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  #1  
Old September 22nd, 2006, 12:48 AM

Wade Wade is offline
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Default Re: SE5 Demo Bug Reports

-----Um...my home planet's temperature for the Terrans is -292 degrees Celcius! Also, absolute zero is -273.15, according to Wikipedia.

I wonder about the gravity and radiation too.

Seems these Terrans are quite TOLERANT to cold (especially BEYOND absolute zero).
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  #2  
Old September 22nd, 2006, 09:27 AM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

So i've found 2 fun bugs which could be exploits.

Happiness is backwards, if you choose naturally happy planets get unhappy and if you pick naturally depressed planets get happier.

Also if you use the C key to colonize a system your ship flys off to colonize and runs out of movement points, if you press backspace to cancel its orders and then press C again and pick the planet again it will move one space, even though its out of movement points. You can keep doing this again and again through warp points and all sorts.
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  #3  
Old September 22nd, 2006, 11:12 AM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Weapon mounts don't get upgraded when you upgrade a ship design.
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  #4  
Old September 22nd, 2006, 12:51 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

If you run a a simulation and end it and then click an enemy location in a system you can move enemy around on the sector view, then when you click to end placement you go back to the simulation window and then get an Access Violation error and the game bugs out. Easily reproducable.
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  #5  
Old September 22nd, 2006, 03:23 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

I offered a treaty, the AI countered, I re-countered, and when the AI re-re-countered there was no reply option in the news, and the message didn't appear under the diplomatic menu.

When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
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Old September 22nd, 2006, 03:30 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Quote:
MasterChiToes said:When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
Totally agree, running away doesn't work. Maybe another work around would be to not allow hexes with engaged units in access to the sector view. In such a way that you can still surround them when you attack cloaked, but not after the first round.
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Old September 22nd, 2006, 04:08 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Quote:
wrongshui said:
Quote:
MasterChiToes said:When the AI escapes in combat, you can reposition your ships in the sector screen (surrounding the AI) and then attack again... maybe escaping ships should move to an adjacent hex (random or directional) so this wouldn't work (and possibly have them end up into an occupied hex and have to fight/flee again).
Totally agree, running away doesn't work. Maybe another work around would be to not allow hexes with engaged units in access to the sector view. In such a way that you can still surround them when you attack cloaked, but not after the first round.
Still doesn't remove all the potential abuse... add sensors to a colony ship and use it as a scout, every time it runs out of movement go into sector view and place it on the edge of the map... should be completely safe from the AI unless engaging it moves it to another sector.
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