A Few Entrenchment Bugs and/or Glitches

A few things I found in my first game.

Hey there Stardock and fellow space captains!:grin:

I got Entrenchment up and running today, no problems for me, and I think you guys did an awesome job! All the new ships/techs/structures/and graphical improvements really add depth to the game, and as a person who has played Sins quite a bit, I think they were all well implemented.

I did encounter a few bugs however:

 

-Main Menu Music: Not a bug, but I personally preferred the old music better and would probabaly only want it changed if a new track was made specifically for the menu.

-Choosing to play as "Random" always picks the Advent: I tried this about 5 times in a row and everytime I picked to play as random the game chose for me to play as the Advent.

-Confusing Tech Info: The "Enduring Devotion" technology's hover-over text is hard to follow. I would type something like: "...which prevents hostile forces from destroying or conquring the planet which the starbase orbits."

-Repair Platform (Advent): In my opinion, the repair platform would be better off under the "Security" tech tree as it is used for fortification more than combat.

-Mines: I find the mine system to be a bit confusing and possibly too powerful for players who like to spam. It took me a while to figure out how to move and fortify them, and I ended up with many right outside my hangers. Also, a player could theoretically fill his/her entire well with them if they chose to build only hangers (Perhaps a mine well cap could be implemented). I also think mines should still be buildable even if you have the maximum number of strikecraft constructed.

-Advent Laser Platforms Tech: The Advent's upgrade for their laser platforms says that they give a sheild boost as well as an attack bonus to other platforms withing their radius, however the info card for the ability claims that it only gives an attack bonus.

-"Stunned" Ships are not attackable (Advent): When I used my capital ships ability to stun an enemy's capital ship (sorry can't remember the name of the ability lol), I was unable to attack it while it was stunned. I'm not sure if this was intended or not, but I thought I should point it out.

-Advent Starbase Twitches: After building my first starbase, I noticed that it only twitches left and right rather than rotate, which I assume it is trying to do.

-Advent Trade Ports: If I buy the Trade Port technology I am able to build them before the technology is finished being researched.

-Starbase Attack Range: This isn't a bug, but I noticed that the Advent star base, and perhaps all of them, have very small attack ranges even when fully upgraded. I would almost prefer it if the bases had large attack ranges, but weaker weapons. I know they have technologies that prevent the planet from being conquered while they are in the gravity well, but it just seems kind of un-epic for them to hardly be able to engage.

-Slow Recovery: After playing Entrenchment, it takes my notebook quite a while before it is usable again, even though my Vista guages show that nothing is going on. I have quite a powerful notebook and even after playing Crysis/Warhead my notebook does not take that long.

 

All in all however, I love the expansion and can't wait for the final release! Great job!:thumbsup:

3,317 views 9 replies
Reply #1 Top

To add to your bugs, a few more ones:

-There are no tool tips for the add bounty in the main screen (I would think the TT would be similar to the buy/sell ones)

-You can build a repair structure before the research is finished (or even started as long as its in queue)

-TEC torpedo ship does incorrect(?) damage to Vasari starbase

-Vasari starbase does not give any XP when killed (it lists the xp but doesn't give any)

-There are no statistics for starbases in end game review

A pet peeve while playing:

-The starbase builder automatically joins any fleet; however, it is a non-combat vessel and extremely slow, so is there any way it can act like a colonizer and not be auto selected/auto join combat ships?

 

Reply #2 Top

and yet more bugs to add from playing as tec

 

from time to time, if a group of ships is commanded to jump to aplanet, the highest ranking cap ship will jump while the rest of the fleet stays behind.

 

in the ship quenu section under the planet development/logistics/tactical slots, oftentimes cap ships is first, then frigates, then cruisers.

 

the akken cap likes to rush in and auto cast colization even with the auto-cast turned off. the marzda immediately went to bombard the planet with the raze planet autocast on or off while ignoring a major fleet battle as soon as it jumped in.

 

in ico, while choosing the game settings, if you chance 1 tab, it reverts back as soon as you change another tab.

 

not a bug but a question -  are the grav wells much bigger? takes forever for ships to move through them!

Reply #3 Top

I was wondering that as well. (The grav wells)

Also, it seems to be easier to make money now. Anyone else notice that or is it just me?

Reply #4 Top

I noticed that the TEC starbase builds trade ships and the first 2-3 work fine, but the remaining ones just stand there and never move. And if your starbase can also build ships the build ships sometimes get stuck inbetween the trade ships.

Reply #5 Top

quick note: the vasari capsule research is useless, i could upgrade the base with capsules before i even began research

Reply #6 Top

Ya, the mines need a cap, bad, my only game so far my opponent placed 1000+ mines crammed into the area where you warp in.  If I warped in, my fleet was mega damaged just by warping in.  This makes carriers/SC even more super spammable, since if you place a fleet of carriers on the other side of a well, the enemy fleet can't get to you, and your bombers/LRM just wipe them up.  If the fleet chargest your carriers, he's half dead due to mines by the time he gets near you.

If scouts could "minesweep" instead of just pointing out the mines, that would help a lot.  Area effect attacks; would be good if they autocast on mines too.

 

 

Reply #7 Top

Quoting pvster, reply 2


from time to time, if a group of ships is commanded to jump to aplanet, the highest ranking cap ship will jump while the rest of the fleet stays behind.

the akken cap likes to rush in and auto cast colization even with the auto-cast turned off. the marzda immediately went to bombard the planet with the raze planet autocast on or off while ignoring a major fleet battle as soon as it jumped in.

End of pvster's quote

 

I found this happening as well so I did some testing.  What I have found out is that if a ship with the colonize ability is the lead ship(it's portrit at the bottem center of the screen) of a group it will leave the reast of the fleet behind and only it will make the phase jump to try to colonize the system that the FLEET was supposed to jump to if your last intel says its unknown or uninhabited.

Going hand in hand with that bug is the one where the ship with the colonize ability automaticly tries to colonize when first ariving even if auto colonize is turned off.

Reply #8 Top

Here's another, the TEC mines cost 1000/350/250 for 10 but if you cancel them you get 10 times that much back: 10000/3500/2500.

Reply #9 Top

Really one thread should be made for each of thease bugs and not all together like this.  Its easier to track one bug in one thread then trying to sift threw the comments to find the bugs.