Entrenchment Beta 2 Buglist

 

i've played 3 medium games now, 2 solo and 1 with my buddy.

all 3 games were played as vasari because those moving starbases are just too damn good :grin:  

 

some small bugs we encountered:

- vasari tech "enforce labor" and "optimized construction" do not apply to starbases or their upgrades

- phase stabilizer nodes on starbases don't always work, it seems random. we tested over 15 starbases on owned and enemy planets, sometimes it works, sometime it doesn't. it doesn't have anything to do with wait-time after building.

- the kostura cannon does no harm to starbases. i fired 8 of them on 1 planet where almost everything got whiped out but the starbase didn't have a scratch

- automatic mine detection doesn't work if you have more than 2 or 3 scouts active. I had 11 scouts in the gravity well with a full 150 mines laying around. only 3 where moving very slowly towards some mines, the rest stayed behind no matter what I tried.

is it possibly that the automatic detection is limited to the detection-range of the scout itself? if so, this ability is useless as you have to manually move the scouts in range

- starbases cannot be repaired by ships or structures, is this intended?

 

balance issues:

- tec torpedo cruiser are way too powerful. the enemy showed up with about 20 of them obliterating a fully upgraded starbase with 17.000+ hull and 8000+ shields within 60 seconds!

 

possible bug or confusing description:

- "enforce labor" didn't prevent the enemy capturing a planet just one jump away from the starbase, or does "nearby planets" only include the one planet where the starbase is located?

- vasari repair-bays show that they only can repair nearby ships, not structures. but if you use the ability manually you can repair structures too. if you put it on auto-cast it will ignore damaged structures even tho no other ship is in the area.

this bug maybe not beta related as I recall it has been there long before the last updates.

 

that's all for now.

I can provide save-games to some of these issues if needed.

 

cheers to a otherwise very nice update and finally playable beta!

keep up the good work and we'll stay on friendly terms |-)

3,511 views 8 replies
Reply #2 Top

to the balancing of the torpedo cruisers....NO!!! he showed up with 20!!! send your fleet and dismantle it

hehe, anyway add this to the list....i jumped into TEC grav well (AI) and his starbase was invisible. Only the glowing square and steam from the vents were showing...

Reply #3 Top

@neo130288 - pointless comment, please keep it to yourself :annoyed:

@Phalnax811 - it was probably less than 60 seconds, I didn't count the time. My fleet was just one jump away and by the time i arrived the starbase was gone :(

 

 

I forgot to mention one other bug:

- when using the vasari cruiser to lay mines in a long queue it will not stop after 150 mines, still sucking up money but don't place any mines.

example:

with a lot of ressources in my pockets I put the ship on a long queue all around the gravity well to place mines, probably klicked 30-40 times.

after it filled up the area with 150 mines it still had a few points to go, i watched it autocasting the ability, taking my money and ressources but not laying any mines due to the cap obviously, then moved to the next spot as if nothing happened.

 

it was probably corrupt captain filling his pockets with my ressources. I had him executed immediately *_*

 

just kidding, it's a serious bug already ;)

Reply #4 Top

that stinks...

Reply #5 Top

Quoting neo130288, reply 1
i found a bug i can not uninstall it
End of neo130288's quote

seconded.  I'm getting a "error in XML document 28,8".  Workaround is to DELETE everything in the sins directory followed by refreshing the my games section in impulse but it doesn't allow for a re-install of Entrenchment at least that I've seen.  POSSIBLE WORKAROUND might be to rename the extension of the archive for Entrenchment to .7z and extract to sins directory to "install" Entrenchment

Reply #6 Top

I'm not sure if this is a bug or not, but on my 2 comps, the battle music starts playing when I'm fighting another fleet, but if I'm fighting a starbase and/or orbital structures, it stays on "Quiet" music; very odd seeing things blow up while you listen to elevator music.  But far from game-breaking.

The range for scouts seeing mines seems pretty short to me still, anyone else think so?

Reply #7 Top

Quoting PurplePaladin, reply 6

The range for scouts seeing mines seems pretty short to me still, anyone else think so?
End of PurplePaladin's quote

I agree.

Reply #8 Top

Add this to the list:

https://forums.sinsofasolarempire.com/338454