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  #1  
Old November 8th, 2002, 02:38 AM

Hotfoot Hotfoot is offline
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Default Re: Bugs in Gold v1.78?

Quote:
Originally posted by Baron Grazic:
You are correct, In non-Gold (SE IV 1.49) Sats & Fighters can join a fleet.
Hmm...so then it's been a hard code change since then?

Quote:
Read the Topic: POLL->things we'd really like in Next Patch (Platinum II) - In Geo's testing, it looks like they do fight together.
Ah, very well. Still, it is rather annoying not being able to fleet them, and not having their design names displayed in the game map.
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Old November 8th, 2002, 02:56 AM
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Default Re: Bugs in Gold v1.78?

Hotfoot, in the latest beta patch the drone launching bug is fixed. The ships are limited by strategy to launching a maximum of 20 drones per enemy ship, however with a ship with less than 20 drone launchers I get one launched per launcher per combat turn until the 20 are launched and then no more. This is how it is designed and it is working correctly.

I noticed something else kind of interesting. It might explain why this bug wasn't noticed earlier. In 1.78 it doesn't really launch all the drones in cargo, but it is launching more than it should. The rate doesn't seem to be linear. With one launcher I get one drone per combat turn, which is correct. With 5 launchers I get 15 per turn, which is 3 per turn per launcher. With 25 it's launching all the drones in cargo, but I think that with 25 launchers it's just that the launchers can launch more than the ship can hold.

Of course none of that will matter when the next patch goes public cause it will be working correctly then.

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Old November 8th, 2002, 03:16 AM
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Default Re: Bugs in Gold v1.78?

Good enought,
but when does the path goes public ?
I would prefer start my PBW game whis this patch on, mostly for the TimeBurst bug.
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Old November 8th, 2002, 03:24 AM

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Default Re: Bugs in Gold v1.78?

Quote:
Originally posted by geoschmo:
Hotfoot, in the latest beta patch the drone launching bug is fixed. The ships are limited by strategy to launching a maximum of 20 drones per enemy ship, however with a ship with less than 20 drone launchers I get one launched per launcher per combat turn until the 20 are launched and then no more. This is how it is designed and it is working correctly.
Okay, so it doesn't launch an obscene number right off the bat, but rather launches the proper number? Does it behave as it should outside of combat as well? (so we don't have the 16 million drone planets)

Quote:
I noticed something else kind of interesting. It might explain why this bug wasn't noticed earlier. In 1.78 it doesn't really launch all the drones in cargo, but it is launching more than it should. The rate doesn't seem to be linear. With one launcher I get one drone per combat turn, which is correct. With 5 launchers I get 15 per turn, which is 3 per turn per launcher. With 25 it's launching all the drones in cargo, but I think that with 25 launchers it's just that the launchers can launch more than the ship can hold.
Actually, with 5 launchers, it seemed to be launching 25, so long as they were all of the same drone type. I made a small correction in a previous post. Note the progression is exponential.

With 25 launchers, you can launch 625 drones per combat turn, and 10,000 per game turn in Version 1.78.

+++Edit+++
Ah-ha! Wait, I got it now. I was losing track of the numbers past the first launch because of the way it showed it to me. It's actually n+(n-1), where n is the number of launchers on board. That's where the number was being decrimented. So at first, it's 5 drones, then 4 more, then 3 more, then 2 more, then 1 more, then 0 more until the next turn.

5+4+3+2+1=16

For some reason, I was thinking that 5 out the first time translated into 5 out every time. Okay, problem solved.
+++End Edit+++

Quote:
Of course none of that will matter when the next patch goes public cause it will be working correctly then.
Good, glad to hear it.

[ November 08, 2002, 01:32: Message edited by: Hotfoot ]
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Old November 8th, 2002, 03:39 AM
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Default Re: Bugs in Gold v1.78?

I have reported that drone launching bug a long time ago. It goes like this: the number of drones launched is the combined sum (if that is the correct term) of the number of drone launchers.

1 drone launcher: 1 drone launched per turn
2 drone launcher: 3 drone launched per turn
3 drone launcher: 6 drone launched per turn
4 drone launcher: 10 drone launched per turn
5 drone launcher: 15 drone launched per turn
...and so on and so forth...

Hope that helps,
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Old December 17th, 2002, 09:40 PM

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Default Re: Bugs in Gold v1.78?

Found Bug in the way the AI uses the restrictions. 1.78 had new restrictions like two per vehicle up to 10 per vehicle. I used these on certain engine components. I restricted a certain engine to only two, three, four, etc per vehicle. Works OK with the human design, but AI ignors the restriction.

If the engine component has a restriction of two per vehicle, but the desired engines are 6, the AI will build two engines, build the main component, and then build extra engines, violating the restriction rule.

I have also just experinced the problem of the ship clearing orders at coordinate 0,0 and it has killed the game for me. The only warp point out of the system is at 0,0 and I can not warp. Sent this bug to MM, before I read it was already fixed in Version 1.79
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  #7  
Old December 17th, 2002, 10:23 PM
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Default Re: Bugs in Gold v1.78?

I found two other bugs with v1.78

The first one is rather obvious if you actually try to add a fighter GROUP to a fleet. I got sick of shift-clicking 20 fighter Groups per turn so I added them all to a fleet and that fleet's supplies became ENDLESS.

The second one is something nobody but me would ever notice. It's rather simple, if you have a friend who plays SE get them to play you in a 2 player game or run 2 empires yourself. Have two planets run emergency build for 10 turns and on turn 10 trade the two planets. Both space yards will return to normal build rate with no slow build time.
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