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Home » news » forums » Space Empires V » Space Empires V General

New Bug and Torpedo stuff

Submitted by goodship01 on Tue, 2007-02-13 08:40. Space Empires V General

I have found a new bug related to naming of ships

When i tried to retrofit a ship, it won't allow me to do so because my new ship design costs 50% more than the current hull. And that's normal.

But when i tried to build a new ship. I scrap the old one with the old name (like CVE 12 Copahee) (because it's useless to me now). Then i rename the new one with the old name. And move it to the place where the old ship is scrapped. It immediately changes the ship back to its original class design.

I dunno if u had such a problem.

And for the torpedo stuff, don't allowed three different types of torpedoes for the same tech level. It sucks and people are gonna concentrate on using one only. What's the point of using three different types of torpedoes when one is superior than the other.

‹ SE:V Changelog v1.27 One-way treaty clause bug? ›
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pikcachu20's picture

Re: New Bug and Torpedo stuff

Submitted by pikcachu20 on Tue, 2007-02-13 09:03.

Honestly I always just upgrade my designs, so I will test what you said out later.

As for the torpedo disccusion it has been beat to death in three or four other threads in this forum.

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Re: New Bug and Torpedo stuff

Submitted by evilginger on Tue, 2007-02-13 10:33.

re torpedoes as said has been done to death multiple times and Its Badgers pet topic mentioning it encourages Badger....

and well dont do that if you value your sanity NUF Said

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pikcachu20's picture

Re: New Bug and Torpedo stuff

Submitted by pikcachu20 on Tue, 2007-02-13 10:35.

Be nice to poor Badger, he's having a rough day with the torpedos adn missiles finding there way to his Bader hole

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Re: New Bug and Torpedo stuff

Submitted by evilginger on Tue, 2007-02-13 10:47.

I know but Badger Bating is sort of a traditional sport on KZIN.

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pikcachu20's picture

Re: New Bug and Torpedo stuff

Submitted by pikcachu20 on Tue, 2007-02-13 13:37.

Poor Badger

I do need the mittens though

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Badger's picture

Re: New Bug and Torpedo stuff

Submitted by Badger on Tue, 2007-02-13 13:54.

You two both take after your mother,
The Source of All That Is Truly Evil -- HellNo Kitty.

Yep, i HAD to read the post, and yes I am VIBRATING in place trying not to post links..

must....
not....
ad - ver ---- tiiiise.

the pain, the pain.

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Atrocities's picture
Mod Designer

Re: New Bug and Torpedo stuff

Submitted by Atrocities on Tue, 2007-02-13 13:55.

Quote:
But when i tried to build a new ship. I scrap the old one with the old name (like CVE 12 Copahee) (because it's useless to me now). Then i rename the new one with the old name. And move it to the place where the old ship is scrapped. It immediately changes the ship back to its original class design.

That would be a bug. Do you have a save game? If so send it along with a detailing of the problem to Aaron.

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pikcachu20's picture

Re: New Bug and Torpedo stuff

Submitted by pikcachu20 on Tue, 2007-02-13 14:31.

Badger wrote:
You two both take after your mother, The Source of All That Is Truly Evil -- HellNo Kitty.

Yep, i HAD to read the post, and yes I am VIBRATING in place trying not to post links..

must....
not....
ad - ver ---- tiiiise.

the pain, the pain.


ROFL - Hey I never saw this flag as offensive button.....

There's trouble in the making...

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Badger's picture

Re: New Bug and Torpedo stuff

Submitted by Badger on Tue, 2007-02-13 14:37.

i was wondering about that, too -
i think the trouble is already made, now we just have to see where it lands

****scrambles off to install PointDefense AutoCannoons on Den***

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pikcachu20's picture

Re: New Bug and Torpedo stuff

Submitted by pikcachu20 on Tue, 2007-02-13 16:25.

Be very very quiet it is Badger hunting season.

-God I'm drunk now

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Mod Designer

Re: New Bug and Torpedo stuff

Submitted by CP1985 on Thu, 2007-02-15 00:34.

I dont know if anyone mentioned this yet but I took a look at the Quantum torpedo. There is a typo that prevents the Requirement "at least tech level 1 in quantum engines". In the # of requirements field, it should be set to 2 instead of 1. So it appears that having anti - matter and quantum torpedoes at the same time was unintentional.

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Re: New Bug and Torpedo stuff

Submitted by WanderDaekar on Thu, 2007-02-15 22:59.

How does one fix that then? What files need a quick tweak to fix it?

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Kato's picture

Re: New Bug and Torpedo stuff

Submitted by Kato on Fri, 2007-02-16 08:56.

Edit the components.txt file and locate "Quantum Torpedo". Set the "Number of Requirements" value to 2 (currently it's set to 1). But you have to add another line for the second requirement in Quantum Engine level. Of course if you do this, you'd have to also edit the requirements for Anti-matter Torpedos. Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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