.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SE V Bugs That Are Still Present (http://forum.shrapnelgames.com/showthread.php?t=32947)

Phoenix-D January 27th, 2007 03:30 PM

Re: SE V Bugs That Are Still Present
 
Killing the crew has about the same effect as destroying all the life support/crew quarter components.

President_Elect_Shang January 27th, 2007 04:02 PM

Re: SE V Bugs That Are Still Present
 
So the weapons will remain active? Ah that isn't good for the GGMod since crew is one of its key factors. Well there is always the "automated systems" explanation.

Kana January 27th, 2007 05:16 PM

Re: SE V Bugs That Are Still Present
 
If there is no crew, then the guns should stop firing...this could be considered a bug, and probably fixable.

President_Elect_Shang January 27th, 2007 06:16 PM

Re: SE V Bugs That Are Still Present
 
I didn't mean to make it sound like it wasn't a bug. I was trying to explain what is going on till it gets fixed.

Phoenix-D January 27th, 2007 08:47 PM

Re: SE V Bugs That Are Still Present
 
No, its supposed to work like that.

From the 1.07 patch:
<font class="small">Code:</font><hr /><pre>
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.

Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
</pre><hr />

President_Elect_Shang January 27th, 2007 10:11 PM

Re: SE V Bugs That Are Still Present
 
What is supposed to work that way? The weapons still being able to fire? I don't see anything in there about that and there is no reason why it should work that way.

se5a January 28th, 2007 12:15 AM

Re: SE V Bugs That Are Still Present
 
because they only get half the chance to hit

President_Elect_Shang January 28th, 2007 12:40 AM

Re: SE V Bugs That Are Still Present
 
That is an attack and defense modifier. That is not zero crew weapon stops working. Percent to offense/defense != Component Operation.

Phoenix-D January 28th, 2007 12:44 AM

Re: SE V Bugs That Are Still Present
 
If the weapons couldn't fire, why bother setting them to half chance to hit?

President_Elect_Shang January 28th, 2007 01:56 AM

Re: SE V Bugs That Are Still Present
 
Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.


All times are GMT -4. The time now is 02:15 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.