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-   -   Bugs in V 1.08 (http://forum.shrapnelgames.com/showthread.php?t=15922)

FrankyVas October 22nd, 2003 11:44 PM

Bugs in V 1.08
 
Here's a few bugs I've seen in Version 1.08.

- Point defense cannons don't fire at fighters if: the fighter was friendly but you fired at it, now its not friendly. The cannons will fire at it once its dead???
- The rear left shield spot on the Amonkrie (?) battleship is wrong.
- The game kept crashing if: I was chasing a carrier in a system, and I went to x8 speed. It must have crashed 6 times in a row.
- Maybe bug? I was playing Last night and had to kill a pirate freighter. The problem was that the freighter would only take 1 or 2 points of damage per hit regardless of the weapon.


- Request for next patch:
How about putting a circle around the ship in the minimap and system map that shows the sensor range.

Frank V.

*IX*Angela Deth October 23rd, 2003 05:11 AM

Re: Bugs in V 1.08
 
I second the request for the sensor range circle.

Wydraz October 23rd, 2003 09:29 PM

Re: Bugs in V 1.08
 
I third that!

BoBo October 23rd, 2003 10:42 PM

Re: Bugs in V 1.08
 
I have a Terran Carrier mark III and the right side armors and the rear ones are mixed up to. (or something similar but something is definitely not in the right place). The ship and game is working though if one pays attention when configuring these components.

BoBo October 23rd, 2003 11:01 PM

Re: Bugs in V 1.08
 
It is not a bug but sometimes annoying that it seems my fighters are quite stupid.
First of all, I have 7 figthers..

- If I give them the instruction to attack my target and that target is trying to get away, sooner or later a few of my fighters will be between my ship and the enemy ship so when I fire my 4 torpedoes I usually hitting my fighters instead of the enemy ship.

- My own fighters used to collide with each other during combat.

- Even after I killed all enemy ships and just try to load them back into my ship they sometimes collide with each other.

- If I have 7 fighters and lets say No.3 is damaged so that it cannot move, the fighters after No.3 are just waiting indefinitely for their turn to return my ship instead of just leaving the damaged one behind and dock. I always have to manually "overrun" my damaged fighter - therefore docking it - for the others to start coming in.

Artscrafter October 24th, 2003 03:13 AM

Re: Bugs in V 1.08
 
One more bug, not one that people are very likely to come across but a bug nonetheless:

"Invalid floating point operation" if you exit out of a planet's menu while your ship has no components.

Edit: This isn't a new bug, it was there in 1.00 also.

Edit 2: Another bug. If upgrading a component that has an "only one per ship" restriction, you can't place the new component directly over the old one the way you can with anything else. You have to put the new one in cargo and/or get rid of the old one first.

Incidentally:
Quote:

- Maybe bug? I was playing Last night and had to kill a pirate freighter. The problem was that the freighter would only take 1 or 2 points of damage per hit regardless of the weapon.
<font size="2" face="sans-serif, arial, verdana">The same thing happened to me (only mine was an Abbidon freighter.) I kept firing but it would only take a couple of damage points - until I started hitting its starboard (right) side armor. When that was damaged, the ship's hull took more damage even when I continued to hit it from behind. I didn't have the scanners to check, but my conclusion was that the thing must have had one heck of a strong Emissive Armor component on that side.

[ October 24, 2003, 02:48: Message edited by: Artscrafter ]

Neadlak October 24th, 2003 05:47 AM

Re: Bugs in V 1.08
 
I'm going to chime in that my PDCs are also NOT firing on all fighters that attack me. Let's say in campaign 2 I take a pirate merc mission against a terran frigate; after attacking the frigate, all nearby terran fighters turn their guns on me, but my PDC will not return fire. Irritating!

The freighter taking minimal hull damage is due to very high damage resistances, yes. There is a bug (and, sadly, it's a *hardcoded* bug it seems) in shield piercing resistance; it is applied to *all* damage types. Freighters carry scattering armor x8 (2 in each facing) and all the combined resistances make for some really tough freighters. To overcome this, take out all the armor facings to reduce the resist% to null.

I checked in the components file and scattering armor only provides shield piercing resist, which is why I say it appears to be a hard-coded error in damage resistances. Try equipping some scattering and note all your resists go up.

Also in the news, emissive doesn't seem to add any resistance (check the 'N' button menu) Whoops!

[ October 24, 2003, 04:49: Message edited by: Neadlak ]

Suicide Junkie October 24th, 2003 02:22 PM

Re: Bugs in V 1.08
 
Quote:

Originally posted by Artscrafter:
One more bug, not one that people are very likely to come across but a bug nonetheless:

"Invalid floating point operation" if you exit out of a planet's menu while your ship has no components.

Edit: This isn't a new bug, it was there in 1.00 also.

<font size="2" face="sans-serif, arial, verdana">Probably a division by zero since you have no hitpoints on your ship.

BoBo October 24th, 2003 06:45 PM

Re: Bugs in V 1.08
 
I think there should be some difference between a lvl 1 Fighter Bay and a lvl 28 other than the level.

Currently it does not make sense to buy the higher ones.

There can be other components with this (mine layer, etc.) issue too.

Suicide Junkie October 24th, 2003 07:15 PM

Re: Bugs in V 1.08
 
Bridge, crew quarters and lifesupport, are similar.

Check out my "P&N - Homefront" mod for some really cool ability distributions on those components http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D October 24th, 2003 11:32 PM

Re: Bugs in V 1.08
 
I can confirm the scattering armor bug and emmisive bug..just tested it.

EDIT: further testing- it is NOT responsible for the one point of damage thing. The displayed resistances do all go up, but if you are using standard components everything functions normally. Still testing the actual resisted components..

[ October 24, 2003, 22:38: Message edited by: Phoenix-D ]

Phoenix-D November 4th, 2003 03:27 AM

Re: Bugs in V 1.08
 
-the quadrent map data file states that it's a 100x100 grid. Trying to use a Y-value of more than 51 doesn't work; 52 shows up, but the label is scrolled off the grid, 53 doesn't show at all. Too high X-values (53+, looks like) results in a range check error crash.

Suicide Junkie November 4th, 2003 05:06 AM

Re: Bugs in V 1.08
 
Did you consider negative numbers?

Runner November 4th, 2003 04:26 PM

Re: Bugs in V 1.08
 
Another bug is destruction of space stations:

For example: In campaign one, the space station in New Texas got destroyed because some pirate crashed into it. But still in the mercenary guild around this system many missions are offered which try to send goods to that space station...

cya, Runner

Phoenix-D November 4th, 2003 11:35 PM

Re: Bugs in V 1.08
 
Sj, negative numbers just don't -do- anything. They act exactly like 0.

Runner November 5th, 2003 12:45 AM

Re: Bugs in V 1.08
 
It's actually as bad as i feared. Now one of the compaign missions said: report to New Texas Starbase. But it is destroyed!!! Oh no. Campaign broken. Can I just replace the .map file in the save folder with one which has the starbase? Can someone tell me which map it might be?

Phoenix-D November 5th, 2003 02:44 AM

Re: Bugs in V 1.08
 
Won't work, the base is loaded on the start of the game, not when the map is loaded. http://forum.shrapnelgames.com/images/icons/icon9.gif

Phoenix-D November 8th, 2003 11:25 PM

Re: Bugs in V 1.08
 
Just sent this off to Malfador..any comments, especially on the improvements section? I'd love to know of existing work-arounds to these problems.

-Collision detection on stars is a bit off, especially on higher time rates.
I've passed through multiple times without damage.

On that note, being able to adjust damage from ramming would be nice..as of
now, if you get enough shields, it is possible to survive a ramming and pass
right through whatever you hit. If that happens to be a planet, its a bit
immersion breaking..perhaps ships should stop when they hit?

-The game should check to see if something is destroyed before assigning you
to go there for a randomly generated mission.

-An increase in the limit of jobs possible would be good, along with the
ability to have a job active but hidden. This would allow a work-around to
the problem of having the player go to a specific base, which could have
been destroyed earlier- if the base dies, the mission fails, setting off
events that disable the later missions requring the base.

-The AI will not attack past ~120 LS (it varies case by case) even if told
to in the files, even if being fired upon and equipped with weapons that can
much outrange that. Increasing the Weapon multiplier is in campaign data
gets around this, but its something of a cludgy work around..

-Not sure if I've reported this, but even if your radar map goes past 300ls,
the game's hot keys will only occasionally select objects beyond that. Also,
would it be possible to hide visually objects that are beyond scanning
range?

-Not a bug, but a comment: the target ship showing on the map thing is nice,
but for some missions inappropriate. Allowing it to be set on a per-mission
basis would be wonderful.

dHay November 8th, 2003 11:58 PM

Re: Bugs in V 1.08
 
On a "scan 3 planets" mission, if you are lucky enough to scan the second planet (or maybe the third) before the first one, you complete that part of the mission.
I.E., if you go visit the port on the (unknown) planet 2, it completes #2 and sets you to #3, even though you didn't see planet #1.

Drake113 November 9th, 2003 01:09 AM

Re: Bugs in V 1.08
 
I keep getting Range Check Error CTDs at random intervals. Thusfar, I've only seen them happen in my mod, but I haven't played much in non-mod campaigns recently, so I don't know if it's something I screwed up or not. Anyone have any idea what causes these?

Phoenix-D November 9th, 2003 02:06 AM

Re: Bugs in V 1.08
 
Range checks happen when the game gets fed an invalid number, or one too big for that variable. You sure there isn't something consistant about the crashes? It is possible to cause them in a mod..

Drake113 November 9th, 2003 02:54 AM

Re: Bugs in V 1.08
 
Hmmm.... There's really not a consistant thing, except I always seem to be near something when it happens-- in close combat, going through a nebula, that kind of stuff. But when I restart from my autosave and engage the same bad guys/take the same course, it doesn't repeat...
I'm thinking it might be caused by my models- I kept trying to scale them relative to one another in appearance before I realized that the scale can be controlled by modifying the values in the SpaceObjects_XFiles.txt. Guess I know what I'm doing tomorrow... http://forum.shrapnelgames.com/image...s/rolleyes.gif


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