|
|
|
 |

February 10th, 2007, 08:11 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: SE V Bugs That Are Still Present
When creating an empire during game setup, when you are spending set-up points on techs, all colony techs show as level 0 when in fact you will get the colony tech that is set for that empire. This can lead to spending points for nothing. The selected colony type should be set to level 1.
__________________
Slick.
|

February 10th, 2007, 10:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: SE V Bugs That Are Still Present
Ok this thread has lost its focus therefore I am going to go ahead and unsticky it.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

February 11th, 2007, 01:36 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: SE V Bugs That Are Still Present
What would really help bug reporting from the masses is an up-to-date, complete, centralized, online bug database that is maintained when patches come out. That way we could see what has been reported and what hasn't.
__________________
Slick.
|

February 11th, 2007, 01:36 PM
|
 |
Lieutenant General
|
|
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: SE V Bugs That Are Still Present
Last night I had finished my turn and I left it while it was processing turns. This morning, many hours later, there's this error. There's a white screen after closing the error message and I had to ctl-alt-del to stop the SEV program.
|

February 11th, 2007, 03:16 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 Bugs That Are Still Present
Processing turns?
As in doing a 100 turn process using the cheat codes, say?
__________________
Things you want:
|

February 11th, 2007, 06:12 PM
|
 |
Sergeant
|
|
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Bugs That Are Still Present
I've got a few bugs here, couple of them extremely exploitable.
Drop Cargo Remotely does not seem to be working properly. Many times my Pop. Transports have failed to drop their population cargo.
During game creation, in the empires tab, Selecting any sort of tech points, whether 10000 or all, then editing a race saving changes, setting the tech points to a lower level, ie; none, and starting a game, the edited race keeps all of the tech levels chosen for it.(Did that make any sense?)
It is possible to build an item to near completion and make a item list of it, when you add it to other ques it keeps all previous work done to it. So it is possible to build that super expensive ship down to .1 yrs till completion, save it as an item list, then suddenly you can have huge fleets of them, as long as you have the resources to maintain them.
__________________
Guess what color my Orange is!
|

February 11th, 2007, 06:18 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 Bugs That Are Still Present
The thing about the empires only being checked on load/create is usable as a handicap thing.
And it can only be done if the host allows it at the beginning of the game.
It worked that way in SE4 too.
__________________
Things you want:
|
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
|
|
|
|
|