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September 19th, 2006, 10:53 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
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Re: SE5 Demo Bug Reports
Switching the video to SAFE, seems to fix everyone's video problems.
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September 19th, 2006, 11:46 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: SE5 Demo Bug Reports
Do mines even work in the demo? I mined a warp point and aside from the mines disappearing when an enemy came through, they didn't take any damage. I know for a fact they didn't have minesweeper components on the ship either.
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September 19th, 2006, 11:57 PM
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Corporal
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Join Date: Aug 2002
Posts: 121
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Re: SE5 Demo Bug Reports
For some reason, in the simulator. Fighters (Ground and space) make straight away fro the edge of the map. Same goes for ships in the space simulator. Straight for the edge of the map.
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September 20th, 2006, 01:52 AM
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Sergeant
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Join Date: Aug 2000
Location: Garden-Variety State
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Re: SE5 Demo Bug Reports
Quote:
cshank2 said:
For some reason, in the simulator. Fighters (Ground and space) make straight away fro the edge of the map. Same goes for ships in the space simulator. Straight for the edge of the map.
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I don't know about ships, but fighters will do that if they launch with no supplies/ordnance. Make sure your carrier designs have large supply/ord stockpiles. I had carriers with only enough supplies for half of their fighter complements, so half of my fighters would race towards the enemy and the other half would head off in the opposite direction.
On a related note, I'd like to be able to turn off "Auto Launch Units" in Strategies for Tactical Combat, but still keep it on for Strategic Combat. There are times when I don't want my carriers to launch fighters but then again I don't want them to be sitting ducks during any auto-run battles.
__________________
Hail Caesar!
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
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September 20th, 2006, 03:09 AM
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Corporal
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Join Date: Jan 2005
Posts: 60
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Re: SE5 Demo Bug Reports
Quote:
Phoenix-D said:
Yes, retrofitting is borked. But only if you need more than one ship- otherwise SE5 takes exactly ONE extra click. Yes, the cancel button is in a wacky spot. The keyboard shortcuts are tolerable though, which makes both those issues livable.
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What do you mean "if"? Why would you be refitting one ship at a time? In SE4, unless I was trying to cut down the time it took to build ring/sphereworld components or stellar manipulation vehicles, I was usually refitting five ships, minimum, sometimes as many as 20 in a turn. (I also tended to have lots of repair bays in my fleets and build dedicated repair starbases, so this didn't make my fleet a sitting duck for a dozen turns.)
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September 20th, 2006, 04:55 AM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: SE5 Demo Bug Reports
I would really like to be able to right-click an empty planet, and have one of the options be 'send colony ship'... only being able to auto-send a colony ship from the planet menu leaves me clicking back and forth between screens too much.
I would also like to be able to change levels on the blueprint without emptying the cursor of the current component... would make designing ships much easier.
In lists, components and facilities need to be stacked... and their research levels needs to be easily identifiable without right clicking on each of them.
Of course, none of this is really new... just like the code for ship movement is badly in need of optimization (since the longer the trip, the slower ships move between hexes). Also, the automatic function give away hidden map info... like if you try to auto-colonize an occupied planet, it won't go... or as was mentioned before, the pathfinding bee-lines for hidden wormholes.
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September 20th, 2006, 06:14 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
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Re: SE5 Demo Bug Reports
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 20th, 2006, 06:26 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: SE5 Demo Bug Reports
Dude. That is a serious ship. I am totally NOT playing you in PBW.
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September 20th, 2006, 06:59 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: SE5 Demo Bug Reports
And that is only "FF Explorer MkI". Wait 'til you see "DN Squa**** Mk XIII" - or rather it's 241th porthole on the left, staring right in your eyes with screenfilling gaze
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 20th, 2006, 08:23 AM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: SE5 Demo Bug Reports
Quote:
StarShadow said:
As someone else has pointed out emmisive armor doesn't work.
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None of the special armors work, neither do those crystalline solar plants, urban pacification centers and the planet condition improvers, I think a set of abilities have been left out of the demo, not actually a bug.
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