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Known Bugs
Found a bug in SE4? Post it here!
1) In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn! |
Re: Known Bugs
In simultaneous movement games, a ship with full cargo ordered to load cargo will stop executing the orders after the load command.
In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs). In simultaneous games, movement log sometimes does not work, error message: "... not valid for the current game date". It never works after "end turn" when reloading the game. |
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ramming planets in strategic combat does not work.
the small graviton beam requires tractor / repulsor tech, instead of graviton tech as it should. this has been reported to MM. supply sharing between fighter Groups and a fleet is bugged. I think this is being patched. |
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Speed up movement non-simultaneous movement games, it is so boring pointing a ship or fleet at a location and then waiting, waiting, waiting, when I also want to other things.
When a game gets over 500 ships to move it can take a very long time to play your turn in non-simultaneous movement games. Can you load more on a ship that has full cargo in non-simultaneous movement? [ January 27, 2004, 09:14: Message edited by: QBrigid ] |
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Can anyone confirm what Fyron is Stating. |
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Back to the mountain. |
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No, you cannot load more onto a ship with full cargo in non-sim games, but it should not stop executing all orders thereafter and just ignore the load order instead.
And yes, I can confirm Fyron's tip - with my limited experience. In larger games - like NGC3 - it is almost certain that a trade does not work if the confirm message is written at the start of the turn. I has not failed yet when writing the message as Last action. |
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Great idea, Fyron. Maybe this list should be sent to MM. For my listed bugs, I have done that. Also, in the spirit of this thread, I would suggest that we just list things we think are bugs. Discussion or argument should be taken elsewhere.
These all apply to simultaneous games. They may also apply to turn-based, but it has been a long time since I played turn-based so I am not sure. Fighters won't resupply at a Resupply Depot if the RD is on a moon. Facility "tags" won't show up on the system view if the facility is on a moon. (IMO this is a bug) Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this. Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not. Fighters fleeted with ships cause the fleet to quickly lose its supplies (I think this was introduced in the v1.84 patch) [edit: whoops, already reported by Puke] If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers. "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects. Captured ship designs from intel projects or Long Range Scanners are not added to your list of known enemy designs. Fleet Experience is not calculated as expected (see Fleet Experience thread) Can't retrieve drones (might be intentional, but I think it is a bug) Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone). I'll add more later. Slick. [ January 27, 2004, 14:49: Message edited by: Slick ] |
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Yes, it is intentional that drones cannot be recovered. This makes them impossible for the AI to use properly, of course. It always launches ALL drones in combat. It would be nice if we had an exception allowing drones launched in tactical combat to be recovered like fighters. Then AI races could use drones effectively.
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Re: Known Bugs
Fighters destroyed in combat are sometimes listed as "taken" in the combat reports. (Playing solo Proportions, simultaneous.)
This may or may not correspond to my having captured a carrier in combat using psychic tech- even though all fighters had been launched by the time I took the carrier. Sorry it's a bit vague. |
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Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones.
Slick. |
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[ January 27, 2004, 16:01: Message edited by: Imperator Fyron ] |
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Fixed - In Simultaneous games, scanned enemy ship designs would not be saved. |
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Fixed - In Simultaneous games, scanned enemy ship designs would not be saved. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I saw that. I mentioned the bug because the history entry implies that it is fixed for LRS, but I'm not sure about intel blueprints. Slick. |
Re: Known Bugs
An attempt to capture an enemy planet with an allied planet in the same sector may result in capture of the allied planet if the enemy planet is destroyed.
Fighters fleeted together do not share supplies. Formations that do not exist on the computer (in the correct mod folder, of course) that is running the turn will be treated as "no formation" even if those formations are integrated into your empire file. |
Re: Known Bugs
I don't know if this is intentional, but, I consider machine gun storm creation to be a bug or at the least an exploit.
If you create a storm and set the ship to "repeat orders" it will create up to 204 storms in one spot in one turn to the limit of its supply. |
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2) Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders.
(What no one else wanted to follow Fyrons numbering? ) [ January 27, 2004, 20:28: Message edited by: DavidG ] |
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PvK |
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PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Maybe hilarious, but annoying too if your enemy has over 200 storms over every planet and sun. (Btw, it's 252 storms you can create in one turn if you don't move. Yes, a very important fact http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Known Bugs
If enemy sweeps a minefield entirely you get no log message about it.
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Well there is another bug for MM to fix. If a enemy completley clears all mines then it should tell us so.
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However, in non-simu games. Cargo as Oleg pointed out; needs fixing or will be fixed in the next upgrade. [ January 27, 2004, 13:27: Message edited by: JLS ] |
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That's interesting. It does still inform you that mothballing cannot work if you have any other cargo, doesn't it? If so, I wonder what is different about population?
(Say, wouldn't it be nice to have dedicated 'population quarters' back from SE III instad of just loading your population up like cargo? Then you'd have to build dedicated population transports again. It could even be a settable 'option' so people that like the current arrangement could keep it.) [ January 28, 2004, 17:33: Message edited by: Baron Munchausen ] |
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Known Bugs ? Taera ! http://forum.shrapnelgames.com/images/icons/icon10.gif
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When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work.
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If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board.
In the construction queues screen, the "ships" button doesn't seem to do anything. |
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In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam.
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The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired.
Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away. |
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Yes, unpacking the previous turn AND pressing "End Turn" helps. Silly. Thanks for the info, maybe something for the FAQ?
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You know some minor bugs i hope MM is on board and fixing them for Version 1.89 - once it gets to v2 i hope that he keep realising upgrades and patch fixes (perhaps he can implement some improvements at v2 or add on pack ?)
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As far as I understand it, there is only going to be one more SE4 patch, and then it is work on SE5.
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I'm looking forward to moving onto SE5. I kind of think of this Last patch as a holdover for the next year. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Known Bugs
When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8.
Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed) |
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well, we certainly can't look backward to it. yet.
a couple of years from now: 'I'm looking forward to moving onto SE6. I kind of think of this Last patch as a holdover for the next year. ' http://forum.shrapnelgames.com/images/icons/icon10.gif |
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One would have thought the push to Version 2 and then an automatic renaming to SE5 would have been more streamlined. What have they got planned for SEV anyway ? any news from MM
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Please keep Posts related strictly to game bugs in this thread. Thanks.
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I've tried to gather all bug Posts from this thread.
========= When launching missiles the range is calculated to the nearest planet square. However, missiles have to travel to the upper-left corner of the four central squares. Thus if ships stay at maximum range they do no harm to the planet no matter how much they fire. This bug also applies to direct fire weapons so they can have range penalty -100% when firing at range 8. Many of the happiness modifiers don't work in simultaneous game (IIRC for example New Treaty War, Facility Constructed) In a simultaneous movement game, if you send out Messages at the beginning of the turn, sometimes the Messages will disappear in the other orders sent in when the turn is processed. Always send your Messages at the end of the turn! Retrofits that fail in simultaneous games give the same "Vehicle Retrofit" message log on the left pane as a successful retrofit. You have to click on it and read the center pane to find out if it was successful or not. Warheads on drones that are rammed do not damage the ramming ship (other than the contribution to overall mass of the drone). When you try to mothball ships with population on board, the mothball fails but you receive no error message about it. Unless you specifically go check, you never know it didn't work. ramming planets by ships in strategic combat does not work. If enemy sweeps a minefield entirely you get no log message about it. supply sharing between fighter Groups and a fleet is bugged Units destroyed in combat are listed as "taken" in the combat reports. Ships in a fleet with 'Don't hurt me orders' do not obey the fleet orders but revert back to their class orders. Fighters fleeted together do not share supplies Drones temporarily fleeted using shift-click will warp thru a warp point one at a time. Thus it is impossible to try to overwhelm warp point defenses with a mass of drones. Fighters won't resupply at a Resupply Depot if the RD is on a moon. Facility "tags" won't show up on the system view if the facility is on a moon. Captured ship designs from intel projects are not added to your list of known enemy designs. In strategic combat, ship strategies will sometimes be completely ignored (a lone ship with "do not fire on planets" or "don't get hurt" can happen to fly to the corner for the first combat turn, then mysteriously turn around and glass a planet or get shot down by the WPs). "divide points evenly" causes you to lose points (research and intel) when you complete a project. Excess points are not given to other projects. In tactical combat, if a ship outside the current viewing area fires a Direct Fire weapon at a ship in the viewing area, you see the explosion from the hit, but it doesn't display the beam. The same thing happens in the other direction, too. In tactical combat, if your ship fires a direct fire weapon at an enemy ship outside of view, then the game doesn't display the shot being fired. In the construction queues screen, the "ships" button doesn't seem to do anything. If you have a transport ship containing more than one type of alien population, then if you go into the ships/units screen and click the 'cargo' button to show the contents, the cargo list shows the same number for each type of population, even though you may have different numbers of each alien type on board. If you have more than one atmosphere breathing type of population, the transport minister will take will actually harm your empire by taking wrong-breathing population to planets. When he does this, the planet will become domed. Not that I use ministers. Temporal Spaceyards don't upgrade from standard ones. I know it is easy to mod, but this should be fixed since setting up multiplayer games should not require a mod for this. Not really a bug, but an annoying occurance: If you use a saved fill queue to construct things on a planet, and there aren't enough facility slots available to take the list, then the warning message, "There is limit of X facilities on this planet" appears, but the message appears multiple times if your fill queue is over the limit by many items. So if you have a 200-item fill queue for a sphere world and by mistake, try to add it to a small planet, you'll see the warning message 200 times, and you have to click OK that many times to make the warning go away. |
Re: Known Bugs
I just changed my old computer into about 4x more efficient one, I have noticed following annoyances: For some reason ships go extremely low speed in tactical combat when you choose option "Animate ship movement in combat". If I take it off, the movement is about 2x faster (still unbelievable slow). If I choose the option "Fast tactical combat", I they move so fast, I can't actually see anything. No movement (I just see the first and Last square of the movement), no firing (occasionally some flash supposed to be a beam weapon) or explosions. This effectively cripples the whole combat. If I choose to watch my fleet battle (no fast tactical combat), I have to wait maybe AN HOUR for ONE BATTLE TURN to be watched (if its a big battle). http://forum.shrapnelgames.com/images/icons/icon8.gif If I take the "fast tactical combat", I can't see how my ships move and fire in practise and that effectively kills all pleasure of wathing any combats and also I can't therefore tweak my ship strategies for I don't want to wait tens of minutes just to see how one special ship fires.
I believe this has something to do with processor sped, for my old computer could handle it better. Well, I don't know but it should be addressed one way or another. |
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Supply sharing between ships and fighters is not bugged. It was deliberately changed to prevent an exploit. Since fighters get full supply when they are launched, you could resupply your fleet with them by doing a little juggling..
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I think the bug is that it reduces the supplies of the fighters to 0 if you put them in a fleet with ships.
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Anyone posted this Upgrade bug yet?
Example: Step 1. Create a construction queue with all Mineral Miner I's (5, 15, whatever, just more than 1). Seems to work with any facility, not just MM's. Step 2. End turn. MM I built on planet. Put Upgrade to Mineral Miner III in queue. It will be entered normal cost and build time for upgrading 1 fac. Step 3. Build at least 1 more MM I on planet (5 more, 10 more whatever - any number works - full queue even). Step 4. Reorder queue so upgrade is first (or wait for all other MM I's to be built). Step 5. Next turn ALL MM I facs will be upgraded to MM III's. Doesn't matter how many; all will be upgraded in 1 turn and at only the cost of upgrading 1. I'm able to recreate this in all mods I've tried AIC, Proportions, "stock-plus". (It is VERY "effective" in proportions and should definitely be considered an exploit / cheat in a big way.) I have not tried this in a stock game (maybe someone else can) and I'm using SEIV Gold 1.84. Can anyone second / confirm this? |
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Yes, I remember having read about this exploit elsewhere some time ago. Unfortunately, it has been forgotten here - up to now http://forum.shrapnelgames.com/images/icons/icon7.gif .
This is a really bad exploit, and should definitely be fixed in the Last patch! |
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Found another bug. I'm using 1.91.
When you build a sphere world, the starbases you used to construct the world with are still included in the "number in service" statistic in the ship design window, even though they disappear after building the sphere world. I haven't tried this with a ring world, but it probably happens for those too. |
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