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Old September 26th, 2006, 03:12 PM

tmcc tmcc is offline
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Default Re: SE5 Demo Bug Reports

Interesting behavior. I think I remember something like this happening in Starfury as well, but I have not played that in a while. Coincidence??

Have you recreated this bug with other PD weapons like the Flak Cannon or Bomblets? It would be intertesing if it were weapon specific vs. general PD routine.
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Old September 27th, 2006, 03:14 PM
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Default Re: SE5 Demo Bug Reports

Hi all,

Well I'm excited about SEV. So there. As far as the ship, planet and fleet tags being too big, I just jig left or right with the arrow keys to see behind. Doesn't seem that big a deal to me.

I immediately tried to create a ship capture race, as that was a little buggy in SEIV. In space simulation the capturing ships would close, launch some little grey/white packets (presumably space marines) and run. The little packets swarmed around the ships, but did not ever succeed in taking any. Little exclamation points would pop up every once in a while, but I dont'know what they're supposed to indicate. The crew quarters of the swarmed ships did not sustain ANY damage, even when outnumbered 10 to 1.

Hope this can be fixed. Could it just be an error in the data files (ie. crew quarters too strong/space marines too weak)?
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Old September 29th, 2006, 07:15 PM
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Default Max Range

Whatever software algorithm is used for "Max Range," it should work out to "as much as possible, stay as far away from danger as you can while still being able to attack the enemy." As a human being, it is not too hard to figure out what to do in every situation as it comes up. But it is hard to think of an algorithm that covers all reasonable cases. If you can figure out the algorithm used, you can usually find a horrible weakness. However, the current algorithm seems particularly bad and should be improved. It is too easily exploited.
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