Knuckle Cracker

Creeper World 3 => Gameplay Discussion => Topic started by: J on October 05, 2013, 10:03:38 AM

Title: Known bugs and workarounds
Post by: J on October 05, 2013, 10:03:38 AM
There are/were some bugs in the game and we know V is trying hard to fix them (so make sure you are running the latest version of the game!). Until we get an update, here are the bugs that affect gameplay most and if possible, how to continue playing in a normal way. Check this thread if you think the game is unfair in a anomalous way.











BugSolution


Strange things happen after a terp has terraformed void.Update your game! This happens if you first mark a cell for terraforming, and then change it to void using the editor or crpl. If you wait long enough the terp will make it level 10 terrain. Remove terraform marker to stop the terp from terraforming the void. The void is still void, but might require less creeper to overflow. The terp actually 'lowers' the terrain from 500 (void height) to the selected height. http://knucklecracker.com/forums/index.php?topic=14645.0 (http://knucklecracker.com/forums/index.php?topic=14645.0)
I can't read any text / all text and images are blurry!http://knucklecracker.com/forums/index.php?topic=15263.0.
I can't finish an alpha map!There's probably an invisible crpl tower on the map. Due a fix in late development cores no longer had the default image but instead no image. Select the nullifier and see if you can still build it somewhere, if so, build it and see if that helps (mostly near a spot where creeper is emitted).
An alpha map is not working!If it's about the snipers and gliders in Aether, that's intentional. In any other case, post about it here: http://knucklecracker.com/forums/index.php?topic=14481.0
When I go to the prospector zone/tormented space/alpha sector, it sends me to arc eternal instead or it is just empty!Remove your prospector zone (...\documents\creeperworld3\data\sectors\internal\100), tormented space (...\internal\200) or alpha sector (...\internal\500) directory. Make sure steam cloud sync is disabled while doing this and turn it back on afterwards. If that doesn't help, please report!
I tried to open a star system, but it is empty!Go to your ...\data\sectors\internal\ and remove the star system that is empty. So if S200_52 is empty, go to ...\internal\200\ and remove the 200_52 directory. If that doesn't help, please report the problem (also read the solution above).
Some reports of frozen game music has come in.Supposition points to the GX mode in the ASUS Audio Center for stand-alone audio cards. Thanks to Steam contributor Daggoth (http://steamcommunity.com).
Title: Re: Known bugs and workarounds
Post by: Someone on October 06, 2013, 12:10:19 PM
there are also in any game,we cant destroyed the building
Title: Re: Known bugs and workarounds
Post by: teknotiss on October 06, 2013, 02:01:47 PM
Quote from: Someone on October 06, 2013, 12:10:19 PM
there are also in any game,we cant destroyed the building
what do you mean?
Title: Re: Known bugs and workarounds
Post by: Lord Jragon on October 06, 2013, 08:02:13 PM
Quote from: Someone on October 06, 2013, 12:10:19 PM
there are also in any game,we cant destroyed the building

Not quite sure what you mean here, but if you are saying that "x" no longer destroys buildings it is because the new hotkey for building destruction is now shift-x.
Title: Re: Known bugs and workarounds
Post by: Harkler on October 07, 2013, 05:28:18 AM
Quote from: J on October 05, 2013, 10:03:38 AM
There are some bugs in the game and we know V is trying hard to fix them. Until we get an update, here are the bugs that affect gameplay most and if possible, how to continue playing in a normal way. Check this thread if you think the game is unfair in a anomalous way.





BugSolution


On Chanson, snipers don't immediatly fire at the gliders when they come in rangeThe snipers will fire if the glider get closer. Sometimes saving+loading solves the problem, sometimes not.

It's not just Chanson, it's any map with gliders. My sniper hasn't even turned to look at them.
http://postimg.org/image/hqrs4jrtt/ (http://postimg.org/image/hqrs4jrtt/)
http://postimg.org/image/t4ebfr2ch/ (http://postimg.org/image/t4ebfr2ch/)
Title: Re: Known bugs and workarounds
Post by: knucracker on October 07, 2013, 11:27:58 AM
I don't think snipers are allowed to shoot at the gliders on that map.  I made that map a long time ago before snipers would shoot at CRPL units and the intention was that you had to very carefully avoid the 'area denial drones' to win the mission.  My memory is clouded, but I might have even done a video on this mission on the blog.
Title: Re: Known bugs and workarounds
Post by: J on October 07, 2013, 11:30:50 AM
Quote from: virgilw on October 07, 2013, 11:27:58 AM
I don't think snipers are allowed to shoot at the gliders on that map.  I made that map a long time ago before snipers would shoot at CRPL units and the intention was that you had to very carefully avoid the 'area denial drones' to win the mission.  My memory is clouded, but I might have even done a video on this mission on the blog.
V is correct here, you can't shoot the gliders there.
Title: Re: Known bugs and workarounds
Post by: 4xC on October 07, 2013, 02:55:31 PM
I don't know if I can recreate this, but I captured a technical difficulty on Crosslaw.

I had a bertha on the PZ where the NW spore tower was and it was set to auto-target, but it behaved like a normal bertha and armed towards the 150 mark and did not choose a target at 55.

I made it aim manually at creeper between 75 and 135; this made it shoot when it faced the target I painted. Then, I turned auto-target back on and all was well again.
Title: Re: Known bugs and workarounds
Post by: Harkler on October 08, 2013, 03:30:11 PM
If you press space immediately after clicking to placing a unit, the unit will not be placed. Not game breaking, but a bit aggravating.
Title: Re: Known bugs and workarounds
Post by: J on October 08, 2013, 03:34:31 PM
Quote from: Harkler on October 08, 2013, 03:30:11 PM
If you press space immediately after clicking to placing a unit, the unit will not be placed. Not game breaking, but a bit aggravating.
Pressing puts you into drag mode (lets call it drag mode even if you don't drag). If you press space (or any other cancel key) before building the units (before releasing the mouse), you cancel the building. So hitting space before releasing your left mouse button (what you most likely did) will cancel building.
Title: Re: Known bugs and workarounds
Post by: 4xC on October 09, 2013, 02:17:59 PM
The first 2 represen script errors. "10 billion" and "improbably"

The next shows a guppy set to ore mode. If you hit "stop resupply", it will keep resupplying anyway.

BTW, I don't know if this is intended, but destroying the square structure on Otrav does not kill the circles. They die only when all circular structures fall.

One more thing, old issue, but I have to ask: the singularity weapon only sucks in nearby creeper and AC right? I once heard a long time ago that it would also convert all sucked in creeper into AC. It was something that I think may have been asked long before, but I don't know.
Title: Re: Known bugs and workarounds
Post by: pawel345 on October 09, 2013, 03:04:38 PM
It's probably that if it sucks enough creeper it can make it dense enough to flip and make anti-creeper.
Title: Re: Known bugs and workarounds
Post by: NFITC1 on October 09, 2013, 06:04:00 PM
In some rare occasions while placing a line of collectors, one of them in the line won't move, but will indicate it can't be placed there (turns red) although it previously could. It happened on MegaWorld when I was fortifying the island's perimeter. It's not related to invisible units because I could make it happen by moving the last one a little.

Also, Bertha's seem to lag in firing. Is they're cool-down longer than the time it takes to reload? There's no indication of this other than it happens that way.
Title: Re: Known bugs and workarounds
Post by: Wally on October 10, 2013, 03:47:46 PM
Sometimes, when I leave the computer for a long time (going to lunch) the game is "black" and I must kill the process in the task manager.

The display went to power saving mode (display is shut down) but the computer didn't go to sleep or hibernation. When I move the mouse or press a key, the display comes back, all others applications are visible. CW3 (windowed mode) is completely black. But it continues to run (sounds, key shortcuts, mouse interactions ...).

Although it seems to give a new funny way to play (woooo, "blind mode" !), I think it could be filed as a bug ;).

PS : which complementary information do you need ?

Wally
Title: Re: Known bugs and workarounds
Post by: Indignation837 on October 11, 2013, 08:29:57 AM
I can't access the prospector zone at all, even though I've beaten the entire story campaign. I used to be able to, but I beat two levels in it, warped to another system in it, and now after finishing the last main mission it's redirecting me whenever I click on prospector zone to a randomly generated version of whatever campaign system I'm in. I can still access tormented space and alpha sector, it's only the prospector zone that's affected. I also have artifacts of Odin appearing when I load up tormented space maps, I don't know if that's normal.
Title: Re: Known bugs and workarounds
Post by: Michionlion on October 11, 2013, 08:35:02 AM
Quote from: Indignation837 on October 11, 2013, 08:29:57 AM
I can't access the prospector zone at all, even though I've beaten the entire story campaign. I used to be able to, but I beat two levels in it, warped to another system in it, and now after finishing the last main mission it's redirecting me whenever I click on prospector zone to a randomly generated version of whatever campaign system I'm in. I can still access tormented space and alpha sector, it's only the prospector zone that's affected.

perhaps some screenshots and a data folder would be nice?
Title: Re: Known bugs and workarounds
Post by: Grauniad on October 11, 2013, 09:00:36 AM
Quote from: Indignation837 on October 11, 2013, 08:29:57 AM
I can't access the prospector zone at all, even though I've beaten the entire story campaign. I used to be able to, but I beat two levels in it, warped to another system in it, and now after finishing the last main mission it's redirecting me whenever I click on prospector zone to a randomly generated version of whatever campaign system I'm in. I can still access tormented space and alpha sector, it's only the prospector zone that's affected. I also have artifacts of Odin appearing when I load up tormented space maps, I don't know if that's normal.

Tormented Space does have Artifacts of Odin.

For your other navigation problem, try this.

1. In your Documents folder, look for the CreeperWorld3 folder.
2. Make a complete copy of that folder as a backup.
3. In the CreeperWorld3 folder, look for the following folder path: Data -> Sectors -> Internal -> 100.
4. The 100 Folder is the save of your Prospector zone. Maybe if you delete it the system will recreate it and things are fine.

If not, replace the structure with your backup.
Also make a zipped folder containing the CreeperWorld3 folder and have that available to upload for Virgil. You can try and attach it to a post in this thread, but if it's too big, that attach will fail.
Title: Re: Known bugs and workarounds
Post by: Indignation837 on October 12, 2013, 06:52:00 AM
Quote from: Grauniad on October 11, 2013, 09:00:36 AM

Tormented Space does have Artifacts of Odin.

For your other navigation problem, try this.

1. In your Documents folder, look for the CreeperWorld3 folder.
2. Make a complete copy of that folder as a backup.
3. In the CreeperWorld3 folder, look for the following folder path: Data -> Sectors -> Internal -> 100.
4. The 100 Folder is the save of your Prospector zone. Maybe if you delete it the system will recreate it and things are fine.

If not, replace the structure with your backup.
Also make a zipped folder containing the CreeperWorld3 folder and have that available to upload for Virgil. You can try and attach it to a post in this thread, but if it's too big, that attach will fail.
Deleting the 100 folder worked perfectly, many thanks!
Title: Re: Known bugs and workarounds
Post by: NNR_Alex on October 20, 2013, 05:33:39 PM
I've had a few 'invisible enemy' issues as well.  I'm trying to remember them all, sadly I don't have any screen shots.

All these occurred on TonyP's maps for me.

On Warzone Some of the spores were either invisible, or The beams were firing on non existent targets.

Similar issue on Countdown, except it was with firing the nullifier.  I'm guessing There were invisible emitters or something at the back of the map, because the nullifier targeted something I couldn't see, and Power Zones were left behind.

Invisible objects I think seems to be the most common occurrence that I've found.
Title: Re: Known bugs and workarounds
Post by: 4xC on October 21, 2013, 05:17:39 PM
Pic 1: even if you win as Skars and continue playing, the arc stll births oceans of creeper regularly.

Pic 2: That PZ relay on the left is th only connection between the CN and the Northwest Farm, but apparently, there's  bug in the relay deactivation button. Both relays still function whether it is pressed or not. Same thing with Disarm. Not that you would want to do any of these things, but it seemed worth testing for bugs.
Title: Re: Known bugs and workarounds
Post by: Grauniad on October 21, 2013, 05:24:41 PM
Quote from: 4xC on October 21, 2013, 05:17:39 PM
Pic 1: even if you win as Skars and continue playing, the arc stll births oceans of creeper regularly.

Yes, your observation is correct. We noticed it and decided it wasn't worth delaying the release date to fix. [/quote]

Quote
Pic 2: That PZ relay on the left is th only connection between the CN and the Northwest Farm, but apparently, there's  bug in the relay deactivation button. Both relays still function whether it is pressed or not. Same thing with Disarm. Not that you would want to do any of these things, but it seemed worth testing for bugs.
Call it an idiosyncrasy of CW3. (Analogous the the idea in CW2 that isolated reactors would provide energy while they were lit.) Connected energy units provide energy. The disable relays will not, however, transfer packets of any kind.
Title: Re: Known bugs and workarounds
Post by: Thisisnotasmile on October 22, 2013, 07:18:14 PM
Not a huge deal but the dialogue when you first enter the Alpha Sector says "...simple worlds, large worlds, super hard hards,...".

Super hard hards: For when your hard hards aren't hard enough.
Title: Re: Known bugs and workarounds
Post by: 4xC on October 31, 2013, 10:28:53 AM
If you need a save, I can get one.

Both things I am inputting are about spore towers.

Too many cause the stats to over extend.

And I think there should be something more visually prominent than a faint red ring for spore towers that are within 60 seconds of firing. For example, a bright glowing aura.
Title: Re: Known bugs and workarounds
Post by: TChosen1 on November 01, 2013, 02:51:15 PM
On some maps, mortars in power zones will rarely fire at creeper in edge of range if it is the only creeper in range. A great example of this is at Starsync, as the bottom mortar only fires when the creeper level goes above 3.5.  This can sometimes be a serious error if you need the mortar to fire directly at an emitter.

Pic1: Range of mortar, note that there is creeper in range.
Pic2: Mortar refusing to fire any shots into creeper.

Edit 1 (Nov.4): It seems that it depends on the loaded game.  The next time I opened this map, the mortars fired normally, which raises another issue of things not being constant in the same situation.  After opening the map again, mortars refused to fire directly on emitters, and instead opted on the surrounding area.
Title: Re: Known bugs and workarounds
Post by: NFITC1 on November 01, 2013, 04:12:37 PM
When I have multiple Berthas I usually have at least one that's auto-targeting. When I build several more at a time and want to set them to auto-target, double-clicking or Shift-A selecting will turn the one I have selected to auto-target automatically without me selecting it. Let me describe that scenario a little more in detail:

I have five Berthas that are auto-targeting. I usually have them grouped together so lets say these are.
Now I queue up five more in a line to be built. I double-click the one in the middle of the line to select all five of the new ones and one of the previous ones is selected. Since it's auto-targeting, it makes the Bertha I double-clicked on auto-target before I click that switch.
Similarly, if I "Select All" while the middle manual target Bertha is selected, it becomes auto-target because an auto-target Bertha is in the selected units group.
Title: Re: Known bugs and workarounds
Post by: 4xC on November 01, 2013, 11:18:38 PM
More interesting issues.

It would appear that when strafers are set to straight-line firing, they have a chance to shoot distinguishably off-center.

Attached is a save of this moment.

On another note, I found out that when bombers are deactivated or disarmed, they and their pads have the appropriate symbols on them, but bombers do not have the white "stop resupply" shade when they are set that way. I assume this is intentional since the pads take in the supplies?
Title: Re: Known bugs and workarounds
Post by: JF-T on November 04, 2013, 01:40:02 AM
In the Prospector zone s100_39 on Bjojawal, the game is unending.

Below is a screenshot of what i am talking about directly below this line.

I nullified all emitters, but strangely, i got no victory screen, it jsut kept going despite a lack of enemies.
I've searched all over the map about three times and due to the size of the map it wasn't hard.
I even quit about four times but it just is stuck like that now.

I know the best fix is probly jsut to replay it, but it happenned so i reported it anyways :)
(http://i1151.photobucket.com/albums/o627/JF-T/cw3ss_7_zps7983ca49.jpg?t=1383547000)
Title: Re: Known bugs and workarounds
Post by: Grauniad on November 04, 2013, 03:56:24 AM
Do you have the save file?
Title: Re: Known bugs and workarounds
Post by: TChosen1 on November 06, 2013, 10:55:22 AM
I have no idea if this counts but there's a way that AC collection could be turned off by accident.

1. Select a sprayer with AC collection ON (box with "AC collection field" should have an X in it)
2. Select a sprayer with AC collection OFF (two units are now selected, box with "AC collection field" should not have an X in it)
3. Select another sprayer with AC collection ON (you should now have three units selected, box with "AC collection field" should not have an X in it) Note: this step is sometimes optional
4. Remove the sprayer with AC collection OFF from the group (two/one units are selected).  The box "Enable AC collection field" will not have an X in it.

Checking those two sprayers will show that AC collection is now OFF.

Also, double-clicking a sprayer with AC collection on to select a bunch of sprayers, one with AC collection off, then deselecting that AC-off one will cause the one you double-clicked to also turn AC collection off
Title: Re: Known bugs and workarounds
Post by: JF-T on November 09, 2013, 07:44:09 AM
Here you go, the save file of Bjojawal where the game has no enemies, yet no victory screen appears.

I repeated the level and it gave the victory screen upon the death of the last emitter.
Title: Re: Known bugs and workarounds
Post by: 4xC on November 13, 2013, 08:30:39 AM
In the Prospector Zone, 100_49 has no worlds in it, and since there are no worlds, the would-be sun is a black dwarf.

I am about to upgrade to 1.10, so if the issue still persists, I assume KC has recently issued a culling for unecessarily hard levels in Prospector Zone and Tormented Space.

If that's the case, the blank sector should not be on Prospector Zone's intersector map but it is. BTW, I checked the file directory for 100_49 and compared it with others and nothing appears to be out of place.
Title: Re: Known bugs and workarounds
Post by: Grauniad on November 13, 2013, 11:54:18 AM
This is how it appears in my system.

Use Occam's Razor (http://en.wikipedia.org/wiki/Occam's_razor) to figure out which of your assumptions is most likely to indicate the source of the difference. :)
Title: Re: Known bugs and workarounds
Post by: 4xC on November 14, 2013, 09:50:25 AM
Too much info on the link for it to be resolved by me soon enough. Please get to the point.
Title: Re: Known bugs and workarounds
Post by: Michionlion on November 14, 2013, 07:27:31 PM
Don't assume too many things.
Title: Re: Known bugs and workarounds
Post by: 4xC on November 15, 2013, 08:03:12 AM
I only see one assumption in the post I made about the matter.

The bottom line is, no matter how normal my file directory looks, this sector is empty on the game for me.
Title: Re: Known bugs and workarounds
Post by: pawel345 on November 15, 2013, 08:37:14 AM
In the editor, if you clone a totem(empty totem), it becomes fully charged.
Title: Re: Known bugs and workarounds
Post by: slayer on November 16, 2013, 05:20:37 PM
I replayed Arc Eternal : Egos : Ruine and beat my previous time.

At the end of the game, I got to the submit score screen but none of the high scores for 3 days, 1 week, or all time were displayed.

When I submit my new score it confirms the score is submitted but the list of high scores (visible in the solar system view) is not updated.

I have restarted the game multiple times but no joy. Interestingly, the auto save still has the new score I just can't post to the score tables.

Slayer
Title: Re: Known bugs and workarounds
Post by: J on November 16, 2013, 06:22:50 PM
Quote from: slayer on November 16, 2013, 05:20:37 PM
At the end of the game, I got to the submit score screen but none of the high scores for 3 days, 1 week, or all time were displayed.
Looks like an internet problem, but you said the game could load scores from within the star system? Strange. Are you using something like a proxy?
Title: Re: Known bugs and workarounds
Post by: slayer on November 16, 2013, 06:52:59 PM
Hi J,

Thanks for the quick reply.

Doesn't seem to be an internet connectivity problem because after completing other levels I see the 3 day, 1 week, etc. data.

Only occurs on the previously named level.

I'll try replaying the level and see if it corrects itself. Will post again with those results.

Slayer
Title: Re: Known bugs and workarounds
Post by: slayer on November 17, 2013, 12:25:04 AM
Replayed the level, got an even better score and everything worked fine when posting the score.

However, the earlier saved version still has the same issues. Weird bug but seems to have a fairly simple workaround.

Slayer
Title: Re: Known bugs and workarounds
Post by: Clean0nion on November 17, 2013, 11:00:25 AM
The centre cell of a shield generated from a shield unit is not considered to be "field".

Using the following GetFieldCell command used in Egos:Choix:
:InField
   GetFieldCell(<-x <-y) ->creeperUD ->creeperRL ->acUD ->acRL
   if (<-creeperUD neq0 or (<-creeperRL neq0)) return (TRUE) endif
   return(FALSE)

The centre cell of a shield generated from a shield unit is not counted. On Egos:Choix and other maps using the TransientSlipEmitter script, the slip emitter places creeper inside the centre cell of shields. This is due to the fact that the shields are circular and the push effect on the creeper at the centre of the circle is 0.

To quote Ceraus:
Quote from: Ceraus on November 17, 2013, 04:23:09 AM
From time to time, the telemitter will hit one of your Shields, which will gleefully disperse the Creeper around itself, exploding a dozen Reactors,
Title: Re: Known bugs and workarounds
Post by: knucracker on November 18, 2013, 11:46:10 AM
Quote from: slayer on November 17, 2013, 12:25:04 AM
Replayed the level, got an even better score and everything worked fine when posting the score.

However, the earlier saved version still has the same issues. Weird bug but seems to have a fairly simple workaround.

Slayer

Can you email me the previous save version's cw3 file (send to support@knucklecracker.com)?
Title: Re: Known bugs and workarounds
Post by: slayer on November 20, 2013, 05:56:06 PM
Hi Virgil,

Just saw your request, email has been sent.

Slayer
Title: Re: Known bugs and workarounds
Post by: slayer on December 03, 2013, 10:47:35 AM
Saw what I would describe as a database bug twice now.

I finish a previously played level but my previous best score (Shown when asked to submit new score) is incorrect. In one case it was WAY lower (roughly 1:30 versus an actual 20 minutes or so, not sure which world) than anything posted in the high scores, in another it was WAY longer (5 hours versus 18 minutes actual on Andere > Otrav). My scores on the respective lists did reflect my actual scores.

Not sure what file I could send to help.

Thought you'd like to know.

Slayer
Title: Re: Known bugs and workarounds
Post by: MizInIA on December 30, 2013, 03:48:25 PM
i have encountered an anomaly with the Bertha on build 1.50. if i build a Bertha and stet it to auto target then pick a target before it is built it will not fire the first shot once it is loaded. to get it to fire the first shot i have to click on the Bertha and pick another target then it will fire at that target then proceed to auto target mode.
Title: Re: Known bugs and workarounds
Post by: burguertime on April 04, 2014, 10:27:51 PM
Playing colonial map #364.

If a tile scheduled for terraforming is changed to void by CRPL, the Terp will try to terraform that tile forever. After first shot, however, the elevation will be marked 11 bars. Elevation meter says 0 though.
Title: Re: Known bugs and workarounds
Post by: Clean0nion on April 05, 2014, 11:15:25 AM
Quote from: burguertime on April 04, 2014, 10:27:51 PM
Playing colonial map #364.

If a tile scheduled for terraforming is changed to void by CRPL, the Terp will try to terraform that tile forever. After first shot, however, the elevation will be marked 11 bars. Elevation meter says 0 though.
For this, can we request APIs for RemoveTerpMarker, and TerrainMarkedForTerp (bool) ?
Title: Re: Known bugs and workarounds
Post by: kwinse on April 05, 2014, 11:49:22 AM
It's actually terping down from 500. (http://knucklecracker.com/forums/index.php?topic=14645.0)
Title: Re: Known bugs and workarounds
Post by: knucracker on April 06, 2014, 10:12:25 AM
I'm gonna see if I can finally address this issue for the next build....
Minimally, I just need to remove the terraforming tags whenever terrain is set to void from CRPL.
Title: Re: Known bugs and workarounds
Post by: 203995014 on April 12, 2014, 06:33:24 PM
Hi, I would like to report a bug on version 2.01. When I finish the Crosslaw level on the Frykt system in story mode, it does not say I have finished and does not record it as such. I tried clearing all the creepers and such.

Am I missing something or is this actually a bug?
Title: Re: Known bugs and workarounds
Post by: Imposter on July 14, 2014, 07:39:14 AM
So crazy stuff can happen by pausing/unpausing and messing with the dialog box in the final mission n stuff :)

Stuff like having the box stay in the screen and never able to leave, allowing you to restart the conversations that happen after a choice (allowing you to make multiple missile launchers land on top of one another and tons of anticreeper). Having an essentially invincible ship (The shield will get destroyed but then the turrets will stop attacking the ship once it goes down). Its impossible to get the good guy ending once you choose the bad guy option though since you lose control of building stuff and managing your base. Save files in the link below, unless I'm mistaken about which files are the save files. I could probably recreate it on a video too if you want. I actually did this awhile ago and forgot about it.

https://www.dropbox.com/sh/okvux1t1j484wjp/AABj83ykLgjSTL4kvOI4BH6Oa

Edit: It's also probably not too important since you kind of have to intentionally try and screw things up.
I think I may have also tried messing with the X in the dialog which does nothing...
Title: Re: Known bugs and workarounds
Post by: harrymcb on August 31, 2014, 06:17:33 PM
I have played several custom maps that always run on 2X or 4X mode. i notice that setting it to 2X or 4X myself changes the speed but when i set the game to 1X it still runs too fast.
Title: Re: Known bugs and workarounds
Post by: knucracker on September 01, 2014, 10:46:00 AM
The unity engine sometimes will lose it frame rate limit lock.  It seems to happen after a machine idles, hibernates, or other instance when the GPU changes states.  I see it happen sometimes if I leave a game up overnight and return in the morning.  When this happens, the unity engine stops attempting to run at 30fps and will instead run at crazy semi-limited speeds.  It will sit at 30fps, then ramp up to 100fps, and just stutter around.  It doesn't have anything to do with game performance it's just the engine has lost its limit of 30fps.

This has been true in the unity engine for at least the last 3 years, and I've hoped it would get addressed... but not yet.  The workaround it to just restart the game and then you are good for as long as you don't let your machine go to sleep (or something like that).  Also, many/most games don't frame lock and don't limit their frame rates... so the problem goes unnoticed in those cases.  For CW3, though, frame limiting is the best way to achieve the design goals of the game in the most efficient manner (its a precise, deterministic, strategy game not a first person shooter....), so I frame lock and frame limit.
Title: Re: Known bugs and workarounds
Post by: harrymcb on September 01, 2014, 01:24:57 PM
OK i understand thanks.
Title: Re: Known bugs and workarounds
Post by: ak on November 28, 2014, 11:36:08 PM
Apparent bug: A CN on a PZ and a collector on a PZ.  If the distance between them is greater than a PZ collector's range but not greater than a PZ CN's range, they will not connect.  Observed on colonial map 1414.
Title: Re: Known bugs and workarounds
Post by: mokyikiu on January 18, 2015, 12:44:10 AM
Bug of power zone with command node on it. When the command node is moved to the power zone, it does not get the effect of connecting to existing buildings further away, but only connect further to new buildings.
Title: Re: Known bugs and workarounds
Post by: stoey on June 12, 2015, 08:07:36 AM
I casually opened a map called super tower, and I was like holy couch potatos, What is that??   Its like something I would see if I looked behind my fridge.
Title: Re: Known bugs and workarounds
Post by: J on June 12, 2015, 09:04:07 AM
Quote from: stoey on June 12, 2015, 08:07:36 AM
I casually opened a map called super tower, and I was like holy couch potatos, What is that??   Its like something I would see if I looked behind my fridge.
The invisible core bug is already listed, if you need help to finish it you should post in the topic on the outer sectors board: http://knucklecracker.com/forums/index.php?topic=17841.0
Title: Re: Known bugs and workarounds
Post by: GoodMorning on March 05, 2016, 07:34:23 AM
I bought the game with the standalone version and steam version, which I have installed on different computers.

The steam version works properly.

After alt-tabbing out of the windows standalone version (V.2.08), fullscreen, the game cannot be returned to. Upon trying, it becomes a small box that says "Creeper Wo...", in the manner of a window that is to narrow to show the full title. There is no "close, maximize, or minimize" button set. No input to the other applications visible is allowed. Alt-tabbing back out again solves this. However, there is no close button, and right-clicking the taskbar and hitting "close" there doesn't close it. The machine is not mine, and so I have not been able to try Task Manager. The user restarts in order to close the game. (This is not done lightly). The game in this state also interferes with the machine's standard controls for brightness, which makes it unusable for non-CW3 uses (while CW3 remains frozen in the background.)

I had thought it an isolated incident, but have just learned that it is a chronic problem.

Notes:
Family member's SurfacePro running Windows 8.1. They use the desktop, I use the Steam version.