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October 21st, 2006, 05:43 AM
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Private
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Join Date: Oct 2006
Location: Berlin, Germany
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: 1.08 bugs.
heavy bug by playing the game over tcp/ip in in a simultaneous mode!
a friend and me have buyed the game over steam. and start a multiplayer game. but only the host-player and the computerplayers can take the frist round! with the host player folds plays also unproblematically, but the connected player a computer still plays in the background. the minister and so are disabled! the computer change the science, shipmovent and so on. that is bull****.
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October 21st, 2006, 01:53 PM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: 1.08 bugs.
Quote:
Suicide Junkie said:
The fact that it does not do so in stock means that the tech only improves the range, not the damage...
Maybe it was intended, maybe not.
Dosen't really matter unless KwokStock has it that way too.
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Ahh, I'll have to check that.
But I refuse to play KwokStock yet. All the beta testers have the advantage of experience with stock, so I'm sure it will be better, but I just got stock and I'm not ready to jump off it.
But I keep the latest KwokStock on my PC, so in the event of an emergency (I just get fed up with stock ) I can make the switch...
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October 21st, 2006, 04:35 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: 1.08 bugs.
The stock damage formulae are more or less in the same form and weapons that don't have attenuation were just edited to result in 0 for the attenuation calculation instead of having it removed.
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October 21st, 2006, 06:13 PM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: 1.08 bugs.
Odd bug, game hangs on processing all players turns.
Its odd in the fact that it always happens after a new empire rises up. On turn 2409.9 I have 9 empires in the game and it ends turn fine, on turn 2410.0 I have 10 empires and the game halts on processing. If I try to log in as that empire #I get an "access violation at address 006943A8.
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October 21st, 2006, 06:26 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: 1.08 bugs.
Some of these are probably dupes...
BUGS:
"Fire on and destroy" doesn't work.
"Join up with fleet" doesn't work.
the simulator will sometimes lock up the game and then crash it with an access violation if you perform combat simulation a second time using ships that were damaged in the first round.
Upgrading ships engines will upgrade the existing engine to a higher level of the same kind but won't upgrade to a different, superior engine.
ministers don't seem to work. I only tried them on a custom empire setup, not existing empires. Example: created population transport, turned on global pop transport minister and individual minister on ship. Ship won't do anything.
semi-bugs or feature requests depending on your perspective:
in the fleet transfer screen you can't see ship damage so it is very cumbersome to remove damaged ships from a fleet
not being able to view previous levels of a component seriously hinders lots of areas of the game. Examples:
- you can't see the "bang for your buck" when researching higher levels of a component unless you happen to have used the previous comonent somewhere, in which case it is just very cumbersome.
- you pretty much are taking a shot in the dark when upgrading ships using the upgrade button. you can't tell if it is a worthwhile upgrade. a "better" option is to copy the design and then selectively decide about upgrading each component, in this case it is very tedious.
- to add ships to an existing fleet using the fleet transfer screen takes way too many clicks. you must click the fleet and click a non-fleeted ship to just to get the buttons to add ships to appear. the game should highlight the first fleet in the sector (on the right) and the first non-fleeted ship in the sector (on the left) when the window opens.
- treaties aren't saved for reuse.
- the option to fill a construction queue will delete (vice add to) existing items in the queue.
- there are no "move to top/bottom" buttons in the construction queue.
- I see reference to plasma shields in the data files, but they aren't in the game (or I haven't found them yet)
- the Log is still too cumbersome. the best solution would be a hotkey to "go to sector of next log entry (last turn only) and pop a window of what happened there". Log entries not associated with a particular sector could center on the most appropriate place or just your homeworld. That way you could repeatedly hit this hotkey to step thru the log and take action along the way if desired. To keep going back to the Log is very unfun.
- it's nice to be able to type in the amount of units in the cargo transfer screen. It's ludicrous that I have to hit "backspace" to delete the default "1" each time.
__________________
Slick.
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October 21st, 2006, 07:04 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
Thanks: 0
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Re: 1.08 bugs.
Quote:
Slick said:
- there are no "move to top/bottom" buttons in the construction queue.
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Doesn't replacing the top item in the queue cause the last turn's production overrun to be lost? If so shouldn't we want a "move to next/last" button instead of a "move to top/bottom" button?
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October 21st, 2006, 08:14 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
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Re: 1.08 bugs.
Quote:
It's ludicrous that I have to hit "backspace" to delete the default "1" each time.
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Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.
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October 21st, 2006, 09:18 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: 1.08 bugs.
Quote:
AngleWyrm said:
Quote:
It's ludicrous that I have to hit "backspace" to delete the default "1" each time.
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Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.
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I understand that. Since it is so easy, why was it released that way? In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.
There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.
__________________
Slick.
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October 22nd, 2006, 12:05 AM
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Sergeant
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Join Date: Apr 2004
Posts: 202
Thanks: 0
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Re: 1.08 bugs.
Quote:
Slick said:
In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.
There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.
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SLICK I LOVE YOU can I have your baby?
If enough people agreed, I'd hold out hope for just such an overhaul...
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October 22nd, 2006, 12:31 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
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Re: 1.08 bugs.
Well said slick. I'm still kind of dumbfounded that fleets are still useless, expending all of their ordinance in 1 turn sitting still.
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