June 29, 2006

Remaining bug list.

Today, I am trying to put together a list of remaining bugs in Master of Orion II v1.40. I am only listing those that I have seen on my PC as those are the ones I most likely can fix in the near future.

Bug list:

  • Buildings that yield production bonuses sometimes do not apply the bonus correctly in the turn that the building is produced. Moving workers in that turn can result in the bonus being lost temporarily.
  • Missile stacks with a quantity of zero are sometimes generated when attempting to shoot down missiles. This zero stack will proceed to target but will do no damage. They can however trigger the automatic firing of pd weapons thus waisting the firing round.
  • When 2 or more players arrive at a system for the first time the systems special will be awarded to only one player.
  • When changing a colonists profession during a move from one planet to another, the destination colonies population limit in not checked correctly.
  • Ships equiped with phasing cloak and time warp facilitator can re-cloak in the same combat round in which they fire weapons.
  • Ships are not immobilized by tractor beams or blackhole generators until the beginning of the next combat round. This allows them to move when they should not be able to.
  • Outposts are often destroyed in strategic combat even when the defender wins combat.
  • Annihilation can result in a planet with zero population which is impossible to invade or bomb.
  • Under certain circumstances the combat round with a monster is ignored. Sometimes monsters or ships which were destroyed in combat are still alive after combat. This seems to be a network game problem only.
  • Retreating from combat can result in loss of your entire fleet if there is a black hole in the retreat path even if you have a navigator.
  • Travel distance and ETA are not calculated correctly in some situations.
  • It is possible to change some race picks that you should not be able to once you have researched Evolutionary Mutation.
  • When a colony ship and outpost ship are present with your fleet, sometimes you will not be given the option to land your outpost ship. This seems to occur in systems with no habitable worlds.
  • Autobuild can be exploited to produce an item and trade goods in the same turn.
  • Shield generators repaired during combat do not function correctly.
  • You cannot demand or trade optronics computer technology.
  • Some stolen technologies do not apply until you build a new colony or outpost.

If you have any bugs to add to this list feel free to post them in the comments.

10 comments:

Anonymous said...

Hmmm...Tried to set up as directed. Almost works. The LAN is peculiar in that it consists of a Win XP Home master machine and a Win 95 client.
Under v1.40b23, the Win 95 machine keeps saying it "Can't try DOS net game under Windows".
Under v1.31, the Win 95 client just hangs at the Network initialization step.
Any clues?

Anonymous said...

Me again. Correction: the client is running Win 98 SE, not Win 95.

Lord Brazen said...

The error "Can't try DOS net game under Windows" means that you pif file is not setup correctly. Right click the orion2v140.exe and pick properties. On the program tab click advanced button. Then check prevent MS-DOS based programs from detecting windows.

siron said...

Just compared your entry with my bug list. The following bugs which I consider as serious seem to miss here: Engage Battle Crash (but it seems to occur less with dosbox), Feudal Bug, Leaders Bug and Ship Capture Bug. When you improve the Antarens fixing the Antares Bug would also be very useful (A Network-Game (not hotseat) doesn't finish after you won the battle at antares.)

Some Comments on your list:

"Ships are not immobilized by tractor beams or blackhole generators until the beginning of the next combat round. This allows them to move when they should not be able to."

Not sure if this is a bug or simply an intended rule change when they invented ship initiative.

"Travel distance and ETA are not calculated correctly in some situations."

I have explained here these situations.

"Missile stacks with a quantity of zero are sometimes generated when attempting to shoot down missiles. This zero stack will proceed to target but will do no damage. They can however trigger the automatic firing of pd weapons thus waisting the firing round."

I have actually never seen that the pd reacts to these phantom missiles. Are you sure? I just created a hot-seat save to check this: When I use armor piercing weapons to damage some missile slots completely and the damaged ship launches these slots nevertheless (same combat round) these phantom missiles are generated. (Is there any other way to generate these missiles?) Phantom missiles generated in the above-mentioned way are simply a display error and you should ignore this issue.

Cabman said...

What about subspace comm bug ?

Gusset said...

re: tractor beam bug, I'm of the opinion that it is not a bug. Hard to know for sure, though, because you CAN board a ship in the round it gets tractored. Probably better discussed in a forum thread rather than here, I suppose.

tjr (in the forum) said...

If you have initiative and tractor-beam a ship before it moves, sometimes it will continue to be able to move (but is boardable). I've notices this at Antaran invasions in single player mode with patch 1.4, and I still have the save if you'd like it.

siron said...

@ tjr

This happens with ship initiative on at the first turn you use tractor beam. Gusset and I consider this is just normal and not a bug.

Before ship initiative it was like this:

A had a combat round then:
B had the next combat round....
and so on....when A uses tractor B is unable to move in the defacto NEXT combat round.

with ship ini A and B have simultaneously 1 combat round together and a ship is simply allowed to move when it was able to move in the begin of the combat round.

TheDS said...

One of your list bullets reads: Ships equiped with phasing cloak and time warp facilitator can re-cloak in the same combat round in which they fire weapons.

This is probably WAD, because TWF gives you two turns in the space of 1. You should note the same thing with Fast Missile Racks and the beam-equivalent of Fast Racks. Check out the Orion Globe write-up, as he makes full use of this in his design.

TheDS said...

A few errors I've discovered:

• Tiny worlds display the wrong picture in the Colony screen.
• Race-attribute picking screen, it says +25% Attack bonus, but the game says it's only +20% (which I think is the correct value).
• If a ship fires all its weapons and then uses up all its MPs, its turn is automatically ended. This should not happen - this frequently prevents me from performing boarding actions or hitting the retreat button.
• If an item in your build queue is being repeated with Repeat Build, and you move it (like to the end after adding some more things), it deletes one line from above. If this happens to be a ship you're refitting, you just lost it!
• The in-game library information incorrectly states Neutronium Armor as giving Fighters 5x hit points when it should be 3x. (Actually, I don't know if this is a text error or data error.)
• What the game says is the max populations of worlds doesn't match the description of Tolerant. However, it appears that the manual correctly describes what's happening.

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