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Re: SE V Bugs That Are Still Present
Ok this thread has lost its focus therefore I am going to go ahead and unsticky it.
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Re: SE V Bugs That Are Still Present
What would really help bug reporting from the masses is an up-to-date, complete, centralized, online bug database that is maintained when patches come out. That way we could see what has been reported and what hasn't.
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Re: SE V Bugs That Are Still Present
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Last night I had finished my turn and I left it while it was processing turns. This morning, many hours later, there's this error. There's a white screen after closing the error message and I had to ctl-alt-del to stop the SEV program.
http://www.shrapnelcommunity.com/thr...EV%20crash.jpg |
Re: SE V Bugs That Are Still Present
Processing turns?
As in doing a 100 turn process using the cheat codes, say? |
Re: SE V Bugs That Are Still Present
I've got a few bugs here, couple of them extremely exploitable.
Drop Cargo Remotely does not seem to be working properly. Many times my Pop. Transports have failed to drop their population cargo. During game creation, in the empires tab, Selecting any sort of tech points, whether 10000 or all, then editing a race saving changes, setting the tech points to a lower level, ie; none, and starting a game, the edited race keeps all of the tech levels chosen for it.(Did that make any sense?) It is possible to build an item to near completion and make a item list of it, when you add it to other ques it keeps all previous work done to it. So it is possible to build that super expensive ship down to .1 yrs till completion, save it as an item list, then suddenly you can have huge fleets of them, as long as you have the resources to maintain them. |
Re: SE V Bugs That Are Still Present
The thing about the empires only being checked on load/create is usable as a handicap thing.
And it can only be done if the host allows it at the beginning of the game. It worked that way in SE4 too. |
Re: SE V Bugs That Are Still Present
The crash happened on a regular single-player game, I wasn't using the code to run multiple turns. It was just processing the A.I. players' turns when I walked away from the computer. Version 1.25, balance mod 1.03.
Anyway, there seems to still be freezes during processing after all players turns. Today it got stuck during the processing after all players turns. I waited maybe 5 minutes or so, and the blue progress bar was nearly all the way across to the right but didn't move. Perhaps I should have waited longer than that but I got impatient and I used ctl-alt-del to stop it because it's usually not that slow. Another problem is that SEV doesn't like other programs running in the background on the computer, for instance a virus checker. The screen keeps flashing white. |
Re: SE V Bugs That Are Still Present
The error you got looks more related to a memory leak than a problem with turn processing. It's likely the game finished processing your turns then crashed after a few hours of idling.
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Re: SE V Bugs That Are Still Present
When you tell a stellar manipulation ship to build a planet at an asteroid field, and if the ship is not already sitting in the same sector as the asteroid field, then the ship moves to 1 sector away from the asteroid field and complains that it can't carry out the operation because it has no movement left, even though it does have movement left. You have to give it another order to move it to the asteroid field and then the order to create the planet.
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Re: SE V Bugs That Are Still Present
Hi Kamog
Version 1.26, supposedly fixes this problem. I can confirm it happens with Remote Launching units, retrofit & stellar manip. Version 1.26 3. Fixed - Ships were not executing orders after a Move To in the correct sector |
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