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

Fyron October 20th, 2004 10:39 PM

Re: Known Bugs
 
*thread necromancy*

So... we should continue the list. I recall that a few of these bugs were fixed 1.91, but I do not remember which.

douglas October 21st, 2004 12:49 AM

Re: Known Bugs
 
I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.

Kamog October 21st, 2004 01:34 AM

Re: Known Bugs
 
With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.

If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.

I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.

AMF October 21st, 2004 02:39 PM

Re: Known Bugs
 
I remain convinced that there is a bug in the retrofit routines. I have encountered many times (and been able to consistently reproduce it) a situation in which I get a "cannot retrofit these ships becuase you don't have enough resources" - and I know that I did have enough resources, and, no, I didn't convert any at resource converters in these situations.

I have quadruple checked this in multiple games and it occurs with enough frequency that I rarely retrofit anymore - perhaps my problem was that I tended to retrofit lots of ships at once, but even then the entire cost of retrofitting was affordable. So, I think this is a bug...

Thanks,

Alarik

Alneyan October 21st, 2004 03:09 PM

Re: Known Bugs
 
Alarikf, do you have the three resources in storage when making the retrofit? You need to have enough in storage for the three resources in order to make a retrofit, before income happens (after gifts and resource conVersion take place though). Likewise, I gather you aren't making gifts on that same turn?

I have been using a lot of retrofits, and I have yet to run into a bug, besides my own mistakes (somehow, retrofitting a ship costing a lot of radioactives won't work if I don't have any radioactive in storage). Which either means I have been lucky, or you are having a problem with storage; perhaps overlooking one of the two "lesser" resources.

AMF October 21st, 2004 03:41 PM

Re: Known Bugs
 
Yeah, the one concrete case I'm thinking of I had oodles and oodles, gazillions, of each resource. But, in any case, I've hashed this over multiple times...I just live with it now...I guess, however, what I would like to see is that retrofitting be more transparent in what it entails. Should be easy to have a line on the empire screen that indicates how much the retrofits you have chosen that turn are going to cost...

not a big deal...

Quote:

Alneyan said:
Alarikf, do you have the three resources in storage when making the retrofit? You need to have enough in storage for the three resources in order to make a retrofit, before income happens (after gifts and resource conVersion take place though). Likewise, I gather you aren't making gifts on that same turn?

I have been using a lot of retrofits, and I have yet to run into a bug, besides my own mistakes (somehow, retrofitting a ship costing a lot of radioactives won't work if I don't have any radioactive in storage). Which either means I have been lucky, or you are having a problem with storage; perhaps overlooking one of the two "lesser" resources.


Fyron October 21st, 2004 04:47 PM

Re: Known Bugs
 
The abilities Generate Points Minerals, Generate Points Organics, and Generate Points Radioactives do not have their generated points tallied anywhere. The ship/base/whatever making the resources makes no mention of them. They are not totaled in the production levels by the Empire Status screen. The points are still generated each turn and added to the stored totals, they are just not shown in any counts of the resources produced each turn.

Fyron October 21st, 2004 04:54 PM

Re: Known Bugs
 
Latest compiled list. Were any of these bugs fixed in 1.91?

1. When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
2. Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
3. In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
4. Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not.
5. Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone).
6. When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
7. Ramming planets by ships in strategic combat does not work.
8. If enemy sweeps a minefield entirely you get no log message about it.
9. Supply sharing between fighter Groups and a fleet is bugged. Fighters seem to drop to 0 supplies when added to a fleet.
10. Units destroyed in combat are listed as "taken" in the combat reports.
11. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
12. Fighters fleeted together do not share supplies
13. Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
14. Fighters won't resupply at a Resupply Depot if the RD is on a moon.
15. Facility "tags" won't show up on the system view if the facility is on a moon.
16. Captured ship designs from intel projects are not added to your list of known enemy designs.
17. In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).
18. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
19. In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
20. The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
21. In the construction queues screen, the "ships" button doesn't seem to do anything.
22. If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
23. If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers.
24. Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this.
25. Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
26. I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.
27. With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
28. If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.
29. I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.
30. The abilities Generate Points Minerals, Generate Points Organics, and Generate Points Radioactives do not have their generated points tallied anywhere. The ship/base/whatever making the resources makes no mention of them. They are not totaled in the production levels by the Empire Status screen. The points are still generated each turn and added to the stored totals, they are just not shown in any counts of the resources produced each turn.

Alneyan October 21st, 2004 05:03 PM

Re: Known Bugs
 
8: now gives a message when you have lost part of a minefield, or the whole of it, due to minesweepers.

9: I believe fighter and ship supplies are now fully separate, and they do not mix with each other in a fleet. (So fighters with full supplies and a ship without supplies will result in the same situation next turn) At least, it is my latest result when playing 1.91.

Fyron October 21st, 2004 05:20 PM

Re: Known Bugs
 
If you have a Robotoid Factory already built on a planet, adding a new one to the build queue does not give a warning about already having one.

douglas October 21st, 2004 05:26 PM

Re: Known Bugs
 
Ships gained by crew insurrection are not added to known enemy designs.

Successful crew insurrection projects are not automatically removed from the queue if repeat projects is selected. I haven't tested it, but this probably also happens with PPP.

If a specifically targeted ship bomb project results in the ship's destruction and repeat projects is selected, it remains in the queue but has a different target ship. The new target might not be visible to the player.

There is no warning for building multiple Nature Shrines in the same system.

Fyron October 21st, 2004 06:02 PM

Re: Known Bugs
 
Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.

Arkcon October 21st, 2004 09:30 PM

Re: Known Bugs
 
The very obscure "planet vanishing" bug is becoming more prevalant, perhaps because I'm using Fyron's Quadrant Mod and TDM Mod Pack races more and more.

I was building ringworlds in a 5 star system. One for each enemy race so they'd have a place to live when I wiped the galaxy clean of their empires -- and one ringworld just vanished. http://forum.shrapnelgames.com/images/smilies/frown.gif

[EDIT]
Link no work. Arkcon is http://forum.shrapnelgames.com/images/smilies/frown.gif To see the thread, do a search for author Arkcon and "planet vanishing". The thread was started by "Q", but you can't use his handle in the author field.

Fyron October 21st, 2004 09:31 PM

Re: Known Bugs
 
Would you mind fixing that link up? It doesn't convert to a link, and is messing up the page formatting.

Arkcon October 21st, 2004 09:33 PM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
Would you mind fixing that link up? It doesn't convert to a link, and is messing up the page formatting.

Oh, simmer down. Give a guy 60 sec to edit. http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron October 21st, 2004 09:36 PM

Re: Known Bugs
 
I didn't look at the posting time, so sue me. http://forum.shrapnelgames.com/image...ies/tongue.gif

douglas October 21st, 2004 09:54 PM

Re: Known Bugs
 
I actually caught that link before you edited it. After stripping off the second http:// from the front and a bunch of stuff the search engine must have added, it works:

link

Arkcon October 21st, 2004 10:04 PM

Re: Known Bugs
 
Quote:

douglas said:
After stripping off the second http:// from the front and a bunch of stuff the search engine must have added, it works:

link

Oh, was that all? Can't have 2 of those? Silly me. http://forum.shrapnelgames.com/image...s/rolleyes.gif Thanks.

douglas October 21st, 2004 10:39 PM

Re: Known Bugs
 
I think there's a length limit too. Copy&pasting the url into the address field worked fine with just the extra http:// removed, but the link didn't work until I took off all the extra stuff at the end.

Fyron October 21st, 2004 11:03 PM

Re: Known Bugs
 
Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...

Fyron October 25th, 2004 09:12 PM

Re: Known Bugs
 
Latest compiled list. Any more?

1. When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
2. Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed)
3. In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn!
4. Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not.
5. Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone).
6. When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
7. Ramming planets by ships in strategic combat does not work.
8. Supply sharing between fighter Groups and a fleet is bugged. When fighters and ships are in a fleet, they seem to lose supplies every turn, even if they are sitting stationary.
9. Units destroyed in combat are listed as "taken" in the combat reports.
10. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
11. Fighters fleeted together do not share supplies
12. Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
13. Fighters won't resupply at a Resupply Depot if the RD is on a moon.
14. Facility "tags" won't show up on the system view if the facility is on a moon.
15. Captured ship designs from intel projects are not added to your list of known enemy designs.
16. In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs).
17. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects.
18. In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
19. The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
20. In the construction queues screen, the "ships" button doesn't seem to do anything.
21. If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
22. If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers.
23. Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this.
24. Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away.
25. I'm getting negative "number in service" statistics for all of my trade ships in the Dertran game. It seems to count the ship as scrapped when I trade it away, and then counts it off again when the recipient analyzes it.
26. With Version 1.91, ships still aren't receiving experience from killing enemy ships with seekers.
27. If you use a mod that has component mounts, your ship designs don't get saved along with the empire when you save your empire.
28. I recently got an "Integer Overflow" error and the game crashed during the A.I.'s turn in a game with a large quadrant with lots of planets. Reloading the saved game and replaying the turn didn't help.
29. The abilities Generate Points Minerals, Generate Points Organics, and Generate Points Radioactives do not have their generated points tallied anywhere. The ship/base/whatever making the resources makes no mention of them. They are not totaled in the production levels by the Empire Status screen. The points are still generated each turn and added to the stored totals, they are just not shown in any counts of the resources produced each turn.
30. If you have a Robotoid Factory already built on a planet, adding a new one to the build queue does not give a warning about already having one.
31. Ships gained by crew insurrection are not added to known enemy designs.
32. Successful crew insurrection projects are not automatically removed from the queue if repeat projects is selected. I haven't tested it, but this probably also happens with PPP.
33. If a specifically targeted ship bomb project results in the ship's destruction and repeat projects is selected, it remains in the queue but has a different target ship. The new target might not be visible to the player.
34. There is no warning for building multiple Nature Shrines in the same system.
35. Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.
36. Viewing the component description of a weapon with a to hit modifier does not show that penalty/bonus to hit. Few people know of the +70 to hit of Point Defense Cannons, or the +30 to hit of Wave-Motion Guns...

Colonel October 26th, 2004 01:50 AM

Re: Known Bugs
 
Hey I think I found two bugs in 1.91 but its only on my pbw games (It could be all simotanious games but I dont play them that much outside of pbw)

1.The computer will create random ship designs even if I dont have the design minister on (when I first noticed this I thought someone ran one of my turns)
2.Political Messages, when I get a messege sometimes it says I have responded to the message when I haven't.

Fyron October 26th, 2004 01:57 AM

Re: Known Bugs
 
Quote:

Colonel said:
Hey I think I found two bugs in 1.91 but its only on my pbw games (It could be all simotanious games but I dont play them that much outside of pbw)

1.The computer will create random ship designs even if I dont have the design minister on (when I first noticed this I thought someone ran one of my turns)
2.Political Messages, when I get a messege sometimes it says I have responded to the message when I haven't.

Both of these are not actually bugs, they are how the game was designed to function. The AI plays any empire for which there was no valid .plr file. You can change this in the Ministers window, which is located in the Empire Status window (crown icon). There is a setting at the bottom used to disable the AI for your empire in simultaneous movement games (aka PBW) when you miss turns.

Colonel October 26th, 2004 02:03 AM

Re: Known Bugs
 
But i never missed a turn ever

Fyron October 26th, 2004 02:08 AM

Re: Known Bugs
 
Have you asked the game host or PBW admins to check if it was an invalid plr file that you uploaded?

Captain Kwok October 26th, 2004 10:58 AM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
Have you asked the game host or PBW admins to check if it was an invalid plr file that you uploaded?

From my experience this frequently happens mostly due to players uploading a previous turn file - especially those who like saving all their previous .plr files, which pbw does already anyway.

Colonel October 26th, 2004 05:27 PM

Re: Known Bugs
 
Ok that might of happened, and that makes sense I think I had sent a message the previous turn when. I might not of downloaded the turn thinking I did

Fyron October 28th, 2004 03:30 AM

Re: Known Bugs
 
Any more bugs?

Slick October 28th, 2004 03:40 AM

Re: Known Bugs
 
some very nit-picky annoyances... bugs? I dunno, you decide.

- When shift-clicking multiple ships, the "Sentry" button won't light up. However if you then release the Shift key and click on a single one of the previously selected ships, the Sentry button does light up. And then if you click the Sentry button, it puts the entire list of ships that you originally shift-clicked on sentry orders. Wierd.

- If a spaceyard on "emergency build" finishes building, it will still accumulate time on emergency build. There is no warning log entry to alert you to this fact.

- if you build a unit but have no cargo room to store it, the unit will attempt to get built, you will be charged for its resources, no actual unit will appear, (you do get a log entry about no storage) but the build queue won't be cleared and if nothing is done, the planet will attempt to do this same thing all over again.

- [edit] one more that is most frustrating. the AI pathing routine is terrible. Many times I have seen a troop transport fail to capture an undefended planet because it can't figure out how to get around a moon or maybe even a couple of ships in your own fleet.

Slick.

Q October 28th, 2004 07:39 AM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
Any more bugs?

Aren't that enough? http://forum.shrapnelgames.com/images/smilies/frown.gif

Too bad there will be no final patch to fix theese bugs.

Kamog October 30th, 2004 02:12 AM

Re: Known Bugs
 
In the Empire Options, if you turn off "Display note when similar system-wide abilities exists", it doesn't really turn off. It still pops up with a warning message when you add a system-wide facility to the queue if you have one built already.

Grandpa Kim November 5th, 2004 12:47 AM

Re: Known Bugs
 
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.

Crazy_Dog November 5th, 2004 07:41 PM

Re: Known Bugs
 
In simultaneous games, if you send the order scrap facility type, it don't work.

Not a bug but....
If a race surrender to you, don't exist an option to get all is planets / ships Minister controled, you have to find one by one and do it manual.... in big games is boring

douglas November 5th, 2004 07:57 PM

Re: Known Bugs
 
In simultaneous movement games, ordering a fleet to cloak or decloak shows immediate results correctly, but only the first ship listed in the fleet will actually follow the order when the turn is processed. If the first ship listed in the fleet can't cloak, then the order is ignored entirely when the turn is processed. Fleet cloaking works correctly on the turn the fleet is created, but not after.

Workaround: remove all ships but the first from the fleet, shift-click them all, give the order, and add them all back to the fleet.

Edit: Resources from scrapped facilities, despite being shown as immediately going into the current stores, are not available for retrofitting until the next turn. Resources from scrapped ships, on the other hand, are.

Crazy_Dog November 5th, 2004 08:09 PM

Re: Known Bugs
 
In simultaneous games, after converting the atmosphere the AMP don't self destruct.....

douglas November 5th, 2004 08:16 PM

Re: Known Bugs
 
As far as I know, that's not a bug. It works as designed. I may not agree with the design (if you switch out population and the AMP is still there, the atmosphere converts instantly; makes no sense), but that's just how it is.

Kamog November 6th, 2004 04:37 AM

Re: Known Bugs
 
1 Attachment(s)
Sometimes, the upper left hand corner of the screen shows something that doesn't belong there and gets messed up. If you minimize the screen and maximize it again, the problem goes away.

Here is an example. The upper left hand corner of the screen shows a ship portrait.
http://www.shrapnelcommunity.com/thr...enshot%201.JPG

narf poit chez BOOM November 6th, 2004 05:42 AM

Re: Known Bugs
 
If you put a link to a webpage containing nothing but the picture, generally netscape at least lets the viewer magnify it to full.

Slick November 6th, 2004 06:03 AM

Re: Known Bugs
 
wow. never seen that one before.

Slick.

Captain Kwok November 18th, 2004 03:04 AM

Re: Known Bugs
 
In testing my mod, I came across an interesting bug. I wanted to use a torps.bmp image with a seeker weapon. Upon testing to see if it works, this is what happened:

- The ship first fires the seeker like a direct fire weapon, which I never saw to hit an enemy target even with favourable to hit chances.

- The ship then displays a seeker (with appropriate stats) with a garbled image from the race main.bmp. This seeker can hit the target.

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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