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  #1  
Old June 5th, 2005, 03:43 PM
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Default Re: Known Bugs

Adamant Mod Bug (and it's big):
I'm currently in a game against the AI. I've got only a 2-system sector; my home system, and a neutral player's home system. I'm set up as an Oxy/Rock race and the neutrals are Hydro/Ice. I've selected a one-planet start and Bad as Home Planet Value.

Both of us started on unbreathable gas giants.

My homeworld is a domed Hydrogen Gas Giant, with 16 billion out of 1279 million. The neutrals are on a carbon dioxide Gas Giant, also with 16 billion people.



edit: Oh, and one more thing: I was attacking these neutrals, and they launched 4 squadrons of 10 Orbital Fighters from their homeworld. The picture kept facing upwards, even during diagonal movement. I've never seen this before.
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  #2  
Old June 5th, 2005, 03:54 PM
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Default Re: Known Bugs

This is a known problem in any mod that has moons larger than tiny. I expect your homeworld has a small or medium oxy/rock moon and the neutral race has a hydro/ice moon. Those are the planets that the game looked at when choosing the sectors for your homeworlds, but it then planted them on the main planet. To avoid triggering this bug, you'll have to play with good starting planets, as that requires large homeworlds and there are no large moons in Adamant. If the largest moons were merely small, average value starting planets would also work without problems.
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  #3  
Old June 5th, 2005, 05:54 PM
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Default Re: Known Bugs

No one's mentioned the old one of the to-hit bonuses not being displayed when you right-click on a weapon component? Or is that considered a missing feature?

edit: oh yeah, and what about the "Vechicle" list type override? and the fact that unit shields only show up when the unit stack loses a unit and not when it's actually taking shield damage?
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Old June 5th, 2005, 08:39 PM
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Default Re: Known Bugs

Ekolis, please see #36:

36. Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...

"what about the "Vechicle" list type override"

I don't forsee this ever being fixed for SEIV, so probably no point in reporting it. At least it works perfectly, unlike some other 1.91 modding additions...

RE FQM/Adamant:

You can choose both average and good homeworld starts in FQM and Adamant without issue (except in Star Heavy quadrants, mentioned later). The problems only arise with bad homeworld starts, which are instructed to be avoided in part 3 of the FQM readme. Systems that have Medium sized moons can not have empires start in them.

Quote:
Due to the way in which SE4 selects homeworlds when starting a game, it is possible to get HWs with the wrong size, planet type and/or atmosphere when using a Bad or Average homeworld start. When selecting a location for a homeworld, SE4 either selects an appropriate sized planet on the map or an empty sector. With an empty sector, a new planet is created for the homeworld. If SE4 chooses an existing planet that happens to be a moon (a planet with a letter at the end of it's name), then the homeworld "status" is transfered to the main planet in the sector. Since these planets are typically not entirely random in FQM, the homeworld will use the size, atmosphere and type of the planet, instead of what it should use based on race design and game setup. This can happen with Bad and Average homeworld starts because there are many Small and Medium sized moons in the mod. It will not happen with Good homeworld starts because there are no large moons. It should not happen often with Average homeworld starts because systems with Medium moons are no longer allowable as starting locations.
Which I see was not rewritten quite correctly with the update that removed medium moons from starting systems...

It also seems that the Star Heavy quadrant uses the old "Standard 1 AS" systems, which nothing else uses. It is the only quadrant where you could possibly have a medium moon chosen as a HW.
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  #5  
Old June 7th, 2005, 02:58 PM
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Default Re: Known Bugs

Racial tech bug: if a racial tech requires a non-racial tech as its only prerequisite, the racial tech will show up as an expected result of researching the non-racial tech for all races, even those without the appropriate racial trait.
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Old August 1st, 2005, 07:24 PM
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Default Re: Known Bugs

Asteroids have a different maximum. The bug is that the planet maximum is checked instead of the asteroid maximum when an asteroid field loses value due to remote mining.

A separate problem is that the planet maximum is not checked when asteroids are converted to a planet, so it is possible for artificially created planets to have values above the limit. Whether the bug here is that the planet initially retains the high value or that it drops later when remote mined or affected by a VIP is a matter of personal opinion.
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  #7  
Old August 1st, 2005, 11:19 PM
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Default Re: Known Bugs

Quote:
55. Normal damage weapons seem to do 1/2 damage to shields against Weapon Platforms. A small WP with 1500 phased shield points requires 3180 damage or so to destroy (3000 for the shields, 180 for the MC and 4 phased shield generators in my test).
Its not that weapons do 1/2 damage to shields...

Its that shields count towards hull strength AND as shield points on units in general.
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Old August 11th, 2005, 04:26 AM
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Default Re: Known Bugs

Really? When I've seen that one, it has looked like much less than a whole sector's movement for even one ship.

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Old August 16th, 2005, 09:50 PM
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Default Re: Known Bugs

Not really sure if this is a bug, but it seems really stupid and easy to fix... if ship A has a pursue/attack order against ship B, and ship B warps into an unknown system (unknown to the owner of ship A), then ship A will sit like an idiot at the warp point, saying "Duh, now where did he go???"
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Old August 17th, 2005, 09:18 AM

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Default Re: Known Bugs

Obviously, they don't ahve star charts for that area, just a big black area that says "here resides monsters."
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