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  #1  
Old September 22nd, 2006, 06:31 PM

neofit neofit is offline
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Default Re: SE5 Demo Bug Reports

A couple of days ago I've been searching the web for a place to pre-order the SEV. Not anymore, until I see a playable demo first.

I'm a big fan of SEIV. My system: Intel Dual Core 2 Duo E6600, 3Gb RAM, Nvidia 7950GX2/1Gb graphics with the latest drivers. This system runs Everquest 2 at the highest settings (but the shadows) without a problem. In the SEV demo the mouse pointer is so slow that it's work just to navigate the menus. The pointer is very slow and lags constantly.

I've tried some suggestions in this thread. Removing AA and AF gave nothing. Setting the affinity of my dual-core to a single CPU seemed to help a bit, but still not enough, I still feel like I'm fighting with the cursor. Maybe it has something to do with the instant tooltips? Some even stick to the screen until I move the mouse cursor over them again. All screens are bad, but the worst are the game setup screens (when creating the race and stuff before a new game), the research and the ship design screens.

Then there is screen corruption on the 3D combat screen. I've tried to start one with the combat simulator, using a ship I so painfully created . After a few seconds of combat the 3-D screen starts to stop being updated, in large lines from the bottom to the top, the cursor leaves a trail on it, yet the menus at the bottom are being refreshed. I have to pause the simulation then resume it for the refresh to kick back in.

So, with the empire management screens (the meat of the game) unusable, and some weird corruption on the 3-D combat display, I'll give it a miss until I can see some changes without paying upfront.

Another thing - a suggestion about the planetary screen rotation. How hard would it be to implement a rotation system that does not involve moving the mouse to the sceen edge? We're not in the early 90s anymore, and many games, namely the RTS ones, have shown that it is quite possible to rotate a 3-D view by simply holding the right mouse button for instance then moving the mouse. Or maybe holding shift or control then moving the mouse? Moving the cursor to the screen edge to rotate is as clunky as... having 'hotkeys' that require to hands to be used (like the Shift-<key> ones), while the third hand is on the mouse to select objects .
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  #2  
Old September 22nd, 2006, 06:35 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Sentry is a sweet command (if there are no enemies already in sight)... however without a guard or skip turn command, I still end up wasting a ton of time clicking next to be sure I am done moving all my ships.

[edit]One more thing... what is with having coordinates as an option for the ship screen, but not system? I know you can see the system highlight in the minimap when you mouseover the ship in the list, but still... sorting ships by system would be invaluable.
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  #3  
Old September 22nd, 2006, 06:46 PM

StarShadow StarShadow is offline
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Default Re: SE5 Demo Bug Reports

@neo

Did you try changing to Safe video memory mode? That has cleared most people's video problems.
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  #4  
Old September 22nd, 2006, 06:53 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

Safe memory mode fixed my 20-30 second mouse lag in window mode.
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  #5  
Old September 23rd, 2006, 05:03 AM

jowe01 jowe01 is offline
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Default Re: SE5 Demo Bug Reports

Finished my first two demo games. Besides diplomacy not working (for me?, see above), the AI still is my main complaint. I ran a fighter-based strategy in the second game and the AIs failed to put any point-defense on their ships. Furthermore, there were no serious attacks from the AI (I always could feel very safe.

BTW, I sometimes had the impression that the defensive bonus of fighters do not really. With the 80 bonus and the AIs not using point defense weapons, they should shoot down very few of my fighters. However, about every second shot hit its mark.
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  #6  
Old September 23rd, 2006, 10:56 AM

tmcc tmcc is offline
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Default Re: SE5 Demo Bug Reports

Found a new bug/feature last night. When setting construction queues to repeat build in the queue settings tab the first ship will be built in the normal time (3 turns for the frigate I designed) and then all subsequent ships of that design are built in 1 turn. Once this ship is removed from the queue build time reverts to the standard. As long as one instance of the ship remains in the queue more can be added at 1 turn each.
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  #7  
Old September 23rd, 2006, 12:21 PM
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Captain Kwok Captain Kwok is offline
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Default Re: SE5 Demo Bug Reports

The combat hull bonuses are not being applied, it's a known bug. The AI could use some design optimization. Although some of the AI races are wimpy - others seem to be a lot more aggressive in attacking.
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  #8  
Old September 23rd, 2006, 02:01 PM

BBegemott BBegemott is offline
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Default Re: SE5 Demo Bug Reports

[img]/threads/images/Graemlins/Bug.gif[/img] Colonisers have unlimited speed!. I have a coloniser, that has orders to move to PlanetX and colonise. I cancell its orders, then order to colonise the same planet again. It moves 1 hex towards the planet, though it has 0 movement points left!

[img]/threads/images/Graemlins/Bug.gif[/img] drones have unlimited supplies! Few of my drones has croees 5-6 systems without losing a single supply point. And no, I do not have a resuply depot in any of the systems.

EDIT- And now the most insane bug: altering constant 'Starting Game Date' in Settings.txt it is possible to bypass 100 turns limit.
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  #9  
Old September 25th, 2006, 11:55 AM
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Baal Baal is offline
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Default Re: SE5 Demo Bug Reports

If I colonize a non-breathable planet with zero population then bring a population transport full of population I can go over the planetary limit when it adjusts for the fact I can't breathe the air.

Plus, Planets with zero population still build their construction ques. They didn't in SE4.
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  #10  
Old September 25th, 2006, 12:04 PM

MasterChiToes MasterChiToes is offline
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Default Re: SE5 Demo Bug Reports

Quote:
Baal said:
If I colonize a non-breathable planet with zero population then bring a population transport full of population I can go over the planetary limit when it adjusts for the fact I can't breathe the air.

Plus, Planets with zero population still build their construction ques. They didn't in SE4.
Odd, when I colonize a planet with an 'empty' colony ship, I get 1M population on it. I guess it is possible my species is so migration happy that it doesn't wait a turn to move in.
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