fleets, or ships, on manual control going off doing something I didn't order them to do. If I wanted the Artificial Ignorance controlling my fleets or ships I'd set them to computer control.

I found a fleet near a planet I was exploring with a scout ship set to fully automated. Instead of moving next to a ship of that fleet when it was done exploring that planet it moved on to that system's sun. Meanwhile another scout ship exploring another system on fully automated decided to disrupt it's planned exploration of the system it was in to go wake up those ships. Incredibly stupid automation! Please improve ship automation by making scout ships make more intelligent decisions. I had to put that second scout ship on manual control so I could have it explore the system it was in while also doing it for the first scout ship so that after it explored the sun fully it could then go back to move near those newly found ships in the system it was in.
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MaximKI
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Re: Known bugs

Post by MaximKI »

Omnius wrote: Mon Jul 08, 2024 1:15 pm I've seen somewhere where some have complained that manually controlled fleets sometimes go on attack missions without human orders to do so. I had a small fleet near my home colony go off and attack an Outlaws Nest in my home system without me ordering it to. Actually I had several instances of my manually controlled fleet going beserk making an attack I didn't order against that Outlaw's Nest. I do not want my fleets, or ships, on manual control going off doing something I didn't order them to do. If I wanted the Artificial Ignorance controlling my fleets or ships I'd set them to computer control.

I found a fleet near a planet I was exploring with a scout ship set to fully automated. Instead of moving next to a ship of that fleet when it was done exploring that planet it moved on to that system's sun. Meanwhile another scout ship exploring another system on fully automated decided to disrupt it's planned exploration of the system it was in to go wake up those ships. Incredibly stupid automation! Please improve ship automation by making scout ships make more intelligent decisions. I had to put that second scout ship on manual control so I could have it explore the system it was in while also doing it for the first scout ship so that after it explored the sun fully it could then go back to move near those newly found ships in the system it was in.
Please upload saves for each of these instances as this should help us track down the issue for effectively.
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Omnius
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Re: Known bugs

Post by Omnius »

MaximKI wrote: Tue Jul 09, 2024 6:58 pm Please upload saves for each of these instances as this should help us track down the issue for effectively.
Sadly I don't have a save of these instances. If I run into these situations again I'll make sure to save them. Then I just have to figure out how to upload them as I found I couldn't Add Files for another save I wanted to upload as file size was too big even when zipped.
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MaximKI
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Re: Known bugs

Post by MaximKI »

If you have saves that are too large for the forum, you could send them to me directly at maxim.k@slitherine.co.uk or share the file through a file-sharing service such as WeTransfer or Google Drive.
StormingKiwi
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Re: Known bugs

Post by StormingKiwi »

Honestly it's past due Matrix invested in a proper bug report system to upload files directly.
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Omnius
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Re: Known bugs

Post by Omnius »

StormingKiwi wrote: Thu Jul 11, 2024 11:43 am Honestly it's past due Matrix invested in a proper bug report system to upload files directly.
+1 _ definitely agree that Matrix has been around long enough that it should have a much better file upload system to make it easier for us to send or share files for bug reports.
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Omnius
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Re: Known bugs

Post by Omnius »

MaximKI wrote: Wed Jul 10, 2024 5:03 pm If you have saves that are too large for the forum, you could send them to me directly at maxim.k@slitherine.co.uk or share the file through a file-sharing service such as WeTransfer or Google Drive.
I tried sending you a saved game file but neither of my email systems, yahoo mail or MS Outlook want to do the job since the file is too big. Not going to waste money paying to upgrade the yahoo to pro version. I've had enough wasting my precious time trying to be a beta tester. Sorry I do hope someone can furnish some saved files but it won't be me. Please pass along my request for Matrix to improve upload system for bug reporting.
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