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Re: Known Bugs
Troop weapons with fire rates >1 still fire every turn in ground combat.
(No one reported this as a bug yet? I think it's a bug http://forum.shrapnelgames.com/image...ies/tongue.gif) Also, if this really counts as a bug (it's a bit more of a feature request http://forum.shrapnelgames.com/images/smilies/wink.gif), I don't think warheads carried by troops actually damage the carrying troop stack; they only damage the enemy. (Combined with firing every turn this makes "suicide" bombers very powerful in Eclipse Mod http://forum.shrapnelgames.com/images/smilies/wink.gif) |
Re: Known Bugs
Not so sure it is a bug as just the craptacular way that ground combat was implemeneted... Everything about it could be considered buggy. Ground combat ignores damage types, range, target types, and rate entirely.
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Re: Known Bugs
One more intel bug:
Intel sabotage and technological (research) sabotage will destroy randomly projects in the intel/research list. Because usually you do not divide points but concentrate all points to the first projects in the list, there is a good chance, that a project is destroyed which was not yet started. Therefore the target empire looses nothing at all and the attacker wasted his intel points on the attack. The chance for this is greatest if the target empire fills the list of intel or research to the maximum of 12 projects. |
Re: Known Bugs
This is probably a bug in Windows, but you think it might be possible to have the game explicitly hide the log window when a combat replay is displayed? In Windows it works just fine, but in Linux + WINE the log window stays on top, making combat replays almost useless http://forum.shrapnelgames.com/images/smilies/frown.gif
Oh yeah, and maybe something about the minimize/alt-tab causing the game window to become really tiny when you restore it... again, probably a Windows bug that let the SE4 bug slip through unnoticed, but it does mess things up in Linux http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Known Bugs
Wouldn't that be a bug in Wine, not in Windows? Wine isn't properly handling the layering of the windows, it would seem...
Using the Windows GUI API is not a bug... It is different from the Linux GUI API, but this does not make it a bug. |
Re: Known Bugs
And #64. It's a bad one, confirmed with DarkAnt as reproducable.
There is a way to cause the game to partially crash, but not exit. An access violation error is thrown, and the game ends up showing you the empire of the last player on the list. Buttons do not work ("order" buttons are clickable, but do nothing), but you can use F2-F12 to get at the various info screens, can navigate the galaxy map, look at individual ships, etc. As you could imagine, this can quickly kill a multiplayer game. I'm sending a bug report to Aaron with the specific details on how the crash occured. I think everyone understands my reasons for not publicly posting the details on how to reproduce this. DarkAnt and I hope it's just mod/shipset errors that are causing the problem, and it's not something that is exploitable in general. But it's better to be safe. |
Re: Known Bugs
Another one: The way supplies are shared in a fleet is usually to try to fill up all of the ships with the least supplies first. This is good because it allows "tanker" ship designs to have more supplies than others, and refuel the others.
However it often occurs that it doesn't quite work this way, in unpredicatable ways, apparently depending on which ships are in the fleet. When this occurs, usually some of the larger ships (i.e. larger warships) don't get refuelled entirely, even though there are one or more tankers with plenty of supplies to share (much more than the larger warships which are left with 60-80% supply or something). PvK |
Re: Known Bugs
If there are solar collectors involved, you have to make sure that there is enough storage to store all of the generated supplies before any fleet supply sharing is performed.
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Re: Known Bugs
Sure, and the generation appears at the end of the turn, on the generating ships, which is ok.
What I just described though is a different problem. The sharing is unpredictable - usually it fills up all the low-supply ships to the same level or 100% full, but in some cases some ships don't get resupplied, or not filled, by the supply ships. In the cases I have seen, no supply generation was involved, only sharing. PvK |
Re: Known Bugs
Anyone ever notice that if you park a ship above a supply depot, it often ends up with something like 2980/3000 supplies? http://forum.shrapnelgames.com/image...s/rolleyes.gif
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