Rake wrote:
There still seems to be a limit of 12 minor races per quadrant at the 'many' races setting and galaxy sizes medium, large and even huge - is this WAD?
AFAIK there is still a 50 minor (total) limit in the game. Since we only have 13 minors in the Gamma Quadrant, it's an ok'ish limit I think.
It does mean that most of the maps (sizes) will produce 50 minors though, I had mentioned that some time ago too.
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No diplomatic messages (such as 'soandso agreed to treaty x') appear in the popup-menu at the beginning of the turn even if the diplomatic option is toggled on in the filter menu.
Yeah, I was going to report that too. Diplomacy is still a WiP, but we should report these anyway.
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After conquering the home system (and of course only system) of an enemy race you are still at war even if they have no other colonies or ships left due to the nonexistent ai.
Yeah, just reported this too.
Eliminated minors too BTW, and they remain in the embassy screen even after being eliminated.
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The 'recall agent' function in the intel menu does not appear to work - you can assign an agent as an ambassador, but once assigned cannot recall them.
There is no scroll function in the colonies screen of the intel menu even if you possess more colonies than displayed on the screen.
There is no ship-building queue unlike the one in the menu for planetary buildings, is that WAD?
These are in the issue tracker already, pending approval/fixing.
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There are no images for several basic building types (databanks, replication plants etc) which i seem to recall already had their own no-copyright-issue images.
Yeah, that was due to some name changes, and whatnot. We're working on the final image set, this build only updated data and not images. My next update to Mike will include some image updates.
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I had time-out errors occuring during the first couple of rounds in test games with the large and huge galaxy settings.
You mean MP games?
Do you have the log files? They might help.
There are some OoM problems, and a crash when you change map size, but I guess this is a different thing.
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Some minor issues: The federation orbital battery I is not removed from the build list even after development of the orbital battery II makes them obsolete.
Also on the issue tracker. OBs are also not abiding by tech level requirements, and they're not turned off in energy shortages.
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There appears to be a display error in the energy section of the planetary summary (in the upper left corner of the planetary menu) where it shows an excess energy of 80-89 when in reality only 60-69 free energy is available (and the game calculates with that number).
Haven't seen that one yet. Which structures do you have built?
Notice that %Energy structures only affect energy from Production Facilities, not from Buildings.
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There is a reference to a recent occupation in the encounter screen for the bajorans and the resistance cell building which could be replaced by a 'shikina monastery' building or something similar that works regardless of whether the bajorans end up next to cardassia or not.
Yeah, the Bajoran Resistance Cells is in my to-scrap list.
There's also references to the Dominion (Teplans), and a few others. Any others you spot, LMK please.
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The Kaus Meridianalis system has a small error in the database text - in the game the system name is displayed as 'Kaus?Meridianalis'.
I'll check that. Thanks!
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So that's my 2 cents of bug report/feedback - again, the new build is a big step forward
Great feedback, thank you!! Keep it coming.
BTW, can you check again minor race placement in the quadrants? I'm sure I didn't change everything you mentioned.