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October 24th, 2003, 11:32 PM
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Re: Bugs in V 1.08
I can confirm the scattering armor bug and emmisive bug..just tested it.
EDIT: further testing- it is NOT responsible for the one point of damage thing. The displayed resistances do all go up, but if you are using standard components everything functions normally. Still testing the actual resisted components..
[ October 24, 2003, 22:38: Message edited by: Phoenix-D ]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 4th, 2003, 03:27 AM
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Re: Bugs in V 1.08
-the quadrent map data file states that it's a 100x100 grid. Trying to use a Y-value of more than 51 doesn't work; 52 shows up, but the label is scrolled off the grid, 53 doesn't show at all. Too high X-values (53+, looks like) results in a range check error crash.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 4th, 2003, 05:06 AM
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Shrapnel Fanatic
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Re: Bugs in V 1.08
Did you consider negative numbers?
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November 4th, 2003, 04:26 PM
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Re: Bugs in V 1.08
Another bug is destruction of space stations:
For example: In campaign one, the space station in New Texas got destroyed because some pirate crashed into it. But still in the mercenary guild around this system many missions are offered which try to send goods to that space station...
cya, Runner
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November 4th, 2003, 11:35 PM
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National Security Advisor
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Re: Bugs in V 1.08
Sj, negative numbers just don't -do- anything. They act exactly like 0.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 5th, 2003, 12:45 AM
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Re: Bugs in V 1.08
It's actually as bad as i feared. Now one of the compaign missions said: report to New Texas Starbase. But it is destroyed!!! Oh no. Campaign broken. Can I just replace the .map file in the save folder with one which has the starbase? Can someone tell me which map it might be?
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November 5th, 2003, 02:44 AM
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Re: Bugs in V 1.08
Won't work, the base is loaded on the start of the game, not when the map is loaded.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 8th, 2003, 11:25 PM
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Re: Bugs in V 1.08
Just sent this off to Malfador..any comments, especially on the improvements section? I'd love to know of existing work-arounds to these problems.
-Collision detection on stars is a bit off, especially on higher time rates.
I've passed through multiple times without damage.
On that note, being able to adjust damage from ramming would be nice..as of
now, if you get enough shields, it is possible to survive a ramming and pass
right through whatever you hit. If that happens to be a planet, its a bit
immersion breaking..perhaps ships should stop when they hit?
-The game should check to see if something is destroyed before assigning you
to go there for a randomly generated mission.
-An increase in the limit of jobs possible would be good, along with the
ability to have a job active but hidden. This would allow a work-around to
the problem of having the player go to a specific base, which could have
been destroyed earlier- if the base dies, the mission fails, setting off
events that disable the later missions requring the base.
-The AI will not attack past ~120 LS (it varies case by case) even if told
to in the files, even if being fired upon and equipped with weapons that can
much outrange that. Increasing the Weapon multiplier is in campaign data
gets around this, but its something of a cludgy work around..
-Not sure if I've reported this, but even if your radar map goes past 300ls,
the game's hot keys will only occasionally select objects beyond that. Also,
would it be possible to hide visually objects that are beyond scanning
range?
-Not a bug, but a comment: the target ship showing on the map thing is nice,
but for some missions inappropriate. Allowing it to be set on a per-mission
basis would be wonderful.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 8th, 2003, 11:58 PM
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Corporal
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Re: Bugs in V 1.08
On a "scan 3 planets" mission, if you are lucky enough to scan the second planet (or maybe the third) before the first one, you complete that part of the mission.
I.E., if you go visit the port on the (unknown) planet 2, it completes #2 and sets you to #3, even though you didn't see planet #1.
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November 9th, 2003, 01:09 AM
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Corporal
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Re: Bugs in V 1.08
I keep getting Range Check Error CTDs at random intervals. Thusfar, I've only seen them happen in my mod, but I haven't played much in non-mod campaigns recently, so I don't know if it's something I screwed up or not. Anyone have any idea what causes these?
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