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-   -   SE V Bugs That Are Still Present (http://forum.shrapnelgames.com/showthread.php?t=32947)

Atrocities January 24th, 2007 04:13 PM

SE V Bugs That Are Still Present
 
If you know of a bug that is still present in SE V that hasn't yet been addressed could you please post about it.

FIXED V1.24
1. Transferring cargo to a colony ship will result in a crash of the game.

FIXED V1.24
2. There is no carriage return function when setting up the descriptions for your empire.

FIXED V1.24
3. Sometimes after turn processing the first ship/ships/fleet to go through a warp point will cause a sound effect error whereas the sound of warping blows your speakers.

FIXED V1.24
4. When leaving the game minimized for more than a few minutes sometimes results in a frozen game.


5. Trying to shut down the game via Alt Ctrl Del will sometimes fail and cause a system wide crash.

NullAshton January 24th, 2007 04:43 PM

Re: SE V Bugs That Are Still Present
 
I've transfered cargo to a colony ship just fine before, I believe?

Slick January 24th, 2007 05:36 PM

Re: SE V Bugs That Are Still Present
 
AT, this is a valiant effort. However there are already other bug threads and I believe there is a SEV bug reporting/tracking system on another website.

What we really need is more than a thread. It may already exist somewhere and I sure hope that MM has one, but what we need is an online bug database. We could make sure each bug is only reported once, decide on severity, priority etc. There should also be a difference between a bug report and a feature/change request. There could be an input form which goes to the admin for screening, entering. Users could search the database for info and seeing if their bug is already reported. MM could be sent regular reports. Maybe even have user input for priority assignment.

Captain Kwok January 24th, 2007 05:41 PM

Re: SE V Bugs That Are Still Present
 
Spaceempires5.com has a decent bug reporting system, but it lacks active administration with respect to marking items fixed...

Find it here:
http://www.spaceempires5.com/en-US/project/issues

Phoenix-D January 24th, 2007 05:47 PM

Re: SE V Bugs That Are Still Present
 
That and as per the chat, Aaron doesn't actually USE it.

Slick January 24th, 2007 06:08 PM

Re: SE V Bugs That Are Still Present
 
He needs to be force-fed.

Kana January 24th, 2007 06:12 PM

Re: SE V Bugs That Are Still Present
 
So we need to create a definative list of bugs, UI, and gameplay changes. Put these suggestions in a clear and concise usable format for him to use and better the game.

Raapys January 24th, 2007 06:36 PM

Re: SE V Bugs That Are Still Present
 
In that case, it's probably a better idea to wait a week or so for 1.24, so we don't get already-fixed stuff on the list.

Slick January 24th, 2007 06:37 PM

Re: SE V Bugs That Are Still Present
 
When a CHAMPION for this effort volunteers, the community will respond, I am certain. It would be a large undertaking which must be committed to for the long term...


*scans horizon*

hmmm... can't see anything but ocean from Hawaii...

Captain Kwok January 24th, 2007 07:03 PM

Re: SE V Bugs That Are Still Present
 
Quote:

Phoenix-D said:
That and as per the chat, Aaron doesn't actually USE it.

That's not exactly true as I know he does reference it from time to time... if more players used it, that would increase the pressure for SFI/MM to maintain and use it more actively imo.

President_Elect_Shang January 24th, 2007 07:09 PM

Re: SE V Bugs That Are Still Present
 
Message deleted by me, completely off topic post. My apologies for hijacking your thread Atrocities.

Randallw January 24th, 2007 11:10 PM

Re: SE V Bugs That Are Still Present
 
Myself and someone else, sorry I forget who, discovered that you can bypass the password feature in PBW games. Apparently it will be fixed in the next patch.

Atrocities January 25th, 2007 12:37 AM

Re: SE V Bugs That Are Still Present
 
Actually all I wanted at this point was a list of bugs that haven't yet been addressed. No suggestions, no improvement ideas, just bugs. So please if you know of any bugs, please post about them here. Thank you.

RCCCL January 25th, 2007 09:23 PM

Re: SE V Bugs That Are Still Present
 
Completed Intelligence projects do not appear in the politics and intel tab.

Don't know if that's been mentioned.

Phoenix-D January 25th, 2007 09:38 PM

Re: SE V Bugs That Are Still Present
 
The various "retreat" options in the strategies don't appear to be working.

President_Elect_Shang January 26th, 2007 02:29 AM

Re: SE V Bugs That Are Still Present
 
1 Attachment(s)
I know this one is well known but I don't see it here. This is the bug where you can gain info on how many settled planets are in a system even though you have not seen those planets yet. Screen shot attached, saved game on file.

Atrocities January 26th, 2007 03:43 AM

Re: SE V Bugs That Are Still Present
 
I am noticing that ships blow up very easily as if the shields and armor my not be working correctly. Or this could just be a balance issue. Any thoughts / feedback?

Suicide Junkie January 26th, 2007 06:31 AM

Re: SE V Bugs That Are Still Present
 
Atro; might the enemy by using null space or some other penetrating weapon?

Once all your internals are gone, you explode, regardless of armor state, and that could explain your quick demise.
Loss of all crew to a toxin weapon probably does the same.

President_Elect_Shang January 26th, 2007 10:06 AM

Re: SE V Bugs That Are Still Present
 
I haven't messed with the toxin weapons ever; however, I thought they left the ship crew-less as opposed to blown apart? As to your question At. No they seem fine and I sometimes watch the shield and armor display in combat.

Randallw January 27th, 2007 10:56 AM

Re: SE V Bugs That Are Still Present
 
I was just testing toxic injectors for a game. They kill off the crew but the ship seems to keep firing, although it is reduced to minimum speed. Follow up with boarding parties and suddenly the ship is fully manned by your race. I wonder if the toxins kill the marines. That'd be fun, kill the crew then take over unhindered.

Phoenix-D January 27th, 2007 03:30 PM

Re: SE V Bugs That Are Still Present
 
Killing the crew has about the same effect as destroying all the life support/crew quarter components.

President_Elect_Shang January 27th, 2007 04:02 PM

Re: SE V Bugs That Are Still Present
 
So the weapons will remain active? Ah that isn't good for the GGMod since crew is one of its key factors. Well there is always the "automated systems" explanation.

Kana January 27th, 2007 05:16 PM

Re: SE V Bugs That Are Still Present
 
If there is no crew, then the guns should stop firing...this could be considered a bug, and probably fixable.

President_Elect_Shang January 27th, 2007 06:16 PM

Re: SE V Bugs That Are Still Present
 
I didn't mean to make it sound like it wasn't a bug. I was trying to explain what is going on till it gets fixed.

Phoenix-D January 27th, 2007 08:47 PM

Re: SE V Bugs That Are Still Present
 
No, its supposed to work like that.

From the 1.07 patch:
<font class="small">Code:</font><hr /><pre>
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.

Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
</pre><hr />

President_Elect_Shang January 27th, 2007 10:11 PM

Re: SE V Bugs That Are Still Present
 
What is supposed to work that way? The weapons still being able to fire? I don't see anything in there about that and there is no reason why it should work that way.

se5a January 28th, 2007 12:15 AM

Re: SE V Bugs That Are Still Present
 
because they only get half the chance to hit

President_Elect_Shang January 28th, 2007 12:40 AM

Re: SE V Bugs That Are Still Present
 
That is an attack and defense modifier. That is not zero crew weapon stops working. Percent to offense/defense != Component Operation.

Phoenix-D January 28th, 2007 12:44 AM

Re: SE V Bugs That Are Still Present
 
If the weapons couldn't fire, why bother setting them to half chance to hit?

President_Elect_Shang January 28th, 2007 01:56 AM

Re: SE V Bugs That Are Still Present
 
Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.

StarJack January 28th, 2007 04:58 AM

Re: SE V Bugs That Are Still Present
 
Quote:

President_Elect_Shang said:
Why bother setting them to half chance to hit if their's no crew to pull the trigger; <font color="red">or gnash the button </font>, or whatever they do.

That's funny, and a good point!

President_Elect_Shang January 28th, 2007 05:10 AM

Re: SE V Bugs That Are Still Present
 
StarJack, man you got to stop coming and going. Hang around and join the fun!

StarJack January 28th, 2007 05:59 AM

Re: SE V Bugs That Are Still Present
 
Hi PES, first it was busy with work, then a family illness issue, then I had to have labral/rotator cuff surgery that took me out of action, just starting up physical therapy, and have to go back to work next week. I haven't had a chance to play the game since the day you guys figured out the fleet retreat bug I was having. Man, it's always something. I have been doing some lurking and have to say I admire your tenacity in looking for ways to improve this game. I'll say it for the 15th time, this game was stillborn (for me anyway) without the modders and users here to help out. (Thanks guys!)

I really can't add anything that hasn't already been said. The UI is my main gripe, the little bugs (like the one you guys helped me with, unarmed repair ship in 1st slot causing fleet to retreat) I expect will eventually get fixed, the AI is downright retarded most of the time, even with the balance mod. And I'm not knocking the balance mod, it improves the game mightily. Improving game speed wouldn't hurt either!

Keep On Keepin' On PES! (Now I've gone and dated myself.)

http://forum.shrapnelgames.com/image...es/biggrin.gif

Raapys January 28th, 2007 10:57 AM

Re: SE V Bugs That Are Still Present
 
Have anyone else a crash when changing viewmode in ground-combat? It's 100% reproduceable for me.

Q January 28th, 2007 02:34 PM

Re: SE V Bugs That Are Still Present
 
Ships/units with no supplies still have full combat speed (in version 1.20).

President_Elect_Shang January 28th, 2007 04:45 PM

Re: SE V Bugs That Are Still Present
 
Hay StarJack; I'm sorry to hear about all the challenges you are dealing with. I will put you in my prayers if you believe in them; otherwise it won't hurt any. Thanks for all the praise, all of us modders are banging away at this thing trying to make improvements. Atrocities has just figured out how to do the shipsets and I have the privilege of adding the slots to them. A privilege I hope he lets me keep through the entire shipset update project. I will be turning out the first patch to the SFTC and Lite which will have a number of major changes then I am going to start on the AI for the SFTC. Once I have some modding time under my belt in that area I will probably ask atrocities if I can work on the AI for his sets and leave the SFTC-Lite AI for later. Anyway I think I have rambled on enough for now. The point I was trying to get at is this game is coming to come so just hang in there. On the Beta side of the house some wonderful patches have been turned out by Aaron so things are glowing there too.

PS: Yes you dated yourself there. But that just says we are about the same age! http://forum.shrapnelgames.com/image...es/biggrin.gif

Sorry for hijacking your thread again Atrocities. http://forum.shrapnelgames.com/image...es/redface.gif

Suicide Junkie January 28th, 2007 09:37 PM

Re: SE V Bugs That Are Still Present
 
Quote:

President_Elect_Shang said:
Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.

Because of the red-shirted corpses slumped over the big red buttons in the fire control center?

President_Elect_Shang January 28th, 2007 09:50 PM

Re: SE V Bugs That Are Still Present
 
Quote:

Suicide Junkie said:
Because of the red-shirted corpses slumped over the big red buttons in the fire control center?

Of course... I always forget about them. Maybe because they never live long enough to be remembered. http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities January 28th, 2007 10:17 PM

Re: SE V Bugs That Are Still Present
 
Quote:

Atrocities said:
If you know of a bug that is still present in SE V that hasn't yet been addressed could you please post about it.

FIXED V1.24
1. Transferring cargo to a colony ship will result in a crash of the game.

FIXED V1.24
2. There is no carriage return function when setting up the descriptions for your empire.

FIXED V1.24
3. Sometimes after turn processing the first ship/ships/fleet to go through a warp point will cause a sound effect error whereas the sound of warping blows your speakers.

FIXED V1.24
4. When leaving the game minimized for more than a few minutes sometimes results in a frozen game.

As you can see Aaron is making progress.

StarJack January 28th, 2007 10:38 PM

Re: SE V Bugs That Are Still Present
 
AT that's good news, my two cats will really like #3! http://forum.shrapnelgames.com/image...es/biggrin.gif

Thanks PES, I'm on the mend, but as you said, a prayer won't hurt. http://forum.shrapnelgames.com/images/smilies/happy.gif

Phoenix-D February 3rd, 2007 03:35 PM

Re: SE V Bugs That Are Still Present
 
1.20, but not listed as fixed in 1.25:
"Upgrade Facilities" in the Construction list does not work. It doesn't upgrade facilities in progress, and while it DOES add an entry to the construction ques, that entry disappears after the turn is processed and no upgrading is ever done.

Suicide Junkie February 3rd, 2007 05:24 PM

Re: SE V Bugs That Are Still Present
 
Racial Propulsion bonus traits only apply to strategic, not combat speed.

Actually, only in the sims... which is because the sims use generic races.

So what this really means is that we need to be able to optionally set the simulated races to match existing races we know about.

Spectarofdeath February 4th, 2007 01:32 AM

Re: SE V Bugs That Are Still Present
 
Sorry if it's been said before but the game really needs this.....there needs to be a delete feature for news items that are old.

Randallw February 6th, 2007 10:57 AM

Re: SE V Bugs That Are Still Present
 
You can change the period in which the news items are left before they go. I thought the default was 5 turns.

I don't know about the following. In a 1.25 game with 1.03 balance I was saving my turn as I went under a different name. When I finished my turn I had trouble uploading it because it had saved it under my saved turn title. I am pretty sure it didn't do stuff like that before. I had to redo the entire turn without saving at any stage so I could be sure it would save by the correct name.

I guess now I mention it I could save it by the name it was originally, but I guess I got into the habit from se4 of using a different title.

se5a February 6th, 2007 12:08 PM

Re: SE V Bugs That Are Still Present
 
or you could have just renamed your .plr to what it should have been.

nesrall February 6th, 2007 04:24 PM

Re: SE V Bugs That Are Still Present
 
New bug 1.25, (not present in 1.20) Mine layers &amp; Satellite layers launch their units 1 sector off the intended warp point, yet still move onto the warp point to complete their orders.

Randallw February 6th, 2007 09:07 PM

Re: SE V Bugs That Are Still Present
 
Quote:

se5a said:
or you could have just renamed your .plr to what it should have been.

oh right, yeah that might work http://forum.shrapnelgames.com/images/smilies/happy.gif

new thing. The new patch seems to have solved a problem I was having with the movement log, but it does something strange. When the log reaches the end or you end it everything in the system except the grid vanishes. You have to press end again for the sun, planets and ships to reappear.

Slick February 10th, 2007 02:07 PM

Re: SE V Bugs That Are Still Present
 
Natural Merchant ability does not show up on system display under System Modifiers - the spaceport message should appear in all systems with a colonized planet.

Slick February 10th, 2007 03:02 PM

Re: SE V Bugs That Are Still Present
 
Using the hotkey for System Report [shift /] addes a "?" to the system notes.

Slick February 10th, 2007 08:11 PM

Re: SE V Bugs That Are Still Present
 
When creating an empire during game setup, when you are spending set-up points on techs, all colony techs show as level 0 when in fact you will get the colony tech that is set for that empire. This can lead to spending points for nothing. The selected colony type should be set to level 1.


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