.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SE5 Demo Bug Reports & Annoyances/Requests (http://forum.shrapnelgames.com/showthread.php?t=30319)

Phoenix-D October 6th, 2006 05:33 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
That's fairly normal for 3d games actually, and it shouldn't affect your actual system performance.

Slick October 6th, 2006 06:18 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
It's not just you. Additionally, game turns won't progress when the game is minimized. So much for surfing the web during turn processing. http://forum.shrapnelgames.com/image...s/rolleyes.gif

PvK October 6th, 2006 07:09 PM

Re: Ineffectual PDC for multiple ships: Solution
 
Quote:

Phoenix-D said:
And seekers did exibit the overkill effect, especially against planets.

Except:

* In the latest versions of SEIV, the targetting AI will distribute seeker fire to avoid overtargetting somewhat.

* Since there was a delay of a whole SEIV tactical combat turn before targetting opportunities, instead of once every 1/10th of a second or so in SE5, many targets could be in range at the same time, making the above decision more likely to be interesting. The "continuous action" of SE5 combat poses an extra challenge for the AI to figure out how to distribute targetting effectively, which evidently has not been solved for the demo.

Meanwhile, players missing the ability to munckin-abuse the tactical AI can use this by sending out decoys to draw fire and dodge while other ships move into range to engage. Tricky to do though with the slow turning rates etc.

PvK

Thermodyne October 7th, 2006 12:27 AM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
Quote:

Phoenix-D said:
That's fairly normal for 3d games actually, and it shouldn't affect your actual system performance.

Um..I can’t speak to that, I don’t do much 3D gaming. But I fail to see what would cause it to do that. Once the flat window loads, it’s only playing music while it waits for user input.

Baal October 9th, 2006 11:10 AM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
A friend of mine had a ship get cargo bombed leaving it with no supplies but it still had full movement point that turn. Only after I went to the next round did the game recognize that the ship had no supplies and reduced its speed.

Also, the same friend built an 18 ship fleet but whenever it would move it would run out of supplies after 1 turn of movement. Mind you the fleet was fully supplied but when they moved in a fleet they used many times the supplies they should have. When the ships were all taken out of the fleet they functioned normally and did not brun supplies so quickly.

Suicide Junkie October 9th, 2006 11:50 AM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
Quote:

Thermodyne said:
Quote:

Phoenix-D said:
That's fairly normal for 3d games actually, and it shouldn't affect your actual system performance.

Um..I can’t speak to that, I don’t do much 3D gaming. But I fail to see what would cause it to do that. Once the flat window loads, it’s only playing music while it waits for user input.

Not quite... it is re-rendering the screen repeatedly, trying to maximize the frame rate.
The downside to directX and 3d engines in general...

Ragnarok October 12th, 2006 12:57 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
I apologize if this was brought up already. I haven't read the entire thread.

While creating your empire you are able to select your empire logo (this is a neat little feature, BTW). Later, after you start the game, you will encounter other players - the AI obviously - that may have the same logo.

I think when the game creates the other empires for your game it should chose empire logos that are not in use currently.

Is this possible? Has anyone brought it up?

Captain Kwok October 12th, 2006 01:18 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
It's actually been fixed in the upcoming first patch.

Ragnarok October 12th, 2006 02:20 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
Quote:

Captain Kwok said:
It's actually been fixed in the upcoming first patch.

Alright, that's good. I haven't seen the patch fix list since 1.05 and even at that, I didn't read through every line. I'm glad to see that it is fixed. Go Malfador!

Thanks, Kwok!

Jarena October 12th, 2006 04:06 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
This is a minor graphical one, and I don't know if it was brought up before, but:

Is there any way to center ringworlds and sphereworlds around the star?
Is that moddable or does it require a patching?

Baron Munchausen October 12th, 2006 05:57 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
Awk! It still doesn't center them on the star!? This was reported months ago. I guess it fell through the cracks like so many things. This lone programmer is very, very busy. He must spend all day with his hands flying over the keyboard, and spend all night with his hands wrapped in ice packs or something. http://forum.shrapnelgames.com/image...ies/tongue.gif

Phoenix-D October 12th, 2006 05:59 PM

Re: SE5 Demo Bug Reports & Annoyances/Requests
 
From the looks of things, it centers in some systems but not others..

AngleWyrm October 12th, 2006 09:10 PM

Re: SE5 Demo Bug Reports
 
Give an order to warp, and the ship (with enough mp) warps, and now you're in the new system, looking at a tasty new green planet a couple hexes away.

Give the order 'c' colonize (or right click menu) and...Nothing happens. The warp point was added to the ship selection without you doing it.

This happens with a lot of orders; the selection randomly changes, and you have to go back and re-select what you had just a second ago.

Oops, you just accidentally used up the movement points of all the other ships in your hex -- too bad, you should have been watching for the selection box to perform some wierd GUI dance, instead of moving your ships.

Suicide Junkie October 12th, 2006 11:09 PM

Re: SE5 Demo Bug Reports
 
It selects everything in the hex after an order instead of only the things that were selected before and that are in the hex now.

I've bugged aaron about it already.

el_Gato October 13th, 2006 07:17 PM

Re: SE5 Demo Bug Reports
 
I apologize in advance if these issues have been brought up before, but I haven't ssen them in this thread:

Bug / Exploit: Let's say that you engage in combat against an enemy who has faster ships then you, and he disengages, leaving your ships on the other side of the sector. No problem! After the end of combat, go to the "View Sector" button at the bottom of the UI screen, select yr ships, and hand place them anywhere in the sector! (Usually, right on top of the fleeing enemy). Exit out, hit the "Attack" button, and now you'll start the fight right on top of the enemy. I can see why this was implemented: To set up yr ships defensively in the sector. But you shouldn't be able to move ships around manually if enemy units are present in the hex.

While I'm on the subject of combat: The "Show Weapon Range" toggle needs to be scalable, i.e; you should be able to toggle it for individual ships. If there's more than a dozen vessels all mixed together, it's next to impossible to determine which range ring belongs to which ship.

Also, when viewing the "targeting" area of the ship combat info screen --- the area that shows weapons and their reload times --- when a target is selected, at the far right of the screen data on the target damage percentage is shown, but not percentage chance to hit! I can determine how much damage the target has by clicking on said target --- what I need is my percentage chance to hit said target with said weapon.

Why can't you rotate around the tactical combat map, just like you can on the main system maps? The view angle, and limited zoom make the tactical map very frustrating when several ships are in play --- especially when they're fleeing, and you have to continually scroll the map to keep them in sight. Shouldn't there be a "center camera on ship" function that ties the camera view to a particular ship?

Ship data screen, main UI: Do away with the useless Maitenance Cost and Recycle Recovery info areas, and put in Armor and Shield points info. It's rediculous that I have to go under "Racial Abilities" on the main ship info page to find out how much shield points a ship has --- for armor, I have to go under components and add it up manually.

Cargo, Ship Info Screen: Why, for the love of God, is each and every Troop unit listed individually in the cargo area of a freighter??? What's worse is, they aren't ID'd in any way --- you have to click on each unit to find out what version they are! Do you realize how annoying that is??? Can't like units be stacked together (like population is, or like units are in SEIV), with a number in the lower right corner listing how many of each type?

In the Main Ship Listing page, there needs to be a way to sort ships by "Class". I can't believe this was left out.

Spectarofdeath October 13th, 2006 10:47 PM

Re: SE5 Demo Bug Reports
 
Not sure if it's been reported yet or not, just thought I add these two things in, at one point when I was using the construction que button it went into it, but it was all black where any kind of graphics should be, like the map, the planets and stuff, it still had the text though. Played a turn to see if it would correct, no such luck, ended up quiting and re-loading. Another thing it seems as if it sometimes "sticks" during other players turns, had it sit on player 15's turn for like 5 minutes, not sure if it was just doing combat or what....but then I was just playing and it stuck on "processing turns" for 15 minutes, by that time I had enough sitting here and just force end through task panel. Bummer, last time I saved was a hour ago....guess I need to turn on auto save :-(


All times are GMT -4. The time now is 12:33 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.