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Spaceempires.net :: [DN5] Bug Report List :: View topic
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[DN5] Bug Report List
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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Dec 10, 2007 6:33 am    Post subject: [DN5] Bug Report List Reply with quote

The official Dark Nova 5 Bug report list. When posting, please start the post with the version number of the mod you found it on. If this gets really lengthy, it'll make it easier for me to track current problems.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
Moderator
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Dec 10, 2007 6:35 am    Post subject: Reply with quote

[5.00] Reported by Toxic:
-AI will colonize home system, but will not explore or build anything other than colony ship.
-Artillery, Infantry, Mines, Mobile Armor, Aircraft, Battlemech have no components available (forgot to change troop components to work with new troop unit types.)
-tech icons do not show when researching for Mothership, Worldship. Techs still available however.
-Deep Space Fighter Unit Type not allowing any components to be placed. (same issue as troop units above).


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Sun Dec 30, 2007 11:53 pm    Post subject: Reply with quote

Did you know that spaceempires5.com has a nice bug tracking system set up for mods?

That's no space station - it's a spreadsheet!


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Dec 31, 2007 3:43 am    Post subject: Reply with quote

Really? I haven't seen that.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Dec 31, 2007 5:28 pm    Post subject: Reply with quote

Yeah, look under "projects" - you should be able to create a mod project there and get an upload area as well as a bugtracker! Smile

That's no space station - it's a spreadsheet!


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bearclaw
Moderator
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Jan 02, 2008 4:31 pm    Post subject: Reply with quote

Cool. Gonna check that out. Thanks.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
Moderator
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Feb 04, 2008 5:28 pm    Post subject: Reply with quote

It was pointed out to me that for the larger freighters there is not enough slots in stock shipsets to satisfy 50% cargo bays requirement. Oops. I've already begun work on adding different size of cargo, supply, and ordinance storage components that should help with this. When done, there will be a 1 kt, 10 kt, 20 kt, 50 kt and 100 kt versions of each that will all have storage capacities relevant to each other (ie: no one will be 'better' than another in cost, storage space or size).

Also, I'll be putting in that supply and ordinance will count towards cargo space requirements.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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WillTheGreat
Space Emperor


Joined: Mar 18, 2006

PostPosted: Mon Feb 04, 2008 8:11 pm    Post subject: Reply with quote

The requirements for non-standard Scout hulls seems a little off; I had access to the crystalline, organic, and symbiotic variants without any racial tech traits.

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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Feb 04, 2008 9:22 pm    Post subject: Reply with quote

Arge.. Thought I had that fixed. Must have missed scouts. Thanks. On the list.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Galaad
Space Emperor


Joined: Feb 06, 2008

PostPosted: Wed Feb 06, 2008 6:53 pm    Post subject: Reply with quote

the fighter bays requirement in all carrier doesn't work, I have use entiere hull with fighter bay and the reqierement was not complette.

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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Thu Feb 07, 2008 4:56 am    Post subject: Reply with quote

Thanks.
Larger sizes of freighters have the same problem. 5.04 now has larger sizes of cargo storage, supply storage, ordnance storage and a Fighter Hanger component. It's a larger version of fighter bay.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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exelsiar
Space Emperor


Joined: Jun 14, 2007
Location: Fleet, England, UK

PostPosted: Thu Feb 07, 2008 3:40 pm    Post subject: Reply with quote

apart from the obvious ai troubles i've only found this one thing:

- artillery is essentially useless due to its size and cockpit requirement


Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service


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bearclaw
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Location: BC, Canada

PostPosted: Thu Feb 07, 2008 4:59 pm    Post subject: Reply with quote

Oops. My bad...
I had it on my list to deal with troops in all their various forms before releasing.. not sure how that slipped past.

On the list and will be trying to get that out in 5.04.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Thu Feb 07, 2008 7:00 pm    Post subject: Reply with quote

Hey Bearclaw, I noticed in 5.03 you have taken out the Population Minister. Why? I love that guy, saved me all that undoming micromanagement crap by spacing anyone that can't breathe that atmosphere.

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bearclaw
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Location: BC, Canada

PostPosted: Thu Feb 07, 2008 9:04 pm    Post subject: Reply with quote

... wern't me. I didn't touch ministers at all.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Thu Feb 07, 2008 9:32 pm    Post subject: Reply with quote

Weird, I definetly don't have a Population Minister anymore.

Anyways, a couple more things:

1) on a colony ship on turn 1 the colony module stores 50kt worth of cargo (population). If I add 1 cargo container (level 1) which says it holds 200kt worth of cargo I end up with 300kt, not 250kt like it should be.

2) I started a no-intel game with no neutral empires and the Eee Consortium, Norak Continuum and the Bixulog Hive all are building intel facilities.


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Thu Feb 07, 2008 10:02 pm    Post subject: Reply with quote

Bearclaw, in fact, all the "colony" style ministers appear to be missing. There are none. I'm checking back and forth between balance and yours and theres 7 types of "Colony" ministers missing (all of them).

Colony - Drone Launching
Colony - Facilities
Colony - Fighter Launching
Colony - Mine Launching
Colony - Population
Colony - Satellite Launching
Colony - Unit Scrapping

Those are all supposed to be between Vehicle Design and Construction - Facilities ministers. Now that I look at it, Construction - Facilities is missing too.


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Thu Feb 07, 2008 10:14 pm    Post subject: Reply with quote

Umm, I just checked against stock SEV and, apparently, there are no Colony type ministers in stock either. I wasn't aware CaptainKwok's was the only mod with these ministers.

So the Balance Mod is the only mod with a Population Minister?


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Thu Feb 07, 2008 11:53 pm    Post subject: Reply with quote

Yes. looks that way. Though it might be worth asking Kwok if I can put those in. I never use ministers (I like micro-managing) but I can see their value.

The colony ship thing is really weird. The cargo space should only be provided by those 2 components (coolny module and cargo bay) and in 5.03 I didn't touch either of them. I'll see what I can find.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Thu Feb 07, 2008 11:57 pm    Post subject: Reply with quote

The only ministers I use are the Population one because managing that by yourself is just a hassle and the Colonizer minister. Its just easier to let them say "Go here and colonize this world!" than for me to do the same. I would rather be plotting the demise of my neighbors or designing the better mousetrap.

I would love for Dark Nova to have the Population Minister atleast, Bearclaw. That is such a useful one.


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exelsiar
Space Emperor


Joined: Jun 14, 2007
Location: Fleet, England, UK

PostPosted: Fri Feb 08, 2008 12:41 am    Post subject: Reply with quote

another one i found but didnt note down when i first found it

Point Singularity Cannon doesnt appear to get unlocked when its ment to, i just had a lookie through the data files and cant seem to find a reason why not :s


Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Feb 08, 2008 4:13 am    Post subject: Reply with quote

k, thanks. It's on the list now.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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burst1
Space Emperor


Joined: Feb 08, 2008

PostPosted: Fri Feb 08, 2008 11:56 pm    Post subject: fighter bay fix Reply with quote

Galaad wrote:
the fighter bays requirement in all carrier doesn't work, I have use entiere hull with fighter bay and the reqierement was not complette.


Just remove the "Deep Space Fighter" from the fighter bay component.

SE5/Data/Components
Name = Fighter Bays

Ability 1 Amount 1 Formula := "Fighter" "Deep Space Fighter"
Ability 2 Amount 1 Formula := "Fighter" "Deep Space Fighter"

If you want to keep the Deep Space Fighter Bay, just copy the fighter bay and change the name and the two lines above.

Burst1


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bearclaw
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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Sat Feb 09, 2008 1:50 am    Post subject: Reply with quote

Deep Space Fighters shouldn't affect that.... Thanks, I'm going to have to figure out what that's all about and why that does fix the problem.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Galaad
Space Emperor


Joined: Feb 06, 2008

PostPosted: Sat Feb 09, 2008 7:12 pm    Post subject: Re: fighter bay fix Reply with quote

burst1 wrote:

Just remove the "Deep Space Fighter" from the fighter bay component.

SE5/Data/Components
Name = Fighter Bays

Ability 1 Amount 1 Formula := "Fighter" "Deep Space Fighter"
Ability 2 Amount 1 Formula := "Fighter" "Deep Space Fighter"

If you want to keep the Deep Space Fighter Bay, just copy the fighter bay and change the name and the two lines above.


Thanks, it's a temporary good idea.


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