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October 8th, 2001, 09:35 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Any more bug reports?
quote: Originally posted by geoschmo:
Ok, I see what you've done here. It wouldn't directly translate to the stock game because of the different propulsion system, but adding supply to the ship type is clever. I remember suggesting a while back to add supply storage to the colony component. I heard that some people tried it but then some of the AI's were then putting colony components on attack ships then to get the extra supply. This should avoid that.
How much slower are you making them here? Aren't they having problems with black hole systems? Even with the extra supply, if it takes a year to get across a black hole system, you're going to be in trouble.
Geo
Look at the max engines, 4 and 8. So, speed 4. Just one slower than a transport, like in SE III. That's enough to escape a black hole if you are undamaged. You can work a solar sail into the Colony Ark anyway, and get real performance at the cost of further vulnerability. I've also modded the solar sail to increase 'to hit' probability since it's a big clumsy thing.
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October 8th, 2001, 09:49 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
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Re: Any more bug reports?
quote: map editor, starting positions. only the first one for each empire is used, multiple starting positions are ignored.
This worked the only time I tested it. I made a map with three random start points in each of three systems, and my three starting planets were all in the same system, on the worlds I'd marked as start points.
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Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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October 9th, 2001, 01:59 AM
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Corporal
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Join Date: Oct 2001
Location: La Coruña, Spain
Posts: 112
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Re: Any more bug reports?
quote: Originally posted by Atrocities:
1. Stratigy "Capture Planet" does not work when fully loaded troop transports are present in the fleet.
[This message has been edited by Atrocities (edited 08 October 2001).]
I had this problem too
More ones:
- Sometimes the retrofit minister tries to retrofit ships with more of the 50% difference cost. Of course, he can'ts and the warning window appears.
- The remote mining sats does'nt say the amount of resources that are mining. Ships do.
__________________
So it shall be written...
So it shall be done...
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October 9th, 2001, 03:14 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: Any more bug reports?
Baron: about the Colony ships, some examples of AI's that have better designes, but still use the standard tech, are the Vikings, Orks, Aquilaeian, Klingon, etc.
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October 9th, 2001, 04:33 AM
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Sergeant
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Join Date: Jun 2001
Posts: 287
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Re: Any more bug reports?
Followup to what capnq said about the map editor: I can sorta confirm. I set 8 different starting positions for 8 races, give each race 3 planets, and the computer will give them those planets close to the marker. (could be in 1, 2 or even 3 systems). Attempts to lock the position of all 3 planets by giving each race 3 starting position markers (in the same system or in 2 systems next to each other) will fail.
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October 9th, 2001, 04:36 AM
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Sergeant
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Join Date: Jun 2001
Posts: 287
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Re: Any more bug reports?
Another bug I think, I don't know why I haven't posted this before since its been bothering me a long time. This is in 1.41, simultaneous PBW game, : Messages get lost. (intel is disabled). Happened to me in my Last 3 games, at random. I sometimes had to propose a treaty 3 times in a row to a human player before he got it. Or I propose it, he confirms via email he got it and accepted it, then the acceptance message never reaches me, hence no treaty. Same for trades. This happened with different humans in different games, so it's not like my opponent was being dishonest or anything like that...
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October 9th, 2001, 09:54 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
Posts: 409
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Re: Any more bug reports?
Fleets in simulator, please fix!
The other thing in the sim that needs fixing is, sometimes a ship shoots at something off the screen (in auto tactical combat) and you don't know what's going on, since the player has no control over the screen.
One more thing that I want to mention, can't really call this a bug but currently seekers self-destruct as soon as the target ship is destoryed. In my opinion that's not very logical. Self-destructing them would do you no good, if I'm the weapon designer I'd make them keep flying straight for no purpose other than to distract PD fire.
__________________
A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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