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Mod Bug Reports
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isopsyco
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PostPosted: Fri Aug 24, 2007 1:22 pm    Post subject: Mod Bug Reports Reply with quote

Please add bug reports and mod complaints in this sticky please. Will make everything easier to track.
Another good suggestion from MrWho.


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isopsyco
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PostPosted: Fri Aug 24, 2007 1:29 pm    Post subject: Reply with quote

MrWho already has some input, I'm just consolidating the bug report. A copy of his post is below:

<MrWho> I just mannaged to play a bit of mod, unfortunately I have some work so I won't be able to test the game for now.

I did a quick ship design run and found that some ships like Raptors have capships weapons selection in equipment pocket which make a bit of mess (they don't have enough tonnage to mount them anyway).

Some equipment have too many versions - for example I found 4 types of space shipsyards modules - if they are diffrend they need to have clear description what do they do.

When I will have some I'll check all equipment and post any bugs.

It would be good to have separated Bug/compains/advices topic.


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Fri Aug 24, 2007 6:47 pm    Post subject: Reply with quote

OK here is the first run:

Colonials design screen equipment test:
-bridge and CIC cost the same and require same tech, coz CIC gives better bunus it makes bridge useless.
-what is the point of having gravitation condenser that close jump points if smal and cheap FTL drive can do the same.
-there is mk.1 mk.2 and mk.V FTL but where is mk.III and IV??
-ECM mk.1 and mk.5 no mk.2,3,4
-Large fighters and shuttles can mount (I mean they can be chosen from equipment pocket) capship DU Cannons - they are too big and Small DUC are more useful for ships of such size.
-Large fighters can mount Hades nuke(100kt) and Gamma torpedo (50kt) that are too big for them.
-Shuttle can mount master computer, DUCannon,Capship missile,plasma missile.
-Shuttle FTL is missing.
-Stealth can mount DUCannon (too big).
-Stealth FTL Drive is missing.
-Steath have no weapons (exept oversized DUC) while in Show it's clearly can mount missiles(it would be fun to have special anti-drive missiles in addition to normal missiles)
-Base can use colonization modules (but only Gas and Ice while Rock is missing)


Last edited by mrWHO on Sat Aug 25, 2007 10:12 am; edited 1 time in total


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Fri Aug 24, 2007 7:11 pm    Post subject: Reply with quote

-small and medium fighters can mount microt targetting sensors, but LArge fighters can't.
-I wasn't able to force fighters to attack each other (fully equipped with small DUC, autocannons, sensors).

-Terran Destroyer doesn't fit to the rest of ships. I mean Ascard ships with fair amount of imagination are blocky enough to fit Tauri ship but destroyer with those 4 wings looks like it's from tottaly diffrend story.
It would also help to integrate Terran ships designs if Tauri ships would use Ascard ships texture.


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Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Fri Aug 24, 2007 10:05 pm    Post subject: Reply with quote

-I cant get any engines in the first turn. I research the engines i get 1 and 2 level for all the engine types.

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isopsyco
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PostPosted: Fri Aug 24, 2007 10:41 pm    Post subject: Reply with quote

Kepper wrote:
-I cant get any engines in the first turn. I research the engines i get 1 and 2 level for all the engine types.


Can you tell me which research field(s) you are currently researching and the associated level?

The field that will get you engines for starships is propulsion


I appreciate the bug hunt: I'm currently tracking and fixing most of these already. Found allot of typos and missed entries (long nights....)


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lion_of_judah
Space Emperor


Joined: Feb 24, 2007

PostPosted: Sat Aug 25, 2007 12:47 am    Post subject: Reply with quote

isopsyco wrote:
Kepper wrote:
-I cant get any engines in the first turn. I research the engines i get 1 and 2 level for all the engine types.


Can you tell me which research field(s) you are currently researching and the associated level?

The field that will get you engines for starships is propulsion


I appreciate the bug hunt: I'm currently tracking and fixing most of these already. Found allot of typos and missed entries (long nights....)


it doesn't appear fighters are attacking they just run away as it is.


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isopsyco
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PostPosted: Sat Aug 25, 2007 4:13 am    Post subject: Reply with quote

MrWho got that also, I figured it out: the target type wasn't selected for fighter....they could attack other things except themselves.

Already fixed and ready for the next release.


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sat Aug 25, 2007 9:51 am    Post subject: Reply with quote

I think that this mod is so big that it would be good to separate some tasks to specific testers so we can test every aspect fast and effective to prevent chaos and duplicated bugreports.

My testing game varibles:
-all research finished from the start.

My test subjects:
- ships design menu configs
- ship design menu modules test.
- combat simulation weapons tests.



From what I can see Keeper started the game with no research finished so he can test research tree integrity.

P.S My report about Countermeasure having nothing to mount appear to be invalid - it has some modules - so I removed that bugreport.


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Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Sat Aug 25, 2007 10:40 am    Post subject: Reply with quote

- The combate sensor use 6 kt
- The stander armor use 3 kt


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sat Aug 25, 2007 10:59 am    Post subject: Reply with quote

2nd run Colonial:
weapons test:
PDS check- on mounted cruiser hull
capship weapons check - mounted on medium carrier hull
fighter weapons check -mounted on large fighter hull

I tested such combat condition:
PDS weapons vs missiles - everything appear to be valid
PDS vs fighters - valid
PDS bomblet missile targer capships if there is no missile/fighters in range - propably valid

Capships weapons vs capitals - everything shoot at them, nothing to report
Fighter weapons vs capships - everything shoot fine.


BUGS:
-combat sensors and DRADIS aren't consider as sensors in "ships must have" warnings menu.
-gamma pulse torpedo do no dammage to anything.
-plasma missile do no dammage to ship structure - it dammage only an armor
- Hades nuke mussile and Cerberus nuke torp do no dammage to anything.
- I noticed that fighters are slower than capships with similar type & number of engines


...umh I forgot about sattelites, drones and shuttles, I'll also make PDS vs small and medium fighter just in case.
Also I'm unable to test fighter vs fighter due to mentioned bug.

3dr run:
Shuttles test
-Small thermonuclear torp target only small units and do dammage only to armor, no dammage to structure
-Small trelmonuclear torp don't shoot at capships.
Sattelite test
-shuttles and fighter don't want to engage sattelites (even if they are equipped with temonuke torps)

Weard bug:
-I could swear that in first run, capital ship missile did dammage and destroy ships, but now I found that capship missile do no dammage (??!!)


EDIT: I stated test Terran ships.
I still think that you shoud retexture Tauri ship to have Asgard texture (however, as I said Asgard ships design more or less fit as Terran advance ships - I thought about removing egyptian symbol from Terran flag, but I think it fit the universe - colonials -> Rome and Greece, terrans->Egypt)

Bug:
-Terran Asgard ships have broken "weapon launch point" - they launch missile out of nowhere - far from actual ship hull.


Question:
how to unlock Cylon organic Capship? I set "organic" in race traits but I still have mechanoid Cylons.


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isopsyco
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PostPosted: Sat Aug 25, 2007 8:49 pm    Post subject: Reply with quote

[quote="
Question:
how to unlock Cylon organic Capship? I set "organic" in race traits but I still have mechanoid Cylons.[/quote]

Setting racial trait to Organic should hace unlocked it. I'm assuming your doing the `alltech` cheat to test?

You have to scroll a ways down the ship list to find the organic types (don't know any other explanation?)


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Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Sat Aug 25, 2007 10:52 pm    Post subject: Reply with quote

Some more bug, mabe:
- Large Ordnance Storage 20kt
- Large Supplys Storage 10 kt
in my opinion put bote it 10kt

-Kenetic Energy Weapon Manned Heavy Cannon 35 kt
-Kenetic Energy Weapon Auto Heavy Cannon 31 kt
in my opinion put bote it 30 kt

-Dradys 10 kt
in my opinion put it 5 kt

-Standard Armor 3 kt
-Emissive Armor 5 kt
-Stealth Armor 12 kt
-Scattering Armor 20 kt
-Reactive Armor 20 kt
-Radiation Armor 20 kt

I have a suggestion for the the Armor
-Standard Armor 5kt
-Emissive Armor 5kt
-Stealth Armor 10kt
-Scattering Armor 10kt
-Reactive Armor 20 kt
-Radiation Armor 20 kt

ECM Mark I 10 kt
ECM Mark V 8 kt


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isopsyco
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PostPosted: Sun Aug 26, 2007 2:15 am    Post subject: Reply with quote

BSG Mod 3.81 will be out shortly, fixed allot of the bugs your reporting. Will definitely become more payable now that fighters can attack other things, armor should do as it states (values where reverse).

and thanks again for your support in bug hunting, it will only make it better...now to fix some other bugs and ships I been wanting to get at for some time!!


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sun Aug 26, 2007 2:35 pm    Post subject: Reply with quote

3.81 initial bughunt:

-Colonial Heavy carrier use medium carrier icon (ship icon with view from top) and medium use heavy's icon.
-mk.V FTL can create 5 LY warpoint (while mk.IV 53 LY)-dunno if it's a typo or real bug.
-also diffrend FTL types (marks) cost & size the same (mostly), and have bigger range only to 1LY from previous one.
-I think that there should be "Small FTL" for shuttles/fighters coz capship FTL shouldn't fit into them.
-Shuttles/fighter still can mount capship missile and plasma missile (however PM 25kt make it's fit into heavy fighter).

[!!!]-fighters/shuttles/and propably sattelites still don't attack each other-
tested on Raptor and heavy fighter with autocannons, smal DUC,small thermonuke and rocket pods.

-there is a big "O" typo in created AI colonial players: "colonial cOnfederation"
-I see no diffrence between transports and freighters, they cost the same and use same "40% must have" modules. Maybe transports should use only cargo modules while freighters could use ordnance,supply modules?


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isopsyco
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PostPosted: Sun Aug 26, 2007 5:21 pm    Post subject: Reply with quote

I was a little concerned about the fighters not attacking:

I did a couple tests myself and got small, medium, large and shuttles to attack each other in all combinations with all the available weapon systems.

It must be in the fighter attack options in Empire settings in the in game menu, its all I can think of.

As for the typo Colonial COnfederatio, that's a Captain Kwok Balance mood typo, he has the original un-compiled scripts so I can't change that yet until I get his base files.


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sun Aug 26, 2007 5:59 pm    Post subject: Reply with quote

What setting of fighter attack do you have?? I coz I have everything set to point-blank.
I didn't do any changes to it so they supose to attack nearest enemy thing (which are fighter and nothing more).

They do attack each other if I do a flyby (I order them to move into weapons range) but they ignore "attack" command and also ingore to attack them from combat start.


EDIT:
bug:
Organick ships can use organic weapons from stock SE5.


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Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Sun Aug 26, 2007 7:08 pm    Post subject: Reply with quote

- Can´t have acess to the 1 level of Engine in the starting turn of the mod but after a research a have acess to level 5 of Engine most by bug
Is there any planes to change the starting date, the date 2400
- Are this valors correct for the Mark 1 FTL 60000 mineral and 30000 radioactives.


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isopsyco
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PostPosted: Sun Aug 26, 2007 9:29 pm    Post subject: Reply with quote

I didn't touch the Organic weapons yet so they will be stock items for now.

As for the fighters not attacking, I see what you mean. I couldn't get them to engage on there own either. Must be something obvious or in the scripting somewhere. At least they will obey mouse commands to move and eventually engage Smile

I'm going to have to put this on the main forum and see if others came across this in another mod....

I made the FTL mineral expensive just to balance the ability with tonnage value otherwise every ship would carry one


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isopsyco
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PostPosted: Sun Aug 26, 2007 10:25 pm    Post subject: Reply with quote

I fixed the Fighters not engaging, it was in the AI strategies data file of all things. I know have all the new units able to auto target and engage.

Will get the next update for the beta out as soon as I get some other models finished up.


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mrWHO
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Joined: Jul 28, 2007

PostPosted: Mon Aug 27, 2007 12:45 pm    Post subject: Reply with quote

It would be faster if you could upload only update files, not whole release.

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isopsyco
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PostPosted: Mon Aug 27, 2007 2:43 pm    Post subject: Reply with quote

My chipset fan went out and fried my mobo, will be getting back up in a day or so. Unexpected set back.....I hate that.

Lost dome files on the BSG mod, fortunetly I back up so I only lost the fighter attack fix (just allot of typing in target types).


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lion_of_judah
Space Emperor


Joined: Feb 24, 2007

PostPosted: Mon Aug 27, 2007 7:37 pm    Post subject: Reply with quote

when you create a Terran Fleet there are no movement points.

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Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Mon Aug 27, 2007 8:48 pm    Post subject: Reply with quote

Because you most research the engine first. I have report bug the missing first level of engine, i dont if bug or not, for my most by a bug.

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lion_of_judah
Space Emperor


Joined: Feb 24, 2007

PostPosted: Tue Aug 28, 2007 2:19 am    Post subject: Reply with quote

Kepper wrote:
Because you most research the engine first. I have report bug the missing first level of engine, i dont if bug or not, for my most by a bug.


the ships can move when they are not in a fleet but when I group them into a fleet they have no movement.


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