|
|
|
 |
|

September 22nd, 2006, 06:35 PM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 164
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

September 22nd, 2006, 06:46 PM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
@neo
Did you try changing to Safe video memory mode? That has cleared most people's video problems.
|

September 22nd, 2006, 06:53 PM
|
Private
|
|
Join Date: Sep 2006
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Safe memory mode fixed my 20-30 second mouse lag in window mode.
|

September 23rd, 2006, 05:03 AM
|
Corporal
|
|
Join Date: Sep 2000
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Finished my first two demo games. Besides diplomacy not working (for me?, see above), the AI still is my main complaint. I ran a fighter-based strategy in the second game and the AIs failed to put any point-defense on their ships. Furthermore, there were no serious attacks from the AI (I always could feel very safe.
BTW, I sometimes had the impression that the defensive bonus of fighters do not really. With the 80 bonus and the AIs not using point defense weapons, they should shoot down very few of my fighters. However, about every second shot hit its mark.
|

September 23rd, 2006, 10:56 AM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Found a new bug/feature last night. When setting construction queues to repeat build in the queue settings tab the first ship will be built in the normal time (3 turns for the frigate I designed) and then all subsequent ships of that design are built in 1 turn. Once this ship is removed from the queue build time reverts to the standard. As long as one instance of the ship remains in the queue more can be added at 1 turn each.
|

September 23rd, 2006, 12:21 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Demo Bug Reports
The combat hull bonuses are not being applied, it's a known bug. The AI could use some design optimization. Although some of the AI races are wimpy - others seem to be a lot more aggressive in attacking.
|

September 23rd, 2006, 02:01 PM
|
Corporal
|
|
Join Date: Dec 2002
Location: Lithuania
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
[img]/threads/images/Graemlins/Bug.gif[/img] Colonisers have unlimited speed!. I have a coloniser, that has orders to move to PlanetX and colonise. I cancell its orders, then order to colonise the same planet again. It moves 1 hex towards the planet, though it has 0 movement points left!
[img]/threads/images/Graemlins/Bug.gif[/img] drones have unlimited supplies! Few of my drones has croees 5-6 systems without losing a single supply point. And no, I do not have a resuply depot in any of the systems.
EDIT- And now the most insane bug: altering constant 'Starting Game Date' in Settings.txt it is possible to bypass 100 turns limit.
|

September 23rd, 2006, 03:35 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Demo Bug Reports
Ha Ha - I knew the changing the starting game date would work for bypassing the 100 turn demo limit!
|

September 25th, 2006, 11:55 AM
|
 |
Sergeant
|
|
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
If I colonize a non-breathable planet with zero population then bring a population transport full of population I can go over the planetary limit when it adjusts for the fact I can't breathe the air.
Plus, Planets with zero population still build their construction ques. They didn't in SE4.
|

September 25th, 2006, 12:04 PM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 164
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Demo Bug Reports
Quote:
Baal said:
If I colonize a non-breathable planet with zero population then bring a population transport full of population I can go over the planetary limit when it adjusts for the fact I can't breathe the air.
Plus, Planets with zero population still build their construction ques. They didn't in SE4.
|
Odd, when I colonize a planet with an 'empty' colony ship, I get 1M population on it. I guess it is possible my species is so migration happy that it doesn't wait a turn to move in.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|