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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. |
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I've transfered cargo to a colony ship just fine before, I believe?
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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. |
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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 |
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That and as per the chat, Aaron doesn't actually USE it.
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He needs to be force-fed.
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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.
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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.
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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... |
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Message deleted by me, completely off topic post. My apologies for hijacking your thread Atrocities.
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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.
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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.
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Completed Intelligence projects do not appear in the politics and intel tab.
Don't know if that's been mentioned. |
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The various "retreat" options in the strategies don't appear to be working.
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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.
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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?
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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. |
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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.
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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.
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Killing the crew has about the same effect as destroying all the life support/crew quarter components.
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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.
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If there is no crew, then the guns should stop firing...this could be considered a bug, and probably fixable.
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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.
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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 /> |
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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.
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because they only get half the chance to hit
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That is an attack and defense modifier. That is not zero crew weapon stops working. Percent to offense/defense != Component Operation.
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If the weapons couldn't fire, why bother setting them to half chance to hit?
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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.
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StarJack, man you got to stop coming and going. Hang around and join the fun!
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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 |
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Have anyone else a crash when changing viewmode in ground-combat? It's 100% reproduceable for me.
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Ships/units with no supplies still have full combat speed (in version 1.20).
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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 |
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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 |
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. |
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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. |
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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.
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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. |
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or you could have just renamed your .plr to what it should have been.
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New bug 1.25, (not present in 1.20) Mine layers & Satellite layers launch their units 1 sector off the intended warp point, yet still move onto the warp point to complete their orders.
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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. |
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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.
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Using the hotkey for System Report [shift /] addes a "?" to the system notes.
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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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