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Bugs in Gold v1.78?
I'm about to start a PBW game after a little break (Last one was 1.49), and I can't seem to find any other postings specifically listing current problems.
Does anybody have a list of the known bugs in the current patch? You can discuss them here, or link me to old threads if you wish, but let's see if we can get a comprehensive list of the current bugs. Thanks! I'll start: I understand that the Temporal racial tech is unbalanced, because Temporal Distortion Beams do 4x the damage to EVERY component, not just 4x the damage to sheilds. Also: we are using the DevNull mod, and if you know of any bugs/quirks/issues with this mod, those would be appreciated as well. Thanks! |
Re: Bugs in Gold v1.78?
Here's a bug, it's not a big deal to most people.
In a game you cannot send a ship to cords. 0,0. The ship will clear it's orders and not move. Nothing major but still... |
Re: Bugs in Gold v1.78?
There is the Temporal Bug, the Drone Bug, and a couple of others.
The Temporal bug allows Temporal weapons to do 4x damage to both shields and ship. Big time bug. The Drone bug allow a single drone to take out an entire mine field. There are others, but these are the two that I am most aware of. |
Re: Bugs in Gold v1.78?
"The Drone bug allow a single drone to take out an entire mine field"
Wasn't this a bug that was fixed in 1.78? Ah, here we go.. "Version 1.78: 1. Fixed - Mine damage was not accumulating against Fighters or Drones moving through minefields. 2. Added - More Empire options for showing letter identifiers for facilities on planets. " Phoenix-D |
Re: Bugs in Gold v1.78?
Launching Drones in combat appears to be bugged as well, from what I can tell. Any drone carriers in your fleet will drop all of their drones in the first combat turn, regardless of the actual number of drone bays on the ship. Additionally, Drone Launching in the game turn is similarly bugged. It apparently counts the launching of drones by counting the number of different types of drones launched, rather than the number of each drone that is launched. This means that if you have just one Drone Launcher component on a ship, you can launch any number of drone type A that you have, as well as any number of drones or type B, C, and D.
Maybe I should make a new thread about this problem, as it doesn't seem to be pinging anybody's radar... http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: Bugs in Gold v1.78?
As far as I know, the drone bug is still there. The patch fixed mine damage on fighters and drones, but did not fix the drone issue for PBW games. I could be wrong though.
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Re: Bugs in Gold v1.78?
"The patch fixed mine damage on fighters and drones, but did not fix the drone issue for PBW game"
The mine damage thing WAS the drone bug. Phoenix-D |
Re: Bugs in Gold v1.78?
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The drones vs. mines bug was noticed quite a while ago, but this launch capacity bug was only reported relatively recently. (I forget whether Hotfoot was the first person to mention it.) |
Re: Bugs in Gold v1.78?
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Just out of curiousity, are you able to reproduce this bug? I just want to make sure I'm not going crazy and that the problem actually exists. Quote:
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Re: Bugs in Gold v1.78?
Here is the list of fixed bugs up to now.
Version 1.82: 1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not. 2. Fixed - Computer Players which had a "Computer Player Bonus" set above None were not using all of their bonus funds. 3. Fixed - The largest ship in a sector was not always being drawn on top in the system display. 4. Fixed - Planets in combat would not fire all of their weapons (sometimes). 5. Fixed - Planets in combat would not fire enough seekers against a target to guarantee its destruction (sometimes). 6. Fixed - Improved the Transport minister a little. 7. Added - The Log Window will now return you to the item you had selected the Last time you were in the window. 8. Fixed - Ships with a Tractor Beam would not fire weapons located after the tractor beam in their design. Version 1.81: 1. Fixed - "Crew ConVersion" damage type will work on all target types, again. 2. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). It does not matter if there is a Bridge on the ship. 3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat. 4. Added - Option to strategems to control how many drones are launched per target in combat. 5. Changed - You can now give drones orders to Attack warp points. This is essentially the same as telling them to warp through and attack anything on the other side. Any survivors can then be given new orders. Version 1.80: 1. Fixed - Integer Overflow when a unit with no shields was hit by normal weapons. 2. Changed - "Crew ConVersion" damage type will only work against ships regardless of the target type. 3. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). 4. Fixed - You can now give resource gifts in excess of 200,000. 5. Added - "x10000" and "x100000" to the Select Package window for resources. 6. Fixed - Fighters were unable to "Fire On And Destroy" ships. 7. Fixed - Organic Armor was pre-regenerating itself before damage occurred in combat. Version 1.79: 1. Fixed - "X Damage to Shields" damage types were not working correctly. 2. Fixed - Shield Depeleters will now work properly against units. 3. Fixed - The result of a Communication interception intelligence project will be displayed with arrows in the log window. 4. Fixed - Ships would clear their order if trying to move to sector 0,0. 5. Fixed - Ships with regnerating armor will regnerate all of their armor at the end of combat. 6. Fixed - During a Deconstruct & Analyze, you would sometimes receive duplicate techs if a component and the vehicle size were new to you. |
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