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September 17th, 2006, 01:39 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SE5 Demo Bug Reports
Some of those are not operational in-game like illusion and derelicts. There's also no monsters at this time either.
Migration is actually quite useful particularly with breathable planets as their populations grow very fast!
Sight level - As in how sensitive (ie can we detect cloaked ships etc)
Sight range - How far you can see
The maintenance is fine. You don't even notice it really.
The last line is not used.
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September 17th, 2006, 02:31 AM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
Posts: 252
Thanks: 0
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Re: SE5 Demo Bug Reports
"sight level", "sight range", "sight obscuration" What's the difference?
Sight Obscuration...: Does this mean that we will be able to hide ships behind stars, planets, asteroids, storms, etc.? That would add more strategy to the manuevering process. Cool.
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September 17th, 2006, 02:51 AM
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Sergeant
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Join Date: Jun 2006
Location: California, The United States of America
Posts: 252
Thanks: 0
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Re: SE5 Demo Bug Reports
--In the ship design, ship type list there does not appear to be a way to add/remove them like the name ship list. Will this stay like this? Is this for AI issues?
--Also, I see Mine, Mine layer, and Satelite but not Satelite Layer!
--Also, this bothered me in SEIV also. Why not label "Base Space Yard" to read as "Space Yard Base" to be in conjunction with the other similiar types and proper adjective-noun usage. Is this for organization issues regarding Attack Base and Defense Base?
--This may be a stretch but I'd like to be able to see the game date in the vehicle designs screen as in SEIV. I use these dates in naming my designs. I know that I could just make a note of the date before hand.
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September 17th, 2006, 03:37 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
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Re: SE5 Demo Bug Reports
Bug: Sometimes, computer confuse my empire and an AI driven empire.
During one of the test games, I've got several battle reports, and according to them my ships won several battles against other fleet.
The only problem is that I had no ships at all in this game, and even had no contact with an opposing empire. I just sat down in my home system and hit F12. Ministers were off. No over systems were explored.
Furthermore, combat log was availiable, so I could see ship designs and such. After that distant system appeared on the quadrant map, though it was obscured.
Weird.
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September 17th, 2006, 03:53 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: SE5 Demo Bug Reports
Bug: when you fill a construction queue with a custom list, it will delete & replace anything already in the queue. It should add to the bottom without deleting anything.
__________________
Slick.
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September 17th, 2006, 04:45 AM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
Thanks: 101
Thanked 618 Times in 409 Posts
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Re: SE5 Demo Bug Reports
Annoyance:
Upper Deck
Middle Deck
Lower Deck
on ship designs are all the same; there's no gradual tapering, etc; and small ships have too many decks; small ships should only have one deck; to represent that they're small!
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September 17th, 2006, 04:49 AM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
Thanks: 101
Thanked 618 Times in 409 Posts
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Re: SE5 Demo Bug Reports
Request:
Add Weapons Component Only Slots to Ship Design.
I like how you have "Inner, Outer, and Armor" component slots; but the lack of a weapons slot feature really does make the game a bit unrealistic; because in real life, ships don't bristle with weapons; there's only so much large/medium calibre weaponry you can put on before you run into structural and arc of fire limitations.
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September 17th, 2006, 05:52 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: SE5 Demo Bug Reports
Im really wondering what 50 Beta-Testers did all the time. There is so much obvious stuff...?!
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September 17th, 2006, 06:13 AM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
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Re: SE5 Demo Bug Reports
Quote:
".. because in real life,ships don't bristle with weapons.."
Except, this isn't real life, it's a game. I can't speak for anyone else, but if I wanted realism I'd play a flight sim, or for even more realism, I'd shut the computer off and go do something else..
Edit:
No offense intended, but when you consider the entire premise of the game isn't very (or, at all) realistic, asking for more realism is rather pointless, and tends to end up sucking a lot of fun out of games like this.
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September 17th, 2006, 09:27 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: SE5 Demo Bug Reports
Quote:
Ragnarok-X said:
Im really wondering what 50 Beta-Testers did all the time. There is so much obvious stuff...?!
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Well, we sent in bug reports, the list is quite long. We designed a whole web page with a discussion area and voting system to toss around ideas and features and to sort them by relevance. This list is quite long, too. We discussed a lot about the game in IRC. We made some Mods (for planets and systems, for tech, for balance...). We reported for about a year about UI issues and how to improve the UI. We did all of this in our spare time without much support from SF besides the existence of an beta forum. Please feel more then free to report all issues.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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