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September 17th, 2006, 04:27 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: SE5 Demo Bug Reports
Ugh! I hate fanboyism, I hope this site manages to keep away from that for the most part.
SEV has a LOT of potential, I hope it manages to live up to it. The UI definately needs some fixing, too many tasks which were simple to do in SEIV, are clunky and complicated in SEV, retrofitting is a prime example. Also, there seems to be quite a few things that needs more info during the game, for example, bases (not all, but any bases with shields or weapons) now need supply/ordinance storage, but nothing in the game tells you that.
Hopefully Aaron starts listening to the beta-testers instead of ignoring them. After all, what is the point of having beta testers, if you just ignore most of the issues they point out?
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September 17th, 2006, 04:35 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SE5 Demo Bug Reports
Quote:
Ugh! I hate fanboyism, I hope this site manages to keep away from that for the most part
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You say this as if you didn't know that this forum is filled with fanboys. Becareful who you are attempting to insult, you just might be surprised.
I love how people assume that Aaron did not listen to the beta testers... That just cracks me up. I mean what the hell do they know? I guess they forget that Aaron, and only Aaron, was programming this game. Now if stating that Aaron is just one guy is fanboyism, then so be it. The truth of the matter cannot be ignored, Aaron had a lot of work and we kept him very busy.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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September 17th, 2006, 04:45 PM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
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Re: SE5 Demo Bug Reports
Quote:
StarShadow said:
Ugh! I hate fanboyism, I hope this site manages to keep away from that for the most part.
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Not quite sure what you're looking for on these forums.... they are after all 'fan'-forums.
Yes the game has issues which needs to be sorted out, but don't go hating the fans for trying to make things better.
Remember too that it's all been developed by one person. The reason the SE community is so great (I find) is that those who stick around realise how much work Aaron has to do for development, and rather than *****ing and whining all the time make useful suggestions and reports to him.
I seriously doubt Aaron has been ignoring the beta testers, more likely is the fact that he's been busy working on critical-game-breaking problems.
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The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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September 17th, 2006, 05:35 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE5 Demo Bug Reports
Quote:
Will said:
Until SJ makes Carrier Battles for SEV, and you need to add a bajillion armor components.)
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Luckily, this will not be necessary at all. Components store individual damage, and you can make real leakiness with custom damage types. Damage is directional, not totally random as in SE4. There isn't much need for having 100 1kt armor comps in SE5.
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September 17th, 2006, 05:56 PM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
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Re: SE5 Demo Bug Reports
-----In empire creation, governments list, "Oligarchy" does not have any positives or negatives listed.(This was missed?!)
-----In vehicle designs, vehicle name screen, the numeric keypad does not work. Only the numerals at the top of keyboard do. The numeric keypad worked in SEIV. (I use the game date in naming my vehicles. I wish the date was still visible in this screen. I mentioned this before. I know that I can just note the date before hand.)
I have seen a few comments about not liking the decks in ship design, especially for small ships. They say a small ship should have one deck. Without debating these points I want to point out some things.
The size of a vehicle is expressed with the ...size...the tonnage weight. The slots on three leveles are so that we are not limited in available spaces. We are limited in available tonnage.
Even though they all have three decks a small ship still has less slots(as well as tonnage) then a larger ship.
I like the decks. They add some creativity to design. Maybe later (or in a mod) they can be a factor in combat and dammage.
Also, who's to say how many weapons of future technologies will fit on future vehicles.
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September 17th, 2006, 05:57 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE5 Demo Bug Reports
Quote:
Imperator Fyron said:
Quote:
Will said:
Until SJ makes Carrier Battles for SEV, and you need to add a bajillion armor components.)
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Luckily, this will not be necessary at all. Components store individual damage, and you can make real leakiness with custom damage types. Damage is directional, not totally random as in SE4. There isn't much need for having 100 1kt armor comps in SE5.
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Currently I'm starting with up to 5 layers of 50% absorption armor.
Of course, I do plan to eventually use an intermediate system of modest amounts of inert components as armor...
That way you can choose to surround certain critical components like your drive reactors with armor, focus on certain directions or spread the protection around.
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September 18th, 2006, 02:11 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: SE5 Demo Bug Reports
I have no doubt that there is a great game underneath the SEV UI. But I can't get there, at least, not without so much trouble that, knowing myself, I won’t play SEV with the UI as is.
HOWEVER, I think it can be fixed. It sounds like a problem of political will on the part of MM.
Here's a lot of things that are probably easy to do and would go a long way to fixing things:
* make the ship, component, and other images much smaller (like in SE4) in order to reduce overall window sizes.
* Make the empire-wide orders window, quadrant window, item list window, and orders window moveable.
* shrink the windows borders and other useless flashy parts to one pixel wide (like SE4) - the only thing each window needs wider is a title bar, for moving it.
* lock the view so that it doesn't move whenever I move the mouse to the edge of the screen
* redo the orders window so all typical orders ('Cancel orders' etc) are available with one mouse click
* Offset the flag and other planet icons from the hex borders, so you can see which planet you've selected. Make them smaller and transparent as well. Give the user textual options for these as well ('R' for resupply, 'Y' for shipyard, etc)
* For the ship design UI: get rid of the whole blueprint graphic and decks, and allow players to add more than components just by clicking rather than drag and drop. Maybe use a slider (like under the cargo transfer window) to set a number, or whatever, and then add that number of components (to add 10 engines at once, etc...) with a single click. And make them go automatically into appropriate hulls, working from inner to outer until all space is used up. Having to place each component is extremely tedious even for a frigate.
* for every window with filters and layout buttons: simply put the most common filters and layouts used in the main button list. I shouldn't have to click layout and then click units to show just units. For example, the ship list window buttons should read: layout, filter, units only, fleets only, etc...Ditto for ALL windows with layout and filter options.
I think, if the above simple 8 modifications were implemented, then the UI would go a long way to being fixed. And then I could see the great game underneath the UI.
Thanks,
AMF
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September 18th, 2006, 02:26 AM
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Corporal
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Join Date: Sep 2006
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Re: SE5 Demo Bug Reports
Quote:
AMF said:
* make the planet, ship, and other images much smaller (like in SE4)
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Those images in the Turn Reports could be way smaller too... one line of text/info next to a ~200px tall image is just a waste... and makes for way too much scrolling. And the text generally everywhere could be smaller too... small text means less scrolling which actually makes it easier to read.
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September 18th, 2006, 02:33 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: SE5 Demo Bug Reports
Bug?:
In a ground assault, my troops stopped firing and ran away after being shot at by the militia. Right-clicking on my troops showed that they had no damage (thanks to sheilding), but their weapom fire rate was "damaged". Do the militia have some crazy relode damaging weapons?
Also, the militia fully regenerated each turn (even when I had surviving troops).
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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September 18th, 2006, 02:33 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE5 Demo Bug Reports
Note:
Clicking on the column header with the icon/image in lists or the log cycles through different pic sizes. For example, the log can have big, small, and none. For list screens like colonies, ships, planets etc., you can have normal, small, and none. This greatly increases the amount of rows for the list screens.
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