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  #1  
Old December 5th, 2000, 10:16 PM
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Taqwus Taqwus is offline
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Default Re: Compiled Questions/Bug List/Wish List

Cryptotec -- it may have been a light carrier, but what tech fighter bays did it have? You can put fighter bay III's on a small transport if you so desire...

[code]
Minor bug: when using an enemy ship that I've captured with espionage, the 'propulsion experts' +1 bonus starts on the *second* turn. Either the bonus shouldn't be there at all (because I didn't build the ship) or it should act on every turn including the first.
Minor bug: The hit that destroys the Last weapon platform on a planet appears to do extra damage, at least if you watch the blue/red damage report shown briefly.
Major bug(?): Organic armor regeneration -- regeneration from undamaged armor appears to repair damaged armor (i.e. 6 OrgArm III -> 180 pts/turn even if only the first two pieces were hit). Not completely sure of this, needs testing.
Minor typo: The description for massive ship mount says minimum 1100kt, the vehicle size field says 1200kt. Doesn't really matter in default setup because there are no ship classes in (1000kt, 1500kt) anyway.
Minor typo: Medical lab description should say 'cure', not 'prevent' -- either that or the one-turn die-off needs to be calculated *after* plagues are cured.
[\code]

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  #2  
Old December 5th, 2000, 10:56 PM
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Default Re: Compiled Questions/Bug List/Wish List

Minor and major tweaks I don't recall previously suggesting/hearing, e.g. major tweaks such as more mount abilities or limiting size of minefields so that my MLs don't get too obsessed and put over 900 on one warp point.

* Option for skipping ships under Minister control. Better yet would be an option to skip animating them (i.e. just computing outcome of their actions), but that's dangerous until path-finding issues et al are resolved.

* Ability to detonate own seekers (for preserving population after you've just thrashed all the WPs).

* Option for ships/fleets to not use strange warp points.

* Ability to save Empire Options settings as default for new games. I don't forsee ever playing without, say, the shipyard/resupply/spaceport letters toggled on.

* Making transport minister transport population to empty colonies, and no minister should ever fully depopulate a planet not subject to imminent destruction (planet/star instability); they *should* depopulate planets subject to imminent destruction, and not repopulate them. As noted before, but it bears noting again, it should not mix races w/ different atmospheres except in extremis (evacuation before planet/star destruction), and it should remedy this when possible.

* Minelaying ships should not unload like maniacs unless they're unescorted and expected to die. Doing strategic combat using a fleet of 30 high-tech BB/DNs (misc roles -- minelayer/sweeper/recon, shipyard, heavy carrier, warp creator/destroyer, long-range beamer, short-range beamer, missile launcher) against a puny force involving DU escorts, my MLs panicked, resulted in pointlessly leaving 56 separate minefields of 1 mine each (non-recoverable of course).

* Ships fidget too much in both combat and system view, wasting supplies. If there are no more enemies (including seekers), they should stop. If they are bLasting a defenseless planet from range 1, they should stop moving. There should always be a reason for moving, and never for moving in cycles w/o changing state (like launching/recovering units, resupply, etc).

* Tech report info (spying) isn't added to the tech view, IIRC. It should be.

* A ship out of supply entering a fight starts with no shields; a ship that uses its Last point of supply on turn 1 doesn't drop them. This is inconsistent. Likewise, weapons which take supply -- all of them, IIRC -- should stop firing, but they don't.

* The new Crystalline facility that adds up to 60 shield points per ship does not appear to be that useful, esp. at the 20-pt level, since shield strength increases rather rapidly w/ tech. The Solar Generator is worse, because even at the highest level it costs more than a Monolith III (10k/10k/10k vs 10k/5k/5k IIRC) and needs three stars to produce the same output -- i.e. you need to research lots of Stellar Manipulation, which already gives you monoliths earlier than it gives you star-making components.

* The CompEnhancement.txt has a typo in it; while the description for Massive Ship Mount says 1100kt suffices, the vehicle size field states 1200kt is required. It actually has no effect normally because there are no hulls within the range [1100,1200) if memory serves but it's still inconsistent.

* When a race surrenders, you only get one level per new tech max. Even if this is intentional, it results in a very bizarre technique -- using PPP simultaneously since if the PPP creates another faction, it'll have the same tech, receive your surrender message and probably surrender giving you one level per superior tech area. Thus it can be more to your advantage to create a new faction via PPP than for it to "work" and join you immediately. Still, PPP rarely works now.

* A minister-controlled colony ship with a damaged colony pod should head to a repair colony if the repair minister is on. It doesn't right now, and instead proceeds to attempt the impossible (namely, colonize a planet).

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  #3  
Old December 6th, 2000, 11:47 AM

Kodos Kodos is offline
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Default Re: Compiled Questions/Bug List/Wish List

And another thing...!

Why is it that the Repair Bay and Space Yard components can repair 3, 5, or 8 components at their respective levels, yet the planetary Space Yard Facility can only repair 5 components at all levels? The amount of resources used by the planetary Facility in constructing ships far exceeds those available to the component Space Yard --- shouldn't repair ability be on a par with this?
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  #4  
Old December 6th, 2000, 12:06 PM

Cryptotec88 Cryptotec88 is offline
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Default Re: Compiled Questions/Bug List/Wish List

Taqwus-

That's true, and I should have mentioned that in my post, the light carrier in question had level 1 fighter bays.

Cryptotec88
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  #5  
Old December 6th, 2000, 11:20 PM

Arc.Smiloid Arc.Smiloid is offline
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Default Re: Compiled Questions/Bug List/Wish List

I'd like network compatibility. I have a network and I would love to use it.

If enough people want it, or it is easy to implement, that would be awesome.

If few want it and it is hard to implement, don't bother on my account, more important things to attend to, like AI.
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  #6  
Old December 7th, 2000, 12:01 AM
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Seawolf Seawolf is offline
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Default Re: Compiled Questions/Bug List/Wish List

I guess I am missing something but what is the advantage of network capability in a game like this? it is turn based not real time. If you have network connection you should have e-mail ability too. I guess I just don't get it.



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  #7  
Old December 7th, 2000, 12:22 AM

James Sterrett James Sterrett is offline
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Default Re: Compiled Questions/Bug List/Wish List

Using email across a LAN can be tricky. 8)

Optimally, you could play a game across a LAN without having to move any of the files yourself.

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