Bug Reports
MrConway
25 Aug 2016
Please report any bugs you encounter in the release-version here.
Detailed descriptions and screenshots are of course very much appreciated.
DoktorvonWer
03 Sep 2016
- Health bars on ships are not displayed in tactical battle after the first battle in any runtime. They're not present in subsequent battles. This is regardless of what setting is chosen in the interface options - whether always on, only when damaged, or only when selected.
- The game frequently hangs when 'exit game' is chosen from the in-game menu, and though interface elements remain reactive aesthetically (e.g. rollovers and UI sound), the game becomes non-responsive after the exit game button and confirmation dialogue is clicked, and has to be closed with ALT+F4, or else freezes with a crash dialogue.
- The 'threat radius' function doesn't work consistently. While ships appear to reliably close on enemies to bring them within the upper limit of threat radius, when enemy ships become closer than the lower limit set by the player, ships do not attempt to put distance between themselves and the enemy - they freeze and sit still, firing at enemies while stationary and below their minimum threat range.
- The 'threat radius' sometimes break, with the 'lower' limit button getting stuck higher on the slider than the 'upper' limit button. Ships then derp out and aren't sure where to go.
- Threat radius settings seem to reset themselves or apply themselves to non-selected ships in tactical combat, even with Admiral AI turned off.
- The battle analysis on various space monsters is grossly incorrect. E.g. against Space Amoeba, any size of player fleet has a 100% 'excellent' victory chance, even when the Amoeba completely destroys the entire fleet (in both auto-resolve and tactical battle) without taking any damage itself.
StefmanRU
19 Sep 2016
Laegad
19 Sep 2016
StefmanRU, on 19 September 2016 - 10:08 AM, said:
Hello,
I have this problem too, and reported it in the .com forum (there is more people in this forum than on the .eu one... IMO they should not split forums)
http://forum.mastero...3793#entry23793
Edited by Laegad, 19 September 2016 - 05:56 PM.
StefmanRU
21 Sep 2016
Laegad
22 Sep 2016
StefmanRU, on 21 September 2016 - 07:04 PM, said:
You fixed your problem, not because you made a clean install,
But because yesterday GoG put online a new version.
GoG-25 : Version with this problem
GoG-26 : New version, that i just DL yesterday so i don't tested it yet.; but i'm sure it is to fix this problem.
Anyway, make a clean install cannot be bad...
Edited by Laegad, 22 September 2016 - 04:34 PM.
BicycleOfDeath
10 Dec 2016
hey MOO team, the game is super buggy after these new patches. Such as:
-The game gets stuck when dismissing a new leader (it doesn't freeze but no buttons work, can't get out of the screen)
-The game gets stuck on the diplomacy screen when trying to negotiate embassies with a newly encountered race (same as above, nothing happens when trying to exit diplomacy screen)
-Trying to build 5x advanced colony ships doesn't work - the production reduces every turn but it disappears from the production slot, and when all turns are done to build it, nothing happens, it just says 1 turn to go and it doesn't build anything
-The tech tree doesn't appear at all, blank screen
Pls fix... great game but unplayable right now!!!
terios
12 Dec 2016
SirMaoh
19 Dec 2016
Found a bug, which won't let the turn end.
#Discription#
technology breakthrough accurs (with no explanation) and round won't end
Savegame + bug description inside the 7zip archive below:
https://drive.google...iew?usp=sharing
ThrakathCZ
07 Jan 2017
I am playing on a notebook, only on touchpad and keyboard and zooming galaxy in and out is not functioning (zooming with two fingers up and down swipe).
The same gesture in menus like planet list is working, i can scroll up and down in the list.
So i cant zoom galaxy properly on touchpad and must use page up and pg down which is slooooooooooow and breaks game experience (cannot use mouse because of medical condition)
Hope someone will fix this, i did some research on forums and i am not only one with that issue.
Also checked the same functionality in Civilization 5 and in that game there is no problem with map zooming.
Notebook: HP Spectre 13 x360-w001nc Kaby Lake latest, with Synaptics ClickPad
Edited by ThrakathCZ, 07 January 2017 - 02:51 PM.
Joshua_Lake
15 Jan 2017
Boch151177
30 Mar 2017
Attached Files
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output_log.txt 1.29MB
DannyBoy2k
26 Apr 2017
Huckleberry_Caine
27 Apr 2017
DannyBoy2k, on 26 April 2017 - 06:40 PM, said:
I came here to say the same thing. The custom race selections are very much broken now. The game allows for the custom selection and allows for custom picks; however, once the game starts, it's like the selections were not made. I don't know if this is every choice, but a few are certainly not working. Lithovore races now starve, for example, and omniscient races cannot see any more of the galaxy than any other race. I only play custom races so this is pretty much a complete break to the game for me.
Please let us know if something is being done to correct this. Thank you.
profes79
28 Apr 2017
Spaceboy_uk
25 Jun 2017
After hours of troubleshooting a crash on game launch I was almost ready to get a refund.
Ended up disabling all other background processes and it worked!
MSI Afterburner is the culprit - why won't MOO work with Afterburner running? I run this will all my other games without issues... be great to have this fixed so I didn't need to quit Afterburner just to run MOO.
Thanks
Haegar1968
26 Aug 2017
Today i realized why the Bulrathi are so weak.
They get a low gravity penalty on normal gravity planets.
Yet the advantage of having a high gravity homeworld is, that you get no penaltys on high gravity planets. That is why you have to pay 4 points for it.
If the deal was: You get penalties on all other planets, you would get a point bonus like you get for chosing low gravity homeworld.
In the previous versions of MOO you always had no penalties on normal and high gravity planets, if your homeworld was high gravity.
Haegar1968
17 Sep 2017
Considering the damage i can do in combat i try to give different ships different targets.
Yet they ignore it. Half of my fleet will happily shoot on some unimportant ship, denying clear orders. Just because its the first in range.
After that they might go after the intended target, but of course they need to reload first.
I always thought this is the price i have to pay for KI help, but nope. Today i battled with "full control and all the glory" to see my ship behaving like always, shooting on something clearly not intended and dismissing my orders.
This is not funny, this is not stupid, this is treason.


