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-   -   Known Bugs (http://forum.shrapnelgames.com/showthread.php?t=11195)

Baron Munchausen November 18th, 2004 05:00 PM

Re: Known Bugs
 
What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.

Arkcon November 18th, 2004 05:38 PM

Re: Known Bugs
 
Quote:

Baron Munchausen said:
What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.

Oh I've seen that one. It can happen occasionally when you minumize the game while ship motion is being displayed, for example.

I pretty sure, my first simultaneous game vs TDM Modpack AI's, I saw the cursor after replay rest on an enemy ship, and I could see it's orders. But I clicked away and then couldn't replicate the bug, so didn't save the turn and send it to MM.

Captain Kwok November 18th, 2004 06:29 PM

Re: Known Bugs
 
Quote:

Baron Munchausen said:
What Version are you using? That is an ancient bug from the beta testing days. We thought it was finally dead.

I'm using 1.91, and it was done using the simulator so I'm not sure if that might have some effect.

Grandpa Kim November 28th, 2004 02:32 PM

Re: Known Bugs
 
A subjugated race loses 40% of its resources to the dominating race, but it also loses 40% of its research and intel which apparently disappears down some black hole.

Kamog December 11th, 2004 08:54 PM

Re: Known Bugs
 
Today I was creating a construction fill queue for a sphere world, and SEIV crashed with the error:

"Access Violation at address 005C9A0E in module 'SE4.EXE' read of address FFFFFFFF"

After some experimentation, I discovered that the crash occurs when you have more than 255 items in the fill queue. If you have advanced storage techniques racial trait, a sphere world has 240 facility slots, so that leaves only 15 entries in the queue for units! I was trying to create a fill queue where weapon platforms and troops are interspersed with the facilities, and that caused me to go over the limit. [img]/threads/images/Graemlins/Cold.gif[/img]

Slick December 11th, 2004 10:22 PM

Re: Known Bugs
 
As pointed out in another thread, scrapped facilities in simultaneous games (maybe turn based too) appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.

Slick.

Aiken December 28th, 2004 09:23 PM

Re: Known Bugs
 
Offense (and possibly defense) combat modifiers don't work properly if used on weapon platform hull.
http://www.spaceempires.net/home/mod...opic&t=364

PvK December 29th, 2004 06:55 PM

Re: Known Bugs
 
* Ships set to Max Weapon Range primary move strategy with secondary move strategy set to Don't Get Hurt, do not always move away after firing their weapons when they start out in range of an enemy. Sometimes they do, sometimes they don't, making this tactic unreliable.

ToddT December 31st, 2004 12:17 AM

Re: Known Bugs
 
Quote:

Slick said:
As pointed out in another thread, scrapped facilities in simultaneous games (maybe turn based too) appear to return resources immediately, but they really do not return any resources if you figure it out after the next turn is processed.

Slick.

odd i have been in a major war which has kept mineral storage at 0, i have scrapped unneeded facilties to help prevent ship lose do to maintanaince, and unless i'm mistaken you can't repair ships without resources in storage, i have been able to repair all damaged ships.

Fyron December 31st, 2004 12:22 AM

Re: Known Bugs
 
Repairing ships costs nothing. Retrofitting to add new components costs resources, but the actual repairs are free. You will of course have to pay maintenance for the ships each turn, but the actual repairs cost nothing extra.


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