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  #1  
Old January 10th, 2005, 06:58 PM
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Default Re: Known Bugs

Seems like there is a bug with drones not launching from drone carriers during planet attacks. Exact conditions or existence of a work-around I don't know.

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Old January 10th, 2005, 07:04 PM
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Default Re: Known Bugs

See drone thread. I think it was intentional in v1.81.
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Old February 13th, 2005, 05:30 PM
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Default Re: Known Bugs

You can crash the game by using the "Shift-A" hotkey and giving an order that some selected items can't perform. The description for "Shift-A" is "Select All Ships in Ship List" but it really selects all of your things in the selected sector (planets, ships, bases, sats, mines, etc).

So, for instance, if you have a sector with a planet, ships, sats and mines in it, and you Shift-A and then click on an individual ship and hit hit "Y" for "Sentry", you will get a range check error. This can also happen if you "Shift-Click" units that can't receive whatever order you give them.
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Old February 13th, 2005, 05:45 PM
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Default Re: Known Bugs

Not really confirmed: it seems like the AI pathfinder has trouble dealing with sectors containing multiple wormholes. It may work well, and there is usually no problem, but something may go awry and the AI can choose a poor path to reach the target (fairly annoying if coordination is required). I did not pick systems to be avoided, and there were no minefields or enemy vessels to make my fleets go somewhere else. Anyone saw this?

Confirmed: satellites have a cloaking button, but are already cloaked. Likewise, drones are always cloaked, but you can "switch" on and off their cloaking (without any actual effect). I would expect fighters to behave similarly. If units were supposed to be able to cloak and decloak, then this is also more than a display bug.

In Fyron's list some posts below, the problem with fighters and ships has been solved (entry 8). Ships and fighters no longer share supplies... but fighters do not share supplies with themselves.
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Old March 31st, 2005, 01:50 AM
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Default Re: Known Bugs

Yes. Just in case the experience of the fleet imposes a limit, I trained the fleet and did it again. Once again, I got hit rates I would expect if the neural combat net didn't exist.
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Old March 31st, 2005, 03:52 AM
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Default Re: Known Bugs

That's not cool.
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Old April 6th, 2005, 01:02 PM
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Default Re: Known Bugs

Emergency Build lasts for 11 turns, not 10 as listed.
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Old May 5th, 2005, 01:00 PM
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Default Re: Known Bugs

Again, possibly a bug, again, in the Star Trek Mod (though I think that it is also present in the stock game): When you build a ship training facility, and you build a new ship in that sector, the new ship immediately gets a training bonus. I don't know if this is intended or not, but it seems like a bug to me.
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Old May 5th, 2005, 01:19 PM
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Default Re: Known Bugs

Not a bug. I see no problem with a ship starting the training as it is being built. The crew can get basic theoretical training and debriefing before they board the ship.
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  #10  
Old May 5th, 2005, 01:26 PM

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Default Re: Known Bugs

Buggy or not, new crews do go through training pipelines while their ships are fitting out. This type of in-game performance boost is perfectly logical from the reality perspective.
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