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Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here! |
Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2004-02-07 23:11  
About /e chat...
Would there be any possability to divide say, the MV into different 'chat zones' so we can still use /e? This might be a complex task so maybe for a future release like 1482, but I know nothing about programming so maybe not
[ This Message was edited by: Bobamelius on 2004-02-08 01:22 ]
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-07 23:45  
The problem with /e is that, by it's nature, it would spam every single person in the MV with the message. With the primary use of /e communication being what it is (to taunt and otherwise goad the enemy), the spam would quickly get very irritating.
As for divided by zones...
Why? /yell (the yell button) broadcasts to everyone in a certain radius. We could just increase the radius to cover a few thousand gu...
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2004-02-08 00:33  
Yeah that'd work too...
[ This Message was edited by: Bobamelius on 2004-02-08 01:22 ]
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2004-02-08 01:24  
--Planetary Depots count as Defense on the bottom right screen when selected.
--there is appearently no system damage.
[ This Message was edited by: Bobamelius on 2004-02-08 01:29 ]
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Tellaris Grand Admiral Galactic Navy
Joined: April 30, 2002 Posts: 830 From: Land of Chocolate
| Posted: 2004-02-08 01:53  
Baikon's SECOND Bug list for today, consisting of 9 bugs:
-Metals collecting in the spaceport past their base unit (1000) eg: 1079 metals in spaceport
-Metlas are NOT added to planet totals if sold at spaceports. They just build up.
-Fighters docking with their mothership are not added back to the fighter bay total.
-Spontanious combustion when trying to warp between 2 planets if you arn't moving at all and are between them. Looks like the server thinks you hit the planet, even if you are a good 100 gu away from the planet it claims to kill you.
-Can see enemy trade routes when sending/receiving planet is selected (F2 screen only)
-Deactivateing Depots DOES NOT stop them from reloading friendly ships.
-ECCM/ECM rings do not conform with their base's angle. It is straigth up/down, not at all expanding at an angle similar to its location in the planet's curvature.
-Enemies can be seen in F2 Screen, even if there is no friendly anywhere near them, or their signature is - and nobody can see them, they are still visible. Enemy JG can be seen as well.
-Enemy ship destroyed still persists in its existance, and is simply shown as flying in whatever its last order was. This happens if they are there, killed, and you come back if you left before they died. It only happens occasinally. The ship remains, untargetable, but still can be hit by weapons. Any damage that was sustained earlyer is not shown. Kind of like a shadow of a ship.
-(This one is already known I think) Def bases don't fire. (I'm thinking this is on purpose.)
-One I just rememberd: To be of ANY future use, solar gens MUST have their power output increased by 4 x, to counteract the roateting of the planet. As it is, the Fusion generator give more for the amount of space it takes in comparision to the Solar gens. (Old problem)
[ This Message was edited by: Baikon on 2004-02-08 01:54 ]
_________________ Captain of the StarCruiser
I hit planets for fun!
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-02-08 06:33  
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On 2004-02-07 14:30, Axianda *XO* wrote:
Infantry.
Infantry in a ships hold should be able to change theyr behavious to either Raze, Defend or Attack.
This should be done by right clicking the inf * yes 1 by one * and giving orders.
this will make them go down whit orders rdy.
This is especially handy when you just wanna Raze a planet
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This seems to be implemented already and works as suggested above.
Thx.
Will Raze,Defend, Attack orders affect the result when you use them to board a ship?
if so in what manner?
Got another bug for you * i think *
Planets do NOT have metals when you first cap them... you need to get an extractor to mine the first bits.
dont kow if its a bug but its iritating as hell
1 more.
When entering a game it does not show which factions are full and which ones are not.
they show like you can join em even when they are full.
Although this doesnt apply for the MV it does for scenario
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But you can make the bastard work for it.....
MSN: Axianda@hotmail.com
[ This Message was edited by: Axianda *XO* on 2004-02-08 06:40 ]
[ This Message was edited by: Axianda *XO* on 2004-02-08 06:43 ]
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Rocki Grand Admiral
Joined: August 13, 2002 Posts: 1029
| Posted: 2004-02-08 09:25  
Boba, Depots have always counted as defenses, even in release...
As for the no dropping on Ahaza (@Axi), that's because Faobian's hitbox covers it entirely... thus any inf enroute to it hits Faobian, and dies...
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-08 10:01  
planet defences-
dbases- fire on incomming bombs and inf, not ships
fighter bases- just sit
sensor bases- work
dictor bases- seem to be off
depots- have wierd priorities as to who they reload. ive been in range of them and they havent reloaded me, just the planet does, then some one else comes along and gets reloaded
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-02-08 10:29  
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On 2004-02-08 10:01, Doran wrote:
planet defences-
dbases- fire on incomming bombs and inf, not ships
fighter bases- just sit
sensor bases- work
dictor bases- seem to be off
depots- have wierd priorities as to who they reload. ive been in range of them and they havent reloaded me, just the planet does, then some one else comes along and gets reloaded
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Also the current ICC Dbases have NO chance of shooting down even 1 drop pod they are way to weak.
ECM ECCM bases and Depots on a planet will give you a message that either ECM/ECCM is activated/deactivated or that you are reloading *someone* while you yourself are in a cruiser.
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- Axi
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-08 10:52  
- cloaked kluth ships are now visible to teammates
saw that in the dev log
friendly kluth ships are still quite invisible
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ship capture is too easy
would be nice if the windows (f4-f6) would A- stay where you moved em too, and B- retain the size you resize em to
[ This Message was edited by: Doran on 2004-02-08 11:34 ]
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$wiss Admiral
Joined: November 08, 2002 Posts: 640 From: Prancing in the meadows with Jesus
| Posted: 2004-02-08 12:04  
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On 2004-02-08 10:52, Doran wrote:
- cloaked kluth ships are now visible to teammates
saw that in the dev log
friendly kluth ships are still quite invisible
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ship capture is too easy
would be nice if the windows (f4-f6) would A- stay where you moved em too, and B- retain the size you resize em to
[ This Message was edited by: Doran on 2004-02-08 11:34 ]
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Is this a bug, in the Dev logs thats supposed to happen! FoO!
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-02-08 12:21  
Might as well post it here.
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Dictor base
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its USELESS now.
when a dread jumps at a planet at fullspeed it exits at 1000Gu distance.
Smaller ships exit at even a bigger distance thus making a dictor useless.
It's something that need checking into maybe not for 1481 but definately at 1482.
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- Axi
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Sky Marshal Pitch Black
Joined: July 31, 2002 Posts: 66 From: Somewhere in the MV...
| Posted: 2004-02-08 12:34  
Okay, lets put it straight :
* I think Disruptors dont consume as much power as usual, i think that flying full speed in a claw and alphaing just grought my power at nearly 50%,
* Orbit paths of planets are missing on Sol map,
* Also found a bug that made me join the same faction than before I logged out.
Hunnn ... thats all for now
Cheers
Sky
_________________ Cheers
Sky.
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Krim {C?} Marshal Galactic Navy
Joined: June 24, 2002 Posts: 362 From: Boston MA
| Posted: 2004-02-08 12:34  
Re: Dictor Bases
That's only if you press J, manual jumps would get you under 1000gu, humm?
-Krim
_________________ "Universum est gelu quod atrum , nos es unus verus lux lucis"
GTN - Veneratio est Totus
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-08 12:43  
@axi
should still keep ships from jumping out, dictors do have two purposes, stoping ships from jumping and stoping ships already in a jump
@sky
check the display filters (d key) on the nav map screen. something probably got turned off
@krim
really depends on how fast your moving when you come out of a jump
25gu/s will drop you pretty close to the edge of the diction field, lag permitting. scouts @ 34gu/s end jumps about 1200-1300 gu's from target
below 20 ought to run you into the dictor field even if you point jump in
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