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  #1  
Old October 21st, 2000, 12:41 AM

Iron Giant Iron Giant is offline
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Default Bug List here.

I'm generating a list of bugs. If something is NOT a bug, please tell me.

1. Weapon fire on one fighter in a squad carrys over to damage other fighters.

2. I had a carrier and fighters blockading an enemy planet and I wanted to launch some fighters from the carrier before the attack so they would all be launched before the attack. I clicked in the wrong place and went into transfer instead of launch, clicked on the fighters and GAVE THEM TO THE ENEMY DOH!! Is this a bug? Should I be able to give cargo to an enemy? I wouldn't think so.

I ordered a fleet to a neighboring system, came back 2 turns later to find they never made it because there were fighters in the fleet so they stopped at the wormhole. I took the fighters out of the fleet, attempted to send just the ships through and the ships did not respond. In fact, all my ships everywhere would not respond. They acted like they were not mine anymore (i.e. I could not give them orders any more). I had to quit the game and restart it.

More as I find them...
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  #2  
Old October 21st, 2000, 02:04 AM
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Noble713 Noble713 is offline
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Default Re: Bug List here.

1. Hmm, I think your #1 should be expanded to include weapon platforms. I'll have to do some tests, but I 'm sure I've seen this happen before.

2. I was attacking a planet, and I had my ships fire a bunch of CSMs at it to smash the WPs. After that, I landed ground troops and took the planet, but some of the missiles were still incoming. They hit the planet anyway and wiped out more than 100 troops. My army was crippled. When a ship that is targetted by missiles is destroyed, any missiles still tracking it blow up. The same should apply to planets.
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  #3  
Old October 23rd, 2000, 06:03 PM

KnightOwl KnightOwl is offline
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Default Re: Bug List here.

I think another bug you might want to put on is retarded computer opponents. I know everyone is saying this game is all about multiplayer but with no LAN capabilities that I can see (please tell me if they're in there and I just missed them.. and no I don't consider play by email a real alternative) the AI is going to be really important. Consider the following:

I build a base in a system. Another races ship comes along and blows my planet up.. wiping out some of my people.. the next turn they ask me for a Trade Alliance.. wtf?!? I'm sorry but you really shouldn't be commiting genocide on my people and then expecting me to be your best bud a month later.


Also it takes way to little time for major shifts in policy. Meet a race.. and within a year you're in a partnership? yeah.. right.. sure it might make it more fun.. but.. can we try making it a LITTLE bit more relatistic (like.. maybe 2 or 3 yrs at least?)

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Old October 23rd, 2000, 11:02 PM

General Hawkwing General Hawkwing is offline
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Default Re: Bug List here.

KnightOwl, Have you never heard of strong arm tactics? "Now we insist that you open your markets to trade. (like some European countries treated the rest of the world in the 1800's)
Or else a ship commander being over zealous and then punished by his superiors? "We regret Cammander Zeekle's action toward your new colony and we have removed him from active duty. Don't let 1 being stop the whole peace process."

As for the whole issue of time. Too often we view the counter to mean years. Ya, I know MM said it represented years but stay with me here. Turns need to be treated as turns not 1/10 of a year. Is it feasible that any kind of a facility could be built in 1/10 of a year or a ship to travel through a solar system in that time. Why shouldn't 1 turn be 1/2 "year" while another is 1/10 "year". Whose home planet determines a year, or is there a quadrant clock that everyone uses. It allows for more flexibility in the way things flow.

[This message has been edited by General Hawkwing (edited 23 October 2000).]
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