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Most recent 1.481 Version (15th Feb) ....Post ALL Bugs Found AND Discussion here! |
Dwarden Admiral CHIMERA
Joined: June 07, 2001 Posts: 1072 From: Czech Republic
| Posted: 2004-02-15 21:14  
I started this thread because 11 pages are really lot of reads and its 10 days alredy so hopefully nobody against this;
actual version bugs:
- massive desync issues regarding planetary informations (our side see different values of enemy side structure counts and positions, enemy side see same incorrect values about our ones)
- bombs not compensate any planet rotation at all (not sure if they should but i remember they were supposed to ...)
- missiles and fighers started from planet sometimes apear out of nowhere , no matter you orbit that planet (again i think sync issue) ...
- transports still loves to ram planets
_________________ ... Ideas? ... that's Ocean w/o borders !
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Demorian Fleet Admiral Galactic Navy
Joined: October 06, 2001 Posts: 3406 From: Charlotte, North Carolina
| Posted: 2004-02-15 21:34  
Thanks Dwarden. Original thread's locked.
-Dem
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tomcat Cadet
Joined: December 31, 2003 Posts: 24
| Posted: 2004-02-15 22:23  
well not shure if it's desynch cause i went as close as possible to the planets and depending on the size of the enemyplanets i had to be 58 cu for moons and 24 cu for deathstarsize moons close to see the buildings.
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Wyke {ThorsHammer} Cadet
Joined: February 22, 2003 Posts: 416
| Posted: 2004-02-16 00:49  
I was using a Kluth engineer and I built a colony hub on Taf, and two appeared, one on the square I selected and one on the square above. (futher tests show the second building sometimes appears below.)
I built a mine and again two appeared, this happened with all the building i tried, domes, labs, hydro farms, barracks, until i reached the 32 building limit.
It looked like the metal for only 1 building was used.
Other Actions, such as pausing the building, or scrapping it affected only the selected building.
[ This Message was edited by: Wyke on 2004-02-16 00:58 ]
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Wyke {ThorsHammer} Cadet
Joined: February 22, 2003 Posts: 416
| Posted: 2004-02-16 01:10  
There seems to be some strange behaviour when landing troops and planet capping
I loaded troops from Taf and landed some on Cya, by selecting the planet rather than a slot.
The troops were lost from hold and the planet outline window bottom right shows a correct troop count.
However The troops dont seem to appear on any slot on the planet,
The planet wouldn't cap until more troops where landed on a slot,
Then when the 'shadow' troops on Cya where selected from the troop bar on the F3 screen, the planet selection jumped from Cya to Taf. The which was the source of the troops. I.e. like the client though they where still there.
Some planets (e.g. Sag) I was unable to land troops on at all, even when in very close orbit . They simply stayed in the hold.
[ This Message was edited by: Wyke on 2004-02-16 01:22 ]
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Mersenne Twister Fleet Admiral
Joined: May 11, 2003 Posts: 1161 From: Sector C Test Labs and Contol Facilities
| Posted: 2004-02-16 11:38  
trade routes in F2 screen
why are some rendered as green lines (see img below, circled in yellow) and why do the same lines tend to change colors (red, blue, green, brown, yellow, etc in no particular order)
[ This Message was edited by: FireMoth on 2004-02-16 11:39 ]
[ This Message was edited by: FireMoth on 2004-02-16 17:24 ]
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I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.
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Ceridan Cadet
Joined: May 24, 2003 Posts: 608 From: Canada
| Posted: 2004-02-16 16:53  
@FireMoth
Could you verify your link plz(we dont see the image:))
_________________ -1st Rear Admiral Ceridan
stuck in Univercity limbo
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2004-02-16 18:13  
I was trying to recapture Ocotat from the k'luth, and I unloaded 4 Veteran infantry on the planet. They landed, and it only showed one inf on the planet. I loaded it back up, and then it disappeared altogether.
Also: I spawned a station at the shipyard at Earth, and what do you know it's heading 3gu straight towards Luna. I don't have the maneuverability to turn or decelerate fast enough, so I crash into the planet.
I suggest ships spawn out of the yards STATIONARY.
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bobamelius2000@yahoo.com
Sig hosting available
[ This Message was edited by: Bobamelius on 2004-02-16 18:16 ]
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Vinco Fleet Admiral Galactic Navy
Joined: August 31, 2001 Posts: 939 From: Too Close for Comfort
| Posted: 2004-02-16 18:27  
When exiting a system gate using the new rudder system (course setting), your previously set course is still set when you exit the gate.
Scenario:
heading into gate at 0 heading
go through gate
leave gate at 95 heading
Navigation is still set to 0
It doesn't turn immediately, but it does if you attempt to set a new course.
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Vinco
In Another Place
Honor is all.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2004-02-16 18:43  
i was with bob on this one..
can stations please be set to auto orbit the planet it spawns at..
also just like to say
THANK YOU FAUST
for making the mv a lot more fun....
for the first time i felt a shiver every time the tranny jumped in incase it was a bug...
also the gang couldnt take more than 20 armour off me at one time...and i wasnt repairing...smith will confirm this...
and the server spams the status of ALL planets
but yeh
ty faust..it owns
plus i like the new send fleet..doesnt spam so much....
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Tellaris Grand Admiral Galactic Navy
Joined: April 30, 2002 Posts: 830 From: Land of Chocolate
| Posted: 2004-02-16 19:28  
Here is a simple trick: Anything traveling at 3 gu or slower will instantly stop as soon as you click a planet and then the "O" button.
_________________ Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2004-02-16 20:52  
Also, the amount of hydrogen needed for a Elite Assault Dreadnaught from a shipyard is wrong (150 appears to be required, but an average dread requires 1400 metals).
Edit: Added numbers
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| [straylight run] | [Galactic Navy] |
[ This Message was edited by: Sopwith Camel {C?} on 2004-02-16 21:24 ]
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Fleet Commander, Galactic Navy
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-16 23:51  
Quote:
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On 2004-02-16 11:38, FireMoth wrote:
trade routes in F2 screen
why are some rendered as green lines (see img below, circled in yellow) and why do the same lines tend to change colors (red, blue, green, brown, yellow, etc in no particular order)
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My theory is that the color is somehow related to what resource the transport is shipping. However, I have no evidence, so it could just as likely be random.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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4cemje Cadet
Joined: August 25, 2002 Posts: 211
| Posted: 2004-02-16 23:54  
Some Roid bugs
-Indivdual asteroids orbit paths show up on Nav map. Gets kinda annoying cause there are so many of them.
-Asteroids are industructable by means of normal weapon fire, may or may not be bug. Weapons fire does not nudge an asteroid.
-The act of tractor pushing or pulling an astoriod into a planet i.e. Demerat can totally destroy its pop(drops to 0) and most of its buidlings. This seems to be kinda bugged if you can't destroy asteroids with weapons fire yet one tractor beam can turn them into planet killing nukes that can't be shot down. Tractor scouts could rule MV with these roids.
-Also asteroids are highly damaging when touched, which is fine by me, but I would like to be able to shoot them out of my way if possible.
[ This Message was edited by: 4cemje on 2004-02-16 23:58 ]
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tomcat Cadet
Joined: December 31, 2003 Posts: 24
| Posted: 2004-02-17 06:53  
i travelled from 1 sys to the next one and it took 1 hour !!?? for the server to update the nametags lefthand side on the navmap (still looked at the names of the previuos one).
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