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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
Thanks: 0
Thanked 12 Times in 10 Posts
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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
Posts: 1,007
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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
Posts: 2,903
Thanks: 1
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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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October 21st, 2004, 05:26 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
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Re: Known Bugs
Ships gained by crew insurrection are not added to known enemy designs.
Successful crew insurrection projects are not automatically removed from the queue if repeat projects is selected. I haven't tested it, but this probably also happens with PPP.
If a specifically targeted ship bomb project results in the ship's destruction and repeat projects is selected, it remains in the queue but has a different target ship. The new target might not be visible to the player.
There is no warning for building multiple Nature Shrines in the same system.
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October 21st, 2004, 06:02 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Known Bugs
Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.
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