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January 10th, 2005, 06:58 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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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.
PvK
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January 10th, 2005, 07:04 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
See drone thread. I think it was intentional in v1.81.
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Slick.
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February 13th, 2005, 05:30 PM
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Brigadier General
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Join Date: Apr 2002
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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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Slick.
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February 13th, 2005, 05:45 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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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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March 31st, 2005, 01:50 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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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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March 31st, 2005, 03:52 AM
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Sergeant
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Join Date: Jan 2004
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Re: Known Bugs
That's not cool.
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"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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April 6th, 2005, 01:02 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
Emergency Build lasts for 11 turns, not 10 as listed.
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Slick.
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May 5th, 2005, 01:00 PM
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Major General
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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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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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May 5th, 2005, 01:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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May 5th, 2005, 01:26 PM
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Sergeant
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Join Date: Jan 2002
Location: Fredericksburg, VA, USA
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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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Emperor's Child
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