Raizei, on 14 September 2016 - 01:35 AM, said:
Out of the list you've sent, here are the ones I need help with as I cannot verify them with the current sessions I am playing and the amount of time I have available to look into these issues:
The other ones are in the process of being reported or have been reported!
I recommend that you use the in-game bug reporting feature to report any text issues you come across moving forward as that is another place you can submit them quickly!
I gathered a save file for each bug. I'll provide instructions for reproducing each situation. Though all of these files come from the same game, in some cases I have re-done a few turns differently to get the right conditions, so I created a separate save file for each case. I have labeled the save files appropriately and zipped all the save and data files together: https://dl.dropboxusercontent.com/u/32174515/Bug%20save%20files.zip By the way, I have found the in-game bug reporting unreliable. I actually reported that Ultraplanar Dimorphic Transponder typo about a month ago with the in game report, and it wasn't fixed.
- GNN sometimes reports discovery of the same monster multiple times. (Is it the fact that it is showing the picture of the squid monster and not the image of what the actual monster is being reported?)
To answer your question: no, it's literally reporting the existence of the same monster in the same system as my save file will show.
Instructions (GNN monster repeat save): Because monster movements are RNG based, I can't give you a precise turn on this one. However, if you keep an eye on the Choom system (right below the Stalez colony) and hit next turn a few times, eventually an amoeba will move to the top planet, and GNN will report it. I tell all fleets to guard and it usually happens around turn 255-256. If you rewind to turn 164 and hit next turn, you can see GNN report this amoeba for the first time.
- Orbital defenses don't appear to be repairing after combat.
Note: This appears to apply to Military outposts as well. As I was searching for the correct turn, I found a military outpost that hadn't repaired:
Instructions (M. Outpost Norepair save): Click "Next Turn". The Darloks will attack an outpost at Tindalos, but you should ignore this battle (auto-resolve) as it is not relevant. The Darloks will then attack the outpost at Echidna, which you can see before the battle is heavily damaged. This outpost had not been attacked in at least 13 turns, as you can verify with the timeline feature. I was unable to locate the last time it had been attacked, but given the heavy amount of damage on it, it's clear that it did not repair at all in the last 13 turns.
Instructions (M. Base No repair save): Click "Next Turn" and the Darlok will attack a colony. Note that the missile base is heavily damaged. Once again you can use the timeline feature to verify it was not attacked within the previous 10 turns.
Note: I also had this happen with a Star Base as well but didn't go through the trouble of locating the correct turn.
- If you invade a planet with an insufficient amount of troops so that you lose the combat, you can send more troops, but on the second time you invade consecutively, the "troop transports" counter starts to drop during the combat irrespective of the number of transports you send.
Instructions (Transport counter bug save): Find the Darlok colony Fakar Prime near the upper left. Order the human fleet to the planet, attack, auto-resolve, and click Attack Colony. Deploy 1 transport (it will fail). It should show 5 transports remaining. Without leaving the screen, deploy 1 more transport. Now it will show 3 transports remaining (this is a bug). Deploy 1 more transport. You will succeed in capturing the colony, but it will say you have 0 marines remaining, and there still may be enemy marines showing on the right side. After combat you can verify you have 3 transports still in the fleet.
- I had a situation where tactical combat would freeze in the middle of combat. It was difficult to reproduce consistently, but it did keep happening sporadically.
Instructions (TC freeze bug save): Find the Enzu system near the upper left. There is a Darlok fleet and a Human fleet there. Move the human fleet to attack the Darlok fleet, and select Take Command. Don't just let the battle play out on its own; you have to actually give orders. Here's a summary of the orders I usually give. Move the troop transports to the lower left, tell the rest of the ships to move to the lower middle, set the ring to maximum distance (both min and max), set speed to maximum. As soon as the enemy ships are in range, tell all ships to fire on the group of three frigates at the bottom. Once those are dead (if it hasn't frozen already), target the 2 frigates just above them, then proceed in order of groups of smallest groups of ships to the biggest. Make sure to keep the target range at maximum. I have had the freeze occur just after the first frigate was killed or after several ships were killed. It may take a couple attempts. As far as I can tell, a freeze always happens right after a ship is destroyed.
Once you have gotten tactical combat to freeze, you can hit escape and click Abandon battle. You actually have to click it twice in order to successfully abandon the battle. Now look at the Darlok fleet and see that it is still fully intact despite any casualties, and click your fleet to see you have the option to attack again. Either attack, or click "next turn" so that the Darlok attack you. Upon going to the battle screen, all previously destroyed ships will instantly be destroyed before combat begins. Click Take Command, and you will see all the destroyed ships appear on the combat screen. Your fleet won't respond to any orders, and the AI will fight the whole battle.
If instead of attacking the Darlok fleet, you hit next turn and let them attack you, then if the combat freezes mid battle, hitting "Abandon battle" will cause you to go back to the combat selection screen, but all options will be greyed out and you'll be stuck, forcing you to quit MoO4 and restart.
As I was compiling these instructions, I also discovered a way to unfreeze the combat. If you change your fleet's targets to a different group of ships when the combat freezes, the combat will instantly resume.
- Sometimes after moving a colony ship or space factory to a planet or star lane entrance respectively, the colonize or build option respectively is greyed out, and you have to deselect and reselect the ship in order to be able to select the option.
This one is very sporadic and difficult to find by just loading the timeline and moving random space factories. I will make a note of it next time it occurs.