|
|
|
|
 |

September 17th, 2006, 12:41 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: SE5 Demo Bug Reports
1) I'm trying to test minister effectiveness. I made a minelayer, turned on the minelayer minister both under the empire options and on the individual ship. However at the end of the turn, I get a warning that these ships don't have any orders and they don't seem to do anything on minister control. What's the trick?
2) Seems like the (E)xplore command performs the same as in SEIV in that the ship will warp thru the nearest unexplored warp point. The (/) Survey System command will explore the current system to eliminate any "red" sectors. Is that correct?
3) Is there any difference bewteen adding, say, 10 mines to a build queue in 1 shot or individually?
4) Is there a convenient way to build "1 turn's worth" of something without tweaking the number until it changes from 0.1 to 0.2 then back to 0.1 turns to complete?
5) How do you see planet orders, or can you even give planets orders to launch units and such?
6) Are the tricks to keep populations happy any different from SEIV?
__________________
Slick.
|

September 17th, 2006, 12:55 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Demo Bug Reports
1. Not sure about that you.
2. That is correct.
3. Construction points spill over, so it will build as many as it can
4. See 3.
5. There's a launch units order, I think it has two red arrows on it, or L for short
6. I think they're more or less the same. 
|

September 17th, 2006, 01:07 AM
|
 |
Sergeant
|
|
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Bug: Access violation error in Tutorial game using Strategic combat attacking with Explorer 0001 against an enemy planet (in the second system you explore, just after step 51 of the Tutorial). The enemy ship around the planet ran far away and I gave order to chase it during Tactical. Combat ended. I attacked again using the Attack command, and instead chose Strategic combat 8x. It seemed to konk out when the fleeing ship got too far away.
|

September 17th, 2006, 01:28 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: SE5 Demo Bug Reports
Some "settings.txt" surprises:
"Illusions", "derelicts", "comets" what the hell are those?
"monsters" really? I can't wait!
"rare hit types", "Near Miss", "Critical Hit" Is this D&D? I'll give it the benefit of the doubt.
"migration" how does that work?
"sight level", "sight range", "sight obscuration" What's the difference?
unit maintenance? ok. facility maintenance? you've got to be kidding.
"Population Required to Operate One Facility := 50" hmmm...
__________________
Slick.
|

September 17th, 2006, 01:39 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Demo Bug Reports
Some of those are not operational in-game like illusion and derelicts. There's also no monsters at this time either.
Migration is actually quite useful particularly with breathable planets as their populations grow very fast!
Sight level - As in how sensitive (ie can we detect cloaked ships etc)
Sight range - How far you can see
The maintenance is fine. You don't even notice it really.
The last line is not used.
|

September 17th, 2006, 02:31 AM
|
|
Sergeant
|
|
Join Date: Jun 2006
Location: California, The United States of America
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
"sight level", "sight range", "sight obscuration" What's the difference?
Sight Obscuration...: Does this mean that we will be able to hide ships behind stars, planets, asteroids, storms, etc.? That would add more strategy to the manuevering process. Cool.
|

September 17th, 2006, 02:51 AM
|
|
Sergeant
|
|
Join Date: Jun 2006
Location: California, The United States of America
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
--In the ship design, ship type list there does not appear to be a way to add/remove them like the name ship list. Will this stay like this? Is this for AI issues?
--Also, I see Mine, Mine layer, and Satelite but not Satelite Layer!
--Also, this bothered me in SEIV also. Why not label "Base Space Yard" to read as "Space Yard Base" to be in conjunction with the other similiar types and proper adjective-noun usage. Is this for organization issues regarding Attack Base and Defense Base?
--This may be a stretch but I'd like to be able to see the game date in the vehicle designs screen as in SEIV. I use these dates in naming my designs. I know that I could just make a note of the date before hand.
|

September 17th, 2006, 03:37 AM
|
 |
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Bug: Sometimes, computer confuse my empire and an AI driven empire.
During one of the test games, I've got several battle reports, and according to them my ships won several battles against other fleet.
The only problem is that I had no ships at all in this game, and even had no contact with an opposing empire. I just sat down in my home system and hit F12. Ministers were off. No over systems were explored.
Furthermore, combat log was availiable, so I could see ship designs and such. After that distant system appeared on the quadrant map, though it was obscured.
Weird.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|