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Post by griede on Jan 17, 2017 13:02:17 GMT -5
Ticket #3305 (new defect) ST 4X - Bug - Bollish xeno 'ghost' ship (bug) Ty
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Post by griede on Jan 16, 2017 15:06:41 GMT -5
Ok so playing a map on easy, 60ish worlds.
I keep coming across an issue where the bollish xeno attack in a group, and 1 of there missile attack ships will become untargetable. Other ships (including mine) can target and sit in the same square. The ship in question of is still fully functional (much to my dismay).
Can't seem to do a screen shot on this new phone though.
But it seems to happen if 2 xeno ships try to land on the same square.
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Post by griede on Jan 14, 2017 3:48:14 GMT -5
Ok so on a park I opened the in-game store and at the top of the menu there was a restore button. I clicked it. It seems to have fixed my issue.
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Post by griede on Jan 14, 2017 3:38:20 GMT -5
I already purchased the elite pack for this game on Google play. Recently, I had to buy a new phone, still an android, still the same Google play Account. Yet either the game itself, or Google play, is convinced that I haven't paid for it. I'm not paying for it again.
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Post by griede on Dec 21, 2016 10:28:58 GMT -5
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Post by griede on Dec 21, 2016 9:58:19 GMT -5
So the issue i noticed was when designing heavy carrier, after editing ship design and captain skills, then weapon. When i get to armor, betwen active deflectors and active deflectors II,active defelctors II is supposed to add +25 hull. Well by this point i have 358 hull, so when adding ActDef II im suposed to have 383 hull, hower with no armor, with regular active deflector, and active deflector II i still have 358 hull. I thought at frist that it just wasnt showing a real time update/ projection of max hull value, but no, it didnt change value at all. Ill respond to this with the screenshots as i still need to pastie them.
***edit*** So... While im not crazy. After further study, i realized that while there is a bug, its not what i thought it was. My starting hull value is actually 338, hull + is +20. So initially adding deflectors II Changes hull value to 358, however, the hull value will glitch, remaining at 358, if another armor is imediatly swaped in that doesnt add hull value. And the glitched value remains throughout finalization of design, turn progression doesnt cause a recheck (not that i know if it would or should) so the value remains on the design. The only way i have found to get it to recalculatenthe armor value properly is to remove all armor, and change the screen by going forwrds or back in the design tabs to force it to recalculate back to the 'base' hull value before the armor calculation. But the issue comes right back if the armor is added and then changed again
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Post by griede on Dec 20, 2016 18:17:27 GMT -5
You're using the filter where you click on the conflict you want to end, and it displays the sorted list of treaties? Wait no, im not trying to end a treaty, im on the add treaties window, which is titled new treaties. Appologies, i just realized that i hsve ben calling them policies. **** edit *** Ive just seen what you were refering to, and i do like that function. But ot dosent help for addding new trade routs and such directly from the new treaty list. Also, by useing the method you mentioned, and clicking on a full aliance/ military aliance, the only options that come up are options to end that aliancw. It dosent display military aliance as a possible, so i still have to scroll the full list of new treaties to slect military aliance so i can get them to extend the allaiance. The point im at on this map i have to have a minimum of 2 full alliances to even be out of -x profit. As once im below 2 aliances, i make only -profit. So i cant just wait around for a full aliancenot end, there should be the option to extend alliance availible when its clicked on.
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Post by griede on Dec 20, 2016 18:14:51 GMT -5
I dont see any option to filter. Im refering to opening the polics window, and then clicking the 'new policy' button inorder to go to the new policy list where all avaolible treties and such are listed. Tjerws over 20. And im on a mobole phone. There isnt any available optopn to sort or filter. And the first 4 options are to add a trade route, with 4 dofferent success rates. When late in the game, with lots of cash saved up, im likely to to just select the options with highest % of success for aproval, Since i can afoord them. That being said, its tedoous to have to swipe scroll the screen up and down to find the polocy you want, and some are worded almost the same but do completly different things, iv accidently disolved 2 full aliances so far.
So no, i havent seen any sort of sorting or filtering option in the new policy window.
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Post by griede on Dec 20, 2016 13:46:40 GMT -5
Ok so... After advanceing over 800 turns on an easy map with around 65/total worlds and colonizing ~59 of them, i have progressed prety far in the research tree. Ive come to notice tht the new politics display gets a good bit cluttered with so many of each type of politic availible. Such as, 4 different options to end a trade ban, with differernt % of success rates. Haveing to scroll through all of these, every time you want to add a polociy to 'production' is a bit tedious. postimg.org/image/48qh7ylvd/I have 2 possible sugestions 1. Add a check box or buton at top of scree to only display options with highest % value for each type. Such as trade route, trade alliance, end trade ban etc. 2. Place each possible set under drop down menues with their respective type as the heading, suh as trade rout, end trade ban, sabatoge, etc. Either of these options would uncluter the new policy window, and make scrolling alot easier. As well as making it easier to remember the policy that was just added for the process list, when about to add a new policy. I feel that option 1 would be easier to set up but w/e. These ideas could also be added to the coloney new upgrade window aswell
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Post by griede on Dec 20, 2016 13:25:18 GMT -5
In both the build tab and research tab some of the items availile do not display pertinant information The terraformer, for example, lists that it gives x amount of max quality, but dose not state its quality requirement postimg.org/image/mpurj6b3n/
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Post by griede on Dec 20, 2016 13:16:48 GMT -5
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Post by griede on Dec 20, 2016 12:41:02 GMT -5
I have an android alcatel phone.
I not know if this is actually a bug, or if the game engine/ phone cpu is actually working this hard.
When pathing say, more than 20 tiles, on first tap there is a noticoble 'freeze' for several seconds and even up to a full minute before the Auto path projected destination reticle (white reticle) apears, and the same with second tap. During this freze nothing else on game responds, to include sliding the map. This does not crash the game, simply freezes untill each part of the action is complete.
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