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#1
Version L|0.1.334

Summary: destination of a colonist in combat mode is not freed when the colonist is released from draft and resume normal activity.

Steps to reproduce:
- select 2 colonists and draft them
- order colonist A to go at location X
- while colonist A is selected and is going to location X press R (or Draft button), colonist A will resume normal activity
- select colonist B and order to go to location X, he/she will move to a location next to X instead, even if X is empty

update: bug still present in 0.2.363 alpha 2
#2
here a couple of screenshots to clarify the second bug of this topic:
in grave7.jpg I selected (dragging a window) 5 graves, the object counter shows x7, if I press C, V or B the setting changes as it should
in grave10.jpg I selected the same 5 graves dragging the window to select them in a different way (slightly bigger window select), the object counter shows now x10 and if I press C, V or B the setting doesn't change

Now that I look at the number counts I wonder if it's related to bug 0000338 (Larger objects count as multiple when drag-selected) that has been fixed already...

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#3
Quote from: harpo99999 on February 21, 2014, 04:40:30 PM
there is a select limit of 80 of ANY type of object eg food, metal, lights, graves, weapons, bodies, etc
I thought so, is the limit planned to be removed?

Quoteand yes it is irritating to work around by selecting some of them making the changes, then selecting the others and making the changes
sometimes selecting a group of graves dragging a window returns a set of objects than doesn't contains only graves (the number of object is higher than the number of graves even if nothing else seems to be selected) and I can't do any change. Eventually I found that a reliable approach is to zoom in, double click to select what is on screen, zoom out, do the changes, not the best way but at least better than make changes on the graves one by one...


#4
Bug 1 (usability bug?): I can't select more than 80 graves. Double clicking on a grave select the pointed grave and the leftmost remaining graves up to 80 objects. I think it applies to any kind of object, I tried with metal and 80 is still a hard limit, however graves is actually the first time I have needed to select more than 80 object to change the setting on who can be buried there for all the graveyard at once.
Expected result - I would expect to be able to select an arbitrary number of graves or at least that the 80 selected graves are the closest to the mouse pointer.

Bug 2: selecting graves with a window select can (not always) result in a selection that doesn't respond to the pressing of "allows placing * corpes here" (either by keyboard shortcut or button clicking).

Step to reproduce:
- build more than 80 graves (or open the attached savegame)
- try to select all the graves double clicking on one of them (bug 1).
- window select the rightmost graves in the graveyard like if you wanted to select the graves that weren't selected with the double click (works with the provided savegame). Try to press C, V or B keys or click on relative buttons (bug 2), nothing will happen.


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#5
Bugs / Re: [W|0.1.334] A solar flare during an eclipse.
February 14, 2014, 10:36:50 AM
I'm not an astronomy expert but I'm not sure an eclipse can actually shield from a solar storm as from what I'm reading solar storms can cause damages at night as well (http://www.nasa.gov/topics/earth/features/sun_darkness.html). I was trying to find an answer but couldn't find any article about "solar storms effects on moons during an eclipse". However I found something interesting about magnetotail (that is not the electrostatic charged tail of my cat after I pet him ;) ) (http://science1.nasa.gov/science-news/science-at-nasa/2008/17apr_magnetotail/) so it actually seem that if the gas giant around which the moon is orbiting has a magnetic field, being behind it (in respect to the sun) could be not so good! I would rather see the answer unanswered (leaving solar storm and eclipses as is) rather than to try to solve a bug based on a wrong assumption, after all it wouldn't make gameplay better anyway.
#6
Attached files:
"attack1b" the raiders are attacking (before anyone gives up, is not deterministic but usually I have to wait just a few minutes from this save)
"attack1erickgaveup" one of the raiders is wandering around in a daze (he actually didn't gave up, I saved before reading the message...)
"attack2huang" one of the raiders gave up and is leaving the colony
In the saves there is also a floating roof (close to the pillars at the entrance) and a roof with a hole (above the minefield) but I've seen this problem discussed already so I didn't post a topic for these.
In attack1erickgaveup there is a dead colonist (Vas, Merc) north of a wall between the entrances to the base. He was shot while beating a fire out in the potato field on the south side of the wall and the corpse appeared on the wrong side of the wall. It is the first time I see this bug, I reloaded a few times but I didn't manage to reproduce (should I start a topic for it even if I can't reproduce it?)

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#7
Summary: It seems a raider is considered a colonist when he/she gives up during a raid.

Steps to reproduce:
- allow a group of raider to destroy the colony so they spend as much time as possible around
- wait for a raider to give up

Actual results:
I got an "envelope" message "$NAME has given up and is leaving from the colony". (replace name with the raider actual name)

Expected results:
I do not expect to receive a "envelope" message when a raider gives up since the raider is not part of the colony in the first place. I think the raider should just leave like raiders do at the end of an attack with a temporary message or should just leave without any message.
#8
Summary:
Blasted charges can be activated when all colonists are dead.

Steps to reproduce:
- build blasting charge
- kill all colonists or wait raiders to do it
- activate blasting charge

Expected results:
Without anyone in the colony I expect to not be able to activate the blasting charges.

Actual results:
Blasting charges can be activated even in a ghost colony.

Notes:
I believe this bug is a consequence of having an action ("activate blasting charge") that doesn't require any activity from a colonist. This effectively give the player the godlike ability to directly interact with the world instead of just being able to influence colonists actions.
Possible solutions would be to have a "charges console" that require a colonist to activate charges or to have proximity/smart charges.