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  #1  
Old October 15th, 2003, 12:49 AM

Phoenix-D Phoenix-D is offline
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Default List of oddities

These are those things that are amusing or annoying, and probably bugs..but aren't worth bugging MM about by themselves. So I figure we can add them into a list and sent -that-.

First few:

-hitting yourself with a mine will make Terran units fire on you (I suppose because you shot a terran ship..)

-the Terran Starbase- and maybe others- can shoot itself with its missiles.

-no way to mod the radar display to show other than full, 300, 150, or 75 (I think)

-non-commented data files (SE4 had a listing of what everything does at the top of the files..SF lacks this)

-no way to make weapons that are more accurate, or that have minimum ranges

Speaking of which, what the heck does the emmisive armor damage resistance do, anyway?

EDIT: a few more..

Why does the manual list the out-system speed slowing as conserving fuel..when you can't even mod in energy useage for anything other than a weapon? (or maybe a shield capacitator pod..)

Cloaking. I have seen sensors to detect cloaked ships..I have yet to see a cloaking device.

[ October 15, 2003, 00:03: Message edited by: Phoenix-D ]
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  #2  
Old October 15th, 2003, 02:50 AM
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Default Re: List of oddities

Quote:
Speaking of which, what the heck does the emmisive armor damage resistance do, anyway?
It reduces the hull damage you take by X%
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Old October 15th, 2003, 03:04 AM
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Default Re: List of oddities

Quote:
Originally posted by Phoenix-D:
Cloaking. I have seen sensors to detect cloaked ships..I have yet to see a cloaking device.
Indeed. Hard to do Romulans without them...
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  #4  
Old October 15th, 2003, 09:37 AM
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Default Re: List of oddities

you know, it would be funny if other terran ships shot at the starbase after it shoots itself with a missile.
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Old October 15th, 2003, 09:39 PM

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Default Re: List of oddities

Another..

-there doesn't seem to be a way to control which components are right-click useable and destroyed on use, and which aren't.

-anyone figured how the stealth cruisers in campaign 2 work yet? Just from looking at the files, I can't tell..

I'd love to be wrong on a lot of these, since the modding seems to have so much potential, but there's all these odd ommisions.
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Old October 15th, 2003, 09:52 PM

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Default Re: List of oddities

Quote:
Originally posted by Phoenix-D:
-there doesn't seem to be a way to control which components are right-click useable and destroyed on use, and which aren't.
I'm guessing any component with one or more effects and a placement location of 'None' works that way. Makes sense because there's no other purpose to adding an effect to a component that can't be installed anywhere.

Quote:
-anyone figured how the stealth cruisers in campaign 2 work yet? Just from looking at the files, I can't tell..
They don't exist. There's no Fazrah Cruiser S in the enemies file.

[ October 15, 2003, 20:53: Message edited by: Mehrunes ]
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Old October 15th, 2003, 10:08 PM

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Default Re: List of oddities

Hmm, could have sworn there was a cruiser/M in that group too. Ah well, it'll wait for the patch.
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Old October 15th, 2003, 10:30 PM
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Default Re: List of oddities

If a Terran fighter smashes into your ship then all of the other Terran ships will start shooting at you. Even if you didn't shoot at the fighter at all and were just trying to avoid his drunk driving..

[ October 16, 2003, 21:11: Message edited by: ColdSteel ]
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Old October 15th, 2003, 11:51 PM

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Default Re: List of oddities

correction on one of them..

-the Terran Starbase- and maybe others- can shoot itself with its missiles.

This was actually the satelites stationed around the starbase shooting it.
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Old October 22nd, 2003, 11:15 PM

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Default Re: List of oddities

More, this time unconfirmed bugs:

-First time I used Flailers, I got a access violation crash.

-Attempting to make point defense -beams- always gives me a Range Check Error crash.

-auto-firing doesn't seem to work if applied to weapons that shoot ships, like anti-proton beams. They fire maybe once, but not after that.

EDIT to add:

-directed torps always crash the game

-the "end game" event doesn't work

-negative offset values in stores.txt doesn't work.

[ October 22, 2003, 22:17: Message edited by: Phoenix-D ]
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