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October 14th, 2006, 03:00 PM
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Corporal
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Join Date: Dec 2004
Posts: 86
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Re: SE:V, what\'s not working? Bugs too.
I just got the game and started an alltech game and selected all the advanced tech i.e. organic, religious etc.
The game generated fine except that when i clicked on my homeworld none of the buttons were available. The planet had all the symbols on it, but when you clicked on it it appeared as an empty world would. Both on the buttons side and if you double or right click same as empty world
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October 14th, 2006, 04:31 PM
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Private
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Join Date: Oct 2006
Posts: 1
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Re: SE:V, what\'s not working? Bugs too.
Quote:
arthurtuxedo said:
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.
2. If the host loads his empire beforehand in the setup screen, the game breaks.
3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.
4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).
5. Starting research values other than 'none' are ignored. The specified techs are not given.
#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
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A couple friends and I tried out the TCP/IP MP a little bit today and ran into many similar problems. However, we WERE able to get past #4! If the host finishes his/her turn FIRST, then the remote players finish their turn it seems the host is in a state to successfully 'receive' the information and it works. However if one of the remote players finishes their turn before the host, that player's orders are "lost" and the AI takes over.
One other problem we ran into was the inability to restart a saved TCP/IP game. We went to load and the host restarted it and it said "waiting for players to connect" but none of the remote players were able to...they contiounsly received "Unable to connect" (Yep, we double checked the IP address settings). We are able to start a new game without problems.
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October 14th, 2006, 09:44 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: SE:V, what\'s not working? Bugs too.
I had that problem too, but neglected to mention it. I should add that in my game I did finish my turn first and still did not receive the player's orders.
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October 15th, 2006, 09:32 PM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: SE:V, what\'s not working? Bugs too.
Quote:
Barnacle Bill said:
There is a bug with long range scanners. I saw it in the demo, too, but just ran a test with Standard SE5 and it does it. First time you build a ship with Long Range Scanners installed, save the game then reload the savegame. You get a message "Could not load the Movement Replay". In the demo, it would then crash during the processing of the next turn. In the current V1.00, it doesn't seem to crash and if you save & reload the next turn it doesn't to it anymore.
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Well done BB, I've been getting this error but haven't mentioned it until I could determine what was causing it.
Definently a bug. Thanks.
Baron Grazic
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October 19th, 2006, 02:34 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: SE:V, what\'s not working? Bugs too.
2 things small things that really irk me:
The Caps Lock key doesn't work when naming ships.
The Return key doesn't work when naming ships.
__________________
Slick.
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