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  #41  
Old February 3rd, 2007, 03:35 PM

Phoenix-D Phoenix-D is offline
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Default 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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  #42  
Old February 3rd, 2007, 05:24 PM
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Default 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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  #43  
Old February 4th, 2007, 01:32 AM

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Default 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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  #44  
Old February 6th, 2007, 10:57 AM
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Default 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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  #45  
Old February 6th, 2007, 12:08 PM

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Default 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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  #46  
Old February 6th, 2007, 04:24 PM

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Default 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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  #47  
Old February 6th, 2007, 09:07 PM
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Default 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.
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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  #48  
Old February 10th, 2007, 02:07 PM
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Default 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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  #49  
Old February 10th, 2007, 03:02 PM
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Default 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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  #50  
Old February 10th, 2007, 08:11 PM
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Default 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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