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  #151  
Old September 18th, 2006, 06:46 PM

wrongshui wrongshui is offline
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Default Re: SE5 Demo Bug Reports

I solved my 20-30 second mouse lag by switching to safe memory mode. What exactly is the difference between safe and auto anyway?

Also why is the frame rate capped to 30 for space combat? Why do I get horrid slow down in ground battles? I have AMD64 3500+ gig o ram and a Geforce 7800GT.
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  #152  
Old September 18th, 2006, 07:06 PM
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Artaud Artaud is offline
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Default Re: SE5 Demo Bug Reports

Quote:
AMF said:
* make the ship, component, and other images much smaller (like in SE4) in order to reduce overall window sizes.

I disagree. I like to see my ships. As it is you can either see your ships by zooming all the way in, or see your entire system by zooming out.

What's the point of playing, say, the Klingons if you can't see those beautiful ships?
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  #153  
Old September 18th, 2006, 07:11 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SE5 Demo Bug Reports

Quote:
Artaud said:
Quote:
AMF said:
* make the ship, component, and other images much smaller (like in SE4) in order to reduce overall window sizes.

I disagree. I like to see my ships. As it is you can either see your ships by zooming all the way in, or see your entire system by zooming out.

What's the point of playing, say, the Klingons if you can't see those beautiful ships?
AMF means the portraits, not the models, I think.

The idea being that shrinking the pictures and maybe the fonts would allow room for more rows in the list screens like in SE4.
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  #154  
Old September 18th, 2006, 07:20 PM

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Default Re: SE5 Demo Bug Reports

Well, part of the issue is SE5 sort everything into its own tabbed catagory. In SE4's construction que screen, for example, the planet icon, name, and status icons were all shoved together and took up a LOT less horizontal space. But you couldn't sort by planet type, or by "has troops", etc.

Usage per turn was the same way- you could see all three, and sort by minerals, but not by organics or radioactives.

SE5 could still combine things without losing funtionality. There's no reason "on hold", "repeat", and "emergency build" all need their own tabs, for example. All three could easily be combined into what's being built..
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  #155  
Old September 18th, 2006, 08:03 PM
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Default Re: SE5 Demo Bug Reports

I seem to come a across a bug involving warp points. I create a quick play game as the humans. First thing I decided to do was design a scout ship. 'kay, all's good so far. While shift-clicking and putting in comps in my scout ship the game crashes.

Alright, take two. I try again same settings. This time I get my scout ship built no problem. I set it to auto-explore. It goes through the nearest warp point into the nearby system. It's empty, just a star. So I hit auto-explore again. It returns to my home system, funny thing is it returned through a different warp point that the one it left through. I try going through the original warp point again and I end up back where I started, at the second warp point, without even leaving the system. I found that a little strange. I decide to investigate another warp, same thing. My ship jumps to second warp point again. I try the fourth warp point. This one works. I takes me to another empty system though. I have two warp points that lead back to my home system and two that lead to empty star systems. At this point I realized I was stuck. There is no where else to go. Anyone else had problems like these?


EDIT: Hmm...tried going through the first warp point again. This time I end up in a empty binary system. Strange.

EDIT2: It seems the warp points work now, and apparently the systems aren't empty, just not explored. This may all be just my imagination and confusion with the new interface working against me.
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  #156  
Old September 18th, 2006, 08:16 PM

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Default Re: SE5 Demo Bug Reports

Some Warp points double up for me too.

Does Organic Armour work for anyone? I can't seem to get it to regenerate at all. I like the organic ships though, would be cool if you could make organic equivalents of other components, switch from a minerals based empire to a organics one.
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  #157  
Old September 18th, 2006, 08:21 PM

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Default Re: SE5 Demo Bug Reports

Mineral planets are the best.
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  #158  
Old September 18th, 2006, 08:48 PM

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Default Re: SE5 Demo Bug Reports

Quote:
Captain Kwok said: What's the level of the help-text in the demo, does it give name of object and description?
Uhh, Kwok, are you seriously telling me you're in here discussing the demo when you don't even have/play it?

I'm majorly underwhelmed with the demo thus far.

It seems to me like it has too many bells & whistles, too much feature creep. There's too much damn flash & chrome that just gets in the way, and obscures or interferes with functionality.

Worst of all, the whole thing is way way way too click-intensive. My first session with the demo ended when my wrist started to ache, something that never happens with SE4. This is going to be an issue for older gamers in longer game sessions.
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  #159  
Old September 18th, 2006, 08:59 PM

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Default Re: SE5 Demo Bug Reports

Kwok has the better IIRC, he doesn't need the demo.

Again, right click is your friend. So are the keyboard commands (backspace for cancel orders especially- no idea why that command got burried..) Ship design not withstanding SE5 doesn't have that many more clicks than SE4- and if you use shift-click, ship design is tolerable.
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  #160  
Old September 18th, 2006, 09:10 PM

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Default Re: SE5 Demo Bug Reports

Hey guys, the SEV demo really, really doesn't like my laptop for some reason. It's got an nVdia GeForce Go 6400 video card. Check out the nastiness.







I've tried all the detail settings and nothing helps. When I tried bypassing the 3D card by setting the game to RGB emulation, it just crashed continuously. Any thoughts?
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