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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Fri Mar 21, 2008 7:48 am Post subject: |
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That's just it, the button is greyed out o-o
-Crissa
...Wait, no, that's the other button. I can space the cargo. (I can space fighters from satellite bays and satellites from fighter bays? o-O) Still, it's annoying that I can't recycle them.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sat Mar 22, 2008 12:41 am Post subject: Still 1.66... |
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Warp-point order is target types, not ship types. It's using the wrong list.
Annoyingly, you can't open warp points from a system in which you own the system shield.
There's no way to find an item that's in a queue if you know the item's name (For instance, I'm building a small freighter, somewhere. It knows I have one in a queue, but I don't know which queue.) I can't find which planets have atmosphere converters. I cannot find which other of twelve planets in the system happens to have duplicate system-affecting facilities. (That would be nice on the system display).
Oh! Conquered population converted to 100% Loyal in less than a turn. Really, somewhere between there-was-a-battle and reloading the game they forgot they were conquered.
Lastly... If you have a ground-combat with the same number and types of units more than once in a turn - the previous combat's ground positions is used.
-Crissa
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Sat Mar 22, 2008 1:38 am Post subject: Re: Still 1.66... |
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| Crissa wrote: | | Annoyingly, you can't open warp points from a system in which you own the system shield. | Shields prevent all action intentionally.
You do have the option to scrap the facility if you really want to open warppoints from that system. If you keep a second facility on hold at one turn from completion, you can minimize your window of vulnerability, but it would be a very munchkin facility if you had no vulnerability.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Sat Mar 22, 2008 1:50 am Post subject: |
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I wonder if you could mod in the munchkinitus, by changing the ability scope...
System - All But This Player
Smarter than your average Texrak.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sun Mar 23, 2008 3:38 am Post subject: |
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I think it's just silly. You don't build them in systems you don't have extra room anyhow.
New Bug: Give a pile of fleets a movement command through a warp point. Each additional fleet will lose one movement point more than the previous fleet.
It's just weird.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sun Mar 23, 2008 8:34 am Post subject: |
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I'm not sure this is a bug... But I'm having trouble with ships keeping station in formation. Lead ships are being overtaken by other ships an this isn't repaired over time.
Another thing which is happening is if a combat target doesn't display first, combat ships break formation - despite being set with tactics that say not to ever break formation. So for instance, attacking a planet with no apparent defenders, combat ships will break formation and head to retreat, while ships with troops will go forward. Task forces shouldn't break up as long as a core ship has a target or the ship has a specific engagement type that says to break off (maximum range, for instance, works well for that).
I do know of Fighter Bug: Fighters won't move close enough to their target to fire at it if the target is moving directly away from them. They fall into a loop where they move forward, don't get close enough, but stop moving, before starting the loop again. This happens at Long Range.
-Crissa
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Ishii-kun Space Emperor

Joined: Mar 14, 2008 Location: Canada
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Posted: Sun Mar 23, 2008 12:30 pm Post subject: 1.66 |
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#1 self destructs dont work... ever
#2 you cant resuply a carrier from another ship
#3 the design window randomly desplays false built, destroyed and in service numbers (4 constructed 37 destroyed -33 in service)
War isnt about dieing for your country, its about making the other guy die for his

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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 24, 2008 1:41 am Post subject: |
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Okay, first heavy-fleet combats in 1.66:
Fleets are breaking formation vs fighters/planets no matter the tactics settings in actual combat. I've changed the tactics so many times now I'm not sure what is and isn't working.
In simulated combat, fleets merely have station-keeping problems... But in actual combat, they seem to trip a flee note and then all fleet tactics are gone.
...It's actually quite annoying. I'm not sure I can play further if this remains the case.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 24, 2008 2:12 am Post subject: |
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Drop Troops:
If a task force with 'drop troops' as an order and troops in one of its ships, it should proceed to drop the troops.
If combat starts with troops on the planet it shouldn't break the fleet and flee.
If combat starts and a ship in the task force doesn't have a target yet (say, the TF leader or escort ship) it shouldn't break formation and flee.
If a ship is given an order to launch units, it shouldn't then attempt to drop troops on the planet as its next target. Autotargeting and drop troops should be different flags.
Augh.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 24, 2008 2:15 am Post subject: |
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PS: Feature Request
It should be possible to automate combat in hot-seat mode during the AI's turns. 'Play combat Automatically' or some flag for each player.
I like seeing combat, but pushing the button repeatedly for all the AIs battles is getting to use up even more time than the AI's moves. No, Strategic combat, although allowing x32, is not faster per combat. It's the same number of button pressing and loading screens and pauses.
-Crissa
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Mon Mar 24, 2008 2:51 am Post subject: |
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It exists as a game setup option, "No Tactical Combat". It was not working correctly in v1.66 and earlier, but it's been fixed for the next patch.
Space Empires Depot | SE:V Balance Mod
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 24, 2008 4:19 am Post subject: |
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| CaptainKwok wrote: | | It exists as a game setup option, "No Tactical Combat". It was not working correctly in v1.66 and earlier, but it's been fixed for the next patch. |
Well, that's of no use, if fleets break wrong. Also, that doesn't show the combat. Or allow combat on your own turn.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Tue Mar 25, 2008 5:17 am Post subject: |
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More info on fleet breaking: Cargo ship are breaking fleet to do their dropship run.
Task forces without 'drop troops' orders don't break up.
...That means that there's no chance for an AI invasion, as the troop ships will break from their fleet and run straight into death.
Ships that have 'automove' turned off don't drop troops, even when dragged across a planet.
There's some sort of conflict with task force/fleet movement and dropping troops in this version. In 1.25 this bug did not exist.
-Crissa
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Greystar Space Emperor

Joined: Jan 08, 2008 Location: 8th Dimension
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Posted: Tue Mar 25, 2008 4:52 pm Post subject: |
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| Crissa wrote: | More info on fleet breaking: Cargo ship are breaking fleet to do their dropship run.
Task forces without 'drop troops' orders don't break up.
...That means that there's no chance for an AI invasion, as the troop ships will break from their fleet and run straight into death.
Ships that have 'automove' turned off don't drop troops, even when dragged across a planet.
There's some sort of conflict with task force/fleet movement and dropping troops in this version. In 1.25 this bug did not exist.
-Crissa |
Odd I've been able to drop tropps on planets several times without the ship dying. I just send them in on an unprotected side of the planet... either that or the AI does a bad job of putting weapons on there starbases and space stations. If there are missile platforms I try to take them out first. If you are talking about straight AI and not player driven ships then there may be a problem, I've never seen the AI use Troops to invade even after 300 turns.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Tue Mar 25, 2008 7:14 pm Post subject: |
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| Greystar wrote: | | Odd I've been able to drop tropps on planets several times without the ship dying. I just send them in on an unprotected side of the planet... either that or the AI does a bad job of putting weapons on there starbases and space stations. If there are missile platforms I try to take them out first. |
That's nice. But seriously, it's completely unrelated to what I just said.
| Quote: | | If you are talking about straight AI and not player driven ships then there may be a problem, I've never seen the AI use Troops to invade even after 300 turns. |
The AI builds troops. The AI has troop ships. The AI currently doesn't have fleets...
...And I'm reporting that troop ships in my fleets refuse to remain in the fleet to do their run, despite the tactics settings. This would mean the AI's ships would do the same, if it could send fleets.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sat Mar 29, 2008 3:13 am Post subject: Bugs, circa 1.71 |
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Ships still break fleet formation to do drop-troops order.
Retreat in group and Stay with combat ships still break upon running out of fuel or damaged ships.
...
I'm not sure this is exactly a bug, but it's certainly a problem: It's still really hard to select things which are occluded on the battlemap.
More importantly, it's impossible to regain control over a fleet once the leader has been destroyed - you have to guess which ship the computer has assigned leadership to and hope that you can select it. That means if a fleet is in trouble, there's no real method in which to extract it. Shift-select selects things you cannot command, and therefore the move command or shoot commands are greyed out.
-Crissa
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sat Mar 29, 2008 11:02 pm Post subject: More 1.71: |
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Troops are still getting spurious data from previous combats. Worse: This is spurious data from combats these troops weren't in.
Symptoms: - Troops land in positions away from 'landing zones' resembling the end of a prior battle.
- Troops land without supply or ordinance or some fraction of their total.
- This affects about 1/3 of units.
- Some number of troops (divisible by ten) go missing sometimes.
I just lost a battle because half the fighters landed without supply. The variables are not being reset properly between combats! Troops and Fighters have no reason to retain supply/ammo data between times they are in storage. There is no reason why ground combat needs to retain this data when there is a defined winner! Clean your variables!
-Crissa
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Ishii-kun Space Emperor

Joined: Mar 14, 2008 Location: Canada
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Posted: Sun Mar 30, 2008 12:41 am Post subject: Re: More 1.71: |
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| Crissa wrote: | Troops are still getting spurious data from previous combats. Worse: This is spurious data from combats these troops weren't in.
Symptoms: - Troops land in positions away from 'landing zones' resembling the end of a prior battle.
- Troops land without supply or ordinance or some fraction of their total.
- This affects about 1/3 of units.
- Some number of troops (divisible by ten) go missing sometimes.
I just lost a battle because half the fighters landed without supply. The variables are not being reset properly between combats! Troops and Fighters have no reason to retain supply/ammo data between times they are in storage. There is no reason why ground combat needs to retain this data when there is a defined winner! Clean your variables!
-Crissa |
I'm no expert so I may not know what I'm talking about, but this might have something to do with the combat replays, because you cant define the location of the troops like you can in space it uses the last known location for said troops, and the combat replays seems to be the place it gets that data, I think if you put "combat replay history" to 1 then after that turn the troops will go back to their origional positions. I have no idea though but thats the only thing I could think of that could cause that.
War isnt about dieing for your country, its about making the other guy die for his

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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Sun Mar 30, 2008 7:00 am Post subject: |
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Someone should test that. But 0 turns of history isn't available, and so wouldn't be a workaround for this bug.
-Crissa
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Ishii-kun Space Emperor

Joined: Mar 14, 2008 Location: Canada
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Posted: Sun Mar 30, 2008 8:26 pm Post subject: |
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when you trade with an NPC empire and ask for a ship, they accept but never deliver
War isnt about dieing for your country, its about making the other guy die for his

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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 31, 2008 12:18 am Post subject: |
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Argh. I have a savegame that loads and plays, but when I try to view 'comparisons' under the relations tab, the game crashes.
It spits out several memory errors before closing completely.
This is a 1.(patch before 66) game being played in 1.71 with Balance 1.14a; anyone else?
-Crissa
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Sunnendei_Tinco Space Emperor

Joined: Oct 20, 2006 Location: Calgary, Alberta, Canada
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Posted: Mon Mar 31, 2008 5:29 am Post subject: |
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Pre 1.71 games are not compatible with the 1.71 patch.
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 31, 2008 5:19 pm Post subject: |
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Hmm. Okay, well, I'll just avoid the crashes, then.
Bug: Militia Militia are spawned using one of your troop designs, usually the most recently added one. This one may or may not be useful. In fact, sometimes it isn't... I just had a battle where all the militia spawned were anti-weapon platform designed. And it was an AI. Argh.
Solution: Units (possibly ships) need to have a flag for this, maybe? I dunno. It'd be nice if it'd be possible to declare upgrade paths that would be automatically followed via the repair ability of a sector.
-Crissa
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Mon Mar 31, 2008 6:50 pm Post subject: |
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Heh.
At least it isn't your FIRST design anymore 
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Crissa Space Emperor

Joined: Jan 07, 2006
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Posted: Mon Mar 31, 2008 8:42 pm Post subject: |
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| SuicideJunkie wrote: | Heh.
At least it isn't your FIRST design anymore ;) |
I suppose, but in this case I'd prefer it ^-^;
Perhaps we should make a type called 'Militia' or something? I don't understand how it's choosing the militia units at all. This last time it chose the second from the last unit (which was at least not totally useless).
-Crissa
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