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October 24th, 2003, 03:13 AM
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Re: Bugs in V 1.08
One more bug, not one that people are very likely to come across but a bug nonetheless:
"Invalid floating point operation" if you exit out of a planet's menu while your ship has no components.
Edit: This isn't a new bug, it was there in 1.00 also.
Edit 2: Another bug. If upgrading a component that has an "only one per ship" restriction, you can't place the new component directly over the old one the way you can with anything else. You have to put the new one in cargo and/or get rid of the old one first.
Incidentally:
Quote:
- Maybe bug? I was playing Last night and had to kill a pirate freighter. The problem was that the freighter would only take 1 or 2 points of damage per hit regardless of the weapon.
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The same thing happened to me (only mine was an Abbidon freighter.) I kept firing but it would only take a couple of damage points - until I started hitting its starboard (right) side armor. When that was damaged, the ship's hull took more damage even when I continued to hit it from behind. I didn't have the scanners to check, but my conclusion was that the thing must have had one heck of a strong Emissive Armor component on that side.
[ October 24, 2003, 02:48: Message edited by: Artscrafter ]
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October 24th, 2003, 05:47 AM
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Re: Bugs in V 1.08
I'm going to chime in that my PDCs are also NOT firing on all fighters that attack me. Let's say in campaign 2 I take a pirate merc mission against a terran frigate; after attacking the frigate, all nearby terran fighters turn their guns on me, but my PDC will not return fire. Irritating!
The freighter taking minimal hull damage is due to very high damage resistances, yes. There is a bug (and, sadly, it's a *hardcoded* bug it seems) in shield piercing resistance; it is applied to *all* damage types. Freighters carry scattering armor x8 (2 in each facing) and all the combined resistances make for some really tough freighters. To overcome this, take out all the armor facings to reduce the resist% to null.
I checked in the components file and scattering armor only provides shield piercing resist, which is why I say it appears to be a hard-coded error in damage resistances. Try equipping some scattering and note all your resists go up.
Also in the news, emissive doesn't seem to add any resistance (check the 'N' button menu) Whoops!
[ October 24, 2003, 04:49: Message edited by: Neadlak ]
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October 24th, 2003, 02:22 PM
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Shrapnel Fanatic
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Re: Bugs in V 1.08
Quote:
Originally posted by Artscrafter:
One more bug, not one that people are very likely to come across but a bug nonetheless:
"Invalid floating point operation" if you exit out of a planet's menu while your ship has no components.
Edit: This isn't a new bug, it was there in 1.00 also.
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Probably a division by zero since you have no hitpoints on your ship.
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October 24th, 2003, 06:45 PM
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Re: Bugs in V 1.08
I think there should be some difference between a lvl 1 Fighter Bay and a lvl 28 other than the level.
Currently it does not make sense to buy the higher ones.
There can be other components with this (mine layer, etc.) issue too.
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October 24th, 2003, 07:15 PM
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Re: Bugs in V 1.08
Bridge, crew quarters and lifesupport, are similar.
Check out my "P&N - Homefront" mod for some really cool ability distributions on those components 
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October 24th, 2003, 11:32 PM
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Re: Bugs in V 1.08
I can confirm the scattering armor bug and emmisive bug..just tested it.
EDIT: further testing- it is NOT responsible for the one point of damage thing. The displayed resistances do all go up, but if you are using standard components everything functions normally. Still testing the actual resisted components..
[ October 24, 2003, 22:38: Message edited by: Phoenix-D ]
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November 4th, 2003, 03:27 AM
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Re: Bugs in V 1.08
-the quadrent map data file states that it's a 100x100 grid. Trying to use a Y-value of more than 51 doesn't work; 52 shows up, but the label is scrolled off the grid, 53 doesn't show at all. Too high X-values (53+, looks like) results in a range check error crash.
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