![]() |
SE:V, what\'s not working? Bugs too.
I don't really want to sound negative here, but I'm not getting this game until some of the basics work. By reading other threads, it seems like a lot of things don't work. I'd not like to get into big discussions here about all the side issues, just make a list of things that don't work so that as the patches get released I can figure out when/if I will eventually buy this game. Here's a list from my memory of reading other threads. Also, I'm not real interested in moddable or modding things either, just the stuff in stock that's supposed to work. Please add/correct, maybe we can make a consolidated buglist, maybe the beta testers can help. Please take side discussions and annoyances, feature requests and preferences to other threads:
(and before you post it, no thanks, I prefer the Shrapnel forums) Not working: Fleet supplies Free Fighter generation organic armor crystalline armor emmissive armor alliances some special damage types: crew killing from Toxic Injectors, othes? certain abilities, which? expected results on research screen is incomplete |
Re: SE:V, what\'s not working? Bugs too.
Storms, planets, and stars are losing their abilities after the first turn (damage from storms, ruins on planets, star-unstable for stars, etc)
Drones can't move |
Re: SE:V, what\'s not working? Bugs too.
I have been using drones in my current game and they appear to work. some details.
they move in system. They don't move in the sector map but that could be because my drones have no warheads. Note the manual states you CANNOT control drones. They are, well, drones, their onboard computer makes the decisions for them. So when the enemy attacks my drones they just sit there doing nothing until the enemy destroys them. Something else I noticed. I fit my drones out with supply storage and a cloaking device and I found that the drones do not use up supplies. I don't know if there is something wrong with drones that they don't use supplies or if some part of the engines or storage now makes more supplies and drones use so little but I have cloaked drones just stitting in enemy space observing everything and unless the enemy finds them they aren't going to go. |
Re: SE:V, what\'s not working? Bugs too.
Yes, I should have specified that. Its a bug in the combat movement system; units are using GROUND movement abiities in combat, and since the default engines provide no ground movement..
|
Re: SE:V, what\'s not working? Bugs too.
ah right, I assumed the drones didn't act as they couldn't do anything. That IS something that needs fixing.
I've tried testing fighters and they moved but it always freezes when they start shooting each other. |
Re: SE:V, what\'s not working? Bugs too.
I don't have the release-version yet, so all I can go off is the demo. These may or may not still be problems in the release version:
- Can't attack planets or fleets near planets sometimes because the combat ends too soon. This happens most often when planets have no population but still have structures - happiness is reversed. i.e. negatives to happiness seem to get applied as positives (and vice versa) - Strategic combat seems to crash afterwards, quite often. Usually with a "range check error" - missiles seem to have a hard-coded max range that is too short - I'm not sure if direct-fire weapons EVER miss - Ship design seems to crash sometimes with a "range check error", especially after deleting a component - Can't move UI windows on the screen. Can't resize them either. Makes the really nice custom colony layout feature much less useful since it can't fit much on the screen. - Can't hit the other deck buttons in ship design screen when holding a component - Carriers seem to run out of supplies VERY quickly - the supplies they give fighters don't seem to get reabsorbed when the fighters are loaded onto them again. This makes carriers one-shot wonders. - When looking at upcoming techs on research screen, can't click on them to see what you're going to get. Makes research kind of a gamble until you know the game better. - Showing a weapons report does not take into account the currently selected mount type (always uses base stats) - Weapon Mounts do not seem to upgrade properly when upgrading a design. The weapon upgrades, but the mount doesn't seem to. So if you have a level 1 mount and level 1 wep on a design and later you research level 3 mounts and level 5 weapons and then upgrade your ship, the new ship will have level 1 mounts with level 5 weapons...or so it seems based on a little number crunching. If you delete the weapon and then select the new mount and place a new copy of the weapon, it upgrades fine. But it's a manual step. |
Re: SE:V, what\'s not working? Bugs too.
Quote:
|
Re: SE:V, what\'s not working? Bugs too.
Is ship/fleet supply a bug, or a result of the change in the way resupply works?
|
Re: SE:V, what\'s not working? Bugs too.
I don't know about a bug, but I noticed a difference when I built a resupply depot.
It can give only a certain number of supplies to a ship, but it is the same to every ship and it also worked for any ship in the system, although it is less if it is not actually over the planet. |
Re: SE:V, what\'s not working? Bugs too.
Quote:
The depots are supposed to work system-wide, but I don't know about giving 500 out to EVERY ship.. |
Re: SE:V, what\'s not working? Bugs too.
Resupply depots have an ability to distribute supplies to ships anywhere in the system. Helps keep bases useful, amongst other things.
|
Re: SE:V, what\'s not working? Bugs too.
ahh perhaps I was wrong. I'm at work so I can't check.
|
Re: SE:V, what\'s not working? Bugs too.
I do have one question. What do I need to get base space yards? I researched 5 or 6 levels of space yard and I can't get the component. I even tried robotics for a level, no luck.
|
Re: SE:V, what\'s not working? Bugs too.
Don't think this is the right thread for such questions, but... An absurd 10 levels of SY tech. The balance mod fixes such issues. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: SE:V, what\'s not working? Bugs too.
thanks. gee there goes the usual strategy of building spaceyard bases on emergency for the first 10 turns.
|
Re: SE:V, what\'s not working? Bugs too.
Quote:
|
Re: SE:V, what\'s not working? Bugs too.
I'm pretty sure this is a well known bug. In fact the problem get's worse as the size of the fleet goes up.
|
Re: SE:V, what\'s not working? Bugs too.
Quote:
|
Re: SE:V, what\'s not working? Bugs too.
A bug I've noticed in the full version that wasn't in the demo is that alt-tabbing sometimes makes all the order buttons disappear.
|
Re: SE:V, what\'s not working? Bugs too.
The alt-tab and missing order buttons has been fixed too. http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: SE:V, what\'s not working? Bugs too.
Why can't I load a predefined race as a human player against the computer? I click on load from file and it's empty? So I go through the tedium of manually creating an empire/race/trait/ and so on/ only to discover later that the computer has selected an AI managed race with the IDENTICAL flag as the one I used for my custom race!?!
So I have to start a new game (at least the one empire I created can now be selected again), save it, and check the (supposedly unknown) races listed in the load file area to be sure the computer hasn't chosen a race with the same flag I did? That's just silly. Why can't I choose from all the predefined races that already have complete files and just edit one of those? That would seem to keep the computer from selecting the same empire? Or maybe not. |
Re: SE:V, what\'s not working? Bugs too.
The duplicate flag problem has been fixed in the upcoming patch.
I don't understand what you mean by a predefined race... do you mean a previously saved empire? Or that you want predefined empire files for each of the stock races? |
Re: SE:V, what\'s not working? Bugs too.
Thanks CK! The latter, I would like to be able to choose/edit a predefined race and save that off, just like you could in SEIV.
Not trying to slam the efforts put into SEV. I want it to succeed. SEIV is about the only game I've played in years because I have little time for gaming. It's just kind of frustrating to spend precious time gearing up a game, playing many turns, just to run into another race using your flag. I'll get over it in about 5 more minutes. ;-) |
Re: SE:V, what\'s not working? Bugs too.
Dirp.
Um... Am I the only one that's noticed that, sometimes, when sneind ships through warp-points that haven't been explored... They'll simply vanish them re-appear the next turn at a different warp point in the system? Here's another one, I'm getting NO intel. At all. I have 40 level 5 facilities yet the intel screen shows I'm getting none. Uh, can't retreat from combat, put my escort RIGHT on the warp-point and no option ungrayed. Not a bug, but annoying. Your message is sent a turn AFTER you send it. Still not a bug but annoying. Evenw ith 'Keep Saved Logs' to 0, you still have about 5 turns worth of news plus your main one. I liked SE4's log better. |
Re: SE:V, what\'s not working? Bugs too.
Not sure what to call this. Start a new game and the main map comes up on an empty system, no sun, no planets, nothing? Is this like a big bang startup or something?
OK, this is just strange. I ended and restarted the game and reloaded the saved game and everything is there. |
Re: SE:V, what\'s not working? Bugs too.
That's a bug that mostly appears when you alt-tab. Ending the turn will fix it as well.
cshank: 1. bug.. 2. you have spaceports, right? 3. There's a time delay before you can warp out. Or try just running away, that does work. 4. odd.. 5. Can't agree with you there, but the first is probably a bug. |
Re: SE:V, what\'s not working? Bugs too.
just the bugs, folks... please.
|
Re: SE:V, what\'s not working? Bugs too.
Kwok, are there patch notes beyond version 1.05 yet? Several of the issues mentioned here were already addressed in that thread, hopefully it will continue, possibly even get stickied.
|
Re: SE:V, what\'s not working? Bugs too.
Well, I'm also unable to complete any strategic combat without an access violation and dump to desktop.
WIN XP SP2 Pentium D CPU 2.8 GHZ 1 G RAM Radeon X300 128 Meg Over 200 gig of HD space Anything else I can provide. This is pretty much a show stopper for me. |
Re: SE:V, what\'s not working? Bugs too.
Can you complete tactical combat on auto-resolve? I.e. just leave the ships alone and let them fight it out with the automove and autotarget.
|
Re: SE:V, what\'s not working? Bugs too.
And how do I autoresolve in tactical? It is not readily apparent. I've moused over every menu and don't see it.
|
Re: SE:V, what\'s not working? Bugs too.
That's the default unless you give orders.
You can always select a ship, turn on auto, and press "set all like this", too. |
Re: SE:V, what\'s not working? Bugs too.
OK, cool, tried that and it worked. Not to wish anyone ill but I'm hoping enough people are seeing this that a fix may come about? Thanks for the help!
|
Re: SE:V, what\'s not working? Bugs too.
That's a really strange bug, then. I was thinking it'd crash somewhere in tactical combat, and where it crashed would help. Oh well.
|
Re: SE:V, what\'s not working? Bugs too.
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks. 2. If the host loads his empire beforehand in the setup screen, the game breaks. 3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI. 4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5). 5. Starting research values other than 'none' are ignored. The specified techs are not given. #4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon. |
Re: SE:V, what\'s not working? Bugs too.
Turn processing works fine in PBW style. Me and SE5a are playing regularily by FTP.
There is no PBW2 yet tho. |
Re: SE:V, what\'s not working? Bugs too.
Bug - "Warp Points located anywhere" allows Warp points to be generated inside a Star.
Baron Grazic |
Re: SE:V, what\'s not working? Bugs too.
Problem- Unseen systems can't have warp points opened into them. That means unless "all systems seen by all players" is on, a "No Warp Point" game is impossible.
|
Re: SE:V, what\'s not working? Bugs too.
There is a bug with long range scanners. I saw it in the demo, too, but just ran a test with Standard SE5 and it does it. First time you build a ship with Long Range Scanners installed, save the game then reload the savegame. You get a message "Could not load the Movement Replay". In the demo, it would then crash during the processing of the next turn. In the current V1.00, it doesn't seem to crash and if you save & reload the next turn it doesn't to it anymore.
|
Re: SE:V, what\'s not working? Bugs too.
There is also a bug with robo-miners, which I also saw in the demo. As soon as you build a ship equipped with one or more robo-miners, when you click the "Empire Options" button on the top menu bar you crash with a range check error. In the demo, seems like it was a different menu bar button that crashed you, but otherwise the same. If you saved in between the completion of the ship and the crash, you can restart the game & reload the savegame and crash it again via the "Empire Options" button. However, if you scrap the ship in between reloading and clicking "Empire Options" - no crash. However, if you then build another ship, once it is built "Empire Options" crashes you again.
|
Re: SE:V, what\'s not working? Bugs too.
I just got the game and started an alltech game and selected all the advanced tech i.e. organic, religious etc.
The game generated fine except that when i clicked on my homeworld none of the buttons were available. The planet had all the symbols on it, but when you clicked on it it appeared as an empty world would. Both on the buttons side and if you double or right click same as empty world |
Re: SE:V, what\'s not working? Bugs too.
Quote:
A couple friends and I tried out the TCP/IP MP a little bit today and ran into many similar problems. However, we WERE able to get past #4! If the host finishes his/her turn FIRST, then the remote players finish their turn it seems the host is in a state to successfully 'receive' the information and it works. However if one of the remote players finishes their turn before the host, that player's orders are "lost" and the AI takes over. One other problem we ran into was the inability to restart a saved TCP/IP game. We went to load and the host restarted it and it said "waiting for players to connect" but none of the remote players were able to...they contiounsly received "Unable to connect" (Yep, we double checked the IP address settings). We are able to start a new game without problems. |
Re: SE:V, what\'s not working? Bugs too.
I had that problem too, but neglected to mention it. I should add that in my game I did finish my turn first and still did not receive the player's orders.
|
Re: SE:V, what\'s not working? Bugs too.
Quote:
Definently a bug. Thanks. Baron Grazic |
Re: SE:V, what\'s not working? Bugs too.
2 things small things that really irk me:
The Caps Lock key doesn't work when naming ships. The Return key doesn't work when naming ships. |
All times are GMT -4. The time now is 02:16 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.