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September 23rd, 2005, 08:47 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Thanked 7 Times in 5 Posts
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Re: Known Bugs
The fleet should be able to move 1 square and then move normally; I'm not sure why the destroyer still has 0 supplies - unless perhaps all its engines and supply bays were damaged?
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The Ed draws near! What dost thou deaux?
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September 24th, 2005, 02:38 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
A ship which "kills" another ship by being rammed by the other ship and surviving receives no experience.
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Slick.
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October 9th, 2005, 06:14 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
On the Transfer Cargo screen, you can't right-click on any of the cargo to see its detail screen. You should be able to do this. This is especially frustrating on captured planets where you can't always tell which unit is the one you want to move using its name alone. [Unless you have cracked your opponent's naming convention  ... but still]
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Slick.
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October 9th, 2005, 06:48 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Known Bugs
Or, for that matter, those times when you take over someone's else Empire. It's so fun figuring out what in the nine hells is a "T-240-b16" troop design, and whether it is that one or the "T-230-b12" that comes equipped with weapons.
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October 9th, 2005, 08:52 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
Quote:
Slick said:
[Unless you have cracked your opponent's naming convention ... but still]
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Random names from a huge list are the best. 
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October 9th, 2005, 11:29 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
Quote:
Imperator Fyron said:
Quote:
Slick said:
[Unless you have cracked your opponent's naming convention ... but still]
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Random names from a huge list are the best.
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Not for everyone. 
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Slick.
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November 20th, 2005, 08:33 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
Quote:
35. Ships armed with modded weapons which can only target other ships will not move away from planets, fighters, etc. They can not fire on these targets, so they just mill about. This can be especially bad if there is an enemy ship or two on the other side of a planet. Your ships will advance and destroy it, but then they will just sit in place, even when in the range of weapon platforms on the planet.
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This shall henceforth become:
Ships armed with modded weapons which can only target other ships will sometimes choose a planet as their target as the result from evaluating target priorities of their design strategy. Since they can not target the planet with their weapons, they mill about, moving one square in a random direction each turn. The same can happen with weapons that only target fighters, drones or satellites.
This can result in very bad behavior. If there are armed stations orbiting the planet, your ships might choose them as their target. They move in and destroy them. Now, the only target left is the planet, which they can not target. Thus, they mill about, oblivious to the fact that weapon platforms on the planet are obliterating them.
Using a strategy which removes planets as a target type (don't fire on) can help ameliorate this bug, but it should not be necessary. The target selection algorithm should take valid target types of the ship's weapon into account.
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November 21st, 2005, 02:25 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
I just experienced the following:
- I had a ship (BB) with an Emergency Propulsion Pod V, Spaceyard III, and Stealth Armor III, among other components.
- Simultaneous movement. I cloaked the ship, "used" the EPP and ordered a movement which was > the total movement including bonus from the EPP.
- On the next turn, I checked out the ship. It was still cloaked (spaceyard icon changed to repair icon as expected), but the EPP was still "destroyed". i.e. it wasn't repaired by the spaceyard.
Conclusion: Bug. An EPP (see also Emergency Suppy Pod) is supposed to be repaired by a spaceyard, but it won't be repaired if the SY is on a cloaked ship because the SY is treated like a repair bay instead of a SY.
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Slick.
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