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.
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