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

Slick September 24th, 2005 02:38 PM

Re: Known Bugs
 
A ship which "kills" another ship by being rammed by the other ship and surviving receives no experience.

Slick October 9th, 2005 06:14 PM

Re: Known Bugs
 
On the Transfer Cargo screen, you can't right-click on any of the cargo to see its detail screen. You should be able to do this. This is especially frustrating on captured planets where you can't always tell which unit is the one you want to move using its name alone. [Unless you have cracked your opponent's naming convention http://forum.shrapnelgames.com/images/smilies/evil.gif ... but still]

Alneyan October 9th, 2005 06:48 PM

Re: Known Bugs
 
Or, for that matter, those times when you take over someone's else Empire. It's so fun figuring out what in the nine hells is a "T-240-b16" troop design, and whether it is that one or the "T-230-b12" that comes equipped with weapons.

Fyron October 9th, 2005 08:52 PM

Re: Known Bugs
 
Quote:

Slick said:
[Unless you have cracked your opponent's naming convention http://forum.shrapnelgames.com/images/smilies/evil.gif ... but still]

Random names from a huge list are the best. http://forum.shrapnelgames.com/images/smilies/wink.gif

Slick October 9th, 2005 11:29 PM

Re: Known Bugs
 
Quote:

Imperator Fyron said:
Quote:

Slick said:
[Unless you have cracked your opponent's naming convention http://forum.shrapnelgames.com/images/smilies/evil.gif ... but still]

Random names from a huge list are the best. http://forum.shrapnelgames.com/images/smilies/wink.gif

Not for everyone. http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron November 20th, 2005 08:33 PM

Re: Known Bugs
 
Quote:

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.

This shall henceforth become:

Ships armed with modded weapons which can only target other ships will sometimes choose a planet as their target as the result from evaluating target priorities of their design strategy. Since they can not target the planet with their weapons, they mill about, moving one square in a random direction each turn. The same can happen with weapons that only target fighters, drones or satellites.

This can result in very bad behavior. If there are armed stations orbiting the planet, your ships might choose them as their target. They move in and destroy them. Now, the only target left is the planet, which they can not target. Thus, they mill about, oblivious to the fact that weapon platforms on the planet are obliterating them.

Using a strategy which removes planets as a target type (don't fire on) can help ameliorate this bug, but it should not be necessary. The target selection algorithm should take valid target types of the ship's weapon into account.

Slick November 21st, 2005 02:25 PM

Re: Known Bugs
 
I just experienced the following:

- I had a ship (BB) with an Emergency Propulsion Pod V, Spaceyard III, and Stealth Armor III, among other components.

- Simultaneous movement. I cloaked the ship, "used" the EPP and ordered a movement which was > the total movement including bonus from the EPP.

- On the next turn, I checked out the ship. It was still cloaked (spaceyard icon changed to repair icon as expected), but the EPP was still "destroyed". i.e. it wasn't repaired by the spaceyard.

Conclusion: Bug. An EPP (see also Emergency Suppy Pod) is supposed to be repaired by a spaceyard, but it won't be repaired if the SY is on a cloaked ship because the SY is treated like a repair bay instead of a SY.

douglas November 21st, 2005 02:45 PM

Re: Known Bugs
 
I'd consider that to be a logical consequence of the intended feature that space yards can't build while cloaked.

Realistically, space yards can't build while cloaked because getting the necessary materials to them is either impossible or would negate the whole point of the cloak, and repairing emergency components requires a similar input of materials the space yard would not have on hand.

Baron Munchausen November 21st, 2005 07:39 PM

Re: Known Bugs
 
Quote:

Slick said:
I just experienced the following:

- I had a ship (BB) with an Emergency Propulsion Pod V, Spaceyard III, and Stealth Armor III, among other components.

- Simultaneous movement. I cloaked the ship, "used" the EPP and ordered a movement which was > the total movement including bonus from the EPP.

- On the next turn, I checked out the ship. It was still cloaked (spaceyard icon changed to repair icon as expected), but the EPP was still "destroyed". i.e. it wasn't repaired by the spaceyard.

Conclusion: Bug. An EPP (see also Emergency Suppy Pod) is supposed to be repaired by a spaceyard, but it won't be repaired if the SY is on a cloaked ship because the SY is treated like a repair bay instead of a SY.

Looks like you had a dyslexia attack there. http://forum.shrapnelgames.com/images/smilies/happy.gif I think you mean it is treated like a space yard instead of like a repair bay since repair bays do in fact work while cloaked. It would be nice if repair by SYs was allowed while cloaked. It's only consistent with repair bays working while cloaked.

Atrocities November 21st, 2005 07:51 PM

Re: Known Bugs
 
Two possible bugs..

1. Sometimes the Log Report does not show up after a turn has been processed. (FTR, the ALL tab is selected)

2. During tactical combat, if its your turn and you choose to "Resolved Combat" you will loose your turn. The Game will automatically skip your turn. (So make your turn manually first then set to "Resolve Combat".


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