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A list of bugs and issues

erlkonig

New member
Context: Extreme (full), level 214, Fleet of 8 x C/40 reactor ships (100
maneuverability, 180 speed) with heavy armament. Later, armament
was 50% replaced with heavy EM armament to try to reduce how fast
foes are destroyed. Bugs prevented moving to 100% EM without
actually ripping weapons off of ships and replacing them

There are a lot of things to like about this mod, otherwise it wouldn't be worth reporting issues...

Bugs (I finished the mod after patch 1.0.1, removed some obviously fixed by 1.0.2, some here are uncertain)

* Gren's elevator fills up with NPCs later on
* In space, selection is frequently cleared by something in the mod, even with the ship
and selected target just sitting there. This often happens every 3 seconds or so (estimated)
* Ship hab layouts are better connected than before the last patch but still have unreachable habs
* Poor combat ability of Watchtower NPCs
* Huge proportion of Refined gear from Watchtower NPCs - more of their gear should be Advanced
or Superior in a Context like that noted above
* Most landings by other ships are replaced with Watchtower ships. This
means that past the Starborn quest, over 95% of ship landings are
Watchtower ships and Starborn Guardians
* The starbase icon that appears by Piazzi on the top-level starmap disappears
* While attempting to capture Watchtower ship during large battles, the crew's appearance may
be substantially delayed, meaning that a largely empty ship can suddenly fill up with enemies
a solid minute after boarding
* Many Watchtower scripts run EXTREMELY slowly. Conversations with Harper and Gren, especially,
have long pauses. The terminals one uses in the POIs to find arrays usually stall for long
periods, seemingly more later on - in my experience, most uses took 1 to 5 minutes to finally
advance the quest
* Assigning a Pilot to a Fleet ship requires first assigning a crew member, but then one can leave
the Pilot and remove the crew member. Some ships then claim 0/<n> crew assigned, others 1/<n>.
One ought to be able to assign solo Pilots directly. Most of these interactions were seriously
laggy.
* Also in the Fleet terminal, backing out of ship leaves the terminal UI, instead of returning
to the ship selection portion. This is INFURIATING while trying to work on multiple ships
* Also in the Fleet terminal, some ships cannot be removed from the fleet and still follow my
main ship around despite having 0 crew, but still have a pilot name even though the pilot is
actually on another ship. Despite listing a pilot, these broken ships have not Unassign Pilot option.
* In the Fleet terminal ship list, there's no way to tell which ships have specifically Pilots,
forcing one to check each individually, starting the whole interaction from outside the UI each time.
The main ship list should show who is the Pilot, as well as the crew count.

Sorely lacking features:

* There's no global way to put your entire Fleet on "follow only, do not engage" mode, which makes it
almost impossible to capture ships normally, since your Fleet can destroy any normal foes in seconds
* As above, but no way to tell your Fleet "This enemy is mine" so that you can board it before your
hoard destroys it out from under you again.
[update] I did find a Setting, "Fleet Availability" that can set your Fleet to only appear during
Watchtower battles. Sadly, this doesn't let you prevent your murderous Fleet from
murdering the ship you want to capture. What a player really wants is a way to
command the Fleet during combat, like between:
{ Kill / EM only / fall back / ignore my target / etc. }

Lore and practical problems:

* Watchtower attention does NOT ramp up by player's (public?) use of Powers, violating the mod's lore
* Bethesda's targeting while on a ship is terrible, selecting things behind, favoring the wrong things,
ignoring what's in front of the player or under the cursor at HIGHLY inconvenient moments, etc.
The gets far worse in these huge ship battles, where targeting becomes nearly nonfunctional, and
even after the battle, just trying to target wreckage to loot it is fantastically annoying.
* The self-destruct lore never affected ANY ship except for the spacestation. Missed gameplay
option here to have huge FLYABLE ships, but they'd need to be captured by stealth / stunning / or
very quickly before the self-kaboom engages
* What I am supposed to do with 1178 leftover Watchtower Components?

Potentially player-subjective problems:

* Once Watchtower ships can be captured, the mod still makes the troop-drop W' shuttles have
[inaccessible] doors. Considering how hard it is to catch these, that restriction is entirely
unfair.
 
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Nice job, well organized list.

"* In space, selection is frequently cleared by something in the mod, even with the ship
and selected target just sitting there. This often happens every 3 seconds or so (estimated)"

I have experienced this too and it seems to develop as you unlock more ships for your fleet (meaning it didn't seem like an issue with 4 ships but with 8 it is noticeable).

As far as the frequency of Watchtower ships that land, did you notice if it decreased after completing the "Last Watch"?

Oh and I know the Starmap marker bug is one they are working w/Bethesda on... it is annoying to have to stand up
 
Hi Geldric,

The frequency of Watchtower ships has dropped off substantially now that I've stomped Watchtower.

Currently the only loose end is getting McClarence to open on the station, but I suspect I've missed something myself there, so it doesn't seem to be a bug yet. There seems to be a Watchtower-specific XP threshhold - which I'm waaay past, but it's not like I've pursued the New Atlantis version's quests deeply before now, only stripping a few pieces of armor of perks. However, that McClarence robot shows the same lagginess that pretty much any Watchtower conversation shows, and the interaction to strip perks off of gear with him, which self-consistent, is stunningly slower than using the Legendary Recycler mod, which processing is essentially instantaneous for even piles of up to 100 items at a time.

The UX around the McClarence perk stripping seems to be the same sort of misdesign as around the Fleet terminal - it's just painful doing anything in either one unless you only have one ship or item to process. Part of why I'm switching all my W' fleet ships to EM only is that there's no way to give them orders as a group - which is kinda ridiculous, so I really hope they'll add at least the ability to either (1) summon / unsummon your Watchtower fleet, or (2) have fleet-level commands to tell them to join, or stay out, of combat. Otherwise a typical fleet is just a boat anchor impeding ship captures.

The marker for the station on the top-level starmap seems to be intermittent, but doesn't seem to relate to quest selection from the Log or anything.

I don't have any feedback on cross-Unity behavior since I'm not quite ready to abandon my "Context" for NG+14 yet ;-)

That being said, there is still a lot of this mod I really like. :-)
 
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Thanks @erlkonig - appreciate the info.

As far as Stardock XP (upgrading), it seems to me that we gained XP faster before this recent patch. It's not like I had a ton of time playing the release version but my 1st save I played (started Watchtower at level 72) and pretty sure I maxed Stardock right around the time Torin told me about the database.

My current active fresh save; I've completed "Last Watch", have researched more Cyberamps (well actually leveled up three of them to Tier 3); I have unlocked the max fleet of 8 and unlocked and installed more Skydrops on my fleet ships than my 1st save. I just recently unlock the Weapons store but the plantings at the end of the station are still being worked on.... completely guessing based on what I've been seeing.

Thanks again
 
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