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				January 30th, 2004, 06:54 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Known Bugs 
 
	If you click on the Construction Queue column header to sort it and then click on Ships, it changes the order that the queues are in, while maintaining the Construction Queue sort by name feature. There does not seem to be any rhyme or reason to it, but it does it.Quote: 
	
		| In the construction queues screen, the "ships" button doesn't seem to do anything. |   |  
	
		
	
	
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				January 30th, 2004, 07:11 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Known Bugs 
 In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam. |  
	
		
	
	
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				January 31st, 2004, 07:49 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Known Bugs 
 The same thing happens in the other direction, too.  In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.  
 Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items.  So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
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				January 31st, 2004, 03:09 PM
			
			
			
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				 Re: Known Bugs 
 
	I think in order to work movement log needs the previous turn in the Temp folder. When you press the end turn the old turn in Temp folder is replaced by the current turn so the movement log won't work if you load the same turn again.Quote: 
	
		| Originally posted by Roanon: In simultaneous games, movement log sometimes does not work, error message: "... not valid for the current game date". It never works after "end turn" when reloading the game.
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				January 31st, 2004, 09:24 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Known Bugs 
 Yes, unpacking the previous turn AND pressing "End Turn" helps. Silly. Thanks for the info, maybe something for the FAQ? |  
	
		
	
	
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				January 31st, 2004, 09:29 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Known Bugs 
 You know some minor bugs i hope MM is on board and fixing them for Version 1.89 - once it gets to v2 i hope that he keep realising upgrades and patch fixes (perhaps he can implement some improvements at v2 or add on pack ?) |  
	
		
	
	
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				January 31st, 2004, 10:43 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Known Bugs 
 As far as I understand it, there is only going to be one more SE4 patch, and then it is work on SE5. |  
	
		
	
	
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				February 1st, 2004, 01:35 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Known Bugs 
 I'm looking forward to moving onto SE5.  I kind of think of this Last patch as a holdover for the next year.    |  
	
		
	
	
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				February 1st, 2004, 02:59 AM
			
			
			
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				 Re: Known Bugs 
 When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
 Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
 
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				February 2nd, 2004, 06:40 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Known Bugs 
 well, we certainly can't look backward to it. yet. 
a couple of years from now: 
'I'm looking forward to moving onto SE6. I kind of think of this Last patch as a holdover for the next year. '    
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