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  #271  
Old September 21st, 2006, 12:34 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

They wasn't working for me neither, nor all the special armors, I think a few abilities aint in the demo.
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  #272  
Old September 21st, 2006, 12:58 PM

StarShadow StarShadow is offline
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Default Re: SE5 Demo Bug Reports

They don't work in the demo.
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  #273  
Old September 21st, 2006, 01:02 PM
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Kamog Kamog is offline
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Default Re: SE5 Demo Bug Reports

In the vehicle design screen, it has the message:
"This vehicle can only have a maximum of 12 movement" (for example)
which isn't entirely correct.

What it really means is that you can only have 12 engines. You can actually have more movement by using engines with bonus movement like quantum engines and also by adding solar sails.
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  #274  
Old September 21st, 2006, 01:22 PM

StarShadow StarShadow is offline
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Default Re: SE5 Demo Bug Reports

True, I've noticed that myself.
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  #275  
Old September 21st, 2006, 01:31 PM

tmcc tmcc is offline
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Default Re: SE5 Demo Bug Reports

I bought and played to death both SEIII and SEIV and saw multiple patches to fix and improve both, especially SEIV.

At first I did not like the SEV demo but is beginning to grow on me quite a bit, to the point that I am quite tired this morning and my wife will be sending nasty grams to Aaron. Obviously it needs work in a few areas, but experience tells us that we can expect most reasonable requests to be addressed. The key things I think SEV needs:

Fix the bugs.
Add ability to lock the view for each system so it looks the way you left it when you come back (default lock would be good). IMO this is the single biggest time waste in the UI.
Easier weapon targeting in tactical mode. Right now I can't figure out how to tell which weapons are already targeted and on whom.
Positive buzz to drive a large player community that will yield many great ideas and mods and provide necessary $ to keep the improvements coming.
Really good documentation.

As far as CT combat goes I don't really like it so far, mainly because I keep losing battles I would have easily won in SEIV. I guess if I won I would like it. In Xcom Apocalypse there was both CT and turn based combat options. CT was much faster to resolve but always yielded more casualties. Turn based was great for "must win" battles and times when minimal casualties were necessary. I thought this was a great feature in that game and would like to see it in SEV (eventually), probably a stretch though.

Just my tcw.

TM
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  #276  
Old September 21st, 2006, 02:31 PM
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Kamog Kamog is offline
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Default Re: SE5 Demo Bug Reports

In the ship design window, if you move the cursor over the ship portrait, the help message says that you can click on the portrait to get an enlarged version of it.

But when you click on it, nothing happens.
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  #277  
Old September 21st, 2006, 03:32 PM
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Captain Kwok Captain Kwok is offline
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Default Re: SE5 Demo Bug Reports

The Solar Resource Generation ability is not working, so neither are Solar crystalline facilities.
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Space Empires Depot | SE:V Balance Mod
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  #278  
Old September 21st, 2006, 07:19 PM
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Kamog Kamog is offline
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Default Re: SE5 Demo Bug Reports

Thanks for the info.

Here's a strange thing I noticed. Sometimes, some of the planets look weird. They still rotate and nothing else seems to be wrong except their strange appearance. If I change the view to a different system and then go back, the appearance of the planets return to normal.

In the picture below, three of the planets look weird.
Attached Images
File Type: jpg 447985-SEV planets.JPG (49.9 KB, 70 views)
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  #279  
Old September 21st, 2006, 07:40 PM
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Captain Kwok Captain Kwok is offline
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Default Re: SE5 Demo Bug Reports

Hmm. It looks like the flag texture image is being applied to the texture of the planet. Have never seen that before!
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  #280  
Old September 21st, 2006, 07:46 PM

Rellep Rellep is offline
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Default Re: SE5 Demo Bug Reports

While playing around with my "kewl rangez demod" (all weapon ranges about 1000 with alltech) I noticed that, for some reason, projectile weapons simply annihilated anything with beam weapons. It was obvious why missiles would do that (after all, with no way to mod it, direct fire weapons have a "to hit"-modifier of something like -1000) but why, say, meson blasters?

After some testing, I discovered that projectiles are fired directly at the target, with no adjustment whatsoever for hit penalties (or bonuses, for that matter). In other words, they always hit... Unless the target is moving even a bit laterally (in relation to the shooter) in which case they miss all the time, unless the range is so short the target has no time to move away from the bullets path... This also means that manual dodging is possible.

Weird.
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