Author |
[Bugs]Bug reports for March 22 - |
Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-03-23 12:32  
1. Factories - Ugto factories dont work, nothing to build
Icc factories can build partical canons and proton torps, as well as ruptors and assault ruptors (and the cloak, which we knew about)
2. Slots - uh standard mount, both beam and cannons, probably going to be fine for most human ships, but kluth.... mandy's with 21 level8 disruptors/ruptor assaults
3. ship layout-
UGTO Command dread pcms- core weapon slot, ICC missile dread pcms- heavy launcher slot.. if its the same weapon, shouldnt it be interchangeable? it its not, whats the diff?
ugto battle dread, 1 L5 standard CL in there somewhere, also has a standard CL that can be swapped for heavy, kinda odd.. what class slot is that?
[ This Message was edited by: Doran on 2005-03-23 13:59 ]
_________________
|
WinterRose Fleet Admiral
Joined: April 12, 2002 Posts: 126 From: WinterRose
| Posted: 2005-03-23 13:45  
UGTO Heavy Supply's Engine trail doesn't connect to the actual engine 'areas' of the ship. At least on my client. Dunno if this is a client problem or something else.
[ This Message was edited by: WinterRose on 2005-03-23 13:45 ]
_________________
|
Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-03-23 13:45  
4) Autorepais does not work on Organic Armor
5) The K'luth Scale has more side armor when fully modded than front or rear armor. In fact the front section is the weakest arc of the ship.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
|
RagAnok Admiral
Joined: February 02, 2004 Posts: 237
| Posted: 2005-03-23 16:43  
Tele-kinetic bomb will not go into any kulth bomb slot that i can test
_________________ [IMG]http://i100.photobucket.com/albums/m3/zardous/gunner.gif[IMG]
Telekinesis, thats what you need, just lay back and let your mind do the walking
|
Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-03-23 17:00  
7.
havent seen homing mines home. fired some AM homers at draf, right in front about 20-30 away, mines went off at an angle to the left. didnt arc around to track, didnt do any noticable damage when detonated manually at point blank right after launching
_________________
|
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2005-03-23 21:00  
The following Items have been reviewed and either tasked or implemented at this time:
1. Icc factories can build partical canons and proton torps, as well as ruptors and assault ruptors (and the cloak, which we knew about)
- Fixed
2. Slots - uh standard mount, both beam and cannons, probably going to be fine for most human ships, but kluth.... mandy's with 21 level8 disruptors/ruptor assaults
- Disruptors have much less damage than Disruptor Assaults - Kluth is suppose to have strong first punch then needs to watch its power and delay in cloak makes it hard to hide.
3. ship layout-
UGTO Command dread pcms- core weapon slot, ICC missile dread pcms- heavy launcher slot.. if its the same weapon, shouldnt it be interchangeable? it its not, whats the diff?
- PCMs are Heavy Launcher and are swapped out with Planet Siege Missiles. Core weapons are QST, QSB, Stellar Incinerator, ION Cannon
4. ugto battle dread, 1 L5 standard CL in there somewhere, also has a standard CL that can be swapped for heavy
- Device was labeled correctly but mapped to the wrong device, corrected this in the resourcer.
5. UGTO Heavy Supply's Engine trail doesn't connect to the actual engine 'areas' of the ship
- Realigned the effect to the ships model
6. Autorepairs does not work on Organic Armor
- Open item at this time, have added it to F's task list
7. K'luth Scale has more side armor when fully modded than front or rear armor
- By design, its ment for broadside combat, not head to head
8. Tele-kinetic bomb will not go into any kulth bomb slot
- The BioBomb was accidently classed as a Light Rack (Fighter grade weapon), have fixed it to now interchange with TK Bomb
9. Homing mines not homing
- Open item at this time, have added it to F's task list
10. Siphon had to many Disruptors and Assault Disruptors.
- The two Elfs were ment to replace two of the Disruptor Assaults. Removed 2 of the Assault Disruptors
11. Jump Cruiser had Tachyon drive
- Replaced Tach Jump Drive with Wormhole Device I as ship was ment to carry
12. UTGO Factory not building anything
- Problem in Resourcer, hope to resolve be for next update.
13. 2 UTGO Stations displaying as same type.
- Fixed mapping in rank file
[ This Message was edited by: Tael on 2005-03-23 21:39 ]
_________________
|
Captain Sternn Grand Admiral
Joined: March 18, 2004 Posts: 225
| Posted: 2005-03-24 03:22  
mines seem under powered detonated =90= homing nuke mines under my command carrier and didnt even get through the shield....
tried full racks of planetary siege missiles and neutron bombs out ....I think one of the population died of old age....or are the neutron bombs supposed to only kill inf? cause this planet didnt have any.Planet had about 25 pop and 11 structures as far as i could tell no damage to either using both weapons.
_________________
|
Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-03-24 04:01  
RE: 7. K'luth Scale has more side armor when fully modded than front or rear armor
- By design, its ment for broadside combat, not head to head
I suggest losing some forward capability on some of those weapons to better reflect this. ATM the Scale can mount 18 forward arc weapons.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
|
BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-03-24 05:44  
Quote:
|
On 2005-03-24 03:22, Captain Stern wrote:
mines seem under powered detonated =90= homing nuke mines under my command carrier and didnt even get through the shield....
tried full racks of planetary siege missiles and neutron bombs out ....I think one of the population died of old age....or are the neutron bombs supposed to only kill inf? cause this planet didnt have any.Planet had about 25 pop and 11 structures as far as i could tell no damage to either using both weapons.
|
|
Because bombing hasnt been changed yet. None of the planets are equiped for it. I dont know why you are bombing in beta anyway..
_________________
|
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2005-03-24 12:39  
Homing mines are weaker in damage because they are suppose to home in on the target and move.
_________________
|
Captain Sternn Grand Admiral
Joined: March 18, 2004 Posts: 225
| Posted: 2005-03-24 15:29  
I can appreciate that homing mines should be weaker do to the fact that they home, i just thought that 90 of them should do more damage than hitting say 90 mini coopers being that a homing mine ,is an explosive device designed to damage ships whereas the mini cooper is not.
=navigator= "Sir, we've stumbled into a field of **GASP** mini coopers"...
=Captain= "Hold your course navigator....those mini coopers can't hurt us"
_________________
|
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2005-03-24 16:24  
Also different mines do different ammounts of damage and damage types, so you have to device if you want more armor and hull damage or more system damage if the hull is already low...
_________________
|
Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2005-03-24 17:18  
Edit: Bugs gone pretty much, other than the one mentioned in the next post...
[ This Message was edited by: Binks on 2005-03-26 11:29 ]
_________________ Midshipmen still need Engineering or Supply Ships
Powered by Stormtroopers and Red Shirts
|
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2005-03-24 17:50  
- Fixed port on ICC Combat dread PCM
_________________
|
Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-03-25 10:42  
13.1 ugto fighters - fighter name in-flight is pretty long (compared b-27,m-7 and larve), could stand to be truncated from "A-34 Assualt Fighter Bay" (bay is probably rudundant too, and its not a bay once the fighter leaves the ship) to "A-34 Panther" or just "A-34". Clusters could be more pain then they are if you have a wall of text flying at you
13.2 icc fighters- F-29's name to long likewise. also F29's seem to prefer standing off a target and firing missiles rather than their cannon. got a nice cloud of fighters up above icc home 3 (cloud roughly 100-500gu above). and either the fighter's anti-ship missiles have REALLY bad tracking, or they have some sort of planet-avoidance feature, because home 3 wasnt being hit by anything past a first salvo
xb-11 "anialator" supposed to be "annihilator"?
13.3cant swap icc fighters. alternativly, take a fighter out and it cant be put back in.
14.engines/speeds
icc command carrier, stock, 4 ie engines, 31.0gu/s top speed. wtf?
4 ames, 34.4. 4 pfes give 23.2, which isnt wholey unreasonable. and 4 afes, 27.6... who said dreads werent supposed to be able to drag race scouts?
cruisers do 43 stock, dessies are slower than cruisers at 39, frigates top out at 46 and scouts keep their 34.
trannys can get up to 19, nothing really wrong with that, 28 for engies and 32 for sups...
[ This Message was edited by: Doran on 2005-03-25 11:44 ]
_________________
|