Re: Remaining issues
A little add-on to these issues:
18) Level 10 in 'Ship Construction' contains no tech (Lvl 3. Shipyard Facility moved to another tech area) and should be maxed to level 9.
19) Graviton Hellbore is moved to Gravity weapons tech area. However Small Graviton Hellbore is in the Tractor/Repulser weapons area.
20) When a Polaron Beam damages a ship, and after that weapon that does normal damage hits a ship, some of the damage gets repaired in the first hit. This bug does occur in almost all situations where a weapon with a special type of damage (like skips normal shields or quad damage to shields) does some damage and then a weapon with normal damage type is used afterwards. Also, this happens only to ships that have shields (for what I know).
Some wishes:
9) A combat initiative where AI will not always move after human player. A MOO2 model could work fine here modified by ship experience.
10) Diplomatic actions like agreeing to the demand to break treaty to another empire should be automatically executed when empire accepts the demand.
11) AI that will offer trades to other empires (AI or human).
12) Ability to choose starting positions for static units before combat (SE3 style), where you would be able to position your Satellite Groups and Bases before combat. Also, an ability to rearrange unit Groups would be welcome.
Add-ons to Mephisto's bug list:
10) AI pathfinding is bad. When a unit has 2 paths to target with same range, it will show a course going one way, but will ALWAYS go the other way. The units too often get stack behind larger objects in tactical combat (like planets). When selecting the shortest route to target, in tactical combat, the ship very often selects the wrong one losing movement points.
15) My states.txt has 259 words (it is one of the largest)! Are you sure you have not erased most of the names in the file by accident)
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