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  #1  
Old November 6th, 2002, 01:28 AM
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capnq capnq is offline
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Default Re: Bugs in Gold v1.78?

Quote:
Maybe I should make a new thread about this problem, as it doesn't seem to be pinging anybody's radar.
I suspect the problem is that so few people actually use drones that nobody else has noticed the bug.

The drones vs. mines bug was noticed quite a while ago, but this launch capacity bug was only reported relatively recently. (I forget whether Hotfoot was the first person to mention it.)
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  #2  
Old November 6th, 2002, 01:44 AM

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Default Re: Bugs in Gold v1.78?

Quote:
Originally posted by capnq:
I suspect the problem is that so few people actually use drones that nobody else has noticed the bug.
It seems odd to me that it's managed to go this long without being detected though. When I ran across it, I was certain that it had to have been reported before, but I searched as hard as I could and found nothing.

Just out of curiousity, are you able to reproduce this bug? I just want to make sure I'm not going crazy and that the problem actually exists.

Quote:
The drones vs. mines bug was noticed quite a while ago, but this launch capacity bug was only reported relatively recently. (I forget whether Hotfoot was the first person to mention it.)
The person whose thread I had originally posted about I think was touching on this bug, but didn't have it very well defined or isolated, IIRC.
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  #3  
Old November 6th, 2002, 10:03 PM
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Default Re: Bugs in Gold v1.78?

Here is the list of fixed bugs up to now.

Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless
of whether they are in a combat group or not.
2. Fixed - Computer Players which had a "Computer Player Bonus" set above
None were not using all of their bonus funds.
3. Fixed - The largest ship in a sector was not always being drawn on top
in the system display.
4. Fixed - Planets in combat would not fire all of their weapons (sometimes).
5. Fixed - Planets in combat would not fire enough seekers against a target
to guarantee its destruction (sometimes).
6. Fixed - Improved the Transport minister a little.
7. Added - The Log Window will now return you to the item you had selected the
Last time you were in the window.
8. Fixed - Ships with a Tractor Beam would not fire weapons located after
the tractor beam in their design.

Version 1.81:
1. Fixed - "Crew ConVersion" damage type will work on all target types,
again.
2. Fixed - "Crew ConVersion" damage type will fail against a ship with
a Master Computer (regardless if that component is damaged or
not). It does not matter if there is a Bridge on the ship.
3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat.
4. Added - Option to strategems to control how many drones are launched
per target in combat.
5. Changed - You can now give drones orders to Attack warp points. This
is essentially the same as telling them to warp through
and attack anything on the other side. Any survivors can then
be given new orders.

Version 1.80:
1. Fixed - Integer Overflow when a unit with no shields was hit by normal
weapons.
2. Changed - "Crew ConVersion" damage type will only work against ships
regardless of the target type.
3. Fixed - "Crew ConVersion" damage type will fail against a ship with
a Master Computer (regardless if that component is damaged or
not).
4. Fixed - You can now give resource gifts in excess of 200,000.
5. Added - "x10000" and "x100000" to the Select Package window for resources.
6. Fixed - Fighters were unable to "Fire On And Destroy" ships.
7. Fixed - Organic Armor was pre-regenerating itself before damage occurred
in combat.


Version 1.79:
1. Fixed - "X Damage to Shields" damage types were not working correctly.
2. Fixed - Shield Depeleters will now work properly against units.
3. Fixed - The result of a Communication interception intelligence project
will be displayed with arrows in the log window.
4. Fixed - Ships would clear their order if trying to move to sector 0,0.
5. Fixed - Ships with regnerating armor will regnerate all of their armor
at the end of combat.
6. Fixed - During a Deconstruct & Analyze, you would sometimes receive duplicate
techs if a component and the vehicle size were new to you.
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  #4  
Old November 7th, 2002, 12:01 AM

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Default Re: Bugs in Gold v1.78?

Quote:
3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat.
4. Added - Option to strategems to control how many drones are launched
per target in combat.
5. Changed - You can now give drones orders to Attack warp points. This
is essentially the same as telling them to warp through
and attack anything on the other side. Any survivors can then
be given new orders.
That's all well and good, but does it fix the fact that any number of drones of the same type can be launched in one turn, only counting for one overall drone being launched, as it seems to be now?
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  #5  
Old November 7th, 2002, 12:22 AM
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Default Re: Bugs in Gold v1.78?

Quote:
Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless
of whether they are in a combat group or not.
Does this mean that when I set my ships to break formation they *won't* follow their own strategies? If that is the case then why in Hell was that change made. This seems to completely nullify combined strategy fleets (no more short range tanks soaking up damage while max-rangers rain death from behind). Unless it actually means something completely different, and I hope it does.
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  #6  
Old November 7th, 2002, 02:17 AM
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Default Re: Bugs in Gold v1.78?

2. Fixed - Computer Players which had a "Computer Player Bonus" set above
None were not using all of their bonus funds.

Will this make the AI harder to handle in a normal game of 1.78 without mods?
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Old November 7th, 2002, 04:06 AM

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Default Re: Bugs in Gold v1.78?

"Will this make the AI harder to handle in a normal game of 1.78 without mods?"

Yep. The AI will now have more resources to use; previously it would ONLY use the extra research points and intel points.
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