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  #281  
Old September 21st, 2006, 07:55 PM

Rellep Rellep is offline
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Default Re: SE5 Demo Bug Reports

I also noticed that one can clone fighters with combat replay... I fought a battle, lost some fighters, watched replay (watching my destroyers/light carrier annihilate a squadron of alien scum, cool!)... And noticed that there was a new "fighter squadron" occupying the same sector with my ships.

At first I thought my carrier had simply not recovered its fighters after the (Glorious!) battle and simply loaded them, not paying attention to the number of fighters already onboard. Then I watched the battle again, just for kicks. And lo, another squadron-clone appears!

Turns out you can't actually order these squadrons around (they just disappear if given movement orders) but since you can retrieve them...
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  #282  
Old September 22nd, 2006, 12:48 AM

Wade Wade is offline
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Default Re: SE5 Demo Bug Reports

-----Um...my home planet's temperature for the Terrans is -292 degrees Celcius! Also, absolute zero is -273.15, according to Wikipedia.

I wonder about the gravity and radiation too.

Seems these Terrans are quite TOLERANT to cold (especially BEYOND absolute zero).
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  #283  
Old September 22nd, 2006, 09:27 AM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

So i've found 2 fun bugs which could be exploits.

Happiness is backwards, if you choose naturally happy planets get unhappy and if you pick naturally depressed planets get happier.

Also if you use the C key to colonize a system your ship flys off to colonize and runs out of movement points, if you press backspace to cancel its orders and then press C again and pick the planet again it will move one space, even though its out of movement points. You can keep doing this again and again through warp points and all sorts.
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  #284  
Old September 22nd, 2006, 11:12 AM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Weapon mounts don't get upgraded when you upgrade a ship design.
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  #285  
Old September 22nd, 2006, 12:51 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

If you run a a simulation and end it and then click an enemy location in a system you can move enemy around on the sector view, then when you click to end placement you go back to the simulation window and then get an Access Violation error and the game bugs out. Easily reproducable.
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  #286  
Old September 22nd, 2006, 02:42 PM
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dmm dmm is offline
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Default Re: SE5 Demo Bug Reports & Annoyances/Requests

I don't know if this is a bug or just a balance issue. Played the SEV demo for about 30 turns. Have missile5 and PDC5. In the simulator, a Frigate5 with 3 missiles easily defeats a LightCruiser2 with 11 PDC and 2 large-mount DUC5s, in either Tactical or Strategic mode. I figured the LC would chase the F into a corner and pummel it, but the missiles get through the PDC too often. [edit: Forgot to mention that LC has CombatSensor4.]

Note that the strategies are set to Med Range for the LC and Max Range for the F. (BTW, I also noticed that changing to Max Range _really_ helps missile ships, and editing the Max Range strategy to break formation and to target the closest ship is also critical for the success of missile ships in multi-ship strategic combats.)

Note also that I didn't know about directional damage until just now, so my PDC and armor are distributed around the perimeter of the LC in an aesthetic fashion. Don't know if that matters. Are there firing arcs as well?

Anyway, is this a bug, or a balance issue, or am I doing something wrong? As it stands, there seems to be no point in using any weapon but missiles for the first 50 turns, and there seems to be no point in bothering with PDC. (I haven't encountered any AI yet. [Wierd, but I did start in the corner.] I guess if they are using fighters I'm in big trouble.)

On the positive side, I love the look of the tactical combat, and how it can be varied from adrenalin-pumping real-time to almost cerebral turn-based. Also love how the ships can't change heading instantly -- they have momentum! Does engine placement affect this? (I'm guessing "no.")
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  #287  
Old September 22nd, 2006, 03:23 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

I offered a treaty, the AI countered, I re-countered, and when the AI re-re-countered there was no reply option in the news, and the message didn't appear under the diplomatic menu.

When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
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  #288  
Old September 22nd, 2006, 03:30 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Quote:
MasterChiToes said:When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
Totally agree, running away doesn't work. Maybe another work around would be to not allow hexes with engaged units in access to the sector view. In such a way that you can still surround them when you attack cloaked, but not after the first round.
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  #289  
Old September 22nd, 2006, 04:08 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Quote:
wrongshui said:
Quote:
MasterChiToes said:When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
Totally agree, running away doesn't work. Maybe another work around would be to not allow hexes with engaged units in access to the sector view. In such a way that you can still surround them when you attack cloaked, but not after the first round.
Still doesn't remove all the potential abuse... add sensors to a colony ship and use it as a scout, every time it runs out of movement go into sector view and place it on the edge of the map... should be completely safe from the AI unless engaging it moves it to another sector.
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  #290  
Old September 22nd, 2006, 05:06 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Any new engangement could always be centered around the defender, with the attackers at a set distance? The map is semi dynamic size wise so it could be possible.
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