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

1.35 bug list

crazydog's picture
Submitted by crazydog on Fri, 2007-05-11 10:15. Space Empires V General

Sorry people, but the direct draw bug still exist in 1.35.

‹ Ok starting up a new game help me with my Empire setup PLEASE!! Research is too CHEAP ›
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Thy Reaper's picture
Mod Designer

Re: 1.35 bug list

Submitted by Thy Reaper on Fri, 2007-05-11 16:45.

Have I missed something? Direct Draw bug?

-----
Space for rent - please contact owner

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crazydog's picture

Re: 1.35 bug list

Submitted by crazydog on Fri, 2007-05-11 16:50.

'DirectDraw out of memory error'. It specifically blames skyboxemptyspace.bmp,

It appears in BM 1.05 and 1.06 and FQM 7,8, and 10.
Exist in 1.25, 1.33 and now in 1.35

Don't know if appears in stock....

Reported to Aaron and Kwok.

Probably one of the memory leak bugs not yet fixed.

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Re: 1.35 bug list

Submitted by Helker on Fri, 2007-05-11 17:13.

I didn't have problems so far with 1.35, but "Militians" troops (the ones defending planets with just population) are without weapons... Stock version.

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BlueTemplar's picture

Re: 1.35 bug list

Submitted by BlueTemplar on Sun, 2007-05-13 07:42.

You still can not set ship order in fleets. This is maybe not a bug, but it's a lack of feature which makes the whole fleet system not nearly as useful as it should be.

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Re: 1.35 bug list

Submitted by bernie303 on Sun, 2007-05-13 19:19.

Helker wrote:
I didn't have problems so far with 1.35, but "Militians" troops (the ones defending planets with just population) are without weapons... Stock version.

I attacked the a.i. and it had one armor and one weapon. His armor was low and was easily defeated. The a.i. compensated by putting all armor 4 in this case but leaving out any weapon the next time I attacked. The a.i. needs scripting where it must have weapons in its builds.
Also the a.i. likes to install combat sensors on ships with no weapons, like on freighters.

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BlueTemplar's picture

Re: 1.35 bug list

Submitted by BlueTemplar on Mon, 2007-05-14 07:25.

Right-clicking on a DUC (to see it's properties) on a weapon platform in combat simulator crashes the game.

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largedarryl's picture

Re: 1.35 bug list

Submitted by largedarryl on Mon, 2007-05-14 09:08.

With 1.35 i've noticed many times that satellites have been built with 3-4 basic sensors. Don't know if thats anything new, but I don't recall seeing satellites with only sensors.

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Strategy items not working properly or at all

Submitted by glockgemini on Mon, 2007-05-14 10:20.

v.35 BM 1.06
The ability to change items in the strategies has been fixed but the one I tried for Planets with Colonies to attack until all weapons are gone just glasses the planet. I changed all the Strategies to do the above. I don't think there were weapons on the planet down to the last population unit (they started out with 5000M or more) on two different colonies.

Its nice that it can be adjusted. It would be nicer if the settings were actually employed. It worked fine on v.25 BM 1.04 except that the unneeded combat ships would then try to flee the hex, leaving the troop transport unprotected. Can't have everything, I guess.

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BlueTemplar's picture

Re: 1.35 bug list

Submitted by BlueTemplar on Mon, 2007-05-14 13:12.

Doesn't all weapons gone apply only to the attacking ships?

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Re: 1.35 bug list

Submitted by Olly on Tue, 2007-05-15 07:45.

Some problems:
1: stayed the problem, when I want to attack something my fleet may attack anything before reach the target.
2: when I attack a mine field defend planet the end of the battle my ships are retreating, because there are some stayed mine.
3: Anybody seen a attack able drone design by computer?
4: 1.33 or 1.35 version we see, the ruin stayed in the planet after colonization. Why? There are doubled ruin?

Olly.

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Shrike's picture
Mod Designer

Re: 1.35 bug list

Submitted by Shrike on Tue, 2007-05-15 08:54.

Yup, got it as well. I've added 3 screen shots with some more info on the message and the state of my machine at the time.

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cordas's picture

Re: 1.35 bug list

Submitted by cordas on Tue, 2007-05-15 13:27.

I am unable to change any of the settings that require you to use menu's such as changing screen size.. has anyone else had this problem?

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Re: 1.35 bug list

Submitted by WanderDaekar on Tue, 2007-05-15 18:00.

I had some difficulty myself, but then on a lark, I tried doing what it should be doing, and it did fine. No, that doesn't make sense yet. Laughing out loud

I found in trying to change the game setup, such as resolution or hardware card, things like that, when trying to do so it does not indicate when you click something. Apparently, it works fine, you just can't tell without knowing what you set. If you are careful to select your options, it should work fine. It doesn't highlight the text when you select it or open the menu, and it threw me off at first, so it could be the same thing.

If it's something else, I can unfortunately offer no assistance.

Another problem I have is for some reason the title screen causes my mouse to slow down drastically and jump around when I move it. Input is fine, but response is severely slow and choppy. Soon as I open a menu or quit, it is fine though. Just the title screen causes problems.

"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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BlueTemplar's picture

Re: 1.35 bug list

Submitted by BlueTemplar on Tue, 2007-05-15 18:04.

I have the same thing for the ship detail screen (the first you get when you right-click on it) with all the components: the frame rate goes down to 3-5 fps.

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se5a's picture
Mod Designer

Re: 1.35 bug list

Submitted by se5a on Wed, 2007-05-16 03:28.

cordas wrote:
I am unable to change any of the settings that require you to use menu's such as changing screen size.. has anyone else had this problem?

Are you sure you're running 1.35? this bug was fixed...

-----
an se5a is a ww1 fighter, it is also a car.

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cordas's picture

Re: 1.35 bug list

Submitted by cordas on Wed, 2007-05-16 05:00.

se5a wrote:
cordas wrote:
I am unable to change any of the settings that require you to use menu's such as changing screen size.. has anyone else had this problem?

Are you sure you're running 1.35? this bug was fixed...

-----
an se5a is a ww1 fighter, it is also a car.

*DOH* I had downloaded the patch, but then due to failure of my GPU and buying a new one and monitor I hadn't installed the patch.....

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Re: 1.35 bug list

Submitted by Holodmer on Wed, 2007-05-16 08:15.

here a list of bugs I noticed in 1.35

- Multiplayer TCP Sim. Turns: First Game Turn locks if you generate the Galaxymap in GameOptions

- Multiplayer TCP Sim. Turns: If someone plays on the Host PC, this person needs to end his Turn before everyone else (otherwise their commands wont execute)

- Multiplayer TCP Sim. Turns: in order to load population to your Transports/Colony Ships, "T" for transfer cargo wont be executed, however using "O" load Remote ... works

- I figured out SEV dosnt work with Multi-CPU Systems. That leads to the problem, if you have a Intel CPUs with Hyper-Threading, it only uses half your CPU Power.
You can fix that by disabling Hyper-Threading in your Bios, however the game should work with both as Hyper-Threading and Multi-Core CPUs arent realy uncommon anymore since the new century (you know I mean the year 2000 )

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Singularity's picture

Re: 1.35 bug list

Submitted by Singularity on Wed, 2007-05-16 09:04.

Expected results of techs aren't updated when those techs are received from trade. In my example, I received Military Science level 1 and still showed Defense Systems and Torpedo Weapons as expected results.

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Re: 1.35 bug list

Submitted by MRing on Wed, 2007-05-16 17:04.

BlueTemplar wrote:
I have the same thing for the ship detail screen (the first you get when you right-click on it) with all the components: the frame rate goes down to 3-5 fps.

Glad to see I'm not the only one with framerate problems.

Latest drivers from nvidia introduced white flashing in the game, which had gone away with a driver set released a month or two ago. I'm thinking it's not Aaron's fault (fault as in blame, but perhaps he could fix it somehow), and have been continuously submitting bug reports to nVidia to try to spur them to fix whatever may be wrong.

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Re: 1.35 bug list

Submitted by Gusset on Wed, 2007-05-16 17:15.

Holodmer wrote:
- I figured out SEV dosnt work with Multi-CPU Systems. That leads to the problem, if you have a Intel CPUs with Hyper-Threading, it only uses half your CPU Power. You can fix that by disabling Hyper-Threading in your Bios, however the game should work with both as Hyper-Threading and Multi-Core CPUs arent realy uncommon anymore since the new century (you know I mean the year 2000 )

Help me out here understanding what you just said if I need it, but are you certain of this? I've been using a Core 2 Duo setup to play, and have had no issues. Admittedly I'm no expert on this sort of stuff, so perhaps I need some educating, but my workstation is running it fine.

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Thy Reaper's picture
Mod Designer

Re: 1.35 bug list

Submitted by Thy Reaper on Wed, 2007-05-16 17:51.

This problem isn't unique to SE:V, it's shared by a great number of programs, even current ones. Multi-threaded programming isn't as intuitive as single-threaded programming, but MM is working on it. It may be implemented within a few months.

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Space for rent - please contact owner

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Re: 1.35 bug list

Submitted by Holodmer on Thu, 2007-05-17 02:37.

Gusset wrote:
Help me out here understanding what you just said if I need it, but are you certain of this? I've been using a Core 2 Duo setup to play, and have had no issues. Admittedly I'm no expert on this sort of stuff, so perhaps I need some educating, but my workstation is running it fine.

a Intel Duo-Core CPU shows as 2 CPUs in Windows, if a programm cant handle multi CPU Cores it will only use 1 of them to their max, leading to the programm only using 100% CPU power of 1 of your CPUs.

this means your having your PC being 50% idle, you can watch this if you open Task-Manager during game processing, you will see 1 of your CPUs being at 100% and the other at 0%

if you turn off Hyper-Threading in Bios (which leads to your CPU only showing as 1 in Windows) it will almost double your turn processing speed

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se5a's picture
Mod Designer

Re: 1.35 bug list

Submitted by se5a on Thu, 2007-05-17 03:36.

in the space empires V/Data folder, open the settings.txt

edit this line:
Support Multithreading := FALSE
to be TRUE.
see if it helps.
(the line is third down from the top)
-----
an se5a is a ww1 fighter, it is also a car.

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Re: Strategy items not working properly or at all

Submitted by Dvoongar on Thu, 2007-05-17 05:15.

glockgemini wrote:
v.35 BM 1.06 The ability to change items in the strategies has been fixed but the one I tried for Planets with Colonies to attack until all weapons are gone just glasses the planet. I changed all the Strategies to do the above. I don't think there were weapons on the planet down to the last population unit (they started out with 5000M or more) on two different colonies.

Its nice that it can be adjusted. It would be nicer if the settings were actually employed. It worked fine on v.25 BM 1.04 except that the unneeded combat ships would then try to flee the hex, leaving the troop transport unprotected. Can't have everything, I guess.

The transmission seems to be out on this menu.

This is so with the retreat options in the strategies. Ships set to retreat when damaged or when enemy strength is x% continue to fight until all weapons are lost. Out of at least 40 battles, I've seen 2 or 3 actually leave when they should. This may be due to morale or the retreat strategies may be working in a vanishingly small percentage of cases.

I thought perhaps ships were allowed only one retreat parameter, and I set the retreat when weapons gone to False. This didn't help at all. I can find no work-around.

A good feature would be to have a retreat to border and loiter until threatened. I don't know if the retreat to planet or retreat to base are working - haven't tested them intentionally, although I did have some ships set that way for a while.

Edit: Ships are not retreating per menu settings in either BM or stock 1.35.

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Re: 1.35 bug list

Submitted by Dvoongar on Sat, 2007-05-19 16:37.

In my current 1.35 stock game, I've had two reports so far that one of my ships has been damaged by a bomb. I go to the ship, and it's not damaged.

Either this is a bug, or my enemy has tech zero in ship sab and it's supposed to do nothing at tech zero.

The rest of the dirty deeds seem to be working fine so far.

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Re: 1.35 bug list

Submitted by Olly on Tue, 2007-05-22 10:00.

Some problems

- A few times I saw: I had a battle, but later I see the Ordance not decreased (stand the maximum value).
- The fleet name generation stop after "Alfa Eta fleet", drop "Beta fleet" many times, and later drop "Gamma fleet".(I not try after this)
- Under turn begin movement the ship maybe see an enemy ship and turn back, I seen a situation: two warp is blocked, and my ship is move there and back while his movement is lost. What may I do?

Olly.

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Re: 1.35 bug list

Submitted by capnq on Tue, 2007-05-22 12:49.

Dvoongar wrote:
In my current 1.35 stock game, I've had two reports so far that one of my ships has been damaged by a bomb. I go to the ship, and it's not damaged.
That may not necessarily be a bug. In SE IV, you would get reports whenever a ship was damaged, but if the total damage wasn't enough to destroy a component, you'd not see any damage. That may not have changed in SE V.

"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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largedarryl's picture

Re: 1.35 bug list

Submitted by largedarryl on Tue, 2007-05-22 13:26.

Quote:
- Under turn begin movement the ship maybe see an enemy ship and turn back, I seen a situation: two warp is blocked, and my ship is move there and back while his movement is lost. What may I do?

This is a big problem that could be dealt with by having a "remembered" FOW. Currently this is crippling to the ai because once a planet is out of sensor range, they think it can be colonized and will send a colony ship. I think that a remembered FOW that has been mentioned in another thread would deal with this problem.

I have actually changed the options so that you don't need sensors (can see all sectors) so the ai can actually have a chance. I have found in my most recent game that the ai seemed a little more challenging in this case.

IMHO, the biggest detriment to the ai is the current FOW system and how the ship ministers are not capable of "remembering" what is where.

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Re: 1.35 bug list

Submitted by Olly on Thu, 2007-05-24 09:42.

Sorry,

This is not a bug, but this is bother me:
When I over researching something, why not change the "1 turn" text to "2/turn" or like this. I think, there is not too difficult to combine the over researching and that technology's max. level.

Olly.

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Re: 1.35 bug list

Submitted by Olly on Wed, 2007-05-30 09:48.

May I ask it: when an Empire has no planet and no ship with Colony Modul or troop cargo, please remove this Empire from the game!

Olly.

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Skullsplinter's picture

Re: 1.35 bug list

Submitted by Skullsplinter on Tue, 2007-06-12 05:30.

Can we come to some sort of consensus about testing for bugs in stock and BM? I thought the "all armor" bug on troops was fixed in BM. Have to check by running a*nothe*r game. And is the BM really an attempt to redress the stock AI, as claimed in "SEV 1.33-worth getting" or is it just an ex official Mod?

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Skullsplinter's picture

Re: 1.35 bug list

Submitted by Skullsplinter on Tue, 2007-06-12 05:32.

Can we come to some sort of consensus about testing for bugs in stock and BM? I thought the "all armor" bug on troops was fixed in BM. Have to check by running a*nothe*r game. And is the BM really an attempt to redress the stock AI, as claimed in "SEV 1.33-worth getting" or is it just an ex official Mod?

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Ichinin's picture

Re: 1.35 bug list

Submitted by Ichinin on Tue, 2007-06-12 07:11.

Olly wrote:
May I ask it: when an Empire has no planet and no ship with Colony Modul or troop cargo, please remove this Empire from the game!

Olly.

I second this. To extend this idea further: You could also make the empire die and make the units derelict (i.e. for taking with ship capture) or have them join up with someone.

--------------
What the duck?

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Antarian's picture

Re: 1.35 bug list

Submitted by Antarian on Tue, 2007-06-12 15:14.

Here are some, apologies if duplicate:

1. Fleet AI strategies. The strategy that makes your fleet attempt to disengage every time you try to land troops is EXTREMELY ANNOYING!!! I have been patiently herding them back each time manually, but my patience WILL wear out. Fleets should NOT disengage, under ANY circumstances other than they are too damaged to fight.

2. Just saw this last night. Attacking a planet with a single ship, chose strategic resolution for combat, the planet frikken started MOVING in the sim, trying to get away from the shiP!!!!

The ship was faster, thank god, and caught it and killed it. Man, talk about a Monty Python moment!!!

3. (Minor). When you rename something, it doesn't change the name right away in the display. You have to click something else, and click the renamed object again to see it's new name.

All that is done before the naked stars is remembered

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Re: 1.35 bug list

Submitted by gnosis on Tue, 2007-06-12 18:06.

hmmm looks like you have repulsors on your ships.

I guess the repulsor/tractor beams working on planets isn't fixed yet?

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Re: 1.35 bug list

Submitted by tykemalcolm on Tue, 2007-06-12 22:12.

I can't even get a game going.
I can set up the game and start it.
However, when I begin playing, and I try to set a production queue - for instance - when I click the "close" button, the whole game minimizes.
Only option then is to close the game.
I am running Athlon XP 2800+
1 GB RAM
250GB drive.
Windows XP Pro SP2 + all updates.
Nvidia Ge Force FX5500 + 256MB.
Has only been happening since 1.35 was installed. Prior patches were not a problem.

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Antarian's picture

Re: 1.35 bug list

Submitted by Antarian on Wed, 2007-06-13 15:03.

Fighters can invade and conquer planets.

This is a bug. I know people like to have them during the assault, but they should not be able to conquer the planet by themselves.

As any grunt will tell you, only 'boots on the ground' take turf, not Starbuck and Apollo landing in their Vipers with laser pistols drawn, to cheering crowds of large breasted blonde women.

All that is done before the naked stars is remembered

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Antarian's picture

Re: 1.35 bug list

Submitted by Antarian on Wed, 2007-06-13 15:06.

Carrier loses Supply attribute.

One of my carriers no longer displays a Supply section in the transfer screen. I can make supplies 'disappear' from my other ships in the same hex by trying to transfer supplies to the carrier, but they never show up for the carrier and the carrier continues to display zero supplies (and no area below to show the supplies, like ordinance).

All that is done before the naked stars is remembered

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se5a's picture
Mod Designer

Re: 1.35 bug list

Submitted by se5a on Thu, 2007-06-14 01:30.

fighters beign able to take planets is not a bug, it's a feture. you can easly mod it out if you so wish.

-----
an se5a is a ww1 fighter, it is also a car.

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Prankowski's picture

Re: 1.35 bug list

Submitted by Prankowski on Fri, 2007-06-15 02:09.

don´t know if it´s a new bug but my searches didn´t find it so i just post it....

when you use the "fill construction queue from list" function the max number of facilities limit is not checked.

i made a queue list for a huge planet with 25 facility places and saved it.
i then mistakenly used it on a large planet with 20 facility places and it filled the queue with 25 facilities.
don´t know if there may be a warning when the 20th facility has been constructed (just found that bug so i need some turns) but i guess not.
the same also works on medium and small planets.

can anybody confirm this bug?

happened to me in SEV 1.35 and with BM 1.08 in a new game.

Prankowski

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Captain Kwok's picture
Mod Designer

Re: 1.35 bug list

Submitted by Captain Kwok on Sat, 2007-06-16 22:06.

It won't build them and I believe this bug is fixed in the latest beta.

-----

Space Empires Depot | SE:V Balance Mod

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Prankowski's picture

Re: 1.35 bug list

Submitted by Prankowski on Sun, 2007-06-17 05:09.

yup, i yesterday played till i reached the limit and then get an error in the news that there is no more space available at the planet.

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Re: 1.35 bug list

Submitted by suprnova74 on Mon, 2007-07-02 17:03.

Intel operations are still performed even if you have zero points allocated. I have 5 communications channels with various races. All but one have zero points allocated towards ops however I still obtain espionage reports regarding the races with zero points allocated every turn.

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