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  #191  
Old August 24th, 2005, 06:42 PM
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Default Re: Known Bugs

Quote:
Alneyan said:
Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
Umm. This was fixed. The queued buildings never get built, and their turns to go counter never gets shorter.
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  #192  
Old August 25th, 2005, 07:17 AM
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Default Re: Known Bugs

Quote:
Slaughtermeyer said:
You can still click on the "create fleet" button in sectors that have bases even if there's no possibility of actually creating a fleet due to an absence of ships. This might not be a bug if it's possible to mod bases so that they can be added to fleets.
It is not a mod of bases just a line in the settings.txt file that allows or prevents bases to join fleets. Therefore I would not consider this a bug.
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  #193  
Old August 25th, 2005, 10:08 AM
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Default Re: Known Bugs

Quote:
Arkcon said:
Quote:
Alneyan said:
Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
Umm. This was fixed. The queued buildings never get built, and their turns to go counter never gets shorter.
Not quite it seems; I just ran an Hotseat test (simultaneous movement), and it looks like the results are somewhere in between what we wrote (I saw that in a Proportions game, so I assumed everything would be fine as delays went down just fine. Well, not really).

ETAs will go down just fine (at least on a 1/1 planet, though it is already building something going beyond its limit), but the facility cannot be constructed for lack of space. So, you could build a big facility that way, if you recall to remove all nonbreathers on the last turn. The game, of course, won't warn you when colonies are building things that cannot be completed.
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  #194  
Old August 29th, 2005, 02:15 PM
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Default Re: Known Bugs

I am pretty sure that the AI is not restricted to firing limitations. I just witnessed what I believe to be AI designed and controlled ships firing the null-space projector in each round of combat even though the weapon has a limit of firing once every three turns. This gave the AI a tremendous and unfair advantage over my ships. I watched it twice and could have sworn that I saw the designs firing it each turn. I will save the save game and combat turn and hopefuly someone will prove me wrong.

(For use with the expanded mod)
Attached Files
File Type: zip 376242-AiFiringMoreThanAlotted.zip (644.0 KB, 162 views)
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  #195  
Old August 29th, 2005, 03:28 PM
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Default Re: Known Bugs

You may have been seeing a ship with multiple guns at different states of reloading. One gun firing while the others are still reloading.

Either that, or a typo in your mod.
If I were to guess, its either one of the components in the family with a typo in the fire rate, or that you allowed upgrades from ship-NSPs to fighter or troop NSPs which fire faster.

The AI definitely *does* follow the reloading restrictions, or it would have been noticed on PBW years ago.

-

PS:
Having looked at the savegame you posted, and presuming you mean the last battle in the news list I can tell you what your problem is:
1) You have *no* defenses on those ships.

The enemy fleet fired NSPs in all three rounds of the post-contact engagement, yes. They fired them from different ships.
They *did* however, fire Polaron Beams lots, but PPBs reload in one turn. They did one of two things:
A) Knocked out your level 1 phased shielding in one or two hits, followed by lots and lots of hull hits.
B) Pierced your decent amounts of normal shields, doing hull hits right away.

Basically, your designs didn't stand a chance, and the enemy's NSPs really didn't help in that battle. They slaughtered you fair and square with their PPBs.
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  #196  
Old August 29th, 2005, 04:32 PM
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Default Re: Known Bugs

Thanks SJ, thats pretty much what I thought. I had to watch the replay several times to be sure the AI was not cheating by using the NSP more than they should be using them given the reload time of 3 turns.
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  #197  
Old September 23rd, 2005, 07:21 PM
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Default Re: Known Bugs

4 bugs I found using unmodded 1.91:

1. I have animation turned on for system ship movement in an early game, and while the ship was still flying, I thought I could change my mind and order it to do something once it arrived at its destination. As it was flying I clicked for it to load something, except instead I got a memory error or some other error which made all my menu buttons usless afterwards and I had to restart the game. It only happened twice when I was ordering ships and pressing buttons during their animated system movements.

2. I can't really remember details, but I seem to have the oddest situations when saving my games and then reloading them. I do remember one where I saved a game after setting my research queue, then ending turn after turn after turn (about 5 turns) to see what the new tech was like. Then I reloaded my saved game, only to realize that those techs were now "discovered" in my saved game.

3. I realized early that I can exploit the AI by demanding gifts from weaker empires like the Phong and EEE. I was 2-3 times their score, and it was like taking candy from a baby. I tested it out, and realized I could ask for all their techs, relations, maps, planets, all in one fell swoop, ending their existence. Since "surrender by gifting" seems a little low, I've let them exist... for now. Perhaps its not a bug, and perhaps it has a meaning of a threat behind it ("hey, i'm bigger than you, so give me what I want or else...")

4. I receied a gift of a destroyer from the Phong, and it ran of gas halfway into my sector headed for my base space yard, moving at 1 sector per turn. So I grab a fully loaded tanker ship and fleet it up with the unit. The fleet has half supplies, but it still only moves 1 sector per turn. The destroyer still shows empty. This only happens when I have units that run out of gas entirely, as other Phong destroyers I've accepted were 1 turn short of running out of gas, and they fleeted up fine with my tankers and kept their full movement.
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  #198  
Old September 23rd, 2005, 07:29 PM
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Default Re: Known Bugs

On #4, you have to wait a turn for the fuel to actually transfer from one ship to the other; then the fleet should start moving normally again.
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  #199  
Old September 23rd, 2005, 07:48 PM
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Default Re: Known Bugs

Would I have to wait and not move, or could the fleet move and then the next turn all ships would be supplied?

According my experience, when I moved the ships together, I checked two turns later to figure out why they were moving so slow, and the destroyer still had 0 supplies, but the fleet showed half of them had been used.
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  #200  
Old September 23rd, 2005, 08:47 PM
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Default Re: Known Bugs

The fleet should be able to move 1 square and then move normally; I'm not sure why the destroyer still has 0 supplies - unless perhaps all its engines and supply bays were damaged?
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