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  #1  
Old March 19th, 2005, 06:57 PM
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Default Re: Known Bugs

How about:

32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.
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  #2  
Old March 19th, 2005, 07:09 PM
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Default Re: Known Bugs

I think that's a lot better; at least it's clearer. It is true that points will be wasted on the invalid project. To me, a player should use the event log and take appropriate actions for each entry. If he knows he has "repeat projects" selected, he should manually remove the project after he reads the log entry about the successful intel project. If he didn't remove the project once it succeeded, the next turn he will get a "failed" log entry for that project and that should key the player to remove the successful project from the queue. As far as the AI selecting a new valid target, that's probably better than wasting points on a dead project, but the AI is not known for his wise choices...
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Old March 19th, 2005, 07:33 PM
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Default Re: Known Bugs

Another "not-really-a-bug-but-annoying" bug is that ship ID number affects many aspects of the game, some of them are a little screwy. Specifically Douglas performed some testing and found that Ship ID affects the order in which ships are repaired and some other aspects of the game.

Douglas also found some wierd ways that some Stellar Manipulation actions can be performed in simultaneous movement - and they possibly could be used as an exploit.

To read the actual discussion:
http://www.shrapnelcommunity.com/thr...&fpart=14&vc=1
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Old March 19th, 2005, 07:49 PM
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Default Re: Known Bugs

29. is a copy of 8.
31. is a copy of 15.

Add: Black holes can be created in a sector without a star (simultaneous game). The order to "create black hole" must be given at a star, but if your first order the ship to move, it will be able to create the black hole in a sector without a star. The star that the order was issued at will dissapear, but will not affect anything else in its system.

EDIT: Slick beat me to it.
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Old August 2nd, 2005, 07:14 PM
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Default Re: Known Bugs

Alneyan reported that there are problems with certain types of diplomatic requests, so that if you request some things in some ways, an acceptance results in a refusal instead. Alneyan or someone familiar with this, could you provide details?

Another bug is that when fighter groups are fleeted with ships, the ships lose a whole bunch of extra supplies each turn.

There is reportedly another bug where certain kinds of stellar manipulations (e.g. star destruction) also can cause other objects (stars, planets) somewhere else to vanish from the game.

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Old August 3rd, 2005, 05:08 AM
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Default Re: Known Bugs

Demand Surrender, Demand Gift, Demand Tribute and possibly others do not work correctly: the recipient cannot accept those demands, both because the default message is a refusal, and because nothing accepts if you go ahead and accept. I think all other demands are not automatic, and those do not seem to be affected by the Demand problem. So yes, you can safely accept a Demand Surrender.

Oh, and Emergency Building lasts eleven turns, and not ten as advertised, if you do not turn it off yourself; I don't know if that would qualify as a bug though.
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Old August 3rd, 2005, 12:06 PM
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Default Re: Known Bugs

I can vouch that Demand Surrender works against the AI. When the conditions in the AI files (i.e. percent of score) are met, they will accept the demand and the surrender will be executed. Would this only apply to human vs. human?

edit: kant spell
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Old August 3rd, 2005, 12:25 PM
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Default Re: Known Bugs

Or perhaps, just perhaps, it only works for the human if the score condition is met? (Assuming all Empires have a default politics file) And maybe the same could go for the Demand Gift option?

Alternatively, it could just be that the AI surrenders on its own when asked to surrender, instead of accepting the demand of surrender (in this case, the surrender will be carried exactly the same, so the difference would be impossible to tell). Do you know if AIs can accept to make a gift to you?
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Old March 20th, 2005, 01:06 AM
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Default Re: Known Bugs

Quote:
Imperator Fyron said:
How about:

32. Successful intelligence projects with specified targets (not with random targets) are neither automatically removed from the queue nor adjusted to a new target if repeat projects is selected. Points will continually be wasted on these invalid projects. This is most notable when the target is destroyed or otherwise no longer under control of the target empire as a result of the project.
If the target is destroyed, by a ship bomb project for example, the project is automatically retargeted on a seemingly random basis (probably related to ship ID, but I'm not going to bother testing it). This could be a minor exploit in that it allows a player to have a specifically targeted project with a target he may never have been able to select otherwise.
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Old March 27th, 2005, 05:19 AM
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Default Re: Known Bugs

I'm not sure if this can be reproduced; haven't tried:

Simultaneous turns.

I had no treaty with empire A; i.e. a treaty of "none".

In my turn log, empire A proposed a treaty, a Trade Alliance.

All in the same turn, I accept the Trade Alliance treaty, look at the "Empires" screen and verify that we now have a Trade Alliance and see the "message sent" for accepting the TA treaty, I then was allowed propose a Trade & Research Alliance, again I "sent" the message although one had already been sent this turn, I checked the "empire" screen again and now we had a Trade & Research Alliance.

This effectively let me change the treaty that was was proposed and then accept it all in one turn. This should not have happened. It should have taken another 2 turns to propose, then empire A accept the T&R Alliance.
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