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Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here! |
Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-10 16:08  
queue inf button overlaps planet list
+10 mines and +20 deep cores?
cant scrap inf for some quick population, supposed to be that way?
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-10 16:22  
Quote:
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On 2004-02-10 16:08, Doran wrote:
queue inf button overlaps planet list
+10 mines and +20 deep cores?
cant scrap inf for some quick population, supposed to be that way?
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Inf don't cost pop, why should they give you pop?
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Sky Marshal Pitch Black
Joined: July 31, 2002 Posts: 66 From: Somewhere in the MV...
| Posted: 2004-02-10 16:49  
Ive found a bug with the extractor beam, I got 1 metal and 1 heavy metal in cargo reapearing each time i unloaded them on a planet.
The Icon for producing infs on the F2 screen is over a planet icon ( bad location for icons, i presume ... )
_________________ Cheers
Sky.
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2004-02-10 17:05  
I have a question about beta, its something that has really annoyed me each time I play...is there a way to talk to everyone on the server? and also whats the difference between fleet and faction? I jsut basicly need to know how the chat system now works.
EDIT: found a bug, in the f3 screen the button for building a new inf (under the units area) is located on top of the button to switch to another planet, this means that that button actually switches you to whatever planet is under it
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[ This Message was edited by: Binks*E* on 2004-02-10 17:50 ]
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2004-02-10 17:08  
In Cygnus, whenever a teammate comes through an intrasystem jumpgate, they turn "red" for enemy...
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Fleet Commander, Galactic Navy
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-10 17:28  
@binks /yell is about the best your gonna get at the moment
[edit]
def base missiles
either dont fire, or fire and have very very short fuses
fighter bases dont seem to fire
random it missile explosions around planets with def that have enemy ships in range, possibly from phantom it missiles
[ This Message was edited by: Doran on 2004-02-10 17:33 ]
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Dwarden Admiral CHIMERA
Joined: June 07, 2001 Posts: 1072 From: Czech Republic
| Posted: 2004-02-10 17:35  
- planet which is actually bombarded very often NOT reports it is under attack ...
- very hard to keep usable defence bases ammount at UGTO/Kluth side against swarm of bomber cruiser/destroyers, especially planets with shipyards (Chem lasers have no chance to stop that ammount of bombs coming) ...
_________________ ... Ideas? ... that's Ocean w/o borders !
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Dwarden Admiral CHIMERA
Joined: June 07, 2001 Posts: 1072 From: Czech Republic
| Posted: 2004-02-10 17:40  
- looks like approx 50 mines is capable lag out low end machines (no idea why) ...
- another bug with mines, other players dont see timeout expire exploding mines WHEN THEY JUST entered game thru shipyard, all they see are shield hit effects and damage ...
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... Ideas? ... that's Ocean w/o borders !
[ This Message was edited by: Dwarden on 2004-02-10 18:02 ]
[ This Message was edited by: Dwarden on 2004-02-10 18:05 ]
_________________ ... Ideas? ... that's Ocean w/o borders !
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-10 22:27  
Hrm was just testing, and bombs seemed to do no damage to anything on a planet, and didn't create explosion animations when they hit. They simply disappeared.
Also, did not explode when shot by ship point defense, and did no damage in that case either.
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One small step for man. One giant leap, for mankind.
We leave as we came and, God willing, as we shall return, with peace
and hope for all mankind.
[ This Message was edited by: Gideon on 2004-02-10 22:28 ]
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Iglooman (SF) Cadet
Joined: September 15, 2003 Posts: 24 From: Northern Ontario
| Posted: 2004-02-11 01:29  
Had a strange occurance trying to unload cargo tonight. I entered my jumpgate with 2 inf. I switched to a shipyard spawnpoint. Came back out with same ship (engy) with 2 inf. I mined some metal. A Kluth then took Callisto, so I went over to drop some inf. Was unable to drop on planet. I was at just over 50gu from planet. I then made sure I orbited the planet. Still not able to drop. Not even the metals I had mined. I then tried to unload inf on the Kluth ship that was still there. Not able to transfer, even though he was within range. I jumped back to Ganymede and grabbed an inf off the planet. A kluth jumped in behind me. I tried to unload inf on him. Not able to (also in range).
Less likely reason - I had unloaded some infantry on another ship, which avoided it and jumped away. My pods followed. Could it be that the pods were still travelling through space and they weren't allowing more pods to spawn from me?
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Mike Drenth - Temagami
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Iglooman (SF) Cadet
Joined: September 15, 2003 Posts: 24 From: Northern Ontario
| Posted: 2004-02-11 09:53  
Forgot one thing - not sure if it's a bug, but now that shipyards require resources - specifically hydrogen, it may be worth considering. I was playing in Cygnus, which as best as I could find, only has a couple planets with hydrogen. I was the only member for the most part on the UTGO side, with ICC and Kluth already having def bases on developed planets, which makes for a hard start. I managed to get a planet up and running, and then a second, and got access to metals and heavy metals, which are fairly abundant. But when I got my shipyard up and tried getting a better ship, I found I lacked hydrogen. So I tried to get some for a gas giant (being hydrogen, you'd think that would be easy)...
I orbited it fine, but could not activate my mining beam to get any. Now if you're laughing because you can't mine hydrogen in release from gas giants (I don't know - never tried), why not? You can get it easily from any planet that has it as a resource when using the mining beam. Anyway, if the game is going to be at all playable for 3 factions in a system scenario with few planets with hydrogen as a resource, we need to be able to mine hydrogen from gas giants.
Just my opinion.
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Mike Drenth - Temagami
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-11 09:58  
Well, 1.481 isn't really set up for scenario. The reason you can't mine hydrogen from gas giants is the funky hitboxes.
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SabelTooth Cadet
Joined: March 16, 2002 Posts: 340 From: The Netherlands
| Posted: 2004-02-11 10:05  
I dont like the stocked up inf on one spot..
- If you want to cap a planet, you just unload a mountain of inf and wait till
the red mountain comes.
Then you got a nice mixed mountain of red and green units.
- One bomb is enough to kill an entire mountain.
- The one with the most inf wins. In the current version you can cap a
planet with 12 units VS 16 units. You just got to use the right 'tactics'. Like
surround an enemy inf with 2 or 3 units. That is still possible in the Beta
but less effective..
- If you camera correct, you can see that a mountain of inf reaches far into
space. Not really convincing.
Just my point of view. The rest of the Beta rocks!
-Sabel
p.s. Sorry for my bad english..
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Varz zZz zz Cadet
Joined: March 16, 2002 Posts: 702 From: East Coast, USA.
| Posted: 2004-02-11 11:58  
Ok. Here's something that happens to me EVERY TIME I log onto the Beta Client.
I stop getting any chat on my retail client. I have to close it and relogin to get back into the chat.
Then it works like normal again. Any idea what causes this? Kinda annoying....
[edit] Problem also happens vice versa..... after I relog into my retail client my Beta goes dead..... ack. ;/
[edit #2] After relogging to Beta Client players in the Retail lobby can see my chat attempts, but I do not appear in the room. I cannot get whispers, but players can /send me and the sends show up on my **now** active Beta client. I can also send back to them. =)
[Edit#3] Thanks for your response Tael. I was not aware of that issue. =)
[ This Message was edited by: Varzadium on 2004-02-11 14:31 ]
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-11 12:10  
def still acting up. dbase it missles dont do squat, pd works fine tho, fighter bases launch fighters sorta, its more like they spawn closer to the target than the base, and it still seems hit or miss wether they launch or not
sensor bases, still make the ECCM active, ECCM inactive spam
beacons- do these things have a lifetime now? got hit with a couple and evenutally they disappeared, didnt change ships or gate either
[edit]
bombing and structure targeting, still messed up, usually cant target buildings, save for some def bases and the occasional barrax or starport
not much of a problem since pcms have enough splash damage to get em if you can land one near the target, and with mirvs you have to aim next to the target anyways, but hunting for 'holes' in the yellow diamonds is annoying
[ This Message was edited by: Doran on 2004-02-11 12:26 ]
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