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  #1  
Old January 2nd, 2001, 10:39 PM
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Daynarr Daynarr is offline
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Default 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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Old January 2nd, 2001, 11:57 PM

Sessile Sessile is offline
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Default 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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Old January 3rd, 2001, 06:20 PM

Nyx Nyx is offline
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Default 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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