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November 7th, 2002, 11:15 PM
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Corporal
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Re: Bugs in Gold v1.78?
Quote:
Originally posted by geoschmo:
You actually don't have to go through all this. You can duplicate the problem in the simulator, so all you have to do is start a game on high tech and make a couple designs.
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Well, you do if you want to test how many it launches per game turn, as simulator is combat turn only. I did want to be absolutely certain, after all.
In any event, with that saved game file, all of the work's been done already, so it's a moot point.
Quote:
I haven't tested it yet on the latest beta patch, but I shuld be able to tonight. Since I have replicated it in the sim on 1.78, I will just do the same thing with 1.82 and see if it's still happening.
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Excellent. I sent an email to Aaron as well, so hopefully this will all be resolved soon.
Still, it would be kind of cool to launch 16 million drones from a sphereworld. 
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November 8th, 2002, 12:41 AM
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General
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Re: Bugs in Gold v1.78?
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Additionally, Drones can't fleet, which I find to be quite annoying myself, but I can't really say that's a bug, really. It can be modified without a hardcode change, correct?
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No. There's only a setting for whether bases can join fleets.
If you need to give a group of drones orders, you just shift-click them.
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November 8th, 2002, 02:18 AM
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Corporal
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Re: Bugs in Gold v1.78?
Quote:
Originally posted by capnq:
No. There's only a setting for whether bases can join fleets.
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Correct me if I'm wrong, but at one point couldn't satellites and fighters join fleets, or am I just totally out of it?
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If you need to give a group of drones orders, you just shift-click them.
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Well, my idea was to use drones as flying fuel tanks, actually. But since we're on the subject, wouldn't that have the same problem as ships using shift-select as far as combat goes, meaning that they'll all arrive one right after the other, rather than as one group?
[ November 08, 2002, 00:19: Message edited by: Hotfoot ]
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November 8th, 2002, 02:33 AM
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Captain
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Re: Bugs in Gold v1.78?
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Correct me if I'm wrong, but at one point couldn't satellites and fighters join fleets, or am I just totally out of it? [Confused]
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You are correct, In non-Gold (SE IV 1.49) Sats & Fighters can join a fleet.
Read the Topic: POLL->things we'd really like in Next Patch (Platinum II) - In Geo's testing, it looks like they do fight together.
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November 8th, 2002, 02:38 AM
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Corporal
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Re: Bugs in Gold v1.78?
Quote:
Originally posted by Baron Grazic:
You are correct, In non-Gold (SE IV 1.49) Sats & Fighters can join a fleet.
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Hmm...so then it's been a hard code change since then?
Quote:
Read the Topic: POLL->things we'd really like in Next Patch (Platinum II) - In Geo's testing, it looks like they do fight together.
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Ah, very well. Still, it is rather annoying not being able to fleet them, and not having their design names displayed in the game map.
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November 8th, 2002, 02:56 AM
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National Security Advisor
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Re: Bugs in Gold v1.78?
Hotfoot, in the latest beta patch the drone launching bug is fixed. The ships are limited by strategy to launching a maximum of 20 drones per enemy ship, however with a ship with less than 20 drone launchers I get one launched per launcher per combat turn until the 20 are launched and then no more. This is how it is designed and it is working correctly.
I noticed something else kind of interesting. It might explain why this bug wasn't noticed earlier. In 1.78 it doesn't really launch all the drones in cargo, but it is launching more than it should. The rate doesn't seem to be linear. With one launcher I get one drone per combat turn, which is correct. With 5 launchers I get 15 per turn, which is 3 per turn per launcher. With 25 it's launching all the drones in cargo, but I think that with 25 launchers it's just that the launchers can launch more than the ship can hold.
Of course none of that will matter when the next patch goes public cause it will be working correctly then.
Geoschmo
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November 8th, 2002, 03:16 AM
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First Lieutenant
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Re: Bugs in Gold v1.78?
Good enought,
but when does the path goes public ?
I would prefer start my PBW game whis this patch on, mostly for the TimeBurst bug.
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