View Full Version : SE V Bugs That Are Still Present
Atrocities
January 24th, 2007, 04:13 PM
If you know of a bug that is still present in SE V that hasn't yet been addressed could you please post about it.
FIXED V1.24
1. Transferring cargo to a colony ship will result in a crash of the game.
FIXED V1.24
2. There is no carriage return function when setting up the descriptions for your empire.
FIXED V1.24
3. Sometimes after turn processing the first ship/ships/fleet to go through a warp point will cause a sound effect error whereas the sound of warping blows your speakers.
FIXED V1.24
4. When leaving the game minimized for more than a few minutes sometimes results in a frozen game.
5. Trying to shut down the game via Alt Ctrl Del will sometimes fail and cause a system wide crash.
NullAshton
January 24th, 2007, 04:43 PM
I've transfered cargo to a colony ship just fine before, I believe?
Slick
January 24th, 2007, 05:36 PM
AT, this is a valiant effort. However there are already other bug threads and I believe there is a SEV bug reporting/tracking system on another website.
What we really need is more than a thread. It may already exist somewhere and I sure hope that MM has one, but what we need is an online bug database. We could make sure each bug is only reported once, decide on severity, priority etc. There should also be a difference between a bug report and a feature/change request. There could be an input form which goes to the admin for screening, entering. Users could search the database for info and seeing if their bug is already reported. MM could be sent regular reports. Maybe even have user input for priority assignment.
Captain Kwok
January 24th, 2007, 05:41 PM
Spaceempires5.com has a decent bug reporting system, but it lacks active administration with respect to marking items fixed...
Find it here:
http://www.spaceempires5.com/en-US/project/issues
Phoenix-D
January 24th, 2007, 05:47 PM
That and as per the chat, Aaron doesn't actually USE it.
Slick
January 24th, 2007, 06:08 PM
He needs to be force-fed.
Kana
January 24th, 2007, 06:12 PM
So we need to create a definative list of bugs, UI, and gameplay changes. Put these suggestions in a clear and concise usable format for him to use and better the game.
Raapys
January 24th, 2007, 06:36 PM
In that case, it's probably a better idea to wait a week or so for 1.24, so we don't get already-fixed stuff on the list.
Slick
January 24th, 2007, 06:37 PM
When a CHAMPION for this effort volunteers, the community will respond, I am certain. It would be a large undertaking which must be committed to for the long term...
*scans horizon*
hmmm... can't see anything but ocean from Hawaii...
Captain Kwok
January 24th, 2007, 07:03 PM
Phoenix-D said:
That and as per the chat, Aaron doesn't actually USE it.
That's not exactly true as I know he does reference it from time to time... if more players used it, that would increase the pressure for SFI/MM to maintain and use it more actively imo.
President_Elect_Shang
January 24th, 2007, 07:09 PM
Message deleted by me, completely off topic post. My apologies for hijacking your thread Atrocities.
Randallw
January 24th, 2007, 11:10 PM
Myself and someone else, sorry I forget who, discovered that you can bypass the password feature in PBW games. Apparently it will be fixed in the next patch.
Atrocities
January 25th, 2007, 12:37 AM
Actually all I wanted at this point was a list of bugs that haven't yet been addressed. No suggestions, no improvement ideas, just bugs. So please if you know of any bugs, please post about them here. Thank you.
RCCCL
January 25th, 2007, 09:23 PM
Completed Intelligence projects do not appear in the politics and intel tab.
Don't know if that's been mentioned.
Phoenix-D
January 25th, 2007, 09:38 PM
The various "retreat" options in the strategies don't appear to be working.
President_Elect_Shang
January 26th, 2007, 02:29 AM
I know this one is well known but I don't see it here. This is the bug where you can gain info on how many settled planets are in a system even though you have not seen those planets yet. Screen shot attached, saved game on file.
Atrocities
January 26th, 2007, 03:43 AM
I am noticing that ships blow up very easily as if the shields and armor my not be working correctly. Or this could just be a balance issue. Any thoughts / feedback?
Suicide Junkie
January 26th, 2007, 06:31 AM
Atro; might the enemy by using null space or some other penetrating weapon?
Once all your internals are gone, you explode, regardless of armor state, and that could explain your quick demise.
Loss of all crew to a toxin weapon probably does the same.
President_Elect_Shang
January 26th, 2007, 10:06 AM
I haven't messed with the toxin weapons ever; however, I thought they left the ship crew-less as opposed to blown apart? As to your question At. No they seem fine and I sometimes watch the shield and armor display in combat.
Randallw
January 27th, 2007, 10:56 AM
I was just testing toxic injectors for a game. They kill off the crew but the ship seems to keep firing, although it is reduced to minimum speed. Follow up with boarding parties and suddenly the ship is fully manned by your race. I wonder if the toxins kill the marines. That'd be fun, kill the crew then take over unhindered.
Phoenix-D
January 27th, 2007, 03:30 PM
Killing the crew has about the same effect as destroying all the life support/crew quarter components.
President_Elect_Shang
January 27th, 2007, 04:02 PM
So the weapons will remain active? Ah that isn't good for the GGMod since crew is one of its key factors. Well there is always the "automated systems" explanation.
Kana
January 27th, 2007, 05:16 PM
If there is no crew, then the guns should stop firing...this could be considered a bug, and probably fixable.
President_Elect_Shang
January 27th, 2007, 06:16 PM
I didn't mean to make it sound like it wasn't a bug. I was trying to explain what is going on till it gets fixed.
Phoenix-D
January 27th, 2007, 08:47 PM
No, its supposed to work like that.
From the 1.07 patch:
<font class="small">Code:</font><hr /><pre>
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
</pre><hr />
President_Elect_Shang
January 27th, 2007, 10:11 PM
What is supposed to work that way? The weapons still being able to fire? I don't see anything in there about that and there is no reason why it should work that way.
se5a
January 28th, 2007, 12:15 AM
because they only get half the chance to hit
President_Elect_Shang
January 28th, 2007, 12:40 AM
That is an attack and defense modifier. That is not zero crew weapon stops working. Percent to offense/defense != Component Operation.
Phoenix-D
January 28th, 2007, 12:44 AM
If the weapons couldn't fire, why bother setting them to half chance to hit?
President_Elect_Shang
January 28th, 2007, 01:56 AM
Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.
StarJack
January 28th, 2007, 04:58 AM
President_Elect_Shang said:
Why bother setting them to half chance to hit if their's no crew to pull the trigger; <font color="red">or gnash the button </font>, or whatever they do.
That's funny, and a good point!
President_Elect_Shang
January 28th, 2007, 05:10 AM
StarJack, man you got to stop coming and going. Hang around and join the fun!
StarJack
January 28th, 2007, 05:59 AM
Hi PES, first it was busy with work, then a family illness issue, then I had to have labral/rotator cuff surgery that took me out of action, just starting up physical therapy, and have to go back to work next week. I haven't had a chance to play the game since the day you guys figured out the fleet retreat bug I was having. Man, it's always something. I have been doing some lurking and have to say I admire your tenacity in looking for ways to improve this game. I'll say it for the 15th time, this game was stillborn (for me anyway) without the modders and users here to help out. (Thanks guys!)
I really can't add anything that hasn't already been said. The UI is my main gripe, the little bugs (like the one you guys helped me with, unarmed repair ship in 1st slot causing fleet to retreat) I expect will eventually get fixed, the AI is downright retarded most of the time, even with the balance mod. And I'm not knocking the balance mod, it improves the game mightily. Improving game speed wouldn't hurt either!
Keep On Keepin' On PES! (Now I've gone and dated myself.)
http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Raapys
January 28th, 2007, 10:57 AM
Have anyone else a crash when changing viewmode in ground-combat? It's 100% reproduceable for me.
Q
January 28th, 2007, 02:34 PM
Ships/units with no supplies still have full combat speed (in version 1.20).
President_Elect_Shang
January 28th, 2007, 04:45 PM
Hay StarJack; I'm sorry to hear about all the challenges you are dealing with. I will put you in my prayers if you believe in them; otherwise it won't hurt any. Thanks for all the praise, all of us modders are banging away at this thing trying to make improvements. Atrocities has just figured out how to do the shipsets and I have the privilege of adding the slots to them. A privilege I hope he lets me keep through the entire shipset update project. I will be turning out the first patch to the SFTC and Lite which will have a number of major changes then I am going to start on the AI for the SFTC. Once I have some modding time under my belt in that area I will probably ask atrocities if I can work on the AI for his sets and leave the SFTC-Lite AI for later. Anyway I think I have rambled on enough for now. The point I was trying to get at is this game is coming to come so just hang in there. On the Beta side of the house some wonderful patches have been turned out by Aaron so things are glowing there too.
PS: Yes you dated yourself there. But that just says we are about the same age! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Sorry for hijacking your thread again Atrocities. http://forum.shrapnelgames.com/images/smilies/redface.gif
Suicide Junkie
January 28th, 2007, 09:37 PM
President_Elect_Shang said:
Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.
Because of the red-shirted corpses slumped over the big red buttons in the fire control center?
President_Elect_Shang
January 28th, 2007, 09:50 PM
Suicide Junkie said:
Because of the red-shirted corpses slumped over the big red buttons in the fire control center?
Of course... I always forget about them. Maybe because they never live long enough to be remembered. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Atrocities
January 28th, 2007, 10:17 PM
Atrocities said:
If you know of a bug that is still present in SE V that hasn't yet been addressed could you please post about it.
FIXED V1.24
1. Transferring cargo to a colony ship will result in a crash of the game.
FIXED V1.24
2. There is no carriage return function when setting up the descriptions for your empire.
FIXED V1.24
3. Sometimes after turn processing the first ship/ships/fleet to go through a warp point will cause a sound effect error whereas the sound of warping blows your speakers.
FIXED V1.24
4. When leaving the game minimized for more than a few minutes sometimes results in a frozen game.
As you can see Aaron is making progress.
StarJack
January 28th, 2007, 10:38 PM
AT that's good news, my two cats will really like #3! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Thanks PES, I'm on the mend, but as you said, a prayer won't hurt. http://forum.shrapnelgames.com/images/smilies/happy.gif
Phoenix-D
February 3rd, 2007, 03:35 PM
1.20, but not listed as fixed in 1.25:
"Upgrade Facilities" in the Construction list does not work. It doesn't upgrade facilities in progress, and while it DOES add an entry to the construction ques, that entry disappears after the turn is processed and no upgrading is ever done.
Suicide Junkie
February 3rd, 2007, 05:24 PM
Racial Propulsion bonus traits only apply to strategic, not combat speed.
Actually, only in the sims... which is because the sims use generic races.
So what this really means is that we need to be able to optionally set the simulated races to match existing races we know about.
Spectarofdeath
February 4th, 2007, 01:32 AM
Sorry if it's been said before but the game really needs this.....there needs to be a delete feature for news items that are old.
Randallw
February 6th, 2007, 10:57 AM
You can change the period in which the news items are left before they go. I thought the default was 5 turns.
I don't know about the following. In a 1.25 game with 1.03 balance I was saving my turn as I went under a different name. When I finished my turn I had trouble uploading it because it had saved it under my saved turn title. I am pretty sure it didn't do stuff like that before. I had to redo the entire turn without saving at any stage so I could be sure it would save by the correct name.
I guess now I mention it I could save it by the name it was originally, but I guess I got into the habit from se4 of using a different title.
se5a
February 6th, 2007, 12:08 PM
or you could have just renamed your .plr to what it should have been.
nesrall
February 6th, 2007, 04:24 PM
New bug 1.25, (not present in 1.20) Mine layers & Satellite layers launch their units 1 sector off the intended warp point, yet still move onto the warp point to complete their orders.
Randallw
February 6th, 2007, 09:07 PM
se5a said:
or you could have just renamed your .plr to what it should have been.
oh right, yeah that might work http://forum.shrapnelgames.com/images/smilies/happy.gif
new thing. The new patch seems to have solved a problem I was having with the movement log, but it does something strange. When the log reaches the end or you end it everything in the system except the grid vanishes. You have to press end again for the sun, planets and ships to reappear.
Slick
February 10th, 2007, 02:07 PM
Natural Merchant ability does not show up on system display under System Modifiers - the spaceport message should appear in all systems with a colonized planet.
Slick
February 10th, 2007, 03:02 PM
Using the hotkey for System Report [shift /] addes a "?" to the system notes.
Slick
February 10th, 2007, 08:11 PM
When creating an empire during game setup, when you are spending set-up points on techs, all colony techs show as level 0 when in fact you will get the colony tech that is set for that empire. This can lead to spending points for nothing. The selected colony type should be set to level 1.
Atrocities
February 10th, 2007, 10:57 PM
Ok this thread has lost its focus therefore I am going to go ahead and unsticky it.
Slick
February 11th, 2007, 01:36 PM
What would really help bug reporting from the masses is an up-to-date, complete, centralized, online bug database that is maintained when patches come out. That way we could see what has been reported and what hasn't.
Kamog
February 11th, 2007, 01:36 PM
Last night I had finished my turn and I left it while it was processing turns. This morning, many hours later, there's this error. There's a white screen after closing the error message and I had to ctl-alt-del to stop the SEV program.
http://www.shrapnelcommunity.com/threads/uploads/495455-SEV%20crash.jpg
Suicide Junkie
February 11th, 2007, 03:16 PM
Processing turns?
As in doing a 100 turn process using the cheat codes, say?
RCCCL
February 11th, 2007, 06:12 PM
I've got a few bugs here, couple of them extremely exploitable.
Drop Cargo Remotely does not seem to be working properly. Many times my Pop. Transports have failed to drop their population cargo.
During game creation, in the empires tab, Selecting any sort of tech points, whether 10000 or all, then editing a race saving changes, setting the tech points to a lower level, ie; none, and starting a game, the edited race keeps all of the tech levels chosen for it.(Did that make any sense?)
It is possible to build an item to near completion and make a item list of it, when you add it to other ques it keeps all previous work done to it. So it is possible to build that super expensive ship down to .1 yrs till completion, save it as an item list, then suddenly you can have huge fleets of them, as long as you have the resources to maintain them.
Suicide Junkie
February 11th, 2007, 06:18 PM
The thing about the empires only being checked on load/create is usable as a handicap thing.
And it can only be done if the host allows it at the beginning of the game.
It worked that way in SE4 too.
Kamog
February 11th, 2007, 07:55 PM
The crash happened on a regular single-player game, I wasn't using the code to run multiple turns. It was just processing the A.I. players' turns when I walked away from the computer. Version 1.25, balance mod 1.03.
Anyway, there seems to still be freezes during processing after all players turns. Today it got stuck during the processing after all players turns. I waited maybe 5 minutes or so, and the blue progress bar was nearly all the way across to the right but didn't move. Perhaps I should have waited longer than that but I got impatient and I used ctl-alt-del to stop it because it's usually not that slow.
Another problem is that SEV doesn't like other programs running in the background on the computer, for instance a virus checker. The screen keeps flashing white.
Raapys
February 11th, 2007, 08:00 PM
The error you got looks more related to a memory leak than a problem with turn processing. It's likely the game finished processing your turns then crashed after a few hours of idling.
Kamog
February 11th, 2007, 08:23 PM
When you tell a stellar manipulation ship to build a planet at an asteroid field, and if the ship is not already sitting in the same sector as the asteroid field, then the ship moves to 1 sector away from the asteroid field and complains that it can't carry out the operation because it has no movement left, even though it does have movement left. You have to give it another order to move it to the asteroid field and then the order to create the planet.
Baron Grazic
February 11th, 2007, 11:54 PM
Hi Kamog
Version 1.26, supposedly fixes this problem. I can confirm it happens with Remote Launching units, retrofit & stellar manip.
Version 1.26
3. Fixed - Ships were not executing orders after a Move To in the correct sector
Randallw
February 12th, 2007, 09:21 AM
I have been fiddling with files for a game that wouldn't generate the next turn properly. I got it working but don't know if it is related to a bug I got.
I opened my turn and ran the movement log. It worked ok but then it went to the next turn and started moving ships about by itself. That is it did 30 days of movement then moved date up and started 30 more with ships on AI.
almost forgot, it's balance mod.
Kamog
February 13th, 2007, 11:10 PM
Raapys said:
The error you got looks more related to a memory leak than a problem with turn processing. It's likely the game finished processing your turns then crashed after a few hours of idling.
There definitely seems to be a memory leak. I've had the same crash with the "not enough memory" error happen again. The "processing after all players turns" becomes slower and slower the more turns you play. Then if you quit SEV and restart, continuing the same game, it speeds up again. If you don't quit and restart SEV every so often, it becomes very slow and eventually it gets stuck or crashes.
Kamog
February 14th, 2007, 02:25 AM
In a recent game, I've set up construction item queues for different types of colonies. I created a queue with the facilities first, and then weapon platforms and then troops at the end. The troops were somehow not saved in the list, so when I went to a newly colonized planet and loaded the saved queue to build the items, the troops didn't show up. So I thought I must of forgotten to add troops, and added them manually to the end and re-saved the item list. Then, when I used the item list on another planet later, once again the troops were missing. This problem only happens sometimes and the other item queues worked OK even with troops.
Another time, I saved an item queue that had 625 troops at the end but somehow it only remembered to build 111 when I loaded it later. This problem also only happens sometimes.
Slick
February 14th, 2007, 11:56 PM
I think migration is still at least partly broken. I captured an enemy colony ship with other-breating population and have been using it to undome some worlds. These planets are not migrating their population elsewhere.
Suicide Junkie
February 15th, 2007, 09:48 AM
Have you got any breathable (to them) planets that are not already filled to capacity?
Slick
February 15th, 2007, 12:24 PM
yes, many. they aren't migrating at all.
they are jubilant, loyal and have normal, positive migrating percentages. they just don't migrate.
Dizzy
February 15th, 2007, 02:16 PM
I apologize for being ignorant, and please excuse my lack of in depth research on this, I am just not knowlegeable on this topic, but is this a feature I could call 'auto-migration'; One where you have two different races on several of your planets and the races begin to migrate by themselves to the proper breathable atmospheres?
I have just conquered a planet owned by a rival that breathes Oxygen and my race breathes Hydrogen. I do have other planets that have oxygen atmospheres, but the population on them are all hydrogen breathers. Will Oxygen breathing population migrate in automatically on these planets? And by the same token, will my hydrogen breathers begin migrating out?
Baron Munchausen
February 15th, 2007, 05:35 PM
If there is unoccupied space on your oxygen planets, then yes, your new oxygen breather population should start to migrate to those planets. If they are full, no go. The hydrogen breathers will not migrate out unless there is a good hydrogen planet that attracts them. I've never seen a planet converted from domed status by migration alone, though. You'll have to lift the hydrogen breathers out with a population transport and take them somewhere else once you've got some oxygen breathers on those worlds.
aegisx
February 15th, 2007, 05:46 PM
What happens to the domes? Do the Ox breathers move in the domes our is more space opened?
Slick
February 15th, 2007, 06:00 PM
You'll have to lift the hydrogen breathers out with a population transport and take them somewhere else once you've got some oxygen breathers on those worlds.
Or jettison those last squatters into space. http://forum.shrapnelgames.com/images/smilies/evil.gif
Baron Munchausen
February 15th, 2007, 06:50 PM
aegisx said:
What happens to the domes? Do the Ox breathers move in the domes our is more space opened?
There are no 'actual' domes. The game simply limits the population of a planet with non-breathers of the native atmosphere. Remove any population that cannot breathe the atmosphere and it will allow full population of the planet.
aegisx
February 15th, 2007, 07:38 PM
Hmm, removing several million people could be quite an undertaking.
Baron Grazic
February 15th, 2007, 08:29 PM
One thing I've noticed is that they only seem to migrate to relatively close systems, not from one side of the galaxy to another instantly.
Not sure if other people have noticed this.
Removing/Exterminating, same thing.
aegisx
February 16th, 2007, 03:48 PM
Say I have 2 pops on a planet, one that can breathe and one that cannot. If I remove the population that cannot breathe, will the domes (limitation) disappear the next turn?
Phoenix-D
February 16th, 2007, 03:53 PM
Yes.
aegisx
February 16th, 2007, 04:21 PM
How does this work with new colonies? If I have a pop in my empire that can breathe the atmosphere, will it appear green? Do I have to colonize, move them (or allow them to migrate), then remove my pop?
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