Archive > Bugs prior to release 2.4

Buglist 2.4dev Mar 9 2012

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beamer145:
Hi,

I wanted to finish the game first before posting bugs I encountered, but given the call for bug submissions for the 2.4 release and the fact that finishing takes a little longer then expected I will already post the first part.
My system info:
Win7 x64 / 2600K / 8Gb / Radeon 6950
Ufo AI 2.4dev IA32 Mar 9 2012 Win32 Debug

- Armours of killed members dissappear after a mission ... bug or feature?
- I think armours of surviving members also sometimes dissappear after a mission ? This happened after I produced a few nanocomposite armours for the first time, but after I got to the point where everyone had one I did not see this anymore so now I am not 100% sure. Since the unit that had the nanocomposite armour toke some heavy fire I thought this was a feature for a while (wearing of armour), but now I don't know anymore.
- In the soldier equipment screen, when removing an armour from a person (by dragging or by replacing by different armour), it is not added to the storage pool.
- I cant find a way to add an uvg to the dropship ... missing functionality ?
- An uvg occupies living space ??
- In the employees screen, the UVGs are not shown so that the sum of the employees is not equal to the total occupation
- When selling an UVG, in the base main screen the number of used living space is not updated.
  In the base summary screen and employees screen it is correct.
  Unfortunately, when trying to hire an employee in the employees screen, it seems he takes the number of the base overview (eg 60/60) screen because although the employees screen shows eg 59/60, I get the no free space message.
Note: After several months of ingame play time, I tried again and then I could add the extra person.
Screenshots: ufo00_NotEnoughQuarters.jpg, ufo01_NotEnoughQuarters.jpg, ufo02_NotEnoughQuarters.jpg
- Dead alien bodies accumulating ... what can I do with them ?
- Automated missions are sometimes not possible (button grayed out) .. bug or feature ?
- At one point the mailclients messages stayed in the unread state even after reading them. Actually, it seemed the last unread message remained 2 slots behind the real unread message (meaning at the end I had 3 unread messages). Pressing mark all as read solved the issue.
I had this when the combination of proposal: live alien + Re: live alien/Proposal: alien mind +Proposal: electrolaser was marked as unread.
- There is something strange going on regarding how the UFOs available for disassembling appear in the list and how they are assigned to a base. The column that normally shows the number of available items in your base is ofter >1 (does that mean more than 1 ufo of that type, % damage are on your yards?), and if you select that ufo then the entire line moves to the top as if all such UFOs  (type, damage combination) are going to be dissassembled. I cannot find much logic in it, and I feel  I sometimes have ufo's sitting in my yards that I cannot disassemble (though I never did the math)
- If you are hit during movement by reaction fire, only health is adjusted but your movement time units are not subtracted . (100 % reproducable.)
- When several messages occur at the same time (eg research complete + new research proposal), only the last one is shown.
You can ofcourse see them all in the mailbox and by dropping down the message 'box', but it is still a bit confusing at first. Not sure how it can be made better (show new messages for at least a second before replacing it by a new one ?)
- Seen once: group of 4 units all crouched, sniper on second 'row', aimed shot : did not fire, got stuck in an animation loop where unit is constantly wobbling with the gun for the rest of the turn (solved next turn)
- If a unit you are attempting to heal is shot dead by reaction fire before you apply the healing, you still lose the healing TUs. That does not really make sense. This Man is Dead, Jim, no point in trying to save him :).
- Seen once: After clicking the enter a mission butten, hangs for a few seconds, then exits to desktop without any further info. Not repeatable when loading from savegame right before the mission, but even then it seemed to hang for a few seconds before loading the map slower then usual.
Reason is probably related to the map ? (rather large map near the sea, with a swimming pool and umbrellas, and pretty extensive underground corridors ... I tried looking for the map in the multiplayer maps but could not find it ( it is not 'resort' which also happens to have umbrellas))
- Seen once (just before posting): Alien/Civilian turn did not end, gui kept being responsive but it just said it is not my turn. Probably unrelated, but this happened in the battlescape the first time I downed a 'new' alien ship (don't know name yet) which appeared right after i used the stringray for the first time.
Nothing out of the ordinary on the console.
- The needler gun audio seems to always have 'ouch' audio, even if the aliens shoot it in the wall and don't seem to hit any of my team members ?
- Every once and a while a random crash to the desktop, not sure what info I can provide to help pinpoint these.
In attachment the console log of one of the crashes (randomcrash_consolelog01.txt) .

Map problems:
- Base under attack map: the ground level exit/entrance of a workshop, when going from the inside to the outside: once you open the door, it is not possible for another unit to go to the doors position. Workaround: go to the square next to the door handle, close the door, move to the doors position, open door again, now you can exit.
When going from the outside to the inside you have the same problem: you cannot enter the tile of the open door, and I have found no workaround (if the door is closed, you cant enter either)
- Railroad map: Pretty odd movement bug on the in the upper left corner of the fence, at the gap closest to the nose of your dropship, there is some wood on on the floor inside the fenced area. There is position on the map there (on that wood) you are allowed to crouch into, but if you stand up, you cannot move anymore. So if you crouch in there, then kill the enemies and stand up, it seems you unit is stuck there for the rest of the battlescape. (Till you start experimenting and figure out that you can get out of there by crouching again.)
screenshot: ufo03_BridgeMapCrouchOnly.jpg

Other remarks:
- Seems a few of the maps are selected 90% of the time (and therefore become boring quickly).
- It would be realistic if scientists of different bases could work together on the same topic. We are anno 2084 right ?
- Why are persons transferable, it is easier I just fire them from one base and rehire them in another (there are no unions right ? :) )? (Same goes for inventory)
- Inventory management : The autosell does not seem to work (not until you sell manually to 0 the first time ? I don't get it yet). I would also prefer a more elaborate mechanisms to keep goods (especially ammo) available but not too much either (eg instead of the sell we have now, make it a (per base ?) target window (min - max), and allow to automatically redistribute between bases/sell/buy + a warning when we fall below min (so that you know your soldiers are going on a mission without ammo/your interceptors take of without ammo.
- If your soldiers are being attacked my an invisible enemy (out of sight), show them being attacked. This is already present for shots, but not for bloodspiders (i have had a unit being killed without me knowing it, i only got audio feedback ("ouch") but did not know it was one of my soldiers io civilians .... till she was dead.
- Maybe make it clearer what the distinction is between a surviving alien and a captured alien. I wondered for a while why the surviving aliens that often resulted from an auto mission did not appear in my alien containment, and how the auto missions managed to have surviving aliens in the first place as i did not have anything yet to stun them.
- I was also long time confused about the UFO shipyards. I accumalated them there till it is full, but there is no explanation what I should be doing with them. And some obsolete info about 'ufo hangars' had me waiting for some kind of tech I could research in order to build ufo hangars.
- Crafts should show if they need a small or a large hangar.

I know the Alien AI still needs work, but these 2 seem like low hanging fruit and it would become a much more enjoyable experience if they were improved:
- AI: Aliens seem to able to see through walls to know where my units are. So far ok to compensate for lack of intelligence, but they also seem to 'think' they can shoot through those walls, which is a bit stupid (so it seems often they don't take into account obstactles when taking a shot).
- AI: Aliens seem to go for the 'weakest' link when targetting units (aka least health). Unfortunately they often walk right past units that are right next to them in order to do that.

Story remarks:
- The background story about the hive mind, and single aliens in containment being unintelligent would also imply that the more aliens you kill during a mission, the less intelligent the remaining ones become. So maybe that is not the best choice for a background story.
- It is mentioned the fighter has 3 duty stations, but often you have more then 3 aliens if you shoot down such a fighter.

Pfiew, so far for the first post.
And thanks for a great game !

beamer145:
<additional attachments>

geever:
Hi,

First of all, thank you very very much for the review and the lengthy post of possible bugs. I'll try answering a few of your questions.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Armours of killed members dissappear after a mission ... bug or feature?

--- End quote ---

Feature as far as I know, soldiers burried in their armour, but I will check.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- I think armours of surviving members also sometimes dissappear after a mission ?

--- End quote ---

That should not happen. Any ways of reproducing?


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- In the soldier equipment screen, when removing an armour from a person (by dragging or by replacing by different armour), it is not added to the storage pool.

--- End quote ---

I think there was a bug UI was not correctly updated, but removed armour was added to the storage (well, in fact they're not removed ever). Could you check that? By exiting, and reentering the UI does it appear?


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- I cant find a way to add an uvg to the dropship ... missing functionality ?
- An uvg occupies living space ??
- In the employees screen, the UVGs are not shown so that the sum of the employees is not equal to the total occupation
- When selling an UVG, in the base main screen the number of used living space is not updated.
  In the base summary screen and employees screen it is correct.
  Unfortunately, when trying to hire an employee in the employees screen, it seems he takes the number of the base overview (eg 60/60) screen because although the employees screen shows eg 59/60, I get the no free space message.
Note: After several months of ingame play time, I tried again and then I could add the extra person.
Screenshots: ufo00_NotEnoughQuarters.jpg, ufo01_NotEnoughQuarters.jpg, ufo02_NotEnoughQuarters.jpg

--- End quote ---

UGV are not yet implemented and will be removed from 2.4.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Dead alien bodies accumulating ... what can I do with them ?

--- End quote ---

Nothing. We haven't decided what to do with them, maybe they will be "removed" (not stored) in the future.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Automated missions are sometimes not possible (button grayed out) .. bug or feature ?

--- End quote ---

Some kind of missions (which are marked as "story line missions") cannot be solved by automission. (UFO-Crash missions keep the original mission goal)


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- At one point the mailclients messages stayed in the unread state even after reading them. Actually, it seemed the last unread message remained 2 slots behind the real unread message (meaning at the end I had 3 unread messages). Pressing mark all as read solved the issue.
I had this when the combination of proposal: live alien + Re: live alien/Proposal: alien mind +Proposal: electrolaser was marked as unread.

--- End quote ---

I remember that bug. I'm sad it didn't die out on it's own...


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- There is something strange going on regarding how the UFOs available for disassembling appear in the list and how they are assigned to a base. The column that normally shows the number of available items in your base is ofter >1 (does that mean more than 1 ufo of that type, % damage are on your yards?), and if you select that ufo then the entire line moves to the top as if all such UFOs  (type, damage combination) are going to be dissassembled. I cannot find much logic in it, and I feel  I sometimes have ufo's sitting in my yards that I cannot disassemble (though I never did the math)

--- End quote ---

Yeah, it's not self-intuitive enough. UFOs are listed individually in that list, and the "count" field shows how much UFOs of that type you have at the UFO Yard the actual UFO is on. Let's see an example:

* UFO - Scout (41%)                          1    <- on UFO Yard #1
* UFO - Harvester (100%)                   2    <- on UFO Yard #1
* UFO - Harvester (100%)                   1    <- on UFO Yard #2
* UFO - Harvester (100%)                   2    <- on UFO Yard #1

So you have
1 Scout on UFO Yard #1
2 Harvesters on UFO Yard #1
1 Harvester on UFO Yard #2

You're right, the UI needs to get redesigned. :(


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- If you are hit during movement by reaction fire, only health is adjusted but your movement time units are not subtracted . (100 % reproducable.)

--- End quote ---

Known and probably fixed Bug#3508515


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- When several messages occur at the same time (eg research complete + new research proposal), only the last one is shown.
You can ofcourse see them all in the mailbox and by dropping down the message 'box', but it is still a bit confusing at first. Not sure how it can be made better (show new messages for at least a second before replacing it by a new one ?)

--- End quote ---

You can make the messagelist bigger by clicking on the green dot in the corner of the sidebar. The list is also scrollable.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Seen once: After clicking the enter a mission butten, hangs for a few seconds, then exits to desktop without any further info. Not repeatable when loading from savegame right before the mission, but even then it seemed to hang for a few seconds before loading the map slower then usual.
Reason is probably related to the map ? (rather large map near the sea, with a swimming pool and umbrellas, and pretty extensive underground corridors ... I tried looking for the map in the multiplayer maps but could not find it ( it is not 'resort' which also happens to have umbrellas))

--- End quote ---

It can be due to the map. posting a report with the ufoconsole.log could help us much.
I think this map was 'mansion' which was finetuned since that.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Seen once (just before posting): Alien/Civilian turn did not end, gui kept being responsive but it just said it is not my turn. Probably unrelated, but this happened in the battlescape the first time I downed a 'new' alien ship (don't know name yet) which appeared right after i used the stringray for the first time.
Nothing out of the ordinary on the console.

--- End quote ---

Maybe the AI was stuck? It should not happen..


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- The needler gun audio seems to always have 'ouch' audio, even if the aliens shoot it in the wall and don't seem to hit any of my team members ?

--- End quote ---

Some weapons - like needlers - have a bit wall-penetration ability, so I can imagine that they shot down a civilian through the wall.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---Other remarks:
- Seems a few of the maps are selected 90% of the time (and therefore become boring quickly).
- It would be realistic if scientists of different bases could work together on the same topic. We are anno 2084 right ?

--- End quote ---

Sometimes realism and gameplay experience don't travel in the same cart. We've choosen gameplay against realism.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Why are persons transferable, it is easier I just fire them from one base and rehire them in another (there are no unions right ? :) )? (Same goes for inventory)

--- End quote ---

You've asked the wrong question. ;) The right one are: Why can I immediately hire personel and buy items on any base.
And the answer is: Because it's not yet done. I'll reimplement buying to behave more like the transfers: FR#2014115


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Inventory management : The autosell does not seem to work (not until you sell manually to 0 the first time ? I don't get it yet).

--- End quote ---

It works. It sells items brought home from missions only. (by design)


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Maybe make it clearer what the distinction is between a surviving alien and a captured alien. I wondered for a while why the surviving aliens that often resulted from an auto mission did not appear in my alien containment, and how the auto missions managed to have surviving aliens in the first place as i did not have anything yet to stun them.

--- End quote ---

There was a bug in the automission code so it could be ended if either one of teams died (often civilians). It's been fixed on 2012-03-18 - a bit later than your build was created.

Ok, my brain burnt out for now.. :)
Thanks once more for the testing!
-geever

DarkRain:
Hi!
Welcome to the forums,
I'll try to help some more.


--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- In the soldier equipment screen, when removing an armour from a person (by dragging or by replacing by different armour), it is not added to the storage pool.

--- End quote ---
I had this happen to me, but now I can no longer reproduce it in the more recent versions, maybe it already died out?
Will check this again.


--- Quote ---- Seen once: group of 4 units all crouched, sniper on second 'row', aimed shot : did not fire, got stuck in an animation loop where unit is constantly wobbling with the gun for the rest of the turn (solved next turn)

--- End quote ---
Seems to be an old bug, several attempts to fix it before IIRC, apparently with no success.


--- Quote ---- If a unit you are attempting to heal is shot dead by reaction fire before you apply the healing, you still lose the healing TUs. That does not really make sense. This Man is Dead, Jim, no point in trying to save him :).

--- End quote ---
I suspect it's because the medikit is currently implemented as a negative damage weapon, and as you probably know weapons continue shooting even after the target is dead, medikit is scheduled to be reimplemented at some point in the future (really I consider it almost an exploit in its current state) maybe this will fix itself then?


--- Quote ---- Seen once (just before posting): Alien/Civilian turn did not end, gui kept being responsive but it just said it is not my turn. Probably unrelated, but this happened in the battlescape the first time I downed a 'new' alien ship (don't know name yet) which appeared right after i used the stringray for the first time.
Nothing out of the ordinary on the console.

--- End quote ---
This has been reported already (Bug #3510632).



--- Quote ---- Every once and a while a random crash to the desktop, not sure what info I can provide to help pinpoint these.
In attachment the console log of one of the crashes (randomcrash_consolelog01.txt) .

--- End quote ---
Seems like Bug #3409184 to me.


--- Quote ---- Base under attack map: the ground level exit/entrance of a workshop, when going from the inside to the outside: once you open the door, it is not possible for another unit to go to the doors position. Workaround: go to the square next to the door handle, close the door, move to the doors position, open door again, now you can exit.
When going from the outside to the inside you have the same problem: you cannot enter the tile of the open door, and I have found no workaround (if the door is closed, you cant enter either)

--- End quote ---
This door was made open-able only recently, in fact I wasn't aware of it until a few days ago, and have never used it, guess you are the first to notice this. :)


--- Quote ---- Railroad map: Pretty odd movement bug on the in the upper left corner of the fence, at the gap closest to the nose of your dropship, there is some wood on on the floor inside the fenced area. There is position on the map there (on that wood) you are allowed to crouch into, but if you stand up, you cannot move anymore. So if you crouch in there, then kill the enemies and stand up, it seems you unit is stuck there for the rest of the battlescape. (Till you start experimenting and figure out that you can get out of there by crouching again.)
screenshot: ufo03_BridgeMapCrouchOnly.jpg

--- End quote ---
This can also happen when crawling below harvester wings, and possibly other low passages, I posted Bug #3500087 about this a while back.


--- Quote ---- If your soldiers are being attacked my an invisible enemy (out of sight), show them being attacked. This is already present for shots, but not for bloodspiders (i have had a unit being killed without me knowing it, i only got audio feedback ("ouch") but did not know it was one of my soldiers io civilians .... till she was dead.

--- End quote ---
Always watch your back!!!
But seriously if you are being bitten by something -and are conscious- you turn around automatically (or shout for help if you are immobilized), so you are right this should be addressed.


--- Quote ---- I was also long time confused about the UFO shipyards. I accumalated them there till it is full, but there is no explanation what I should be doing with them. And some obsolete info about 'ufo hangars' had me waiting for some kind of tech I could research in order to build ufo hangars.

--- End quote ---
Where is this obsolete info? It should be removed.


--- Quote ---- AI: Aliens seem to go for the 'weakest' link when targetting units (aka least health). Unfortunately they often walk right past units that are right next to them in order to do that.

--- End quote ---
And this also makes them go for civilians (which have lower max HP than your weakest soldier) before your soldiers very often, unfortunate indeed.

ShipIt:

--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Railroad map: Pretty odd movement bug on the in the upper left corner of the fence, at the gap closest to the nose of your dropship, there is some wood on on the floor inside the fenced area. There is position on the map there (on that wood) you are allowed to crouch into, but if you stand up, you cannot move anymore. So if you crouch in there, then kill the enemies and stand up, it seems you unit is stuck there for the rest of the battlescape. (Till you start experimenting and figure out that you can get out of there by crouching again.)
screenshot: ufo03_BridgeMapCrouchOnly.jpg

--- End quote ---

I made some adjustments on the map for this. It is not a fix, as the real problems in this case is here.

BTW, the map actually is called "Bridge".



--- Quote from: beamer145 on March 28, 2012, 10:55:19 pm ---- Base under attack map: the ground level exit/entrance of a workshop, when going from the inside to the outside: once you open the door, it is not possible for another unit to go to the doors position. Workaround: go to the square next to the door handle, close the door, move to the doors position, open door again, now you can exit.
When going from the outside to the inside you have the same problem: you cannot enter the tile of the open door, and I have found no workaround (if the door is closed, you cant enter either)

--- End quote ---

Neverending story. Tried to fix this one, so both doors in workshop should now work without problems. Feedback welcome.

Thanks for reporting.

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