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  #31  
Old October 12th, 2006, 08:26 PM
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Default Re: SE:V, what\'s not working? Bugs too.

And how do I autoresolve in tactical? It is not readily apparent. I've moused over every menu and don't see it.
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  #32  
Old October 12th, 2006, 08:26 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SE:V, what\'s not working? Bugs too.

That's the default unless you give orders.

You can always select a ship, turn on auto, and press "set all like this", too.
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  #33  
Old October 12th, 2006, 08:37 PM
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Default Re: SE:V, what\'s not working? Bugs too.

OK, cool, tried that and it worked. Not to wish anyone ill but I'm hoping enough people are seeing this that a fix may come about? Thanks for the help!
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  #34  
Old October 12th, 2006, 08:39 PM

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Default Re: SE:V, what\'s not working? Bugs too.

That's a really strange bug, then. I was thinking it'd crash somewhere in tactical combat, and where it crashed would help. Oh well.
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  #35  
Old October 12th, 2006, 09:13 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: SE:V, what\'s not working? Bugs too.

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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  #36  
Old October 12th, 2006, 09:51 PM
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Default Re: SE:V, what\'s not working? Bugs too.

Turn processing works fine in PBW style. Me and SE5a are playing regularily by FTP.

There is no PBW2 yet tho.
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  #37  
Old October 12th, 2006, 11:35 PM

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Default Re: SE:V, what\'s not working? Bugs too.

Bug - "Warp Points located anywhere" allows Warp points to be generated inside a Star.
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  #38  
Old October 13th, 2006, 12:00 AM

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Default Re: SE:V, what\'s not working? Bugs too.

Problem- Unseen systems can't have warp points opened into them. That means unless "all systems seen by all players" is on, a "No Warp Point" game is impossible.
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  #39  
Old October 13th, 2006, 05:45 AM

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Default Re: SE:V, what\'s not working? Bugs too.

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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  #40  
Old October 13th, 2006, 06:15 AM

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Default Re: SE:V, what\'s not working? Bugs too.

There is also a bug with robo-miners, which I also saw in the demo. As soon as you build a ship equipped with one or more robo-miners, when you click the "Empire Options" button on the top menu bar you crash with a range check error. In the demo, seems like it was a different menu bar button that crashed you, but otherwise the same. If you saved in between the completion of the ship and the crash, you can restart the game & reload the savegame and crash it again via the "Empire Options" button. However, if you scrap the ship in between reloading and clicking "Empire Options" - no crash. However, if you then build another ship, once it is built "Empire Options" crashes you again.
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