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October 23rd, 2006, 05:05 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: 1.08 bugs.
Quote:
Raapys said:
The longer 'routes' you make, the slower they actually move through that route, graphically. If you set up a 20-turn route going through several systems it gets really bad indeed.
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This could also be caused by a path-finding algorithm that is being run each time the ship moves. If that is the case, then a workaround would be to break the trip into several shorter destinations. That way thinking about the best hex to move into only has to consider a smaller number of possible routes.
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October 23rd, 2006, 06:23 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: 1.08 bugs.
Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.
SSD = a ship moves into sensor range of a warp point, sees an enemy on the warp point, decides that he doesn't want to engage, moves 1 sector toward another warp point and now out of sensor range of the original warp point, now can't see the enemy, realizes that the original warp point path is shorter, moves 1 sector back toward the original warp point, again sees the enemy, wash, rinse, repeat. 
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Slick.
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October 23rd, 2006, 08:19 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: 1.08 bugs.
Quote:
Slick said:
Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.
SSD = a ship moves into sensor range of a warp point, sees an enemy on the warp point, decides that he doesn't want to engage, moves 1 sector toward another warp point and now out of sensor range of the original warp point, now can't see the enemy, realizes that the original warp point path is shorter, moves 1 sector back toward the original warp point, again sees the enemy, wash, rinse, repeat.
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Now that one I have never seen. Talk about stoopid!  It's bad enough when ships change course to a different a much longer route because a WP several systems away is temporarily blocked by a non-ally ship. But this is completely ridiculous.
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October 23rd, 2006, 10:01 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: 1.08 bugs.
I have it happen all the time, especially with lone colony ships, if I send them 2-3 systems thru areas that might be being explored by other empires (that don't have a peace treaty with me).
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Slick.
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October 24th, 2006, 02:01 AM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
I tried to launch satellites from a planet while the planet and a ship that couldn't launch units were both selected, but after launching a few I tried to recover one because it was launching the wrong satellites, and the game crashed. In other words, it crashed because I tried to recover a satellite with a ship that couldn't recover them. EDIT: corrected this
The AI will send me technologies as part of a standing treaty, even if I don't have the requisite technologies, but I won't actually get them. The log says that I've researched them, but they're not there. It does this with every turn.
Occasionally the sound in combat will stop for a while, even when there is alot of shooting going on, then start up again. Along these same lines, sounds sometimes play way too loudly.
The way names and flags are displayed on the system map is somewhat odd, especially if you have more than one information toggle turned on. Names will often be displayed over other names, resulting in unreadable garbage. I'd suggest having ship names display seperate from planet names and if there is more than one ship or planet in the sector, have it say something like "multiple ships" or "multiple planets", instead of a pile of letters. In top-down mode, the flags cover names and other info, and it is sometimes difficult to see the selection indicator (especially if it is pointing at a planet with a ring and you are zoomed out somewhat far, the ring will cover the indicator). I'd suggest making the selection indicator display superimposed and translucent over the 3d display, so that it is always visible.
The mouse control seems occasionally slow and choppy, making the process of moving the mouse pointer around and clicking a bit more cumbersome than it would otherwise be. I think this is partly why people are complaining about having to click too much. When it takes 2-3 times longer to operate the interface than what we're used to, people tend to feel that the game is a bit lethargic. A minor issue, perhaps, but if it can be fixed it should be - at some point.
All in all, SE5 is one of the most impressive independent games I've ever seen. I'm not surprised to see some bugs this close after release, but the fact that it was rushed is evident, some bugs are okay but there are quite a few here. No doubt the publisher is to blame for that, eh... Well, at least it runs.
Kudos to the dev team who I know is already hard at work fixing stuff.
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October 24th, 2006, 03:00 AM
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Private
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Join Date: Jun 2006
Posts: 33
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Re: 1.08 bugs.
I have an issue Inoticed. When I have two types of pop on a planet, one that breathes the atmosphere of the planet and one that doesnt, and I try to take all of the non atmosphere breathing population off via transport to get rid of the "dome" over my colony and unlock the full storage and facility room of the planet it wont let me! I can take all of the population up to the last 1k despite that fact that there is still thousands of the other population on the planet so it would not be "abandoned"! This worked in the demo, I dont get why it doesn't now...
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October 24th, 2006, 03:15 AM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: 1.08 bugs.
It seems that there is something with planet cargo that got broken in 1.08
I also noticed that when deploying satellites from a planet, you can't deploy specific satellites, it will deploy the one at the top of the list each time. If the satellite you want is at the bottom (such as a sensor sat), and you choose to launch it, it will launch the one at the top of the list (which in my case was a weapon sat).
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October 24th, 2006, 09:23 AM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: 1.08 bugs.
Quote:
Dejavuproned said:
When I have two types of pop on a planet, one that breathes the atmosphere of the planet and one that doesnt,
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There was a bug in 1.00 that would allow you to remove the entire population of a planet. It happened by mistake if you built a colonizer, then told it to colonize a planet, it could take all the population off the current planet and leave it lifeless.
1.08 made it so you can't remove the last 1 mil population, but now 2 races are forced together... In the meantime, you can actually scrap (!) population or jettison them so only the race that breathes the atmosphere is left.
Tiny cruiseships come by and pick them up and take them on an interstellar vacation, in case you are concerned. 
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October 24th, 2006, 10:07 AM
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Private
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Join Date: Oct 2006
Posts: 31
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Re: 1.08 bugs.
Quote:
Slick said:
Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.
SSD = a ship moves into sensor range of a warp point, sees an enemy on the warp point, decides that he doesn't want to engage, moves 1 sector toward another warp point and now out of sensor range of the original warp point, now can't see the enemy, realizes that the original warp point path is shorter, moves 1 sector back toward the original warp point, again sees the enemy, wash, rinse, repeat.
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As pointed out in my bug list, this continues to happen even when the route the ship wanted to take becomes clear.
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October 24th, 2006, 12:02 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
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Re: SSD
Quote:
Slick said: Yes, if you have ever seen the "stutter step dance" (SSD)(tm) this makes sense.
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Sounds like my management is running your ships.
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Give me a scenario editor, or give me death! Pretty please???
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