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

Slick April 6th, 2005 01:02 PM

Re: Known Bugs
 
Emergency Build lasts for 11 turns, not 10 as listed.

Slick April 8th, 2005 04:11 AM

Re: Known Bugs
 
Quote:

douglas said:
Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.

Hey, Douglas, I was looking through the Dubious Strategy guide today for something else and stumbled across this:

Quote:

Jubala
Major
posted 28 June 2001 17:54
[Ed: start of a new thread]
I've been wondering if Neural Combat Nets is worth 30kT of space on my ships so I decided to test them. Ships with the NCN get the same experience as any other of your ships in combat even if it doesn't have the NCN itself. However, the ship with the NCN only gets an offensive bonus, not a defensive one. And it doesn't get bonus from fleet experience unless it's in a fleet with experience. Example:
Ship A no NCN 20% ship exp & 20 fleet exp.
Ship B NCN no ship exp no fleet exp

Ship A gets a total offensive and defensive bonus of 40% while Ship B gets on offensive bonus of 20% but no defensive bonus.
I wonder if the no defensive bonus is intented or if it's a bug/oversight.
Since ships with the NCN only gets offensive experience boosts I'm not sure If I want to "waste" 30kT of space on my ships by adding one. I suppose it could be useful for ships fresh off the yards to add them to a fleet with ships that's been trained up to max and send them off to face the enemy without delay.

The Neural Combat Net is not addressed again in the guide. Looks like there has been problems with it since 2001.

Slick April 12th, 2005 12:02 PM

Re: Known Bugs
 
Geoschmo found that shields appear to count double on fighters:

http://www.shrapnelcommunity.com/thr...31&fpart=1

The double-shields bug has also been previously found by SJ on Weapon Platforms.

I suspect that this may also happen with other units.

Slick April 17th, 2005 08:23 PM

Re: Known Bugs
 
Sometimes in simultaneous movement games, when a ship/fleet is ordered to move to a location (or waypoint), the ship/fleet will end its turn at its required destination, but the order won't be cleared from its order queue. This prevents the ship/fleet from being selected with the "next ship" or "next fleet" hotkeys/icons because the game still thinks there is an outstanding order. If nothing is done, the ship will complete its order on the following turn, but this effectively delays you from giving the ship/fleet new orders for the additional turn; unless you are very observant and notice this without the aid of "next ship/fleet."

Strategia_In_Ultima May 3rd, 2005 05:41 PM

Re: Known Bugs
 
1 Attachment(s)
Quote:

41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.

This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.



Also, perhaps a bug in the Star Trek Mod Version 1.9.1.2 (or whatever the current version is), I found a system with a sh*tload of asteroid fields - "Asteroid field floating in deep space" - which is OK, however, three of the fields had moons. Picture attached.

Fyron May 3rd, 2005 07:05 PM

Re: Known Bugs
 
Quote:

Strategia_In_Ultima said:
This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.

The bug is that it decreases to 249%, not 1% as normal. A planet with value 300% will drop by 51% to 249% after one turn.

Quote:

Also, perhaps a bug in the Star Trek Mod Version 1.9.1.2 (or whatever the current version is), I found a system with a sh*tload of asteroid fields - "Asteroid field floating in deep space" - which is OK, however, three of the fields had moons. Picture attached.

This is not a bug. It comes from FQM. Those planets are meant to be there. Think of them as really big, colonizable asteroids. Or perhaps a set of them equalling as much use as a normal tiny planet. It is an abstraction, as asteroids themselves can not be colonized.

Q May 4th, 2005 08:56 AM

Re: Known Bugs
 
Quote:

Strategia_In_Ultima said:
Quote:

41. When using a robo miner (or one of the other two robo units) in a field or planet with a rating of 250% to 300% the field will drop to 249% on the next turn. It also appears you only receive resources as if it were 250% and no more.

This is not a bug IIRC. This is simply the standard value decrease of a planet/field when you remote mine it, no matter what the amount you get from it. It always drops by 1% each turn.

In my opinion it is a bug if it drops in one turn from 290% to 249% when it says 1% decrease per turn!
A related bug is that a value improvement plant on a planet with a value over 250% will decrease its value to 250% (instead of remaining constant, as it says that it will increase the value up to 250%)!
In both cases values over 250% are not managed correctly.

Strategia_In_Ultima May 5th, 2005 01:00 PM

Re: Known Bugs
 
Again, possibly a bug, again, in the Star Trek Mod (though I think that it is also present in the stock game): When you build a ship training facility, and you build a new ship in that sector, the new ship immediately gets a training bonus. I don't know if this is intended or not, but it seems like a bug to me.

Fyron May 5th, 2005 01:19 PM

Re: Known Bugs
 
Not a bug. I see no problem with a ship starting the training as it is being built. The crew can get basic theoretical training and debriefing before they board the ship.

Emperor's Child May 5th, 2005 01:26 PM

Re: Known Bugs
 
Buggy or not, new crews do go through training pipelines while their ships are fitting out. This type of in-game performance boost is perfectly logical from the reality perspective.


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