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October 12th, 2006, 01:37 AM
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Sergeant
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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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October 12th, 2006, 01:41 AM
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Major General
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Re: SE:V, what\'s not working? Bugs too.
Quote:
Devnullicus said:
- I'm not sure if direct-fire weapons EVER miss
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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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October 12th, 2006, 02:01 AM
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Lieutenant Colonel
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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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October 12th, 2006, 02:06 AM
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Major General
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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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October 12th, 2006, 02:10 AM
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Shrapnel Fanatic
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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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October 12th, 2006, 02:10 AM
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National Security Advisor
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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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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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October 12th, 2006, 02:12 AM
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Major General
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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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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, 02:17 AM
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Shrapnel Fanatic
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Re: SE:V, what\'s not working? Bugs too.
Don't think this is the right thread for such questions, but... An absurd 10 levels of SY tech. The balance mod fixes such issues. 
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October 12th, 2006, 03:36 AM
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Sergeant
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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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