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September 22nd, 2006, 11:12 AM
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Corporal
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Join Date: Sep 2006
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Re: SE5 Demo Bug Reports
Weapon mounts don't get upgraded when you upgrade a ship design.
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September 22nd, 2006, 12:51 PM
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Private
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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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September 22nd, 2006, 03:23 PM
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Corporal
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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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September 22nd, 2006, 03:30 PM
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Private
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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).
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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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September 22nd, 2006, 04:08 PM
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Corporal
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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).
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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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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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September 22nd, 2006, 05:06 PM
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Private
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Re: SE5 Demo Bug Reports
Any new engangement could always be centered around the defender, with the attackers at a set distance? The map is semi dynamic size wise so it could be possible.
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September 22nd, 2006, 05:14 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE5 Demo Bug Reports
I think fleeing ships that pass the "borders" of the combat area should move into the adjacent sector in the sytem. Any new combat in that sector would start in the middle again.
Sector placement should not be allowed for sectors that currently have an enemy presence.
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