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  #1  
Old September 22nd, 2006, 05:06 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Any new engangement could always be centered around the defender, with the attackers at a set distance? The map is semi dynamic size wise so it could be possible.
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  #2  
Old September 22nd, 2006, 05:14 PM
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Default Re: SE5 Demo Bug Reports

I think fleeing ships that pass the "borders" of the combat area should move into the adjacent sector in the sytem. Any new combat in that sector would start in the middle again.

Sector placement should not be allowed for sectors that currently have an enemy presence.
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  #3  
Old September 22nd, 2006, 05:49 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Aw but I like using cloaking devices to do that, actually gives them a use in combat.
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  #4  
Old September 26th, 2006, 03:18 PM
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Default Re: SE5 Demo Bug Reports

I also have a complaint about missile combat and PDC, which may or may not be a bug.

If I pit several LCMs against an equal (or even somewhat greater) number of Alligators (see previous post for descriptions), then the LCMs ALWAYS win, regardless of the speed setting of the simulator. What happens is this: when the leading LCM shoots its missiles at the leading 'Gator, all of the 'Gators shoot all of their PDC at the missiles. Then the second LCM shoots its missiles, and they ALL get through, because none of the 'Gators has PDC ready.
Unless this is fixed/changed, there is absolutely NO point in using PDC for missile defense, and absolutely NO point in trying to fight missile ships with direct-fire weapons with range < 9.
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  #5  
Old September 27th, 2006, 06:16 PM
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Default Re: SE5 Demo Bug Reports

Oh, another thing on UI:

There is no slider for intelligence/spying. As a result I had to click the mouse 99 times to allocate all my resources to "internal security". It didn't even have the "hold it down and it will count up automatically" feature.
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  #6  
Old September 27th, 2006, 06:53 PM

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Default Re: SE5 Demo Bug Reports

jimbob: click directly on the slider and it'll set at that level. Alternately, shift-click will add 10 points at a time.
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  #7  
Old September 27th, 2006, 07:43 PM

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Default Re: SE5 Demo Bug Reports

For research, I'd like a "<something>-click" to increment the research time (.1, .2, .3, .4, etc) instead of the %s.
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  #8  
Old September 22nd, 2006, 06:31 PM

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Default Re: SE5 Demo Bug Reports

A couple of days ago I've been searching the web for a place to pre-order the SEV. Not anymore, until I see a playable demo first.

I'm a big fan of SEIV. My system: Intel Dual Core 2 Duo E6600, 3Gb RAM, Nvidia 7950GX2/1Gb graphics with the latest drivers. This system runs Everquest 2 at the highest settings (but the shadows) without a problem. In the SEV demo the mouse pointer is so slow that it's work just to navigate the menus. The pointer is very slow and lags constantly.

I've tried some suggestions in this thread. Removing AA and AF gave nothing. Setting the affinity of my dual-core to a single CPU seemed to help a bit, but still not enough, I still feel like I'm fighting with the cursor. Maybe it has something to do with the instant tooltips? Some even stick to the screen until I move the mouse cursor over them again. All screens are bad, but the worst are the game setup screens (when creating the race and stuff before a new game), the research and the ship design screens.

Then there is screen corruption on the 3D combat screen. I've tried to start one with the combat simulator, using a ship I so painfully created . After a few seconds of combat the 3-D screen starts to stop being updated, in large lines from the bottom to the top, the cursor leaves a trail on it, yet the menus at the bottom are being refreshed. I have to pause the simulation then resume it for the refresh to kick back in.

So, with the empire management screens (the meat of the game) unusable, and some weird corruption on the 3-D combat display, I'll give it a miss until I can see some changes without paying upfront.

Another thing - a suggestion about the planetary screen rotation. How hard would it be to implement a rotation system that does not involve moving the mouse to the sceen edge? We're not in the early 90s anymore, and many games, namely the RTS ones, have shown that it is quite possible to rotate a 3-D view by simply holding the right mouse button for instance then moving the mouse. Or maybe holding shift or control then moving the mouse? Moving the cursor to the screen edge to rotate is as clunky as... having 'hotkeys' that require to hands to be used (like the Shift-<key> ones), while the third hand is on the mouse to select objects .
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  #9  
Old September 22nd, 2006, 06:35 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Sentry is a sweet command (if there are no enemies already in sight)... however without a guard or skip turn command, I still end up wasting a ton of time clicking next to be sure I am done moving all my ships.

[edit]One more thing... what is with having coordinates as an option for the ship screen, but not system? I know you can see the system highlight in the minimap when you mouseover the ship in the list, but still... sorting ships by system would be invaluable.
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  #10  
Old September 22nd, 2006, 06:46 PM

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Default Re: SE5 Demo Bug Reports

@neo

Did you try changing to Safe video memory mode? That has cleared most people's video problems.
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