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  #21  
Old January 27th, 2007, 03:30 PM

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Default Re: SE V Bugs That Are Still Present

Killing the crew has about the same effect as destroying all the life support/crew quarter components.
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  #22  
Old January 27th, 2007, 04:02 PM
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Default Re: SE V Bugs That Are Still Present

So the weapons will remain active? Ah that isn't good for the GGMod since crew is one of its key factors. Well there is always the "automated systems" explanation.
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  #23  
Old January 27th, 2007, 05:16 PM
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Default Re: SE V Bugs That Are Still Present

If there is no crew, then the guns should stop firing...this could be considered a bug, and probably fixable.
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  #24  
Old January 27th, 2007, 06:16 PM
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Default Re: SE V Bugs That Are Still Present

I didn't mean to make it sound like it wasn't a bug. I was trying to explain what is going on till it gets fixed.
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  #25  
Old January 27th, 2007, 08:47 PM

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Default Re: SE V Bugs That Are Still Present

No, its supposed to work like that.

From the 1.07 patch:
Code:

36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.

Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).

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  #26  
Old January 27th, 2007, 10:11 PM
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Default Re: SE V Bugs That Are Still Present

What is supposed to work that way? The weapons still being able to fire? I don't see anything in there about that and there is no reason why it should work that way.
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  #27  
Old January 28th, 2007, 12:15 AM

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Default Re: SE V Bugs That Are Still Present

because they only get half the chance to hit
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  #28  
Old January 28th, 2007, 12:40 AM
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Default Re: SE V Bugs That Are Still Present

That is an attack and defense modifier. That is not zero crew weapon stops working. Percent to offense/defense != Component Operation.
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  #29  
Old January 28th, 2007, 12:44 AM

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Default Re: SE V Bugs That Are Still Present

If the weapons couldn't fire, why bother setting them to half chance to hit?
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  #30  
Old January 28th, 2007, 01:56 AM
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Default Re: SE V Bugs That Are Still Present

Why bother setting them to half chance to hit if their's no crew to pull the trigger; or gnash the button, or whatever they do.
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