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Empire Deluxe Combined Edition

The latest in the classic Empire Series of games, which has spanned almost five decades. · By Killer Bee Software

Bug Reporting Locked

A topic by Killer Bee Software created Nov 30, 2017 Views: 1,899 Replies: 85
This topic was locked by Killer Bee Software Dec 28, 2017

Got long. Feel free to create a new thread to report or send email to mok@killerbeesoftware.com

Viewing posts 5 to 24 of 31 · Next page · Previous page · First page · Last page
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I still am having problem with the very first army that won't auto activate.  Not a huge  deal.

There are some differences with EDEE.  Right click your cities tp see what is  going on.

I really love the zoom in and out.  A lot of good work went into this. 

Developer

I am confused as to how this could be happening. What are the steps you are taking to get to that point?

Got around to trying to actually play the game. 

There are a plethora of mildly irritating technical bugs with the interface.

There are some other bugs that make some of the features useless.  If you have a variety of units in a city with an air transport and perform any of the load functions, the priority of which units get loaded is arcane. I put one of every unit in a city. Load put the Long Range Nuke onboard the Air Transport first.  In EDEE, in the unit db, you could select the default unit to load for the specific transport unit. That is missing from the implementation of EDCE. A default would be workable but better would be able to prioritize the list of units to be transported.  

If you make a copy of any existing Unit DB, you cannot place any Air or Orbital unit (as applicable to the database) if using the copied database. The Terrain Placement Icons are grayed out and can't be changed. 

 Using the Enhanced DB that came with the game, whenever I bring up a unit that can be loaded (Truck, Helicopter, Transport, ...) in the unit dialog, the Load/Unload buttons are grayed out. The only way to load them is to activate the unit and then use either the keyboard binding  (if configured) or the buttons at the bottom of the screen. 

When I open the city dialog and the view the list of units, clicking on a nit should activate it. You have to go to the view units button at the bottom and then you can activate a unit in the list and then you can open the unit dialog by clicking on the active unit. Kind of cumbersome but it is inconsistent.


The save config dialog does not save the database. If you change the database, close the game, reopen the game and load the saved config, it does not restore the database for that config. It is unclear to me whether the database is being saved even when not desired or if the database if the database is not being saved separately.

Developer

There is no load filter or non-default loading in EDCE.  if there is loading that you do not want to occur, you should use the tree view. 

Air Units and Orbital Units cannot be placed outside of transports (cities, etc) in a buy points game. Can Be Placed is also used for other actions. The Unit Mod capability  is simply an exposure of the available data. Many entries may have hidden or non-intuitive results.

The load and unload buttons have been disabled but will most like be enabled in a future build.

When in the tree view, clicking  a unit does not activate it, because multiple units can be selected at a time. If you wish to activate a unit in the tree view, select the single unit, then click on the activate button.

If you are referring to the save config from the game setup, it only saves a Database key. The game will assume you are aware of the changes you made in a DB. The same is applied to the saving of a single player game. You can exit a game, change the Unit set, then reload the game. This could have ill effects on the save game in question after a reload, but it is up to you to police this.

I was attempting to place a fighter in a city! I it was implicit in my description that I was trying to perform a placement in a transport container. I could not.

Developer

To place in a transport, drop it on top of the transporting unit.

(1 edit)

By the way, it is spelled Seabee (not Sea Bee)  No space, no capital B

http://www.public.navy.mil/seabee/Pages/default.aspx <- straight from the U.S. Navy

Developer

Sea Bee is displayed as intended.

(1 edit)

Ok, when I copied the Advanced DB without any changes, no air units may be placed

When I copied the Enhanced DB without any changes, no air or orbital units may be placed

When I tried my database with a new unit, no air units are placeable. I tried playing it and discovered that my new unit could not be produced in a city. I went back into the DB editor and added my new unit as transportable by the city. I started a new game and all the air and orbital units may now be placed ??? If I go back into the DB Editor, the terrain placement blocks are still grayed out and inaccessible. If I save the DB and start a new game, no air or orbital units may be placed.

Developer

This is correct. Air Unit and Orbital Units cannot be placed in the open Buy Points mode. This is a rule enforced by the game engine, regardless of data settings. 

When editing a unit set, it is important to realize that  some data attributes may have multiple and hidden/non-intuitive purposes, and setting something may not work as one intended. 

The focus of the game design was not centered on modification, as EDEE was. So the road to modification will be rougher.

Apparently, damn nearly impossible given the extremely rudimentary  limitations of the Unity Engine.

When play begins, the Placement and Remove Placement button should go away. 

Developer

All of the button remain on the screen in the panel, regardless of the phase/state of the game. If you do not want to see them,  you can rearrange the container so they are not displayed.

(1 edit)

I was playing with efficiency and city name stuff and the game is now frozen solid.

No I wasn't in Production Mode. 

Developer

If you can create repeatable steps for this, that would be most useful.

It seems to freeze up on REPORTS after looking at the other displays.

Developer

Which other displays? What are the steps taken?

The City Name toggle ... persists between instantiations of the App. Exiting from the gain does not reset toggles even if a new game is started.

Developer

This is by design - as it was a popular request in testing. The toggles states are persisted through the account.

I did a little poking around in your GE name file. The diacritical E and umlouted o are not valid in UTF-8. That is the reason that the file won't load in an xml editor or in a UTF-8 only editor. It is also inconsistent with your stated standards for the file in your HELP - all the files need to be UTF-8.   I changed the characters to an e and an o and removed the one single quote and that worked.

https://www.liquid-technologies.com/XML/EscapingData.aspx 

I rather suspect failure to escape the single quote may be what is  hosing up the Unit DB. I suspect when you make the copy of the Unit DB, you are not processing the single quote properly. This could cause all kinds of issues. 

The same issue with single quotes is present in some of your other files like the Localization XML. I went ahead and escaped all the single quotes per the standard and you are probably using a standard XML parser because all the single quotes appear like they should in the help and tool tip texts. I not sure why that was not giving you a problem with the game - maybe it is! In any case it appears that the escape sequences are being processed as they should be.

Developer (1 edit)

Thanks for finding this. It does look like it is in Ascii Standard and not Unicode. However, the changes you sent me are not correct in that the characters are not the same (now they are basic English). I will make the appropriate changes, but this file is not one that is updated in a game update - so the changed file will only be reflected if manual step are taken after the update or a new Data structure is created.

I have also amended the spelling mistakes you found, thank you for those.  The misspelled Friendly Defeat is in that localization file. 

Regarding the non-escaped single quote, I know you do not agree with it, but this is not standard XML nor will it be. And it would be a mistake to assume I use a standard xml parser because I do not.

I created a map 200x38 with wrap only horixontally. This means that the whole map fits vertically on my screen with room leftover top and bottom from the icecap. IMHO, I should not be able to move the borders of the map beyond the top and bottom but I can. If I press center on a unit, it should center it horizontally and ignore vertical. Essentially the way EDEE works. The way it is it is really wonky!

Developer

There are several not-perfect cases from a display perspective that very small maps will create.  This is one of them.

(2 edits)

I created the 200x38 map and populated a city with about 50 units I placed there. 

In the list of units, if you move a unit it swaps the unit. It should remove it from the list, and insert it in the list rather than swapping. This means anytime I drag and drop, my well ordered list gets all messed up. Moving a unit from near the bottom of the list to near the top of the list next to the units that I wanted to load onto it was tedious and time consuming in the extreme! Again, what it should do is when I reach the top of the list, the list should start scrolling until I get to where I want to drop it. I had to do 6 drag and drops to get it where it needed to be. 

Now if the load feature wouldn't always pick up my defensive units first (AA, Artillery) that might, repeat might be helpful. If I could, like EDEE select a "DEFAULT UNIT TO LOAD" or have a priority list for each unit that can host others that would be fantastic. (one priority list for each host unit). Drag and drop is extremely picky as far as positioning the item and there is no feed back like drag and drop in Windows that highlights the entry you are dropping onto before you release it. So a lot of my drag and drops just failed. What would be beneficial is if there was a Move Up or Move Down button (just one for the entire list) and pressing and keeping it pressed down would move my unit up or down in the list until I released the button. Better if I could select a group of units and move all of them as a group (like all of my infantry to my helicopters). What I would really like is a persistent Tree window like EDEE that allows interaction with the map. I could very rapidly organize (load/unload) and move out units. In most cases, for a city, I like to deal with all the  units in that city at one time.

You commented that a lot of people really liked the game. If you play a very simplistic game with very few units, yes, it is ok. Once you start accumulating units in one place, it becomes very tedious and onerous to deal with the unit lists. How to make this really  workable  - when I select a unit in the  list and I highlight  the load button, an additional list of all the units present in the City/Port/Airbase for my selected unit that I wish to fill  pops up and I get to select the units to add (multiples). That would really ease the tedium over the very the onerous multi Drag and Drop in these situations.   

Maybe a lot of the people who like this game just don't mind numbing, time wasting and extremely keyboard/mouse intensive tedium of doing what should be simple things with what I have found to be an extremely rudimentary interface. I am sincerely trying to be constructive. 

This game has absolutely tremendous potential for the concept but the interface needs a lot of turbocharging! It is sort of like an NFL game where every play gets flagged and every play has to be reviewed - it just ruins the flow of the game. By the time I get something done, I forget why I was doing it in the first place.. 

Developer (1 edit)

Unfortunately, there is not a Default/Non-Default loading option as there was in EDEE. This is by design as it confused more people than it helped. The tree view is a simpler method which people understand when they want to do special loading  situations. 

The tree view itself is set up for swapping and loading/unloading, not for ordering. So if you desire to order a list of 50 units in a particular way, you will have more work to do. The tree view can be impacted by a machine that has difficulty rendering the scene.

Regarding various comments involving the mouse and the interface, first, all command and info buttons can be mapped to a key. The map itself can also be scrolled via keys. All of those commands and a few more can be set through key binding.

The dialogs and interface controls do have only rudimentary key controls, and they are not fully compliant with standard windows controls. Unity only provides very basic controls, which must be built upon. This involves a great deal of time, which is a short commodity for this project. So some of the basics are in it for now. Time will tell if more can be added.

EDEE, being a Windows OS dedicated program, was able to take advantage of the built in Windows API. Unfortunately, Unity does not do this, it has a homegrown kit which is very basic.  This is one of the few disadvantages of using Unity. So a lot of the expectations of windows standards compliance are not going to be there, at least for now.  Do not construe this as a defense for the things you don't like, it is just the reality.

I had not wanted to Sort the list or keep it sorted but it is a rather arcane way to drag and drop from my experiences in Windows and Linux - I have both.

It still remains that the unit list for the city is very difficult to use if you have an accumulation of units.

By not being able to specify a load sequence the LOAD ALWAYS picks up AA, Artillery FIRST. It would be more appropriate to have the load function load infantry, armor, engineers, Seabees first rather than AA, Artillery that I usually want to leave in a city for defense. From my perspective, if this is always going to be the way LOAD works, that button and keystroke are useless in my play. Perhaps some compromise could be reached?

Developer

Right now the compromise is the tree view. I always like the non-default concept, and I will look into what can be done with this on the request list.

The game continually freezes up and my only recourse is to close the application. SAVE/EXIT does not work and neither does BAIL.

For buy/place games, why not permit Mines to be placed? If made expensive enough, that could provide interesting entertainment.

Developer

Mines are allowed in the game for placement, as are roads. But the appropriate rules options rules must be set for those to be active.

Developer

Regarding the freezes, is this with a modified unit set, or the standard?

Is the AI code for EDCE posted on the Killerbee web site? Is it the same as EDEE.

Developer

No. The new code is in C#, and it is for all three AI players., one of which is the older Enhanced Player.

It is a shame that you picked such a rudimentary development environment. The look and feel of the game is very similar to the original DOS version of Empire (Before EDIE). I still have a copy of that. Hope you figure out how to fix the general level of sophistication so that it more closely meets current UI Standards (Linux, Windows and Mac). The game concept has taken a giant leap forward but the usability has taken a giant step backwards. 

Oh if you would only fix the sound in EDEE!!!! 

Playing EDCE game on steam.. got words... EXIT FATAL ERROR #PLAYER 5, and something about finding LATEST LOG IN AREA WHERE DATA FILES ARE STORED.. where does steam save this on my computer??

Developer

Hi Ron,

The "game data directory"  is where is where info is stored, you can find the location for this off the Directories button in the Administration page.

If player #5 is blowing up, it is most likely repeatable. (meaning if you load the game again it explodes in the same way). It would be great if you could make an archive of the game and sent it to me. To make an archive, you go to the Load Game screen off of the main menu, and for the entry in questions you should see an "A" button. That will make an archive which you can find in the "game Data Directory"/archives. Zip that and send it to me and I will see what the issue is. Usually I can get the game back going.

The logs may be useful, you can find those in the "Game Data Directory"/logs directory. If you zip the whole log dir I can sort it out.

--Mark

When it comes to Computer Technology, I know enough information to never cover a FullStop/Period. For the past three hours I have been pulling what short hair out to find this C:/users/Ron/AppData ............................ Where the hell is AppData... cant see it. (PS I do wear Glasses hehe)

Anyway did a complete search of my 3 hard drives and found a Steam/ file with stuff in it dated today - as today is whan I had Player#5 crash on me.. for some reason the game did reload after I closed the game down and P#3 did a toes up and crashed too. I know how much these files are important to you so did a humongous search and hopefully found what you needed. I could not tell what spacific file needed so zipped all files dated this dat 05/12/2017 (or as you USA folks put it 12/05/2017 - We like day/month/year .. where as USA puts the day After the month ... strange??)

ANY way sending all to you attached to an email Titled "Problems From Australia"

Developer

Going to send you mail offline.

Developer

https://support.microsoft.com/en-us/help/14201/windows-show-hidden-files

Figured out how to lock up the game every time. If I select sort on the right border set of icons and then click on an icon, it seems to work but since I didn't complete the "sort" so it just locks up tighter than a tick.


Similarly  with the bottom set of icons

Imho, all the icons should be disabled while "sort" is enabled and if you single click on them, they should just return a message "finish sorting" or some such.

Developer (1 edit)

You are correct that the buttons do not work when you press sort, as there is a different display of the area where you can drag the buttons around to sort them in the area. 

So is the "Done" Button Not Visible?  Does it not work when you press it?

Exactly what is locked? Are you able to move the map with the mouse? Are you able to select a unit? How are you exiting the game? Do you press Bail?

(1 edit)

Yes, UNITY is limiting in the extreme! I now get that. Perhaps the choice to use the FREE  "Personal Unity Game Engine" may not have been such a wise choice. 

I have developed on multiple platforms and you take the strengths, not the least common denominator, of each platform when you develop and application. Then you port it to another platform and work through the issues of implementing the same or very similar functionality.  These all in one development tools usually are limited to the least common denominator between all OS and that usually means slightly better than single active window DOS functionality. Yeah, I will take a very long break from EDCE. It is nowhere ready for prime time. I want fluid, fast flowing fully featured games and this is not even close to it, yet. Why does it use 37% of all processors just sitting IDLE???? (for instance, just the opening screen but everything is 37% or much more  processor utilization (all processors) no matter what the game is or is not doing) 

Developer

There are some optimization steps that have not yet been performed. These  will be addressed in a later build.

I have an archive game with an AI error.  Is there a good place to upload this?

G'day, This just occurred

Developer

Maldev,, do you think you know how to make an archive and send it to me?

Developer

Hi I replied to your email. I am going to lock this thread, as it is a little long. but if you need to make another.

Developer

Send it to mok@killerbeesoftware.com


Thanks!

Developer

Email the archive to mok@killerbeesfotware.com when you can.


--Mark

I am still having problems with units activating (flashing) once they are produced in a city.

I can manually check each and then manually activate them, but that would be a hassle later

in the game.  I suspect no one else is seeing this.

Developer

As far as I know I have not heard of it being an issue.. 

However, If they are a land unit in a single island city, they will not be activated automatically (as they cannot move). 

Send me an email describing how you get that first unit built. 

I just started a game with at least  2 cities.  Pavia, the first city, had its production set to make an army unit on turn 1.  I did 6 more turns.  On turn 7, the the city icon changed color.   No army icon is blinking.  On the turn, 8, I double clicked the city and the army unit is there but I have to activate it.  Move to the 2nd city, the same thing.  Later some of the cities will have armies that self-activate.

Developer

How much land is surrounding Pavia. Is it completely surrounded by water?

Developer

Also, there is an "Auto Start Turn" option. Have you disabled this or have any other break options set?

(+1)

That sounds promising!  How do  you turn it on?  I've looked through the buttons and can't find it.

Developer

It should be on by default, but you may have  flipped it on accident.

Check your options dialog when in a game. Available in on of the buttons up on the top. (Near Save/Exit) 

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