Planetary Invasion Bug

I tried out the Beta yesterday, and since the only option is to conquer the opposition to win the game (I know it is still Beta and all) it would be helpful to be able to actually be able to conquer all the enemy worlds. I had a problem that when I tied to launch to invasions on autopilot (executed after hitting end turn), one succeeded the other did not and the planet that was not conquered remained unconquerable for many turns thereafter (as in I could move my invasion ships within one hex and right click on the planet and nothing would happen). I had this problem with the Iridian Corporation while playings as Terran, this problem also popped up when trying to take their homeworld (this time it was the only invasion I had planned and executed the maneuver before hitting end turn) no screen popped up to tell me the invasion failed and the planet remained unconquerable I move my ships in right click on the planet, pop up for planetary invasion does not appear and there is no apparent change in the population on the enemy world. 

This bug is quite frustrating and makes the game impossible to win in its current state.

4,647 views 9 replies
Reply #1 Top

Hello All,

I too have experienced this bug. Both times as the Iridians. The first time I could not invade the last Terran or the last planet of the Drengin. I started another Iridian campaign and again I can't invade the last Terran planet. For the next beta update, can we have this fixed, or at least have an alternative to win? I have completed the entire available tech and ideology trees and have a ring of invader fleets poised over the last Terran planet. I am sure you cna imagine how frustrating this is.

Regards,

sonoyuu

 

Reply #2 Top

Sounds just like the story line in the introductory video...

Reply #3 Top

I have had partial success fixing this problem by saving the game then reloading.

Reply #4 Top

Hello Intrepidation,

 

I appreciate the feedback, but sadly even rebooting my system does not resolve it. I had one instance where I was down to two planets, one for each empire and the autosave had not saved for several hours. Very frustrating when you exit, reboot, and come back to find you had to redo several hours of conquest on the same map 

 

@Cralis - Not much else to do when you can't invade your last planet :D

 

All complaints aside, this looks like a truely great game in the making.

 

Regards,

 

sonoyuu

Reply #5 Top

I have the same problem

If 2 or more autopilot invasions occuring on the same round. Only one succeeds and the other does not conquer (although I get no popup window that the have failed.)
The unconquered planets then remain unconquerable.

Reply #6 Top

Huh, I haven't seen this in the 3 games I've played so far on .42. Are you guys sure that there were no ships in orbit around the planet?

Reply #7 Top

Hello Gentlemen,

 

I still found this problem in 0.42 in a game I started in 0.41 however, it was easy to correct using Intrepidation's advice by exiting and reloading the game which did not work for me before the patch. Post patch it worked like a charm on that game, but haven't had a chance to validate it being fixed in 0.42

Unfortunately I can't say if it is an ongoing problem as every game I have started since 0.42 does a CTD when I try to build a star base.

 

I really like the game and I am glad of it's ongoing development, but it is frustrating that when one thing gets fixed, often another gets broken XD

 

Regards,

 

sonoyuu

Reply #8 Top

Quoting sonoyuu, reply 7
... it is frustrating that when one thing gets fixed, often another gets broken XD
End of sonoyuu's quote

That's normal for any game (or application) that uses a hierarchical code model, e.g. OO in C* (which includes C++/C#/Java).  One bug (or new feature) could cause an underlying game service or module to change.  Then the bug fix (or feature change) will affect all of its (many) callers, not just that one.  So one code change to fix one thing may also cause 10-200+ other visible changes elsewhere.

Testing a complex system for behavior changes after code tweaks can be massively nonlinear in the size of the tweak.  Combinatorial explosion of testable cases quickly overwhelms the developers' internal efforts.  (And from the business pov, you don't want to pay costly top-flight programmers to do mundane testing.)

One of the primary jobs of Beta testers is to cast eyeballs and footprints over that combinatorial space.  Somebody's going to do it, either us now or a paying customer 2 years after release :)

The benefit of a well-modularized code base is that the developers' productivity also increases combinatorially (or so we strive!).

Reply #9 Top

I can confirm that I have seen this bug (last planet too...)

Maybe it's coincidence but I did have two invasions hit a planet at the same time and it failed after that.

 

No big thing for me as I was happy to spend time researching and building Star Bases like they were going out of fashion!