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  #1  
Old January 27th, 2004, 05:55 AM
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Default Known Bugs

Found a bug in SE4? Post it here!

1) In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
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  #2  
Old January 27th, 2004, 07:26 AM
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Default Re: Known Bugs

In simultaneous movement games, a ship with full cargo ordered to load cargo will stop executing the orders after the load command.

In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).

In simultaneous games, movement log sometimes does not work, error message: "... not valid for the current game date". It never works after "end turn" when reloading the game.
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  #3  
Old January 27th, 2004, 08:33 AM
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Default Re: Known Bugs

ramming planets in strategic combat does not work.

the small graviton beam requires tractor / repulsor tech, instead of graviton tech as it should. this has been reported to MM.

supply sharing between fighter Groups and a fleet is bugged. I think this is being patched.
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  #4  
Old January 27th, 2004, 11:11 AM
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Default Re: Known Bugs

Speed up movement non-simultaneous movement games, it is so boring pointing a ship or fleet at a location and then waiting, waiting, waiting, when I also want to other things.
When a game gets over 500 ships to move it can take a very long time to play your turn in non-simultaneous movement games.

Can you load more on a ship that has full cargo in non-simultaneous movement?

[ January 27, 2004, 09:14: Message edited by: QBrigid ]
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  #5  
Old January 27th, 2004, 11:34 AM
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Default Re: Known Bugs

Quote:
Originally posted by Imperator Fyron:
Found a bug in SE4? Post it here!

Always send your Messages at the end of the turn!
Thanks for the tip Fyron.
Can anyone confirm what Fyron is Stating.
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  #6  
Old January 27th, 2004, 01:38 PM

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Default Re: Known Bugs

Quote:
Originally posted by Puke:
ramming planets in strategic combat does not work.
So that's what's been jacked in my Furball V strategy!

Back to the mountain.
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  #7  
Old October 20th, 2004, 10:39 PM
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Default Re: Known Bugs

*thread necromancy*

So... we should continue the list. I recall that a few of these bugs were fixed 1.91, but I do not remember which.
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  #8  
Old October 21st, 2004, 12:49 AM
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Default Re: Known Bugs

I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.
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  #9  
Old October 21st, 2004, 01:34 AM
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Default Re: Known Bugs

With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.

If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.

I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.
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  #10  
Old October 21st, 2004, 02:39 PM

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Default Re: Known Bugs

I remain convinced that there is a bug in the retrofit routines. I have encountered many times (and been able to consistently reproduce it) a situation in which I get a "cannot retrofit these ships becuase you don't have enough resources" - and I know that I did have enough resources, and, no, I didn't convert any at resource converters in these situations.

I have quadruple checked this in multiple games and it occurs with enough frequency that I rarely retrofit anymore - perhaps my problem was that I tended to retrofit lots of ships at once, but even then the entire cost of retrofitting was affordable. So, I think this is a bug...

Thanks,

Alarik
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