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				August 4th, 2002, 09:47 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Bug report, v1.67 
 It's probably just been overlooked.  Enemy drones don't show up in the Enemy Units tab on the Ship Design window.  At least not in MY single player, v1.67 games.
 [ August 04, 2002, 20:47: Message edited by: dumbluck ]
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				August 4th, 2002, 09:53 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Bug report, v1.67 
 They show up in my multi-player PBW games...
 It does generally take a turn before they show up though, I think.
 
 PvK
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				August 4th, 2002, 09:54 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Bug report, v1.67 
 Neither are satellites. At least not if you "learn" designs at warp point battle. 
				__________________It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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				August 4th, 2002, 10:21 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Bug report, v1.67 
 Nope.  3 turns after engaging them in combat with my PD picket ships, I still don't see them in the list. |  
	
		
	
	
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				August 5th, 2002, 01:36 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Bug report, v1.67 
 Do you have the design list set to "hide obsolete"?
 I definitely see the drones I've met in my 1.67 PBW games.
 
 PvK
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				August 5th, 2002, 03:37 PM
			
			
			
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 General |  | 
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				 Re: Bug report, v1.67 
 Colony ships lose orders after they load cargo 
				__________________ 
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly 
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				August 5th, 2002, 05:58 PM
			
			
			
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				 Re: Bug report, v1.67 
 Ahh just learned a great tidbit of information.
 Do not load cargo but transfer it and the ship will not lose its additional orders....
 
				__________________ 
				RRRRRRRRRRAAAAAGGGGGGGGGHHHHH 
old avatar =          http://www.shrapnelgames.com/cgi-bin...1051567998.jpg 
    Hey GUTB where did you go...???
 
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly 
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				August 5th, 2002, 06:39 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Bug report, v1.67 
 Tesco, You have me confused here. In a simultaneous game the transfer button only works when you are on the spot where you want to get the cargo. If that's the case you transfer pop and then you give a move order. Your transfer order happens instantaneously so there is no order there to lose.
 If you want to move to a different spot, and then pick up cargo and then move to a another spot alltogether you use the load command. You click load, click on the planet you want to load the pop from, then click population, then click the move the move button and tell the ship where to go next. Your ship shouldn't lose the additional orders just because you picked up pop using the load button. I do it all the time.
 
 Geoschmo
 
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				August 5th, 2002, 07:18 PM
			
			
			
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				 Re: Bug report, v1.67 
 The loading problem can occur by getting a double "load" order.  When you give a "colonize" order to an empty ship, a load order is included.  If you've put in another "load" order you can confuse the AI and it may cancel the remaining orders.  Not sure if this happens every time or is sporadic.
 IE
 You give the following orders:
 
 Load pop. at planet X (a high pop planet)
 Move to planety Y (resupply base)
 Colonize planet Z
 
 Your order list will read as follows:
 
 Move to X
 Load pop.
 Move to Y
 Load pop.
 Move Z
 Colonize Z
 
 Your colony ship will arrive a planet Y with a full load of colonists and cannot add more so it cancels the remaining orders.
 
 Two ways to get around this:
 
 Change your order from colonize Z to move to Z.  But then you must correct it after passing planet Y.
 OR
 Transfer 1 pop. from your starting planet.
 
 Kim
 
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