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1.520 Bug Reports... |
Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2009-09-25 11:31  
Please report any new/existing bugs you find into this topic...
Thanks
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2009-09-25 13:45  
existing bugs.
As kluth i experience some strange stuff.
1. I tend to die when me hull says its still 20%
2. At the same time me jump device is offline due to damage, wich is strange as i got 2 ahr, and that kluth got low armor and usaly figths when were down to 10-50% hull. The last version i tend to figth when i was down to 5% hull and jumped out, this version makes me jump out before 50-60% hull if im not to die..
3. kluth ai does nothing, u cant call for them, most wont respond.
Not a bug but an balance issue:
1. Planets does redicilus little damage
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-09-25 20:05  
Many do not feel this is a n issue, but it is about balance...
Have been told many times that the amount of ai a faction has is dependent on the number of human players that faction has playing, Yes or No.
If this is true why is it when you are out number by 5 to 1 (human player) that that faction still has a crap load of ai.
As Tommas said...
Also, why is there not and equal number of ai Faustas, why does the Icc ahve double what the Ugto has, and why does the K'luth has half of what the Ugto have.
One last thing, the spawn rate. You kill an Icc dread an new one spawns within 20 seconds, whats with that?
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-09-25 21:42  
One other thing, seems to be a little bit of a bug. Twice now J drive charged decloaked and can't jump, asked no dictor field up. ???? Twice have lost a dread, please fix....
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-09-25 21:53  
Runs smoothly as ever, and my specs aren't even godly.
T4200 pentium 2ghs 4gb ddr3 ram LAPTOP
Given that my hd is fairly clean, I think most problems are clientside.
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-09-25 22:04  
Quote:
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On 2009-09-25 21:53, Giant Bat Wings Roland wrote:
Runs smoothly as ever, and my specs aren't even godly.
T4200 pentium 2ghs 4gb ddr3 ram LAPTOP
Given that my hd is fairly clean, I think most problems are clientside.
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Think you are to post problems , and or bugs, not post opions....
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Sops Marshal Galactic Navy
Joined: March 07, 2004 Posts: 490
| Posted: 2009-09-26 00:10  
There is still a bug in Cincinnati where all models will disappear at some camera angels, especially near the jump gate to Luyten.
Blockades seem to come up much more easily now, I wouldn't complain if it were players causing this but it is annoying to lose use of your SY every time an AI ship stumbles by.
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Mr.Grim[Loyalist] Marshal
Joined: June 08, 2007 Posts: 301 From: Behind you
| Posted: 2009-09-26 00:44  
Well the Orbiting planets are buged.
Core weapons get buged as in haveing full energy and yet they do 0 % damage.
Also Fighter bombers seem not to work half the time not sure if thats a bug or just a lag issue.
And ive noticed that Infantry on the planets get buged were you can not bomb them at all unless you Move them- drop 1 of our inf on a Diamond.
Not sure if some of these are old issues or new..
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-09-26 08:38  
Unless i was suffering bad desynch, I didn't seem to be getting any power from solar gens. Yes it was facing a sun.
Also, still not sure if plat build times should be effected by upgraded build computers.
Defense 2 costs same power requirment as def 1. Also only 1 worker. In fact, the only difference between the two seems to be 300 res and 8 secs build time. I think that's bugged. Shouldn't def 2 be 15 requirment on power instead of 10?
Still getting the cargo bug when mining resources on planets. Your hold will begin losing available slots until you log off/on again.
Quote:
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On 2009-09-26 00:44, Endeavor wrote:
Well the Orbiting planets are buged.
Core weapons get buged as in haveing full energy and yet they do 0 % damage.
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This one is bad. Noticed it with my Krill which is mostly SI. Could be a desynch issue where you are not actually in range of the enemy and really not firing on it anywhere but in your computer. In the server you show as out of range and not firing, I am thinking.
Also arc bug. I take front damage, but front and rear damage both show up. Cuts your viability in half because the rear takes damage no matter what, so no mater where you get hit your rear goes to zero and you take system damages, even though the enemy is hitting green armor. Very bad one as well, and no way to consistantly replicate that I know of.
[ This Message was edited by: Azreal on 2009-09-26 13:41 ]
[ This Message was edited by: Azreal on 2009-09-26 13:47 ]
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Guyton (Angel of Death) Marshal
Joined: January 25, 2004 Posts: 706
| Posted: 2009-09-26 09:12  
I search for the nearest shipyard within the system and server replies "Shipyard not found" though the shipyard is 2k away.
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Ham&Swiss Grand Admiral
Joined: October 12, 2004 Posts: 418 From: 10$ to whoever finds me
| Posted: 2009-09-26 11:02  
I get the cargo bug every once in a while...
Nothing major i'm aware of aside from the usual little bits...Great work!
H&S
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2009-09-26 15:47  
uly teactuly, the arc bug is very easy to reproduce.
Just jump within 2k of a planet, and let MISSILES, hit you, then u see that they will only damage the back armor/shield, and then hull.
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-09-26 17:37  
Thats actually just tracking in action, most missiles don't hit you head on, the pass, turn around and hit you.
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Julian Delphiki Fleet Admiral
Joined: June 19, 2002 Posts: 171
| Posted: 2009-09-26 19:20  
Still the bug where you deactivate a structure, then everything you click directly on the planet will deactivate/activate... Rather annoying
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Tellaris Grand Admiral Galactic Navy
Joined: April 30, 2002 Posts: 830 From: Land of Chocolate
| Posted: 2009-09-26 20:09  
I don't know if this is a bug or intentional, but the AI only seems to get Frigates and smaller in Scenario? Wouldn't it be possible to do something like detect shipyard, detect amount of resources, and then allow the AI to spawn ships that size and smaller so long as those resources are available and the faction owns said shipyard? I would think that would be better then vast quantities of frigates tbh.
There also seems to be a bit of strange behavior in reguards to extractors, in that the AI will attempt to treat them like Transports, and try to go capture things with them as well. Additionally, it will get a "trade order" with a planet with a starport, and then sit there for a very long time waiting for resources.... because the planet has all of 1 basic mine.
Also, in reguards to locking, strange behavior.
I'll use an example.
I don't want the AI building on Procyon 11-1007, so I lock it. However, for some reason, the moon beside it also is locked, AND Procyon 3 gets locked too! This is quite strange behavior here.
*Note that all of this was in the scenario server, but it might also extend to the MV to some extent, since both use the exact same code.
[ This Message was edited by: Tellaris on 2009-09-26 20:16 ]
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