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Spaceempires.net :: SEV 1.08 Bug List :: View topic
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SEV 1.08 Bug List
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Fri Oct 27, 2006 6:09 am    Post subject: SEV 1.08 Bug List Reply with quote

The purpose of this thread is to provide a listing of bugs in the 1.08 version of SE5. You can either post the bug here, or post a link to another thread where it is reported (along with a 1-3 sentence summary of the bug). Please do not hold conversations in this thread.

Smarter than your average Texrak.


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tindrli
Space Emperor


Joined: Oct 02, 2006
Location: Tuzla, Bosna i Hercegovina

PostPosted: Fri Oct 27, 2006 9:08 am    Post subject: Reply with quote

1. building multiple shipyards on planets bug

http://www.spaceempires.net/home/ftopict-1899.html


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Durandal
Space Emperor


Joined: Oct 18, 2006
Location: Michigan, USA

PostPosted: Fri Oct 27, 2006 3:07 pm    Post subject: Reply with quote

By using the queue manager screen, you can add ships to queues of planets that do no have shipyards by

1) Selecting a planet with a shipyard and planets without shipyards.
2)Clicking "Add To All"
3) Adding the ship to the queue screen

The ship does not end up being build at the planets w/o shipyards but I do believe that it consumes resources and it definately fills the queue for the planets.


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Warped
Space Emperor


Joined: May 08, 2005
Location: NY, USA

PostPosted: Fri Oct 27, 2006 7:51 pm    Post subject: Reply with quote

Can't take the last unit of foreign population off their own planet, even if you have previously dropped your own population in so that you don't end up with zero pop. If you insist on removing that last bit of population (by repeatedly double clicking) you get a floating point error game crash.

Alliance relations button in alliance chambers screen gives index error and crashes.

Sending an alliance message seems to substitute ? or %Alliancename% instead of the alliance name.

When trading techs, the 'give' and 'get' techs both seem to give the tech to the other side.

Edit: Added 10/28
Access violation when loading game from space battle.

If a fleet comprised of both non-armed and armed vessels attack a planet, the entire fleet retreats immediately regardless of orders or task force division. If a fleet comprised of armed vessels only attacks a planet, it will destroy everything, glassing the planet, regardless of orders (such as capture planet). I tried every variation of this that I could to find a pattern. Here are my findings:
Scenario: 3 DUC frigates, 2 support ships, 2 boarding ships attacking planet defended by 6 fighters.
1. All ships against planet, orders to capture. Result: Boarding ships head toward planet, drop troops. Other ships run away immediately. Enemy fighters attack boarding ships, pursue other ships. Eventually catch up to frigates and the fighters are destroyed in self defense.
2. All ships against planet, orders to fire at optimal range. Result: All ships flee from planet. The rest is the same as 1.
3. Same as 1 without boarding ships. Result: All flee.
4. Same as 1 without boarding or support. Result: Frigates attack and destroy fighter defenses and planet, disregarding 'capture planet' order.
5. Same as 2 without boarding ships. Result: All flee.
6. Same as 2 without boarding or support. Result: Same as 4.

I won't repeat the rest of my results using task forces to try to divide the attacking ships because the results are similar. I hope this helps.


Last edited by Warped on Sat Oct 28, 2006 10:27 pm; edited 1 time in total


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WillTheGreat
Space Emperor


Joined: Mar 18, 2006

PostPosted: Sat Oct 28, 2006 1:25 am    Post subject: Reply with quote

Freeze and access violation when setting up fleets in the space combat simulator.

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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Sat Oct 28, 2006 4:37 pm    Post subject: Reply with quote

Simultaneous mode play does not allow the launching, recovering or transport of any cargo manually (auto-loading colonists or production items into cargo does work).

http://www.spaceempires.net/home/ftopict-1900.html


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Earwig
Space Emperor


Joined: Jun 06, 2005

PostPosted: Sat Oct 28, 2006 8:57 pm    Post subject: Reply with quote

1.) When a unit is given a Move order to a system several systems away, the lag between individual hex movements when the ship is actually moving is very high and annoying.

2.) Ringworlds do not center over a star and the Race Flag and Planet Status boxes are not over the ringworld. Also, they kinda suck given the billions of research it takes to build them. Maybe increase the space to 200? 300?

3.) Retrofit still requires you to do one ship at a time.

4.) Ground combat will sometimes bug out and not load a planet. Troops will be unable to target each other and combat will continue each turn until you destroy the planet. The same thing happens in another instance, where if there's one unlaunched small sattelite on a planet that belongs to an enemy and you land troops that have Ground Cannons, they can't target the sattelite and you can't take the planet. You'll need to destroy the planet to end the cycle of endless Ground Combat every turn. There should be a way to withdraw from ground combat and you should be able to capture Sattelites and unlaunched fighters.

5.) NOT A BUG: I think Capital Ship Missile explosions could be cooler looking. Smile

6.) Intel bug, where if a project is destroyed, it takes -30,000,000 or some huge amount.

7.) Sometimes the music will skip backwards and an additional delay will happen between turns at the "Processing" stage.

I'll post more when I get back from work. Good luck!


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markman59
Space Emperor


Joined: Oct 19, 2005
Location: Michigan, USA

PostPosted: Sun Oct 29, 2006 1:52 am    Post subject: Reply with quote

Ships in fleets lose all their ordnance at the beginning of each turn. Real bummer until you develop decent energy weapons. Heard from Aaron that this would be fixed by the next patch, due out Nov. 6th.

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Quanto
Space Emperor


Joined: May 20, 2006
Location: Gilmanton, NH

PostPosted: Sun Oct 29, 2006 2:26 am    Post subject: Reply with quote

Sometime warp points will be spawned right within the outer edge of a star. This wouldn't be a problem if it wasn't for the fact that you can't actually leave a star system once u enter it though one of these warp points. Its kind of annoying. Razz

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rwglaub
Space Emperor


Joined: Oct 29, 2006
Location: Laurel, MD

PostPosted: Sun Oct 29, 2006 3:36 pm    Post subject: Reply with quote

Getting unexplained hangups when computer is processing other player moves between turns. Very annoying. Didn't somebody playtest this game???

Robert Glaub


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Mon Oct 30, 2006 2:28 am    Post subject: Reply with quote

Auto-complete will add crew/life/bridge to a ship, even if the ship does not have the warnings for lack thereof (specifically happened with a master computer-equipped ship)

There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Mon Oct 30, 2006 3:20 am    Post subject: Reply with quote

Crash whenever attempting to recover fighters from space

Sometimes in ground combat, troops will be placed over the edge of the map and cannot move close enough to the enemy force to attack.


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Moonsword
Space Emperor


Joined: Jan 14, 2005
Location: Georgia

PostPosted: Mon Oct 30, 2006 3:47 am    Post subject: Reply with quote

rwglaub wrote:
Getting unexplained hangups when computer is processing other player moves between turns. Very annoying. Didn't somebody playtest this game???


Playtest, yes. Playtest well, no. I'm going to have to agree with this report. I've seen the same behavior.

SE5 just feels really... random. Like every bug is a Heisenbug.


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WillTheGreat
Space Emperor


Joined: Mar 18, 2006

PostPosted: Mon Oct 30, 2006 4:23 am    Post subject: Reply with quote

Are you certain of that? Laughing

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Thighzen
Space Emperor


Joined: May 27, 2006

PostPosted: Mon Oct 30, 2006 4:42 am    Post subject: Reply with quote

There is also the intelligence sabotage bug that I think fyron has posted a workaround for. An enemy empire will sabotage your research project and it will put the project basically into negative points and require some insane number of turns to research the next level.

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Earwig
Space Emperor


Joined: Jun 06, 2005

PostPosted: Mon Oct 30, 2006 5:15 am    Post subject: Reply with quote

Using "upgrade facilities" at the Master Construction Queue screen will randomly NOT upgrade facilities on many planets. I can't figure out what the method is to the failure.

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SupremeSoviet
Space Emperor


Joined: Oct 05, 2006

PostPosted: Tue Oct 31, 2006 2:19 am    Post subject: Reply with quote

Neutral Races Do not respond or accept/refuse treaties obviously(or is this a new mod that fixed that?)

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The_Draf
Space Emperor


Joined: Jan 16, 2006

PostPosted: Tue Oct 31, 2006 5:05 pm    Post subject: Reply with quote

When I mothball space stations they disappear

"Arguing with anonymous strangers on the Internet is a sucker's game because they almost always turn out to be -- or to be indistinguishable from -- self-righteous sixteen-year-olds possessing infinite amounts of free time." -Neal Stephenson, Cryptonomico


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Nov 02, 2006 6:13 pm    Post subject: Reply with quote

[Moderator Mode]
Please only make posts that report new bugs in this thread. Thank you.
[/Moderator Mode]


Smarter than your average Texrak.


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Gunther
Space Emperor


Joined: Nov 02, 2006

PostPosted: Fri Nov 03, 2006 11:57 pm    Post subject: Reply with quote

I've been getting this irritating bug where the game freezes up (particularly when I'm monkeying around in the main window, scrolling over planets and whatnot).

I'd say 80% of the time, the game 'unsticks'. It seems to help if I wiggle the mouse around and swear at the computer. If it doesn't unstick, in a short amount of time, the sound track will start to 'skip and repeat'. Eventually the screen blinks off, and its time to reset the computer time.

Any ideas?


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Thighzen
Space Emperor


Joined: May 27, 2006

PostPosted: Mon Nov 06, 2006 3:31 am    Post subject: Reply with quote

Another one that i'm not sure is a bug is bomblet missiles won't fire at fighters until they are very close the the ship even when strategy is set to maximum range. And if you have more than one bomblet missile on a ship they all fire at the same fighter.

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Singularity
Space Emperor


Joined: Mar 27, 2006
Location: Where no one has travelled.

PostPosted: Tue Nov 07, 2006 11:51 am    Post subject: Reply with quote

1.13 has just been released:

http://www.malfador.com/


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The_Draf
Space Emperor


Joined: Jan 16, 2006

PostPosted: Thu Nov 09, 2006 12:57 pm    Post subject: Reply with quote

In 1.13. It is not possible to mothball bases. They think it is because they have movement 0.

Also, when the my Weaponplatforms fire their Antiphoton beam the beam does not come from the planet itself but from a point high above the planet


"Arguing with anonymous strangers on the Internet is a sucker's game because they almost always turn out to be -- or to be indistinguishable from -- self-righteous sixteen-year-olds possessing infinite amounts of free time." -Neal Stephenson, Cryptonomico


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Sat Nov 11, 2006 2:57 pm    Post subject: Reply with quote

1.13:
starting with some tech points, using them, then dropping the tech point level down does not remove the tech points used.

Choosing "All tech" then dropping it to "none" gives you all tech at the beginning of the game.


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Guardianz
Space Emperor


Joined: Nov 08, 2006

PostPosted: Sat Nov 11, 2006 8:50 pm    Post subject: Reply with quote

1.13

Troops have no movement during ground combat.

PS Thx to Kwok for giving me a temporary fix for this. Smile


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