.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #131  
Old September 18th, 2006, 03:17 AM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: SE5 Demo Bug Reports

Ok, I'll power it up again and try that. That might help a lot.

For those people with gigantic hi res monitors, they could probably get away with the larger versions, maybe the resolution options in the setup screen could be made to automatically choose pic size to optimize visible system space?

edit: but smaller pics only really help IF they result in more visibile system space, so I can actually see planet names etc.

Quote:
Captain Kwok said:
Note:

Clicking on the column header with the icon/image in lists or the log cycles through different pic sizes. For example, the log can have big, small, and none. For list screens like colonies, ships, planets etc., you can have normal, small, and none. This greatly increases the amount of rows for the list screens.
Reply With Quote
  #132  
Old September 18th, 2006, 03:50 AM

Renegade 13 Renegade 13 is offline
General
 
Join Date: Sep 2003
Posts: 3,205
Thanks: 0
Thanked 0 Times in 0 Posts
Renegade 13 is on a distinguished road
Default Re: SE5 Demo Bug Reports

Quote:
MarkSheppard said:
I completely disagree. We're talking about interstellar spacecraft here.

Tell that to the 3D designers who did the models for the spacecraft. The hulls angle inwards, do all sorts of things, the majority of them are not simple square slabs.
I think I see what you mean now. True, it could have been done that way, but there is no real gameplay reason why it should be done that way, other than for a tiny bit more realism. However, something like slot layout when designing a ship doesn't really help to immerse me in the game any more than I already am. Perhaps it is different with other people though, such as youself.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".

Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.

Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
Reply With Quote
  #133  
Old September 18th, 2006, 07:41 AM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: SE5 Demo Bug Reports

As it stands, I'd say the whole slot thingy is completely unnecessary and just make for more tedious designing; there's enough slots for 'anything' anyway, so why bother with it at all? It basically just make you place the components instead of simply clicking them. More work, same goal achived.

It could be made to actually serve a purpose following some of the suggestions here, but that would probably be too much work for little gain.
Reply With Quote
  #134  
Old September 18th, 2006, 09:01 AM

wrongshui wrongshui is offline
Private
 
Join Date: Sep 2006
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
wrongshui is on a distinguished road
Default Re: SE5 Demo Bug Reports

Quote:
Raapys said:
As it stands, I'd say the whole slot thingy is completely unnecessary and just make for more tedious designing; there's enough slots for 'anything' anyway, so why bother with it at all? It basically just make you place the components instead of simply clicking them. More work, same goal achived.
The directional damage would not work if components didn't have a set position. I like it, the AI stick engines at the back of the ship, so a fleeing enemy is usual disabled.
Reply With Quote
  #135  
Old September 18th, 2006, 12:09 PM

RonGianti RonGianti is offline
Corporal
 
Join Date: Apr 2006
Posts: 120
Thanks: 0
Thanked 0 Times in 0 Posts
RonGianti is on a distinguished road
Default Re: SE5 Demo Bug Reports

Ok, stuck at work, but read all these reports and have a suggestion, if its not presumptious:

Might it be better if this was relabeled (and right quick!) as a Public Beta? WE (Aarons fan club!) understand that this is a work in progress, but when people see DEMO, they think (and rightly so) COMPLETED.

Maybe a simple relabling would calm some nerves?

Sign me Aarons fanboy
Reply With Quote
  #136  
Old September 18th, 2006, 12:20 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: SE5 Demo Bug Reports

Bug?
I gave an highly damage ship the order to await fire and be destroyed. And I had some other ships with fuctional weapons in that sector. Nothing happens.
Reply With Quote
  #137  
Old September 18th, 2006, 01:00 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: SE5 Demo Bug Reports

Did the other ships have movement points? I just tried fire on and it did work..
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #138  
Old September 18th, 2006, 02:39 PM

boran_blok boran_blok is offline
Sergeant
 
Join Date: Sep 2004
Location: Belgium
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
boran_blok is on a distinguished road
Default Re: SE5 Demo Bug Reports

Can the bugs be put in an issue tracking system somwhere ? (where aron can assign priorities, and where everyone can search if their bug has or hasnt been found)

My own contribution (maybe, havent red thru whole thread)

When opening up planet report in the tutorial (maybe elsewhere too) and then going to the structures tab, you can right click to open a detailed info screen of a structure. you can right click on any other structure even when it is underneath the now opened info screen. I understand multiple can be opened, but sending clicks thru a screen is not standard UI behaviour.
Reply With Quote
  #139  
Old September 18th, 2006, 03:02 PM

boran_blok boran_blok is offline
Sergeant
 
Join Date: Sep 2004
Location: Belgium
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
boran_blok is on a distinguished road
Default Re: SE5 Demo Bug Reports

Another one, when designing a ship, when adding engines while holding shift. If you go over the maximum movement. If you then remove the engine by clicking on it once more while still holding shift (you hear the error sound) the engine is gone, but the warning of movement remains. only way to fix is to add or remove one engine without holding shift.
Reply With Quote
  #140  
Old September 18th, 2006, 03:05 PM

boran_blok boran_blok is offline
Sergeant
 
Join Date: Sep 2004
Location: Belgium
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
boran_blok is on a distinguished road
Default Re: SE5 Demo Bug Reports

And another one, when editing ship type the ship list in the ship designer overview does not update to reflect the changed type.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:47 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.