|
|
|
|
 |

October 12th, 2006, 08:37 PM
|
 |
Corporal
|
|
Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
OK, cool, tried that and it worked. Not to wish anyone ill but I'm hoping enough people are seeing this that a fix may come about? Thanks for the help!
|

October 12th, 2006, 08:39 PM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
That's a really strange bug, then. I was thinking it'd crash somewhere in tactical combat, and where it crashed would help. Oh well.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 12th, 2006, 09:13 PM
|
|
Corporal
|
|
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.
2. If the host loads his empire beforehand in the setup screen, the game breaks.
3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.
4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).
5. Starting research values other than 'none' are ignored. The specified techs are not given.
#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
|

October 12th, 2006, 09:51 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
Turn processing works fine in PBW style. Me and SE5a are playing regularily by FTP.
There is no PBW2 yet tho.
__________________
Things you want:
|

October 12th, 2006, 11:35 PM
|
|
Captain
|
|
Join Date: Oct 2001
Location: Australia
Posts: 809
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
Bug - "Warp Points located anywhere" allows Warp points to be generated inside a Star.
Baron Grazic
|

October 13th, 2006, 12:00 AM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
Problem- Unseen systems can't have warp points opened into them. That means unless "all systems seen by all players" is on, a "No Warp Point" game is impossible.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 13th, 2006, 05:45 AM
|
|
Sergeant
|
|
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
There is a bug with long range scanners. I saw it in the demo, too, but just ran a test with Standard SE5 and it does it. First time you build a ship with Long Range Scanners installed, save the game then reload the savegame. You get a message "Could not load the Movement Replay". In the demo, it would then crash during the processing of the next turn. In the current V1.00, it doesn't seem to crash and if you save & reload the next turn it doesn't to it anymore.
|

October 14th, 2006, 04:31 PM
|
|
Private
|
|
Join Date: Oct 2006
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
Quote:
arthurtuxedo said:
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:
1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.
2. If the host loads his empire beforehand in the setup screen, the game breaks.
3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.
4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).
5. Starting research values other than 'none' are ignored. The specified techs are not given.
#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.
|
A couple friends and I tried out the TCP/IP MP a little bit today and ran into many similar problems. However, we WERE able to get past #4! If the host finishes his/her turn FIRST, then the remote players finish their turn it seems the host is in a state to successfully 'receive' the information and it works. However if one of the remote players finishes their turn before the host, that player's orders are "lost" and the AI takes over.
One other problem we ran into was the inability to restart a saved TCP/IP game. We went to load and the host restarted it and it said "waiting for players to connect" but none of the remote players were able to...they contiounsly received "Unable to connect" (Yep, we double checked the IP address settings). We are able to start a new game without problems.
|

October 14th, 2006, 09:44 PM
|
|
Corporal
|
|
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE:V, what\'s not working? Bugs too.
I had that problem too, but neglected to mention it. I should add that in my game I did finish my turn first and still did not receive the player's orders.
|
| 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
|
|
|
|
|