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  #1  
Old October 12th, 2006, 01:07 AM

Phoenix-D Phoenix-D is offline
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Default Re: SE:V, what\'s not working? Bugs too.

Storms, planets, and stars are losing their abilities after the first turn (damage from storms, ruins on planets, star-unstable for stars, etc)

Drones can't move
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Old October 12th, 2006, 01:23 AM
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Default Re: SE:V, what\'s not working? Bugs too.

I have been using drones in my current game and they appear to work. some details.

they move in system. They don't move in the sector map but that could be because my drones have no warheads. Note the manual states you CANNOT control drones. They are, well, drones, their onboard computer makes the decisions for them.
So when the enemy attacks my drones they just sit there doing nothing until the enemy destroys them.

Something else I noticed. I fit my drones out with supply storage and a cloaking device and I found that the drones do not use up supplies. I don't know if there is something wrong with drones that they don't use supplies or if some part of the engines or storage now makes more supplies and drones use so little but I have cloaked drones just stitting in enemy space observing everything and unless the enemy finds them they aren't going to go.
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Old October 12th, 2006, 01:24 AM

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Default Re: SE:V, what\'s not working? Bugs too.

Yes, I should have specified that. Its a bug in the combat movement system; units are using GROUND movement abiities in combat, and since the default engines provide no ground movement..
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Old October 12th, 2006, 01:29 AM
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Default Re: SE:V, what\'s not working? Bugs too.

ah right, I assumed the drones didn't act as they couldn't do anything. That IS something that needs fixing.

I've tried testing fighters and they moved but it always freezes when they start shooting each other.
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Old October 12th, 2006, 01:37 AM

Devnullicus Devnullicus is offline
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Default Re: SE:V, what\'s not working? Bugs too.

I don't have the release-version yet, so all I can go off is the demo. These may or may not still be problems in the release version:

- Can't attack planets or fleets near planets sometimes because the combat ends too soon. This happens most often when planets have no population but still have structures

- happiness is reversed. i.e. negatives to happiness seem to get applied as positives (and vice versa)

- Strategic combat seems to crash afterwards, quite often. Usually with a "range check error"

- missiles seem to have a hard-coded max range that is too short

- I'm not sure if direct-fire weapons EVER miss

- Ship design seems to crash sometimes with a "range check error", especially after deleting a component

- Can't move UI windows on the screen. Can't resize them either. Makes the really nice custom colony layout feature much less useful since it can't fit much on the screen.

- Can't hit the other deck buttons in ship design screen when holding a component

- Carriers seem to run out of supplies VERY quickly - the supplies they give fighters don't seem to get reabsorbed when the fighters are loaded onto them again. This makes carriers one-shot wonders.

- When looking at upcoming techs on research screen, can't click on them to see what you're going to get. Makes research kind of a gamble until you know the game better.

- Showing a weapons report does not take into account the currently selected mount type (always uses base stats)

- Weapon Mounts do not seem to upgrade properly when upgrading a design. The weapon upgrades, but the mount doesn't seem to. So if you have a level 1 mount and level 1 wep on a design and later you research level 3 mounts and level 5 weapons and then upgrade your ship, the new ship will have level 1 mounts with level 5 weapons...or so it seems based on a little number crunching. If you delete the weapon and then select the new mount and place a new copy of the weapon, it upgrades fine. But it's a manual step.
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Old October 12th, 2006, 01:41 AM
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Default Re: SE:V, what\'s not working? Bugs too.

Quote:
Devnullicus said:

- I'm not sure if direct-fire weapons EVER miss

It definitely does happen. I noted that 1 ship was moving about while the enemy shot at it. Some beams hit but others missed it as it avoided them.
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Old October 12th, 2006, 02:01 AM
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Default Re: SE:V, what\'s not working? Bugs too.

Is ship/fleet supply a bug, or a result of the change in the way resupply works?
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Old October 12th, 2006, 02:06 AM
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Default Re: SE:V, what\'s not working? Bugs too.

I don't know about a bug, but I noticed a difference when I built a resupply depot.

It can give only a certain number of supplies to a ship, but it is the same to every ship and it also worked for any ship in the system, although it is less if it is not actually over the planet.
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Old October 12th, 2006, 02:10 AM
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Default Re: SE:V, what\'s not working? Bugs too.

Resupply depots have an ability to distribute supplies to ships anywhere in the system. Helps keep bases useful, amongst other things.
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Old October 12th, 2006, 02:10 AM

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Default Re: SE:V, what\'s not working? Bugs too.

Quote:
Thermodyne said:
Is ship/fleet supply a bug, or a result of the change in the way resupply works?
Its a bug, addressed at least partially in the first patch. (two bugs, actually..)

The depots are supposed to work system-wide, but I don't know about giving 500 out to EVERY ship..
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