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Forum Index » » English (General) » » 1.521 Bug Reports
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 Author 1.521 Bug Reports
Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-10-05 23:19   
On K'luth build menu:

Def base 3 is still available, but 1 and 2 are not. Not sure if its a bug.

What I assume is meant to be a Hybrid Def I and Hybrid Def II is double labeld as Hybrid Def II. The requirments appear ok, just improperly labeled.

Still noticed build times on platforms are not effected by Upgraded Build Computer enhancement.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-10-05 23:22   
Quote:

On 2009-10-05 23:19, Azreal wrote:
Still noticed build times on platforms are not effected by Upgraded Build Computer enhancement.



Was never claimed to be fixed...
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Julian Delphiki
Fleet Admiral

Joined: June 19, 2002
Posts: 171
Posted: 2009-10-06 00:32   
If possible, I would really like to see the multiple-planet-lock bug fixed... Many times someone of a higher rank will lock a planet in a region for a good reason, then multiple planets(in lacerta I have seen 5+ affected by one planet) get locked. This is bad especially when those other planets are gimped planets that ai built but nobody of the lower ranks can actually fix them..
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2009-10-06 00:41   
Said that 1.521 had orbits removed.

Eternity was still spinnin' around at 0.1gu/sec in r33. Or will this require a map reset in order to take place?

EMP seems to be nerfed properly (I dont use it so I dont know myself, but everyone else says it's dead and gone)

Everyone seems to be enjoying the Free 1RA rank... so far.

I'm in love with the Clutter Free Ship and Navigation window. However. Perhaps in the future, could damaged AI show up? Makes it easier to locate damaged AI for prestige hunters who are looking to patch up some AI ships.

Otherwise.... looking like a good patch thus far
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-10-06 17:05   
I'm going to assume the same bugs with Eng ships is around SINCE no one enter it into the bug system from the last bug thread.
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-10-07 21:39   
Ok, can someone please enter these in I think it`s called Mantis so big F knows about them this time.

a) Kluth Engineers only spawn with 1 build, should at least be 3 like Ugto has.

b) Resources Mining and Desync issue.

c) Platforms taking resources and not building

d) removing that dang keypress sound from MV. Don`t need to know we are pressing keys with a audio response.

e) More platforms then 30.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-07 21:47   
Quote:

On 2009-10-07 21:39, Daedalus wrote:
Ok, can someone please enter these in I think it`s called Mantis so big F knows about them this time.

a) Kluth Engineers only spawn with 1 build, should at least be 3 like Ugto has.
UGTO only has two, same with ICC. Are all the engineers only spawning with just one build?

b) Resources Mining and Desync issue.

c) Platforms taking resources and not building
This is a desync issue, same as above.

d) removing that dang keypress sound from MV. Don`t need to know we are pressing keys with a audio response.
The UI sound is the same for scenario and MV (and any game mode). I'll ask our audio guru Draf (since Nat has disapeared for a bit) to see if it can't be improved or removed.

e) More platforms then 30.
It's hard-capped to stop people spamming - 30pp is plenty for now.


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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-10-07 22:35   
Jack the UGTO spawn with 3 build, kluth with only 1. But before you spawn it does say the ship has two in the description text.




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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-10-07 22:57   
I tuned down the audio volume already.. but frankly you seem to be the only one harping on that.

As for the Kluth engineer, its supposed to have two. For some reason the game is still thinking it is the standard engineer, though, so when it spawns the game thinks "wait a sec, this ship has more gadgets than it should" and then changes it to look like it "should" by making it into the standard engineer. I'm trying to fix it myself but will escalate to Faustus if I can't by the end of the week.

And just to keep a running tab, both of Azreal's defense-base-related reports are fixed.
[ This Message was edited by: Shigernafy on 2009-10-07 22:58 ]
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2009-10-08 03:58   
If you copied the original files then modified the contents to create the new engineer, that will probably be the issue.

You need to create a new set of blank ports, and paste the relevant content into them.
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DarkSpace Developer - Retired

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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-10-08 06:35   
Yes, that's what the "I'm fixing it myself" refers to - me having to start it from scratch.
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-10-08 08:22   
Quote:

On 2009-10-07 22:57, Shigernafy wrote:
I tuned down the audio volume already.. but frankly you seem to be the only one harping on that.

As for the Kluth engineer, its supposed to have two. For some reason the game is still thinking it is the standard engineer, though, so when it spawns the game thinks "wait a sec, this ship has more gadgets than it should" and then changes it to look like it "should" by making it into the standard engineer. I'm trying to fix it myself but will escalate to Faustus if I can't by the end of the week.

And just to keep a running tab, both of Azreal's defense-base-related reports are fixed.
[ This Message was edited by: Shigernafy on 2009-10-07 22:58 ]




I`ll stop `harping` about it if you can give me a really good reason why it needs to beep on keypress. Why we need to know we are pressing keys.

And as for the rest thank you.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-08 08:54   
It's an interface generic sound for any button press. It just so happens you're pressing many when you're hitting spacebar, or whatever.
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Dilandu
2nd Rear Admiral

Joined: October 05, 2009
Posts: 14
Posted: 2009-10-08 13:46   
yep, confirmed. Ugto 7100 Engineer spwn with 3 builds. fun.
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ADmiraLMaXimus (Bringer of Doom)
Chief Marshal
Praetorian Wolves


Joined: March 09, 2002
Posts: 363
From: Earth
Posted: 2009-10-08 13:58   
ok i just saw a combat dessie within 500gu of a dictor still able to jump right out since no word was said that the dictor would be scrapped then i assume its a bug please fix

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