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Re: Bug in 1.41
LOL
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Re: Bug in 1.41
Do you know when this is happening? Any details should probably be sent to MM.
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Re: Bug in 1.41
I got one a lot more mundane than that
I can't get my mines to self-destruct in a SiMove game. I give them the self-destruct order over and over, turn after turn, but they never do. |
Re: Bug in 1.41
Possum,
Same here. That mine bug has been affecting my games at least since 1.30, not sure how many others are experiencing this. |
Bug in 1.41
Still get adress violation errors in 1.41.....
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Re: Bug in 1.41
Well, they never said "Once 1.41 is out all bugs will be fixed", now did they?
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Re: Bug in 1.41
Any other bugs to report? I have not seen any thus far, and I downloaded it today, and have been playing it in my spare time.
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patrick Stewart as Captain Picard New Age Ship Yards |
Re: Bug in 1.41
I am having problems in a 1.35 upgraded game to v1.41
The game locks up anythime I tried to read in-game Messages |
Re: Bug in 1.41
The no mine self destuct in sim move games has been bothering me for awhile too now. Same with sats in 1.35 but I haven't tried it in 1.41 yet.
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Re: Bug in 1.41
I have uploaded several game files (I play on the PBW server) to my 1.41 ver of SE4. These games were started on 1.30 and it sems that all political commands go ok, but the AI takes over production, makes junk, and creates a bunch of designs which are not suitable. Thats the only thing I have seen.
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Re: Bug in 1.41
I have just noticed that when I make a new game, it is saying it can't find several statements in the AI files.
Regards, ------------------ Admiral Grover ------------------- "There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarrely inexeplicable. There is another theory which states that this has already happened." - Hitch Hiker's Guide to the Galaxy - Douglas Adams |
Re: Bug in 1.41
One oddity -- in my present 1.41/TDM 255-system game, I've seen over 90 systems without a single "ancient ruins" planet. Anybody know if the probabilities got tweaked, or whether I might have inadvertently changed a setting somewhere?
------------------ -- The thing that goes bump in the night |
Re: Bug in 1.41
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Taqwus:
One oddity -- in my present 1.41/TDM 255-system game, I've seen over 90 systems without a single "ancient ruins" planet. Anybody know if the probabilities got tweaked, or whether I might have inadvertently changed a setting somewhere? <HR></BLOCKQUOTE>Interesting. I've been getting more under 1.41/TDM, but they have been mostly worthless. (Whoopee, Organic Farm II, that will solve all my problems!) There is a switch during set-up that disallows all ruins. |
Re: Bug in 1.41
There are 7 possible ruins chances listed in the StellarAbilities file. Each has a 5% chance of occurring on a "standard planet", not exactly sure what that means. Seems odd you would not have found at least one.
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Re: Bug in 1.41
Hrm. I probably hit the toggle by mistake, then. *shrug*
No new issues noticed by me in this patch, so far, and the fighter-stack +defense bug is fixed (BIG yay for non-Deeply Religious races!). ------------------ -- The thing that goes bump in the night |
Re: Bug in 1.41
Actually... its only 1/2% chance to find a ruins planet (value is in tenths). And, as I recall, thats the same its always been.
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Re: Bug in 1.41
You are correct Purple, it is 1/10ths.
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Re: Bug in 1.41
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PurpleRhino:
Actually... its only 1/2% chance to find a ruins planet (value is in tenths). And, as I recall, thats the same its always been.<HR></BLOCKQUOTE>So if there are 7 types (per Marty), that would be roughly an overall 3.5% chance for a ruins planet or about 1 in 28. If we assume 7 planets in a planetary system (wag), that would mean that 1 in 4 planetary systems would contain a ruins planet. That is totally consistent with my experience. Out of 16 explored planetary systems in my current game, I found 4 ruins planets. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Bug in 1.41
Taqwus,
Hmmm, that is weird. I have no "special" planets either in the 1.41 (sim) game (no modpack or mods) I am playing. I am usually careful to select it, because, of course, it is a nice feature. I thought I probably forgot the setting too, but now I am beginning to wonder. To follow up with self-destruct order for mines, it still does not work in any of my 1.41 (sim) games. |
Re: Bug in 1.41
Hi
I encountered a different bug in a PBEM game. When I an ally of myself offer a traety to each other at the same time and both accept. The treaty is killed an we're left with no treaty at all. This is very annoying. I made friendship with my neighbor just after the game began. And we established one treaty after another until we reached Military Alliance. Then it happened. Wi beoth offered Partnership and both accepted one round later. Another turn passed and there was only the yellow word "none" in the treaty list. As a result several of our ships (resupplying on the partners planet) were destroyed and of course we lost all minerals and research points from trade. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif ZzZ |
Re: Bug in 1.41
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by ZzZ:
I encountered a different bug in a PBEM game. When I an ally of myself offer a traety to each other at the same time and both accept. The treaty is killed an we're left with no treaty at all. <HR></BLOCKQUOTE> That treaty bug needs to be reported to MM... And, as far as the ruins planet thing, I've had the same experience as Taqwus and Stone Mill - I always turn ruins on, but I haven't found any in my current game (and I've explored about 30 systems, and have maps of 15 more via partnership treaty). |
Re: Bug in 1.41
I just checked in a high tech start. The system facilities to modify production do not work at all in Version 1.41 with TDM-Modpack 1.72
Somebody else do a high tech start and check it without the modpack. This disgusts me. I reported that the system facilities did not work a couple of patches ago, and they are STILL not fixed, or are broken AGAIN. ******************************************* Edit : I have been up WAY too long, time to get some sleep. The systems wide facilities that are modifiers to production for all standard facilities WORK. I just forgot that the effect does not show up on the planet. You have to check the empire production screen or the race score to see the effect. Also as expected, the system robotoid does NOT stack with the m/o/r specific facilities, so there is no point to building them since it is FAR cheaper to get computers 6 than m/o/r 9. [This message has been edited by LCC (edited 27 June 2001).] |
Re: Bug in 1.41
If you want more ruins, I've posted a small mod to give you more. Maybe to many, but this is easily changed.
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Re: Bug in 1.41
Uhh, the limits on mines have me totally confused.
What is the limit? Is it like 100 per sector, or 100 per system, or what? |
Re: Bug in 1.41
The default is 100 mines per sector.
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Re: Bug in 1.41
Stone Mill & Taqwus,
About your problems with no unique planets present, were you by chance playing with warp points not connected? I decided to try a game like that, after learning the benefits, and was using my unique tech mod. There is about a 20% chance of any planet being unique. After 50 turns no player, out of 15, had found a unique planet anywhere. This sound like a bug to me. Did some further testing and it appears to be related to generating a map. I started 10 games as an ancient race. 5 games I generated a map before clicking begin game and 5 games I did not generate a map. Every game I generated the map there were zero special planets. Every game I did not generate the map for I had special planets. Can anyone else confirm this? I am using a heavily modded Version. [This message has been edited by Marty Ward (edited 30 June 2001).] |
Re: Bug in 1.41
Playing with 1.41 this week, I noticed the following concerning the unique techs. If you click the generate map button on the Quadrant set-up screen, you will not get unique techs. If you wait and have the map generated when you click the Begin Game button, the unique techs are correctly placed.
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Re: Bug in 1.41
Thanks MRH, guess it's not my game only. Did you notice this in any earlier Versions? I've always let the map generate after I click begin.
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Re: Bug in 1.41
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marty Ward:
Stone Mill & Taqwus, About your problems with no unique planets present, were you by chance playing with warp points not connected? I decided to try a game like that, after learning the benefits, and was using my unique tech mod. There is about a 20% chance of any planet being unique. After 50 turns no player, out of 15, had found a unique planet anywhere. This sound like a bug to me. Did some further testing and it appears to be related to generating a map. I started 10 games as an ancient race. 5 games I generated a map before clicking begin game and 5 games I did not generate a map. Every game I generated the map there were zero special planets. Every game I did not generate the map for I had special planets. Can anyone else confirm this? I am using a heavily modded Version. [This message has been edited by Marty Ward (edited 30 June 2001).]<HR></BLOCKQUOTE> Ahhh. All warp points in my game ARE connected, but I believe that I did click 'generate map' before starting the game. ------------------ -- The thing that goes bump in the night |
Re: Bug in 1.41
Guess this would be a bug. How do you report it, send an e-mail to MM or will one of the beta testers do it?
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Re: Bug in 1.41
This is a new bug. I did not have this problem with 1.35.
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Re: Bug in 1.41
I just got an all new error:
"Object ID is zero in Delete_Object (C:\myvb\se4\pgms\PhaseLog.pas, line 321)" This occured during the turn execution of a simultaneous 1.41 game. Has anyone else seen this one? I sent a note to MM. [This message has been edited by MRH (edited 30 June 2001).] |
Re: Bug in 1.41
Can anyone else confirm that you can't add ships to a fleet in the simulator in v1.41? I even did a clean install from the CD and upgraded but get the same failure. This is working in v1.30, and I think in v1.35 but I blew that away to re-install.
In the Simulator, create new fleet and when you try to add a ship or use the "add all" button the fleet name vanishes. ------------------ "All sources are dubious until their reliabilty has been repeatedly proven. Even then their information should be independently verified." - The unwritten "spooks handbook" [This message has been edited by Dubious (edited 01 July 2001).] |
Re: Bug in 1.41
Yup, that's what happens to me too.
Workaround: use an existing fleet, THAT works. Make one if need be.. Phoenix-D |
Re: Bug in 1.41
The only bug I can confirm is the one that happens when you got to start a game, and then decide not to play. When that happens, I get a lot of errors and stuff. Any one else get them?
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG New Age Ship Yards |
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