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Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here! |
Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2004-02-08 22:44  
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On 2004-02-08 16:17, Nat wrote:
When the beams animation stops when the target is destroyed the sound continues on for the full length of the normal firing cycle.
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THe animation as in the beam it self disappears, but there is still some "flashing" where the beam was emitted.
Also, is it just me, or has the distance before the "colission alert" sounds been decreased?
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Fleet Commander, Galactic Navy
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4cemje Cadet
Joined: August 25, 2002 Posts: 211
| Posted: 2004-02-08 23:34  
Possible bug,
Engines and reactors cannot be "removed". Unfortunately I have not been able to test if they can be interchanged with found or purchased items of those types.
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Tellaris Grand Admiral Galactic Navy
Joined: April 30, 2002 Posts: 830 From: Land of Chocolate
| Posted: 2004-02-09 00:51  
-To remove reacters and engines, you must first turn them off. Do so by clicking on them once. However, bug with the engines... You can remove them and still keep going at full speed and full manoverablity. But slowing/speeding up is hampered.
-Ordering infantry to defend hotkeys are the same as the under attack distress.
-Currently, captureing planets is even easyer then in the release version!!
-As well, there seems to be a ghost Faustus poping up in the Room Members list occasionally. Some see it, some don't.
[ This Message was edited by: Baikon on 2004-02-09 00:56 ]
_________________ Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-09 01:27  
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To remove reacters and engines, you must first turn them off. Do so by clicking on them once. However, bug with the engines... You can remove them and still keep going at full speed and full manoverablity. But slowing/speeding up is hampered.
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That last bit, if considered a bug, is also a bug with the release version.
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chris aka sunshine Cadet
Joined: May 29, 2001 Posts: 1649 From: Germany
| Posted: 2004-02-09 02:02  
i keep downloading those 4 files too.. .
and as dwarden said.. some cracking noise ingame.. but not restricted to me using spacebar.. it starts when i see the loading-screen.. won't end until leave the game..
_________________ Christian 'sunshine' Weyand
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Rocki Grand Admiral
Joined: August 13, 2002 Posts: 1029
| Posted: 2004-02-09 03:34  
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On 2004-02-09 00:51, Baikon wrote:
-Currently, captureing planets is even easyer then in the release version!!
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i suppose you havent tried capping a planet with defense bases and enemy kluth around... ruptors shred inf pods quite nicely, as do defbase lasers (when not icc...) i dropped 10vets to venus, they all got shot...
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Huffywuffy, Mr. Builder Fleet Admiral Interstellar Cultural Confederation United
Joined: August 20, 2003 Posts: 76
| Posted: 2004-02-09 05:59  
Not a bug, but...
at a friendly planet with shipyard you can replace your ship in a combat.
Sounds okay, but this could be exploited by players. They orbit the planet at a certain level of hull damage and take a new ship with 100% hull.
This is not only an unfair advantage, it prevents those players from losing prestige because they don't die.
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Quote:
- Operating under the theory that there's no such thing as too many Gaifen, added a (visually) new variant of the Gaifen.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-02-09 06:18  
[Key conflict]
CTRL+R
This key can be used to set infantry in RAZE mode.
however it is also used to find the nearest depot.
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[Question]
What is the range of the /yell command?
50.000Gu 100.000Gu?
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You can't outrun Death forever...
But you can make the bastard work for it.....
MSN: Axianda@hotmail.com
[ This Message was edited by: Axianda *XO* on 2004-02-09 06:43 ]
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- Axi
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Iglooman (SF) Cadet
Joined: September 15, 2003 Posts: 24 From: Northern Ontario
| Posted: 2004-02-09 10:12  
Last night I modded an engineering ship with a mining beam (gate mod) and found out that the mining beam acts a little wacky. Not sure if that's just in the Engy ship, or in the extractor too, as I haven't used the extractor. Here's are the problems:
1. When you activate the mining beam with a full cargo hold (had infantry), and then dump a cargo to the planet, it won't start filling the new space unless you disable the mining beam, at which point it will start filling the space (with the beam disabled for a short time. When you re-enable the beam it will continue to fill the slot.
2. When you unload all your mined resources to the planet while mining, the mining beam continues to operate, but you are stuck with an empty hold that doesn't fill up. You must turn your mining beam off and on again for the beam to start filling the hold with resources. Again, when the beam is disabled, it starts filling the hold with resources.
Trade routes problem, new twist, or interface unclear? I tried importing resources from a planet and failed to find an import list. Export list was there, but is there no way to import from a planet (both had starports)? Maybe I was just overtired and missing it, but that will make planet sitting much more needed and tedious if you only have one planet with a needed resource, which now must export only to all other planets.
Keep up the great work!
Iglooman.
Alright - WHO cloaked my sig?
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Mike Drenth - Temagami
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-09 11:35  
Alt+M
takes a bunch of sequential screenshots as long as its toggled on
just though id put that one up here
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Dwarden Admiral CHIMERA
Joined: June 07, 2001 Posts: 1072 From: Czech Republic
| Posted: 2004-02-09 11:59  
yes that screenshot sequence is quite useless ... because it lags game (even it writes each TGA at scsi hdd it still lags screen output ...)
maybe exchange this for again working demo recording ...
_________________ ... Ideas? ... that's Ocean w/o borders !
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-09 12:20  
targeting an enemy planet and then pressing F3 lets you see any buildings and inf on the planet, also shows the planet summery stuff on the right side
[edit]
or it did a minute ago... cant seem to repete it now
[ This Message was edited by: Doran on 2004-02-09 12:22 ]
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2004-02-09 13:05  
I am unable to remove anything off my ship. In clduind all weapons and engines, reactors etc. I can replace them with items in my cargo though.
-Switch
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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Dwarden Admiral CHIMERA
Joined: June 07, 2001 Posts: 1072 From: Czech Republic
| Posted: 2004-02-09 14:05  
Selling stuff to starport is immediate (i.e. no drone transport flying) i find it bit cheap, that transport should be there in style
sell (out)
- drone leave ship with "cargo" and fly into starport
cash (in)
- drone leave starport and bring credits back to ship and returns itself
_________________ ... Ideas? ... that's Ocean w/o borders !
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2004-02-09 14:16  
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On 2004-02-09 14:05, Dwarden wrote:
Selling stuff to starport is immediate (i.e. no drone transport flying) i find it bit cheap, that transport should be there in style
sell (out)
- drone leave ship with "cargo" and fly into starport
cash (in)
- drone leave starport and bring credits back to ship and returns itself
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cheap??
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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