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Re: SE5 Demo Bug Reports
Found a new bug/feature last night. When setting construction queues to repeat build in the queue settings tab the first ship will be built in the normal time (3 turns for the frigate I designed) and then all subsequent ships of that design are built in 1 turn. Once this ship is removed from the queue build time reverts to the standard. As long as one instance of the ship remains in the queue more can be added at 1 turn each.
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Re: SE5 Demo Bug Reports
The combat hull bonuses are not being applied, it's a known bug. The AI could use some design optimization. Although some of the AI races are wimpy - others seem to be a lot more aggressive in attacking.
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Re: SE5 Demo Bug Reports
[img]/threads/images/Graemlins/Bug.gif[/img] Colonisers have unlimited speed!. I have a coloniser, that has orders to move to PlanetX and colonise. I cancell its orders, then order to colonise the same planet again. It moves 1 hex towards the planet, though it has 0 movement points left!
[img]/threads/images/Graemlins/Bug.gif[/img] drones have unlimited supplies! Few of my drones has croees 5-6 systems without losing a single supply point. And no, I do not have a resuply depot in any of the systems. EDIT- And now the most insane bug: altering constant 'Starting Game Date' in Settings.txt it is possible to bypass 100 turns limit. |
Re: SE5 Demo Bug Reports
Ha Ha - I knew the changing the starting game date would work for bypassing the 100 turn demo limit!
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Re: SE5 Demo Bug Reports
Really? I tried this and the game still stopped working at 100 turns. Actually the turn limit message came up at turn 101. What did you change the starting date to?
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Re: SE5 Demo Bug Reports
Actually I am at the turn 20 right now(2402.0). I cange that date to 23922, restart SEVd, and get message of 100 turn limit after 2 turns (2402.2=2392.2=10.0). I didn't try that for 2410.0 (didn't go that far yet), but if you set starting date at 24099, you should be able to keep playing extra turns, as the game will think you are currently at turn 1.
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Re: SE5 Demo Bug Reports
Look, I'm gonna' be honest: I ain't reading through twenty-plus pages of stuff to see what's been brought up and what hasn't, so I'm just throwing out my observations in full.
With that out of the way, things I've noticed: I like what was done with the new background music, especially the opening theme...but it got cut really, REALLY badly at the end there. When making a new empire, pressing Escape when you have a list window open for stuff like names, physiologies, and the like causes you to cancel out of the whole creation process outright instead of the window you opened. The Home Planet Name system in empire creation doesn't seem to do a thing. At the end of turn warning, the game doesn't recognise that I don't HAVE intelligence points to spend and still says I have 100% of them to deploy. When looking at the specs of units on planets like weapon platforms, everything seems to look like a crew quarter componant in the micro-diagram they have. There's also a bad stutter you get when you look at anything like that in the main screen. It seems that the game doesn't automatically keep so-and-so colonists on a plnet if the number a colony ship can carry exceeds the number on the planet when making its departure on send-colonizer mode. I accidentally exported the entire population of a planet when sending out a few ships for expansion. No custom ship types during design? Not even a greyed-out button? Loading up the game with a custom-tailored empire gets me an error when accessing the empires directory. Granted, I've been playing ONLY with custom empires, so I'm not sure if this is custom-only or widespread. General graphics problems when you alt-tab, static pictures get all garbled and remain that way until the game is reset. As far as stupid little things go: "Bomblet missiles"? That's just not right. Gamma pulse missiles do normal damage, but shield depleters (which use gamma radiation rays) only cause shield damage? The view controls for 3D systems feel REALLY slow. In stuff like Research and Intelligence, the arrows don't do auto-incrimintation if you hold it down. I guess it's sort of a stupid thing to notice especially with the sliders, but still something you might want to think about. Plasma missiles represent drones in the R&D screen, which seems rather odd. Not very big, but still an annoying little niggle. Oh, yeah, running on XP Home SP2, DX 9.0c, GeForce 4000 MX, 512 mB RAM, AMD Athlon 3000+ |
Re: SE5 Demo Bug Reports
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Re: SE5 Demo Bug Reports
Yah, I changed start date to 2500.3 something'ish and after 100 turns I got the demo message thingy. I even used a program called Cheat-o-matic to change the date in-game on the fly, and even that didn't yield any positive results. So I suspect there's some code that keeps track on the amount of turns the game has processed, totally independant of what the Current Date thingy says.
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Re: SE5 Demo Bug Reports
Got somethin' new for 'ya.
Was dicking around a few minutes ago in the space simulator testing out station designs and had a nice fight going between a fleet of my current frigates and the stations in question. It was going at 8X and there was a lot going on, and then these came up: http://i4.photobucket.com/albums/y11...er/SEVBug1.jpg http://i4.photobucket.com/albums/y11...er/SEVBug2.jpg and I was forced to right-click>close the demo. |
Re: SE5 Demo Bug Reports
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1. get starting date from Settings.txt 2. get current game turn. 3. if ([2]-[1] > 100) then show_demo_message() So if you started game at 2500.3, made 100 turns, and you are now at the turn ~2510.2, so you should change the date lets say into 25100. Restart the SEV, load your 100-limit game. Say, do you get the demo-error at 2510.3? |
Re: SE5 Demo Bug Reports
hi!
Just tried first demo game. In ship construction it is very annoying not to be able to click on the component repeatedly to add this on the ships screen. Is there any use for 3 decks on a ship, other than nice gadget? |
Re: SE5 Demo Bug Reports
Not as far as I can tell. Email Aaron at MM and tell him to fix it.
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I was afraid that the demo has a 100 turn limit, the same as previous demos.
Though I have to ask why we think it is alright to discuss how to try and crack the demo in order to play it beyond what the creator wanted?? |
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To get back on topic, I've also been seeing the demo lock up after hitting my end-of-turn button. |
Re: SE5 Demo Bug Reports - Video Issues
I had the same problems as CRM114 described above - screen going wacko. This problem usually made itself apparent when I would open new windows in the game. My FPS would drop from 30 to less then 10 after opening a window.. when fps got down to around 7 the screen would flip out. I tried turning the memory to safe mode as described here but that didn't work - had problem where it would only show have the screen. Tried limiting the game to one processor core as described with no help. I'm running the game at 1900x1200 @ 32bit - changing resolution or color depth did not seem to do anything. My laptop is a Dell XPS M1710 with 2Gig with a GeForce Go 7900 GTX (512mb of vid mem) - So this is not a weak video system. (Tried multiple drivers - even beta).
I found that if I turned the Anti Aliasing off, it boosted my fps up to around 55, which pretty much fixed the problem. Also switching from 2x, 4x, or 8x to 2xQ or Application controlled worked. However, application controlled seemed to turn off the Anti Aliasing. So the best option seemed to be 2xQ, however, oddly - the game looked a bit better with it off (seemed to flip off and on when you went over the menus in 2xQ). I find it very odd that a single window will decrease the fps by 20 in any of my scenarios. This problem needs to be corrected. -- Morphh |
Re: SE5 Demo Bug Reports - Video Issues
Bug Report:
I was playing the demo and the Abiddon decided that they didn't like me colonizing in their home system. So they wiped the planets out. This, understandably, annoyed me and so I brought in a few fleets and wiped out their empire. As part of my crusade, I used intel and sabotage on them to the tune of about 25% of my intel budget. Unfortunately, my fun soon ended and I got a message saying I'd lost contact with the Abiddon (as I sterilized their last little colony). When I check my intel screen, I notice that my defense was still 75%, but the 25% I had devoted to making the Abiddon's lives miserable was ... gone. Nothing I did could get my 25% budget back - the Abiddon had their revenge. |
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Re: SE5 Demo Bug Reports - Video Issues
I am wordy. It is 12:49Am. I just finished playing like 5 games of the demo in a row all day. You are warned.
I like this demo and I think the game will be great. Most of the bugs don't bother me that much. MM has great record on that account. I noticed most of the bugs others have already posted (I read all 20 pages! *pats self on back*) But I do have a few issues... not bugs just issues that really need to be fixed. Not things that can be modded or SHOULD have to be modded but that just should work the proper way (and yes for some things there just is a wrong and right way) Ok. My biggest complaints are the following: 1. Units are listed as individuals and not stacked... this happens everywhere. Must be changed. The game will be super unwieldy late game if it isn't. Especially in the larger 10x slower research moded epic games that some prefer (ME). Example: Even when you minimize the images in the lists when you are building 10 fighters at 20 planets in a single turn that is 200 individual entries and out of those 200+ entries I need to pick out just a few that I need to take action on, for instance launching those new Helios IV recon satellites that my planets will be finishing up over the course of the next 5 turns to scan for my enemies new cloaked ships around my planets... but alas the list is filled with all of those hundreds of fighters). Example 2: Alternate instance being when trying to make sure my carriers have loaded up the proper fighter loadout. Check the carrier cargo listing and it just shows row after row of fighter pictures. I have to right click on each one to even find out what it is. I have to whip out a calculator and start dividing the fighter hull size by total cargo kt carried just to find out how many fighters I have... and that only works if all the fighters are the same kt size! 2. Flags and banners on planets. Smaller or with alpha seethrough or whatever it is that makes things still visible and legible but that you can still see what is behind them adequatly. 3. Those darn tooltips just need to stop popping instantly and hovering around blocking everything I need to see. An option for setting the tooltip delay would be nice and is just about standard in almost every other game with tooltips now adays. 4. The AI absolutly has to have at least a minimal understanding or scripting of the diplomacy options. Example: Me and the Amonkrie are both at war with the Xiati we have a nice little relationship going on and are getting along fine. They propose a very progressive and nice treaty that includes trade, scanner sharing, immigration, mutual intel, no planet bombing or blackholes and other evil stuff... and then... no research for either of us. Umm... what? So I alter it and send it back with only the no research option removed... and they reject it. The lights are on but I don't think anyone is going to answer the door... everyone is too busy walking into the wall over and over. 5. No screen clicking bleed through. I don't want to click on an option on the screen that popped up over the old one and wind up changing an option on the underlying screen as well. Almost certainly just a bug... but annoying enough for a mention. 6. I love the LOS and all... but it is minorly annoying when I have basic scanners with great range and cloaking detecting scanners with much less... so I have scanner systems that use both... but I can't tell exactly where I can start seeing the cloaked vessels and where it is just normal scanning. Maybe a darker green for the scanning squares where you have a second scanner with more functionality but less range? 7. I minor suggestion (thus at number 7) but I would really like to see more done with the whole ship design system. The squares are nice and all and I like the decks but there just isn't enough there to really justify it. Yah 3D hit detection and everything in battles is swell but is the average joe gamer even going to be aware of that option? Reading through the posts here several people already weren't aware of that and were missing the simpler setup of the lined up components in a list. The current system is also too easy to exploit. Example: I always split my engines into four seperate groups. One in the back one up front and one for each side. Thus my ships may be more likely to lose some movement in battle but they are far less likely to lose all of their movement, in addition since engines take up 10kt but have 20kt structure they actually make a decent early make shift armor between my enemies and more important systems... like my weapons. And still decent later game because hey... the make skip your shields and armor... but those engines aren't either. So they still have to take em out... buying you just enough time to get off that last volley to take out your enemies weapons and then the rest of him. And then of course weapons in the internal slots... etc etc... That's about it for now... I need to sleep now since it is 1:16AM now! More SEV in the morning... ahh... the joys of being your own boss. PS: For the decks. Does anyone know if the 3d detection system for combat damage takes them into account. I mean the battles are 2d flat plane? But If I have armor on one deck and not the others is there a chance of a hit hitting on those decks and taking out stuff on the inside of that deck since it has no armor? Because if not... it should. Maybe randomly choose a deck with something on it to hit for each shot and apply damage. No putting everything in the three decks internals and only have armor on one level to protect it all or have all three levels armor layers being applied as a single one to the different sides. |
Re: SE5 Demo Bug Reports - Video Issues
About the decks;
There is nothing 3D about it, they're just to prevent you from running out of slots on your ships. |
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Exploits such as exterior engines on all sides and interior weapons are show of poor (game) design also on this aspect. SF had a nice 1-deck layout/design screen and way less exploits possible, SE5 has a way more unwieldy and poorer system, it's disappointing. |
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If I colonize a non-breathable planet with zero population then bring a population transport full of population I can go over the planetary limit when it adjusts for the fact I can't breathe the air.
Plus, Planets with zero population still build their construction ques. They didn't in SE4. |
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I don't recall any bug with 0 population and construction...
There's an auto-colonization amount of 1M... |
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Yeah, the safety 1M population feature has not yet been applied to SE:V.
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Re: SE5 Demo Bug Reports - Video Issues
Tried a larger combat in the simulator of the demo:
two empires with each about 20 dreadnoughts and a carrier with about 140 large fighter. The fighters were launched and proceeded the ships. When the two fughter groups opened fire the game froze. I waited for more than 15 minutes but nothing happend. I had to restart the computer, not even the task manager could be activated! Athlon 64 3400+, 512MB RAM, Nividia GeForce FX 5500, Windows XP Home. I have to add that until this I had absolutely no technical problems with the demo. Therefore I think it is just the number of units that killed the combat, but 280 fighters seems not that much to me. |
Re: SE5 Demo Bug Reports - Video Issues
The problem here is that all the fighters are trying to launch at once and ignoring the supposed fighter bay launch rates... it doesn't always result in a lock-up - but often does.
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And since the number varies i will use X, Y and Z to represent the numbers involved Help Text Data File Filename: D:\Space Empires V Demo\data\HelpText.txt ----------------------------- Could not find field "Dlg Game Setup ?MultiplayerX]Name" in record Could not find field "Dlg Game Setup ?MultiplayerX]Descr" in record (where X ranges from 1-20) Could not find field "Dlg Game Setup ?Empire DetailsY]Name" in record Could not find field "Dlg Game Setup ?Empire DetailsY]Descr" in record (where Y ranges from 1-35) Could not find field "Dlg Game Setup ?Race DetailsZ]Name" in record Could not find field "Dlg Game Setup ?Race DetailsZ]Descr" in record (where Z ranges from 1-14) Could not find field "Dlg Game Setup ?GovernmentA]Name" in record Could not find field "Dlg Game Setup ?GovernmentA]Descr" in record (where A ranges from 1-2) Could not find field "Dlg Game Setup ?SocietyB]Name" in record Could not find field "Dlg Game Setup ?SocietyB]Descr" in record (where B ranges from 1-2) Could not find field "Dlg Game Setup ?Racial TraitsC]Name" in record Could not find field "Dlg Game Setup ?Racial TraitsC]Descr" in record (where C ranges from 1-3) Could not find field "Dlg Game Setup ?TechnologyD]Name" in record Could not find field "Dlg Game Setup ?TechnologyD]Descr" in record (where D ranges from 1-4) Could not find field "Dlg Game Setup ?HistoryE]Name" in record Could not find field "Dlg Game Setup ?HistoryE]Descr" in record (where E ranges from 1-4) That's all please help me [/quote] Can somebody solve my problem? I download from 3dgamers and strategy first with and without download accelerator but this problem still exists. [/quote] I have tried to uninstall and reinstall a couple of times from 2 different downloads and i still experienced that problem My System is P3 500 Mhz and 512 MB RAM + Running Win XP SP1 with a GeForce 6200 Graphic Card and the latest DirectX driver Installed |
Re: SE5 Demo Bug Reports
Has there been any concrete indication that MM is fixing these and all the other numerous bugs and the UI before the final version is released?
I'm a bit bummed becuase my dissappointment in SEV has been growing, comensurate with all the hope I had for it in the build up to it's release. Really looking for some omen or sign from above that Aaron is interested in fixing the game to make it playable etc. before release. Tks, AMF |
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Concrete? There has been at least one beta build since the demo. No idea what it fixed or added.
Non-concrete? Check out the SE4 history.txt sometime. |
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If this happens in the full game and in regular combat situations, the game will not be playable for me. |
Re: SE5 Demo Bug Reports - Video Issues
I have had many crashes in the SE:V demo. 95% of them seem to occur at the end of strategic combat. This is so annoying to me that I select tactical and just let it run on auto at max speed, which doesn't crash. This totally needs to get fixed for multiplayer games.
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Re: SE5 Demo Bug Reports - Video Issues
Not sure if these have been mentioned before:
When I change orders for a ship that has run out of movement, often it moves a free hex... seems to happen when the direction of the order changes, mostly noticing it when I redirect a colonizer. The highlight options on the expanded minimap are totally screwy... enemy systems and my systems highlight the same... and there doesn't seem to be a way to claim a system, or see system others have claimed. There doesn't seem to be an option to 'remember' enemy colonies in the Fog of War... even though there is a remember enemy ships option in the data files. This is more annoying since you can determine if a colony is still there by trying to send a colonize order to a FOWed planet. |
Re: SE5 Demo Bug Reports
I think I found a MAJOR bug in space combat involving missiles and PDC.
Summary: In the simulator, if the combat resolution is set to high speed, the PDC miss frequently, while at low speed the PDC either never allow a missile through (Tactical, 1/2 speed) or seldom allow one through (Strategic, 1x speed). Details: I am pitting two LC3s (500 kT) against each other. Alligator has 4 A8 Armor, 10 PDC8, 12 CT-2 Engines, 2 DUC6 with LargeMount6, and CombatSensor11. LCM has 8 A8 Armor, 1 PDC5, 12 Ion-5 Engines, 5 CSM9. Both have 1 LifeSupport2, 2 CrewQuarter1, 1 Bridge1, 1 SupplyStore2, and 1 BasicSensor11. Both have OrdStore2 (1 for Alligator and 3 for LCM). All engines and weapons are in outer hull; all other non-armor in inner hull. In either tactical or strategic battle simulations, the Alligator ALWAYS wins if I run the simulation at low speed, but the LCM ALWAYS wins if I run it at high speed. |
Re: SE5 Demo Bug Reports
Interesting behavior. I think I remember something like this happening in Starfury as well, but I have not played that in a while. Coincidence??
Have you recreated this bug with other PD weapons like the Flak Cannon or Bomblets? It would be intertesing if it were weapon specific vs. general PD routine. |
Re: SE5 Demo Bug Reports
I also have a complaint about missile combat and PDC, which may or may not be a bug.
If I pit several LCMs against an equal (or even somewhat greater) number of Alligators (see previous post for descriptions), then the LCMs ALWAYS win, regardless of the speed setting of the simulator. What happens is this: when the leading LCM shoots its missiles at the leading 'Gator, all of the 'Gators shoot all of their PDC at the missiles. Then the second LCM shoots its missiles, and they ALL get through, because none of the 'Gators has PDC ready. Unless this is fixed/changed, there is absolutely NO point in using PDC for missile defense, and absolutely NO point in trying to fight missile ships with direct-fire weapons with range < 9. |
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I've had two errors in the demo so far, in a few hours of playing...
I got a "Range Check Error" when trying to trade 2 of my starcharts for 1 of another empire's charts... I accidentally added the single chart for the other empire twice, and when I went to delete it, it crashed... The error wouldn't go away and I had to use the task manager to exit it... The other error I got, I can't, unfortunately, remember quite HOW I got it... But the error was "Canvas Does Not Allow Drawing"... I got a gray screen, with the "windows is angry" error message sound after minimizing and clicking on the game on the taskbar. I got this just a few minutes after I had to restart SE5 for the other bug... I had to quit it with the task manager then too. Otherwise, is there any way to disable ship movement animation? I find it annoyingly slow... Though that could just be my computer... |
Re: SE5 Demo Bug Reports
There's a fast movement option in the options.
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Re: SE5 Demo Bug Reports
I don't think you can disable the animation, but there is an option under Game Options (hit escape then Options) to make them go pretty fast...
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Re: SE5 Demo Bug Reports
Ok, I've played a tiny bit with SEV so far, and the game itself seems fine on the surface, but I *really* have issues with some of the GUI workings that are just plain annoying! (I'll limit this post to UI peeves)
* Pop-up Help text: the popups are very large, and very intrusive. When I turn it down to the "medium" (title only) setting, it's only slightly less annoying - is it really necessary that when I put the cursor over the "close" button that a popup that says "close" pops up? The ONLY buttons that really need pop-up help text are those buttons that have no text, like the ship order buttons, and the order buttons at the top of the screen. Turning the pop-ups off is best choice, but then I get all those picture-only icons mixed up! * Scroll Bars - this is a pet peeve of mine - the "slider" in the scrollbars should resize itself (as it does in Windows) to indicate what percentage of the actual window is currently visible. * The "Layout" buttons (and similar) - Ugh! Too many clicks to hit "layout", then find the appropriate display type, select it, then it "OK". All the layout options should be much easier to find and select. * The Icon/Images that hover over colonized planets and my ships are ENORMOUS!! I can't see anything that is beneath them - even the name of the planet itself! Do they have to be so big?? And when a ship is in the same sector as a planet? Forget it! Can't read the name of ths planet, ship, or anything because all the text is piled up over each other! Maybe you can put the planet name UNDER the planet, instead of over it. Then, let's make those fonts a lot smaller so we can avoid the overlay issues. * In the ship design window, the background image of the ship's shape gets "dithered" in the background of the icon representing a ship's components - this makes it rather hard to see the component icon - makes it hard to see & guess what it is. * In general, I'll blanketly say that if anything is HUGE - it should be made smaller. The beauty I liked of SEIV is that everything is small, easy to read, and easy to access. Too much of the text, list items (like your turn log), icons, etc., is oddly gigantic. As a general rule, I'd say that if you can make anything smaller, and thus reduce/remove the need for scrollbars, then it's a very good thing. (oddly, though, the opposite direction seemed to have been taken for the ships' orders buttons, which are VERY tiny and hard to decipher). Keep it simple, clear, and small. |
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If you look in the empire options, system view I think, there should now be a flag /icon sizes option. He did add a "small" option, but for the life of me I can't see why he also added a "Larger" option... symmetry perhaps. |
Re: SE5 Demo Bug Reports
That option is there SJ, but it also makes the status icons and numbers of ships/units smaller. :/
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