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January 28th, 2007, 04:58 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
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Re: SE V Bugs That Are Still Present
Quote:
President_Elect_Shang said:
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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That's funny, and a good point!
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January 28th, 2007, 05:10 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: SE V Bugs That Are Still Present
StarJack, man you got to stop coming and going. Hang around and join the fun!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 28th, 2007, 05:59 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
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Re: SE V Bugs That Are Still Present
Hi PES, first it was busy with work, then a family illness issue, then I had to have labral/rotator cuff surgery that took me out of action, just starting up physical therapy, and have to go back to work next week. I haven't had a chance to play the game since the day you guys figured out the fleet retreat bug I was having. Man, it's always something. I have been doing some lurking and have to say I admire your tenacity in looking for ways to improve this game. I'll say it for the 15th time, this game was stillborn (for me anyway) without the modders and users here to help out. (Thanks guys!)
I really can't add anything that hasn't already been said. The UI is my main gripe, the little bugs (like the one you guys helped me with, unarmed repair ship in 1st slot causing fleet to retreat) I expect will eventually get fixed, the AI is downright retarded most of the time, even with the balance mod. And I'm not knocking the balance mod, it improves the game mightily. Improving game speed wouldn't hurt either!
Keep On Keepin' On PES! (Now I've gone and dated myself.)
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January 28th, 2007, 10:57 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE V Bugs That Are Still Present
Have anyone else a crash when changing viewmode in ground-combat? It's 100% reproduceable for me.
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January 28th, 2007, 02:34 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: SE V Bugs That Are Still Present
Ships/units with no supplies still have full combat speed (in version 1.20).
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January 28th, 2007, 04:45 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: SE V Bugs That Are Still Present
Hay StarJack; I'm sorry to hear about all the challenges you are dealing with. I will put you in my prayers if you believe in them; otherwise it won't hurt any. Thanks for all the praise, all of us modders are banging away at this thing trying to make improvements. Atrocities has just figured out how to do the shipsets and I have the privilege of adding the slots to them. A privilege I hope he lets me keep through the entire shipset update project. I will be turning out the first patch to the SFTC and Lite which will have a number of major changes then I am going to start on the AI for the SFTC. Once I have some modding time under my belt in that area I will probably ask atrocities if I can work on the AI for his sets and leave the SFTC-Lite AI for later. Anyway I think I have rambled on enough for now. The point I was trying to get at is this game is coming to come so just hang in there. On the Beta side of the house some wonderful patches have been turned out by Aaron so things are glowing there too.
PS: Yes you dated yourself there. But that just says we are about the same age!
Sorry for hijacking your thread again Atrocities.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 28th, 2007, 09:37 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE V Bugs That Are Still Present
Quote:
President_Elect_Shang said:
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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Because of the red-shirted corpses slumped over the big red buttons in the fire control center?
__________________
Things you want:
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January 28th, 2007, 09:50 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: SE V Bugs That Are Still Present
Quote:
Suicide Junkie said:
Because of the red-shirted corpses slumped over the big red buttons in the fire control center?
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Of course... I always forget about them. Maybe because they never live long enough to be remembered.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 28th, 2007, 10:17 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: SE V Bugs That Are Still Present
Quote:
Atrocities said:
If you know of a bug that is still present in SE V that hasn't yet been addressed could you please post about it.
FIXED V1.24
1. Transferring cargo to a colony ship will result in a crash of the game.
FIXED V1.24
2. There is no carriage return function when setting up the descriptions for your empire.
FIXED V1.24
3. Sometimes after turn processing the first ship/ships/fleet to go through a warp point will cause a sound effect error whereas the sound of warping blows your speakers.
FIXED V1.24
4. When leaving the game minimized for more than a few minutes sometimes results in a frozen game.
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As you can see Aaron is making progress.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 28th, 2007, 10:38 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
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Re: SE V Bugs That Are Still Present
AT that's good news, my two cats will really like #3!
Thanks PES, I'm on the mend, but as you said, a prayer won't hurt.
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