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-   -   Bugs in Gold v1.78? (http://forum.shrapnelgames.com/showthread.php?t=7770)

Rollo November 8th, 2002 03:39 AM

Re: Bugs in Gold v1.78?
 
I have reported that drone launching bug a long time ago. It goes like this: the number of drones launched is the combined sum (if that is the correct term) of the number of drone launchers.

1 drone launcher: 1 drone launched per turn
2 drone launcher: 3 drone launched per turn
3 drone launcher: 6 drone launched per turn
4 drone launcher: 10 drone launched per turn
5 drone launcher: 15 drone launched per turn
...and so on and so forth...

Hope that helps,
Rollo

Jourin December 17th, 2002 09:40 PM

Re: Bugs in Gold v1.78?
 
Found Bug in the way the AI uses the restrictions. 1.78 had new restrictions like two per vehicle up to 10 per vehicle. I used these on certain engine components. I restricted a certain engine to only two, three, four, etc per vehicle. Works OK with the human design, but AI ignors the restriction.

If the engine component has a restriction of two per vehicle, but the desired engines are 6, the AI will build two engines, build the main component, and then build extra engines, violating the restriction rule.

I have also just experinced the problem of the ship clearing orders at coordinate 0,0 and it has killed the game for me. The only warp point out of the system is at 0,0 and I can not warp. Sent this bug to MM, before I read it was already fixed in Version 1.79

Thei R'vek December 17th, 2002 10:23 PM

Re: Bugs in Gold v1.78?
 
I found two other bugs with v1.78

The first one is rather obvious if you actually try to add a fighter GROUP to a fleet. I got sick of shift-clicking 20 fighter Groups per turn so I added them all to a fleet and that fleet's supplies became ENDLESS.

The second one is something nobody but me would ever notice. It's rather simple, if you have a friend who plays SE get them to play you in a 2 player game or run 2 empires yourself. Have two planets run emergency build for 10 turns and on turn 10 trade the two planets. Both space yards will return to normal build rate with no slow build time.

geoschmo December 17th, 2002 10:50 PM

Re: Bugs in Gold v1.78?
 
Quote:

Originally posted by Thei R'vek:
I found two other bugs with v1.78

The first one is rather obvious if you actually try to add a fighter GROUP to a fleet. I got sick of shift-clicking 20 fighter Groups per turn so I added them all to a fleet and that fleet's supplies became ENDLESS.

The second one is something nobody but me would ever notice. It's rather simple, if you have a friend who plays SE get them to play you in a 2 player game or run 2 empires yourself. Have two planets run emergency build for 10 turns and on turn 10 trade the two planets. Both space yards will return to normal build rate with no slow build time.

<font size="2" face="Verdana, Helvetica, sans-serif">I cannot confirm the fighter thing. Are you sure about that? Any more specifics?

I can confirm the second one however. That could be a pretty significant exploit in a multiplayer game with partners. You should send that to Malfador right away.

Geoschmo

tesco samoa December 17th, 2002 11:40 PM

Re: Bugs in Gold v1.78?
 
that second one has always been there.... It is just that most players realise it is a bug or perhaps feature enhancement... but do not do it as it would be frowned upon in pbw games

Pablo December 18th, 2002 12:47 AM

Re: Bugs in Gold v1.78?
 
Yep I can confirm the first one (about fighters) but it seems that if you leave your fighter fleet (I had ~100) for a while it's supplies turn from ENDLESS to normal, i.e. fighters use supplies but the amount in the beginning is 'so' huge that it seems endless but later on you realize that it actually gradually decreases... http://forum.shrapnelgames.com/images/icons/icon12.gif

PsychoTechFreak January 4th, 2003 09:31 AM

Re: Bugs in Gold v1.78?
 
[Message restored as the bug has been fixed.]

Found a nice feature recently:

Any project which needs 10 turns (emergency build rate) for complete can be set to emergency build with avoidance of the slow rate. When it is completed, just press the clear queue button and the slow build rate will be reset. The emergency build button is inverted after that but it does not matter, you can press clear queue for a 2nd time to clear this out.

[ January 27, 2003, 19:09: Message edited by: Mephisto ]

Zarix January 4th, 2003 10:30 AM

Re: Bugs in Gold v1.78?
 
[Message restored as bug has been fixed]

Quote:

Originally posted by PsychoTechFreak:
Any project which needs 10 turns (emergency build rate) for complete can be set to emergency build with avoidance of the slow rate.
<font size="2" face="Verdana, Helvetica, sans-serif">I can confirm this. It is a huge bug. It is very hard to tell if someone is using it and it gives big advantage.

[ January 27, 2003, 19:10: Message edited by: Mephisto ]

Zarix January 4th, 2003 10:35 AM

Re: Bugs in Gold v1.78?
 
Quote:

Originally posted by Hotfoot:
But since we're on the subject, wouldn't that have the same problem as ships using shift-select as far as combat goes, meaning that they'll all arrive one right after the other, rather than as one group?
<font size="2" face="Verdana, Helvetica, sans-serif">Shif-clicking drones works fine. The drones arrive on the same time. They might need to have the same movement points but I haven't tested it.


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