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October 12th, 2006, 08:39 PM
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National Security Advisor
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Re: SE:V, what\'s not working? Bugs too.
That's a really strange bug, then. I was thinking it'd crash somewhere in tactical combat, and where it crashed would help. Oh well.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 12th, 2006, 09:13 PM
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Corporal
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Re: SE:V, what\'s not working? Bugs too.
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.
2. If the host loads his empire beforehand in the setup screen, the game breaks.
3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.
4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).
5. Starting research values other than 'none' are ignored. The specified techs are not given.
#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
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October 12th, 2006, 09:51 PM
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Shrapnel Fanatic
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Re: SE:V, what\'s not working? Bugs too.
Turn processing works fine in PBW style. Me and SE5a are playing regularily by FTP.
There is no PBW2 yet tho.
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October 12th, 2006, 11:35 PM
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Captain
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Re: SE:V, what\'s not working? Bugs too.
Bug - "Warp Points located anywhere" allows Warp points to be generated inside a Star.
Baron Grazic
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October 13th, 2006, 12:00 AM
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National Security Advisor
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Re: SE:V, what\'s not working? Bugs too.
Problem- Unseen systems can't have warp points opened into them. That means unless "all systems seen by all players" is on, a "No Warp Point" game is impossible.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 13th, 2006, 05:45 AM
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Sergeant
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Re: SE:V, what\'s not working? Bugs too.
There is a bug with long range scanners. I saw it in the demo, too, but just ran a test with Standard SE5 and it does it. First time you build a ship with Long Range Scanners installed, save the game then reload the savegame. You get a message "Could not load the Movement Replay". In the demo, it would then crash during the processing of the next turn. In the current V1.00, it doesn't seem to crash and if you save & reload the next turn it doesn't to it anymore.
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October 13th, 2006, 06:15 AM
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Sergeant
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Re: SE:V, what\'s not working? Bugs too.
There is also a bug with robo-miners, which I also saw in the demo. As soon as you build a ship equipped with one or more robo-miners, when you click the "Empire Options" button on the top menu bar you crash with a range check error. In the demo, seems like it was a different menu bar button that crashed you, but otherwise the same. If you saved in between the completion of the ship and the crash, you can restart the game & reload the savegame and crash it again via the "Empire Options" button. However, if you scrap the ship in between reloading and clicking "Empire Options" - no crash. However, if you then build another ship, once it is built "Empire Options" crashes you again.
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October 15th, 2006, 09:32 PM
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Captain
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Re: SE:V, what\'s not working? Bugs too.
Quote:
Barnacle Bill said:
There is a bug with long range scanners. I saw it in the demo, too, but just ran a test with Standard SE5 and it does it. First time you build a ship with Long Range Scanners installed, save the game then reload the savegame. You get a message "Could not load the Movement Replay". In the demo, it would then crash during the processing of the next turn. In the current V1.00, it doesn't seem to crash and if you save & reload the next turn it doesn't to it anymore.
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Well done BB, I've been getting this error but haven't mentioned it until I could determine what was causing it.
Definently a bug. Thanks.
Baron Grazic
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October 14th, 2006, 04:31 PM
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Private
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Re: SE:V, what\'s not working? Bugs too.
Quote:
arthurtuxedo said:
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.
2. If the host loads his empire beforehand in the setup screen, the game breaks.
3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.
4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).
5. Starting research values other than 'none' are ignored. The specified techs are not given.
#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
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A couple friends and I tried out the TCP/IP MP a little bit today and ran into many similar problems. However, we WERE able to get past #4! If the host finishes his/her turn FIRST, then the remote players finish their turn it seems the host is in a state to successfully 'receive' the information and it works. However if one of the remote players finishes their turn before the host, that player's orders are "lost" and the AI takes over.
One other problem we ran into was the inability to restart a saved TCP/IP game. We went to load and the host restarted it and it said "waiting for players to connect" but none of the remote players were able to...they contiounsly received "Unable to connect" (Yep, we double checked the IP address settings). We are able to start a new game without problems.
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October 14th, 2006, 09:44 PM
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Corporal
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Re: SE:V, what\'s not working? Bugs too.
I had that problem too, but neglected to mention it. I should add that in my game I did finish my turn first and still did not receive the player's orders.
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