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  #91  
Old November 18th, 2004, 05:00 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Known Bugs

What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.
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  #92  
Old November 18th, 2004, 05:38 PM
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Arkcon Arkcon is offline
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Default Re: Known Bugs

Quote:
Baron Munchausen said:
What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.
Oh I've seen that one. It can happen occasionally when you minumize the game while ship motion is being displayed, for example.

I pretty sure, my first simultaneous game vs TDM Modpack AI's, I saw the cursor after replay rest on an enemy ship, and I could see it's orders. But I clicked away and then couldn't replicate the bug, so didn't save the turn and send it to MM.
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  #93  
Old November 18th, 2004, 06:29 PM
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Default Re: Known Bugs

Quote:
Baron Munchausen said:
What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.
I'm using 1.91, and it was done using the simulator so I'm not sure if that might have some effect.
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  #94  
Old November 28th, 2004, 02:32 PM
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Default Re: Known Bugs

A subjugated race loses 40% of its resources to the dominating race, but it also loses 40% of its research and intel which apparently disappears down some black hole.
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  #95  
Old December 11th, 2004, 08:54 PM
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Default Re: Known Bugs

Today I was creating a construction fill queue for a sphere world, and SEIV crashed with the error:

"Access Violation at address 005C9A0E in module 'SE4.EXE' read of address FFFFFFFF"

After some experimentation, I discovered that the crash occurs when you have more than 255 items in the fill queue. If you have advanced storage techniques racial trait, a sphere world has 240 facility slots, so that leaves only 15 entries in the queue for units! I was trying to create a fill queue where weapon platforms and troops are interspersed with the facilities, and that caused me to go over the limit. [img]/threads/images/Graemlins/Cold.gif[/img]
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  #96  
Old December 11th, 2004, 10:22 PM
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Default Re: Known Bugs

As pointed out in another thread, scrapped facilities in simultaneous games (maybe turn based too) appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.

Slick.
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  #97  
Old December 28th, 2004, 09:23 PM
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Default Re: Known Bugs

Offense (and possibly defense) combat modifiers don't work properly if used on weapon platform hull.
http://www.spaceempires.net/home/mod...iewtopic&t=364
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  #98  
Old December 29th, 2004, 06:55 PM
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Default Re: Known Bugs

* Ships set to Max Weapon Range primary move strategy with secondary move strategy set to Don't Get Hurt, do not always move away after firing their weapons when they start out in range of an enemy. Sometimes they do, sometimes they don't, making this tactic unreliable.
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  #99  
Old December 31st, 2004, 12:17 AM

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Default Re: Known Bugs

Quote:
Slick said:
As pointed out in another thread, scrapped facilities in simultaneous games (maybe turn based too) appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.

Slick.
odd i have been in a major war which has kept mineral storage at 0, i have scrapped unneeded facilties to help prevent ship lose do to maintanaince, and unless i'm mistaken you can't repair ships without resources in storage, i have been able to repair all damaged ships.
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  #100  
Old December 31st, 2004, 12:22 AM
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Default Re: Known Bugs

Repairing ships costs nothing. Retrofitting to add new components costs resources, but the actual repairs are free. You will of course have to pay maintenance for the ships each turn, but the actual repairs cost nothing extra.
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