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-   -   SE5 Demo Bug Reports & Annoyances/Requests (http://forum.shrapnelgames.com/showthread.php?t=30319)

StarShadow September 19th, 2006 10:53 PM

Re: SE5 Demo Bug Reports
 
Switching the video to SAFE, seems to fix everyone's video problems.

StarShadow September 19th, 2006 11:46 PM

Re: SE5 Demo Bug Reports
 
Do mines even work in the demo? I mined a warp point and aside from the mines disappearing when an enemy came through, they didn't take any damage. I know for a fact they didn't have minesweeper components on the ship either.

cshank2 September 19th, 2006 11:57 PM

Re: SE5 Demo Bug Reports
 
For some reason, in the simulator. Fighters (Ground and space) make straight away fro the edge of the map. Same goes for ships in the space simulator. Straight for the edge of the map.

Noble713 September 20th, 2006 01:52 AM

Re: SE5 Demo Bug Reports
 
Quote:

cshank2 said:
For some reason, in the simulator. Fighters (Ground and space) make straight away fro the edge of the map. Same goes for ships in the space simulator. Straight for the edge of the map.

I don't know about ships, but fighters will do that if they launch with no supplies/ordnance. Make sure your carrier designs have large supply/ord stockpiles. I had carriers with only enough supplies for half of their fighter complements, so half of my fighters would race towards the enemy and the other half would head off in the opposite direction. http://forum.shrapnelgames.com/images/smilies/mad.gif


On a related note, I'd like to be able to turn off "Auto Launch Units" in Strategies for Tactical Combat, but still keep it on for Strategic Combat. There are times when I don't want my carriers to launch fighters but then again I don't want them to be sitting ducks during any auto-run battles.

Zereth September 20th, 2006 03:09 AM

Re: SE5 Demo Bug Reports
 
Quote:

Phoenix-D said:
Yes, retrofitting is borked. But only if you need more than one ship- otherwise SE5 takes exactly ONE extra click. Yes, the cancel button is in a wacky spot. The keyboard shortcuts are tolerable though, which makes both those issues livable.

What do you mean "if"? Why would you be refitting one ship at a time? In SE4, unless I was trying to cut down the time it took to build ring/sphereworld components or stellar manipulation vehicles, I was usually refitting five ships, minimum, sometimes as many as 20 in a turn. (I also tended to have lots of repair bays in my fleets and build dedicated repair starbases, so this didn't make my fleet a sitting duck for a dozen turns.)

MasterChiToes September 20th, 2006 04:55 AM

Re: SE5 Demo Bug Reports
 
I would really like to be able to right-click an empty planet, and have one of the options be 'send colony ship'... only being able to auto-send a colony ship from the planet menu leaves me clicking back and forth between screens too much.

I would also like to be able to change levels on the blueprint without emptying the cursor of the current component... would make designing ships much easier.

In lists, components and facilities need to be stacked... and their research levels needs to be easily identifiable without right clicking on each of them.

Of course, none of this is really new... just like the code for ship movement is badly in need of optimization (since the longer the trip, the slower ships move between hexes). Also, the automatic function give away hidden map info... like if you try to auto-colonize an occupied planet, it won't go... or as was mentioned before, the pathfinding bee-lines for hidden wormholes.

Arralen September 20th, 2006 06:14 AM

Re: SE5 Demo Bug Reports
 
1 Attachment(s)
Quote:

Artaud said:
Is there any way to increase the size of the ship icons relative to the planet icons? Without scrolling. I want to see the entire system and also see my individual ships.

The game does this for me already - even unasked for http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

http://www.shrapnelcommunity.com/thr...00-BigShip.png

AMF September 20th, 2006 06:26 AM

Re: SE5 Demo Bug Reports
 
Dude. That is a serious ship. I am totally NOT playing you in PBW.

Arralen September 20th, 2006 06:59 AM

Re: SE5 Demo Bug Reports
 
And that is only "FF Explorer MkI". Wait 'til you see "DN Squa**** Mk XIII" - or rather it's 241th porthole on the left, staring right in your eyes with screenfilling gaze http://forum.shrapnelgames.com/images/smilies/wink.gif

wrongshui September 20th, 2006 08:23 AM

Re: SE5 Demo Bug Reports
 
Quote:

StarShadow said:
As someone else has pointed out emmisive armor doesn't work.

None of the special armors work, neither do those crystalline solar plants, urban pacification centers and the planet condition improvers, I think a set of abilities have been left out of the demo, not actually a bug.


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