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October 12th, 2006, 02:12 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
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Re: SE:V, what\'s not working? Bugs too.
ahh perhaps I was wrong. I'm at work so I can't check.
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October 12th, 2006, 02:15 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: SE:V, what\'s not working? Bugs too.
I do have one question. What do I need to get base space yards? I researched 5 or 6 levels of space yard and I can't get the component. I even tried robotics for a level, no luck.
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October 12th, 2006, 03:36 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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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?
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No. When a fleet moves, each ship uses enough supplies to move the entire fleet every time it moves. At least thats my guess based on how fast the supplies drop. I've taken to moving my ships individually and then creating a fleet for an attack, and then disbanding it. Fleets as they stand right now are almost useless because of the supplies issue.
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October 12th, 2006, 11:28 AM
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Corporal
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Join Date: Sep 2006
Posts: 130
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Re: SE:V, what\'s not working? Bugs too.
I'm pretty sure this is a well known bug. In fact the problem get's worse as the size of the fleet goes up.
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October 12th, 2006, 11:34 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
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Re: SE:V, what\'s not working? Bugs too.
Quote:
Devnullicus said:
- 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.
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Have you tried grabbing the blue area in the upper left hand corner? You can move them around a little, but it would be much nicer if they could be resized and/or portions moved off of the main map.
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October 12th, 2006, 04:16 PM
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Corporal
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Join Date: Feb 2005
Posts: 152
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Re: SE:V, what\'s not working? Bugs too.
A bug I've noticed in the full version that wasn't in the demo is that alt-tabbing sometimes makes all the order buttons disappear.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 12th, 2006, 04:17 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SE:V, what\'s not working? Bugs too.
The alt-tab and missing order buttons has been fixed too. 
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October 12th, 2006, 04:43 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
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Re: SE:V, what\'s not working? Bugs too.
Why can't I load a predefined race as a human player against the computer? I click on load from file and it's empty? So I go through the tedium of manually creating an empire/race/trait/ and so on/ only to discover later that the computer has selected an AI managed race with the IDENTICAL flag as the one I used for my custom race!?!
So I have to start a new game (at least the one empire I created can now be selected again), save it, and check the (supposedly unknown) races listed in the load file area to be sure the computer hasn't chosen a race with the same flag I did? That's just silly. Why can't I choose from all the predefined races that already have complete files and just edit one of those? That would seem to keep the computer from selecting the same empire? Or maybe not.
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October 12th, 2006, 04:51 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SE:V, what\'s not working? Bugs too.
The duplicate flag problem has been fixed in the upcoming patch.
I don't understand what you mean by a predefined race... do you mean a previously saved empire? Or that you want predefined empire files for each of the stock races?
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