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-   -   Any more bug reports? (http://forum.shrapnelgames.com/showthread.php?t=4302)

Q October 8th, 2001 06:07 PM

Re: Any more bug reports?
 
1.) If your empire reached the "maximum units in space" limit, you are unable to launch fighters during combat and they are therefore almost completely useless...
except for...
2.) In ground combat it is impossible to take over a planet if fighters remain on the planet.

Q October 8th, 2001 06:10 PM

Re: Any more bug reports?
 
Atrocities wrote:
"1. Stratigy "Capture Planet" does not work when fully loaded troop transports are present in the fleet."
In my experience this works very well!

"6. AI expands too rapidly."

What do you mean by this???

[This message has been edited by Q (edited 08 October 2001).]

CW October 8th, 2001 06:10 PM

Re: Any more bug reports?
 
The "Use Component" command does not work with fleets, even if all the ships have the component installed. This makes the Emergency Propulsion Pod useless as a quick get-away device.

Aub October 8th, 2001 06:13 PM

Re: Any more bug reports?
 
Handling resupply:

- the resupply minister will work for fleets only, didn't work when I tried it for individual ships

Attacking:

- the "attack" order does not work in sim. games if any ministers (e.g. resupply) are on for a ship/fleet.

Commander G2 October 8th, 2001 06:26 PM

Re: Any more bug reports?
 
Didn't someone report that some of the Cultural modifiers do not work, nameley Space Combant and one other. Racial modifiers work.

(Just noticed this was fixed in 1.45) Disregard.



[This message has been edited by Commander G2 (edited 08 October 2001).]

Commander G2 October 8th, 2001 06:40 PM

Re: Any more bug reports?
 
Biggest Bug in my Opinion for Simultaneous Games:

Movement in Player Ordinal Number. This gives a tremendous advantage in Warp Point conflicts. Automatic First Fire for lower ordinal position. These needs to at least be randomized.

Alternating/Incremental Movement/Firing would be better. Simultaneous movement and fire would be better, but that would undoubtably be much hard to program as damage would have to be deferred.



[This message has been edited by Commander G2 (edited 08 October 2001).]

geoschmo October 8th, 2001 06:56 PM

Re: Any more bug reports?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
1.) If your empire reached the "maximum units in space" limit, you are unable to launch fighters during combat and they are therefore almost completely useless...
<HR></BLOCKQUOTE>Really? I'll have to test/confirm this one. My understanding was that it only stopped you from launching fighters in non-combat strategic mode, but that during combat figters would launch/be recovered as normal.

However, the new patch addresses the mines/sat's not self destructiong when ordered. This was the number one cause of hitting the units in space limit, so that alone should make this problem less serious.

Geoschmo

Rollo October 8th, 2001 07:03 PM

Re: Any more bug reports?
 
first some remarks:

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-Stock AI does not invade planets with troops.<HR></BLOCKQUOTE>
Some user made AI will use troops (Aquilaeian, Orks, TDM Sergetti, and the Space Vikings). However, troop transports do not always get included into attack fleets. Sometimes they sit in the home system literally forever and do nothing. Same with boarding ships. There is some problem with Attack bases (base ships) and Kamikaze ships as well, but Atraikius knows more about that.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1. Stratigy "Capture Planet" does not work when fully loaded troop transports are present in the fleet.<HR></BLOCKQUOTE>
I can not second this. Capture Planet works fine for me if a troop transport is present (both in my PBW games and in my tests for the Viking AI). The only problem with troop transports in the fleet is when you want to glass the planet and a troop transport is present, it doesn't work (that seems to fixed in the next patch, though).

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>6. AI expands too rapidly.<HR></BLOCKQUOTE>
That depends on the AI script and can be modded. (Btw, I think rapid AI expansion is a good thing.)

my bug list (mostly minister related): <UL TYPE=SQUARE>
<LI> research: the AI will research mines, after it runs into them. Not a bad thing and I would call this a feature if it would stop doing this at mines2 (or mines3 at the most), but researching mines5 in early to mid-game can really hurt the AI in getting important tech. Ergo, it is a bug.

<LI> intelligence: the choices of projects is very poor. What's the point of having 8 counter-intelligence projects against an enemy that doesn't generate intelligence points? If the AI can view all scores it should know better. Also there is no point for the AI using espionage projects, because it will just not use the obtained information.

<LI> analyze/scrap/retrofit: captured ships with research value are not analyzed. damaged captured ships with unknown racial tech are not scrapped or retrofitted.

<LI> colonization: this has been discussed before and there is an active topic right now. The improvement of the colonization minister is the most important IMHO.

<LI> cloaking: a cloaked fleet sometimes/(always?) does not decloak prior to an attack, but just move to the enemy position and do nothing. It will decloak the next turn in case of a planet, but enemy ships are likely to have moved by then.

<LI> fleets: as mentioned above, troop transports and boarding ships are not always included into fleets. Master Belisarius has stated that transports will wait for a fleet to pass through the system and then join. That works well enough sometimes, but if the transport was built in some backwater system that could take literally forever.[/list]
Rollo

MegaTrain October 8th, 2001 07:35 PM

Re: Any more bug reports?
 
Bug or feature?

I command a ship to fly through a black hole system with damaging warp points to a system on the other side. The ship is equipped with sufficient armor, shields and a repair component, so I'm not worried. It also has enough range to fly completely through the system and out the other warp.

HOWEVER! As soon as the ship enters the system and is damaged, it clears the orders! (I'm sure it was just the armor that was damaged, although it fixed it before I could verify there was nothing else damaged)

And if the warp point was even 1 square closer to the center (warp points appearing anywhere in system), it would have sucked my ship down before I had the chance to give it new orders! (PBW game)

------------------
-MegaTrain-
Athlon 1.3 GHz running at 1.6 GHz on an iWill KK266

Master Belisarius October 8th, 2001 07:36 PM

Re: Any more bug reports?
 
- Cloaked ships can't remove mines. (If this is a feature, then, the AI must be fixed to decloak their cloaked minesweepers, before try to remove a minefield).

- The AI still want to lay mines, in a location with the max of unit allowed reached (in theory this was fixed in previous patches, but I'm 100% sure that it still happen).

- The AI never try to send population, to colonies that lost ALL the population (for example, after a random event, or after an enemy intel project).

- The AI never use the Resource Converters.

- The AI still want to colonize far away planets, without consider if the colony ship will have supplies or not (although some modded AI's have better colony ships).


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