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  #61  
Old January 10th, 2003, 10:59 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Next Upgrade/patch

Wait, there's something happening. The probe is returning data....

It's beta 1.83 just released an hour ago!

[ January 10, 2003, 21:00: Message edited by: Baron Munchausen ]
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  #62  
Old January 10th, 2003, 11:02 PM
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Default Re: Next Upgrade/patch

HOT DANG! just wait till I get home
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  #63  
Old January 10th, 2003, 11:18 PM
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Default Re: Next Upgrade/patch

Quote:
Originally posted by Baron Munchausen:
Wait, there's something happening. The probe is returning data....

It's beta 1.83 just released an hour ago!
Hey! What about posting history.txt!
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  #64  
Old January 10th, 2003, 11:44 PM
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Default Re: Next Upgrade/patch

Post post post! Us wannabe beta testers need whatever fix we can get!

[ January 10, 2003, 21:44: Message edited by: Imperator Fyron ]
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  #65  
Old January 11th, 2003, 12:02 AM

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Default Re: Next Upgrade/patch

Regarding the division of supplies from the fleet pool amongst the ships being removed from the fleet. Yes, it does work, but, it does not work if you add and remove a supply carrier in the same turn. The clarification being only those ship that were in the fleet at the begining of the turn.
I STILL would like the ability to manipulate the supplies between the ships in the same system. IE my frig with nothing but supply hardpoints and engines arrives with 5/6 movement remaining. I transfer the surplus supplies to the other ships in the system, some get more supplies, others get less. The colony ship get just enough to make it to the planet it is going to colonize, the damaged bomber gets just enough to make it to the nearest supply depot with frig, and the rest go to the fleet. (this is example of what I am talking about)

I found a bug in combat. If you have a direct fire weapon and it is in range of the planet (99%) but the whole planet is not in the view box, the guns fire but have NO effect. (no sound either, they all just instantly show as fired).

Satellite launching in combat (another bug imo). Why the guessing game? I want to know where they are going to be dropped. this bullcrap of one time it's next to the ship, another time it's behind it, or diagonally. This should be fixed. Have it ALWAYS launch from the nose, and in the direction of travel, or ALWAYS launch into the square the transport just came from. if there are sat already in that sopt, stack them or dis-allow the launch, not toss them out the window to land where ever the wind blows. I want to be able to place my SATs out of range of the direct fire WP but still be close enough to launch my missles from them. Only time I lose these things is when the game drops them on the wrong side. I had a transport that could carry 9 SATs, and launch upto 6 per combat turn. I moved the ship to the point just outside of the WP reach and launched 5 of the sats. The ship was pointing in a direst east-west direction. The SATs appeared directly south of the transport. Next turn I move the ship back, up and over so it is pointing directly east west, and the square directly south of it is empty. I launch the remaining SATs and they appear at the nose of the transport, in range of the planet WP. Grrrrrrrr.
Anyone figured out what the drop pattern is? so I know where my SATs will show until this gets fixed (if ever)?
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  #66  
Old January 11th, 2003, 12:22 AM
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Default Re: Next Upgrade/patch

Quote:
If you have a direct fire weapon and it is in range of the planet (99%) but the whole planet is not in the view box, the guns fire but have NO effect. (no sound either, they all just instantly show as fired)
This is a well known artifact of the damage system. You don't get the explosion until something on the planet accumulates enough damage to be destroyed. When something does blow, the total accumulated damage will display*, rather than the damage from the Last shot.

[Edit] Oops, I misread what you were describing. Any shot that "lands" offscreen has no sound effect; neither does a shot that's launched from offscreen. I think they still record the damage against the target, though.

*(This is assuming you're running the game at 1024x768; the range and damage indicators don't display in 800x600.)

[ January 10, 2003, 22:38: Message edited by: capnq ]
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  #67  
Old January 11th, 2003, 12:56 AM

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Default Re: Next Upgrade/patch

Correct, I am talking about shots that land off screen. They do NO damage. I checked this out, by looking at the population of a planet that had previously had it's facilities destroyed. There were no WP in place, the only targets were population. Upon firing 4 depleted uranium cannon IVs at 99% accuracy and half the planet not in the view, no reduction in population was done. upon firing the next volly from another duplicate ship but with the full planet in view, damage was calculated correctly.
This paticular planet was "small" but as you know the planet uses a certain size box. Say your attacking from the south side. If the north row of the planet box is not in the view, the volley will fail. Even tho it "looks" like the planet is in view.
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  #68  
Old January 11th, 2003, 12:59 AM
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Default Re: Next Upgrade/patch

OK So where is it??? not in D/L section at Srapnel
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  #69  
Old January 11th, 2003, 01:10 AM
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Default Re: Next Upgrade/patch

...where is WHAT?
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  #70  
Old January 11th, 2003, 01:18 AM
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Default Re: Next Upgrade/patch

Beta Patches generally are not available for public download...
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