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February 3rd, 2007, 03:35 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: SE V Bugs That Are Still Present
1.20, but not listed as fixed in 1.25:
"Upgrade Facilities" in the Construction list does not work. It doesn't upgrade facilities in progress, and while it DOES add an entry to the construction ques, that entry disappears after the turn is processed and no upgrading is ever done.
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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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February 3rd, 2007, 05:24 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
Racial Propulsion bonus traits only apply to strategic, not combat speed.
Actually, only in the sims... which is because the sims use generic races.
So what this really means is that we need to be able to optionally set the simulated races to match existing races we know about.
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Things you want:
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February 4th, 2007, 01:32 AM
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Sergeant
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Join Date: Jun 2004
Posts: 305
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Re: SE V Bugs That Are Still Present
Sorry if it's been said before but the game really needs this.....there needs to be a delete feature for news items that are old.
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February 6th, 2007, 10:57 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: SE V Bugs That Are Still Present
You can change the period in which the news items are left before they go. I thought the default was 5 turns.
I don't know about the following. In a 1.25 game with 1.03 balance I was saving my turn as I went under a different name. When I finished my turn I had trouble uploading it because it had saved it under my saved turn title. I am pretty sure it didn't do stuff like that before. I had to redo the entire turn without saving at any stage so I could be sure it would save by the correct name.
I guess now I mention it I could save it by the name it was originally, but I guess I got into the habit from se4 of using a different title.
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February 6th, 2007, 12:08 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: SE V Bugs That Are Still Present
or you could have just renamed your .plr to what it should have been.
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February 6th, 2007, 04:24 PM
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Private
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Join Date: Oct 2003
Location: Mi.
Posts: 26
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Re: SE V Bugs That Are Still Present
New bug 1.25, (not present in 1.20) Mine layers & Satellite layers launch their units 1 sector off the intended warp point, yet still move onto the warp point to complete their orders.
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February 6th, 2007, 09:07 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: SE V Bugs That Are Still Present
Quote:
se5a said:
or you could have just renamed your .plr to what it should have been.
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oh right, yeah that might work
new thing. The new patch seems to have solved a problem I was having with the movement log, but it does something strange. When the log reaches the end or you end it everything in the system except the grid vanishes. You have to press end again for the sun, planets and ships to reappear.
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February 10th, 2007, 02:07 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: SE V Bugs That Are Still Present
Natural Merchant ability does not show up on system display under System Modifiers - the spaceport message should appear in all systems with a colonized planet.
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Slick.
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February 10th, 2007, 03:02 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: SE V Bugs That Are Still Present
Using the hotkey for System Report [shift /] addes a "?" to the system notes.
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Slick.
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February 10th, 2007, 08:11 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: SE V Bugs That Are Still Present
When creating an empire during game setup, when you are spending set-up points on techs, all colony techs show as level 0 when in fact you will get the colony tech that is set for that empire. This can lead to spending points for nothing. The selected colony type should be set to level 1.
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Slick.
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