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October 30th, 2006, 10:31 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: 1.08 bugs.
Beam-out-of-nowhere from the planet, screen attached. This was in the combat simulator, not sure if it's the same for real combat.
And what's up with game crashing everytime when pressing the 'Alliance Relations' button?
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October 30th, 2006, 10:58 AM
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Corporal
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Join Date: Sep 2006
Posts: 130
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Re: 1.08 bugs.
Quote:
Shadowstar said:
I wonder: has anyone actually ever seen militia units in a ground battle? I know the manual says that they are a factor in ground combat, but I've never actually seen them...
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Militia units are definitely present in the battles I've fought.
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October 30th, 2006, 10:47 PM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
Hmm... Well I haven't actually had many ground battles because the AI I've been fighting doesn't seem to know how to build troops. I figured the militia calculation was the fact that my troops don't conquer the planet right away, and instead whittle down the population a little bit every turn based on how many troops I have there.
I should mention that I'm using balance mod... But I doubt this is a balance mod issue.
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October 31st, 2006, 11:21 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: 1.08 bugs.
I just realized: I can't remember having ever gotten 'ruins' rechnology in SEV so far? Can't remember if I even saw any ruins at all.
When I propose a rule change in my Alliance, the other alliance members wont vote? In fact, they wont vote on any propositions I make.
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November 3rd, 2006, 02:40 AM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
a known bug with SE5 is that ruins and system/planet abilities are getting deleted after the first turn.
New bug: Autotarget doesn't seem to make use of point defense. I'll have ships with point defense cannons fly into a cloud of fighters and just get blown to bits. The PD's never fire. AI ships don't seem to have this problem. In order to get my PD's to fire I have to manually target each fighter with the point defense. I can only do this in turn-based games, obviously. I don't know if this issue effects simultaneous games, but I suspect it does since simultaneous combat most likely uses the same automove/autotarget logic.
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November 3rd, 2006, 04:14 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: 1.08 bugs.
I can confirm the point defense bug against fighters.
Another bug with fighters: even with zero supplies they retain their full combat speed.
Both bugs have been reported to MM.
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November 3rd, 2006, 06:29 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: 1.08 bugs.
I switched one of the AI empires to manual control. It was a almost dead empire, who had only some fighters left, which I wanted to eliminate. After I did that, I waited for the message "You loose" and continued with my real empire then saved the game.
When I tried to reload this savegame, it turned out to be impossible.
Went back to the last intact savegame, did everything the same but switched back the dying empire to AI control immediatetly after the fighters were eliminated. Everything was fine.
Conclusion: If one of human controled empires dies (displaying the "you loose" picture), the savegame gets corrupted and you can't load it again.
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November 3rd, 2006, 06:53 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
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Re: 1.08 bugs.
Quote:
Baal said: The destroyed research project was going to take 10 million research points just to dig it out of the hole to get to the next level.
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Wow, you could REALLY exploit the AI with that bug!! 
__________________
Give me a scenario editor, or give me death! Pretty please???
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November 3rd, 2006, 07:24 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: 1.08 bugs.
I was fooling around with the demo and found a bug that might explain Shadowstar's problem capturing that homeworld.
Here it is: I "attacked" a sector containing a 2B pop homeworld planet (and no defenses) with only a transport, landed troops, and got the usual message. Then I "attacked" that sector again the same turn with a well-armed LC (to defend the transport from any ships the planet might make), but I forced the LC to NOT attack the planet. I ended the turn, and got NO ground combat for that sector. (I did have ground combat in another sector, though, which was expected.) So I looked at the planet in question, and it had my troops in its cargo! A few turns later, I dropped more troops from another transport, which I had quickly brought up using some cheatcodes. (Hey, if the computer's going to cheat....) After ending that turn, I got normal ground combat, and all of my troops participated (fighting for me). They killed a few militia, and the planet was mine (finally).
So, the bug is either
1) you can only have one ground combat per turn (unlikely); or,
2) if you attack a sector after dropping troops, the ground combat at the end of that turn gets called off. Your troops remain loyal to you but you have to drop troops again to re-initiate the ground combat.
edit: this was all turn-based and tactical combat.
__________________
Give me a scenario editor, or give me death! Pretty please???
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November 3rd, 2006, 09:52 PM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: 1.08 bugs.
I think the bug was because ground combat isn't happening in simultaneous games. If anyone has seen ground combat in simultaneous games, please let us know.
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