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January 2nd, 2001, 03:40 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Remaining issues
Re: graviton beam... If you do change that weapon to gravitational weapons, be sure to alter the tech levels. Tractor/Repulser weapons's top three tech levels are dedicated to those three levels of small graviton beams. So lower the level required for Gravitational Weapons, and reduce the number of tech levels in the Tractor/Repulsor weapon Category.
Something I've noticed is the new tech levels for space yards and planetary space yards. The computer should try to get ahold of level 2 yards as soon as it can. I think the AI research is still set to when getting Ship Construction 5 would get you a Planet Space Yard II. Maybe slip in an entry that will have the computer research Space Yards lvl 2 somewhere after some of the necessary levels are reached in other techs, since it'll be 200,000 RP to reach it. I have no idea where, though.
(I tend to slip big projects into the 2nd slot and move lower cost projects in front of it so I can get tech levels in those lower cost projects and have the excess points go to the bigger project. So I won't be lacking in some military techs while going for stuff like Research 2 or so.)
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...can you and your associates arrange that for me, Mr. Morden?
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January 2nd, 2001, 11:18 AM
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Private
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Join Date: Jan 2001
Posts: 8
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Re: Remaining issues
Version 1.19
- A small bug with mine laying. If you use the "Launch/Retrieve Units" button then any mines launched will form a new group of mines. If you use the "Remote Launch" button then the mines will merge correctly with a mine group in the sector.
- A game crashing bug will sometimes happen during the AI's turn. No error message, the game just locks up and you must go to "end task". Running the game again and hitting the end turn button will cause the exact same result. This has happened in more than one game. A savegame is available.
- In "Constuction Queues" F7 menu "Name", "Number of Facilities", and "Construction Queue" will highlight and flash when you click on them, but they do not sort the list. This works fine in the "Colonies" F5 menu though.
Wish List:
- Add 3 columns to the Facility Queue. 1st shows number of built on planet. 2nd shows number of facilities built in system. 3rd show number of facilities in queue in system.
example:
010 027 003 Monolith III
This shows that there are 10 built on this planet. 27 built in the system this planet is in. 3 in the build queues of planets in this system.
- Ability to jump directly to a planet from the Construction Queues F7 menu.
- Add a button to the facility queue screen to list facilites on the planet and allow us to scrap facilities without leaving the queue.
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January 2nd, 2001, 06:53 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Remaining issues
quote: Originally posted by Daynarr:
15) My states.txt has 259 words (it is one of the largest)! Are you sure you have not erased most of the names in the file by accident)
Well, mine has only 50. I would bet you have a modified one (or I missed that the US has grown significantly in the past weeks)
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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January 2nd, 2001, 10:39 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Remaining issues
quote: Well, mine has only 50. I would bet you have a modified one (or I missed that the US has grown significantly in the past weeks)
Well, maybe. 
I have posted lots of dsgnname files in mod section, including my Version of states.txt (actually it has 234 lines, my mistake). You can use them to give all races their own dsgnname files to avoid those problems you mentioned before, about small ones.
Seems that you can't select same name for the ship, even if belongs to other empire. Putting separate name files for all empires will give them more room for selecting ship names (and give more variety). Also, seems that the most (ab)used file is ravager.txt - at least 3 empires are using it, and it is not large (104 lines). Animals.txt is the smallest and at least 2 empires use it.
Hope that this all will be of some use for someone.
[This message has been edited by Daynarr (edited 02 January 2001).]
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January 2nd, 2001, 11:57 PM
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Private
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Join Date: Dec 2000
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Re: Remaining issues
More bugs, using the latest Version.
If you abandon a captured "Angry" planet, to get rid of the undesirable population, leaving the facilities, but the repopulate with your own people via a transport, the colony is still "Angry".
The "accept surrender" message a race sends you can be replied to. You can actually surrender to them after they have surrendered to you. I wonder what happens in multiplayer?
If you have in the production queue some "upgrade to facility II" orders, and you get "facility III", then go to the production screen and hit upgrade, it merely appends the "upgrade to facility III" to the queue, instead of replacing the old upgrade orders. Looks weird.
When you click on "launch units" in tactical and you've selected a fighter, you get a "bits out of range" AfxMessageBox. Also, strategic and "resolve combat" crashes sometimes with fighters. I can't reproduce it though.
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If it floats and it don't say quack, sink it.
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January 3rd, 2001, 06:20 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
Posts: 268
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Re: Remaining issues
(I sent this list to MM recently)
#1A In Strategic Combat, if the fleet leader has its bridge damaged and goes out of control, it is not removed from command, but instead all the other ships mill about moving randomly trying to keep in formation with it.
#1B If the lead ship is damaged and moving slowly, it is not removed from command and thus the whole formation moves slowly. I'm often unable to engage in strategic combat at all because of these two.
And to answer an earlier question, you cannot turn formations off, but you can turn the grouping off in tactical combat. I can't figure out how to turn it off for a fleet as a whole though.
#2 An emergency resupply pod and a repair facility is as good as the quantum reactor for supplies, and still repairs ships.
#3 The anger files make the AI get angry if you send ships into an AI's system to protect the AI with whom you have a military alliance or partnership.
#4 Ships in a fleet cannot use any of their special components (emergency move pods, emergency supply, stellar manipulation, etc.) without leaving the fleet first.
#5 In Finite Resource galaxies, planets actually have infinite resources.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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