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February 3rd, 2004, 01:23 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Known Bugs
One would have thought the push to Version 2 and then an automatic renaming to SE5 would have been more streamlined. What have they got planned for SEV anyway ? any news from MM
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February 3rd, 2004, 01:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
Please keep Posts related strictly to game bugs in this thread. Thanks.
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February 4th, 2004, 05:13 PM
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Captain
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Join Date: Nov 2002
Location: Finland
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Re: Known Bugs
I've tried to gather all bug Posts from this thread.
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When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not.
Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone).
When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
ramming planets by ships in strategic combat does not work.
If enemy sweeps a minefield entirely you get no log message about it.
supply sharing between fighter Groups and a fleet is bugged
Units destroyed in combat are listed as "taken" in the combat reports.
Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
Fighters fleeted together do not share supplies
Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
Fighters won't resupply at a Resupply Depot if the RD is on a moon.
Facility "tags" won't show up on the system view if the facility is on a moon.
Captured ship designs from intel projects are not added to your list of known enemy designs.
In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).
"divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
In the construction queues screen, the "ships" button doesn't seem to do anything.
If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers.
Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this.
Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
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'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
Are you tough enough to be the King of the Hill?
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February 4th, 2004, 06:58 PM
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Sergeant
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Join Date: Feb 2003
Location: Finland
Posts: 392
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Re: Known Bugs
I just changed my old computer into about 4x more efficient one, I have noticed following annoyances: For some reason ships go extremely low speed in tactical combat when you choose option "Animate ship movement in combat". If I take it off, the movement is about 2x faster (still unbelievable slow). If I choose the option "Fast tactical combat", I they move so fast, I can't actually see anything. No movement (I just see the first and Last square of the movement), no firing (occasionally some flash supposed to be a beam weapon) or explosions. This effectively cripples the whole combat. If I choose to watch my fleet battle (no fast tactical combat), I have to wait maybe AN HOUR for ONE BATTLE TURN to be watched (if its a big battle). If I take the "fast tactical combat", I can't see how my ships move and fire in practise and that effectively kills all pleasure of wathing any combats and also I can't therefore tweak my ship strategies for I don't want to wait tens of minutes just to see how one special ship fires.
I believe this has something to do with processor sped, for my old computer could handle it better. Well, I don't know but it should be addressed one way or another.
__________________
If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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February 4th, 2004, 07:00 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Known Bugs
Supply sharing between ships and fighters is not bugged. It was deliberately changed to prevent an exploit. Since fighters get full supply when they are launched, you could resupply your fleet with them by doing a little juggling..
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February 4th, 2004, 07:59 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Known Bugs
Quote:
Originally posted by Baron Munchausen:
Supply sharing between ships and fighters is not bugged. It was deliberately changed to prevent an exploit.
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It is still a bug, I think, just different from the one it fixed...
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February 4th, 2004, 08:29 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Known Bugs
I think the bug is that it reduces the supplies of the fighters to 0 if you put them in a fleet with ships.
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February 16th, 2004, 07:01 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Known Bugs
Anyone posted this Upgrade bug yet?
Example:
Step 1. Create a construction queue with all Mineral Miner I's (5, 15, whatever, just more than 1). Seems to work with any facility, not just MM's.
Step 2. End turn. MM I built on planet. Put Upgrade to Mineral Miner III in queue. It will be entered normal cost and build time for upgrading 1 fac.
Step 3. Build at least 1 more MM I on planet (5 more, 10 more whatever - any number works - full queue even).
Step 4. Reorder queue so upgrade is first (or wait for all other MM I's to be built).
Step 5. Next turn ALL MM I facs will be upgraded to MM III's. Doesn't matter how many; all will be upgraded in 1 turn and at only the cost of upgrading 1.
I'm able to recreate this in all mods I've tried AIC, Proportions, "stock-plus". (It is VERY "effective" in proportions and should definitely be considered an exploit / cheat in a big way.) I have not tried this in a stock game (maybe someone else can) and I'm using SEIV Gold 1.84.
Can anyone second / confirm this?
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February 16th, 2004, 07:34 PM
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Second Lieutenant
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Join Date: Mar 2003
Location: Germany
Posts: 575
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Re: Known Bugs
Yes, I remember having read about this exploit elsewhere some time ago. Unfortunately, it has been forgotten here - up to now .
This is a really bad exploit, and should definitely be fixed in the Last patch!
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March 9th, 2004, 05:43 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: Known Bugs
Found another bug. I'm using 1.91.
When you build a sphere world, the starbases you used to construct the world with are still included in the "number in service" statistic in the ship design window, even though they disappear after building the sphere world.
I haven't tried this with a ring world, but it probably happens for those too.
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