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Home » news » forums » Support & Feedback » Bug Reports

v1.63 bugs...

Submitted by Gideon on Sun, 2007-11-18 14:49. Bug Reports

If you colonize a planet with Ruins, you get a special tech or an increase in tech.

Abandon the colony the same round you colonized it.

It will still have the ruins icon on it, and presumably, will give you another special tech/tech increase when you colonize it again.

‹ [SE5 v1.63] [BM v1.11] Sharing Communication Channels [1.58][BM 1.10] Mines out past the system ›
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Mod Designer

Re: v1.63 bugs...

Submitted by Gideon on Sun, 2007-11-18 14:50.

Just had a ship engage a satellite. The satellite had 2 level 5 Organic Armors on it.

Every time the ship hit the satellite, the satellite's armor went down, and its HULL went UP.

When the ship wasn NOT shooting the satellite, but the satellite had damage to only its armor, its armor would go UP but its HULL would go DOWN.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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MasterChiToes's picture

Re: v1.63 bugs...

Submitted by MasterChiToes on Tue, 2007-11-20 19:51.

V1.63: the Colonies page does not sort the colony list properly when a column header is pressed.

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Re: v1.63 bugs...

Submitted by coreymas on Tue, 2007-11-20 20:20.

I have noticed that Orders for my ships are being cleared after a turn is processed. Specifically when i issue the Sentry command. Sometimes the Sentry command is not even accepted.

Corey

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BlueTemplar's picture

Re: v1.63 bugs...

Submitted by BlueTemplar on Tue, 2007-11-20 20:36.

Check if there are enemies present in the system... can the presence of cloaked ships be detected that way?


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MasterChiToes's picture

Re: v1.63 bugs...

Submitted by MasterChiToes on Thu, 2007-11-22 00:20.

v1.63: ruins symbol remains on a colonized planet. (once on over 200 worlds... not sure how it happened.)

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BlueTemplar's picture

Re: v1.63 bugs...

Submitted by BlueTemplar on Thu, 2007-11-22 02:51.

Did you get the tech? Sometimes you have to colonise twice to get it.


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MasterChiToes's picture

Re: v1.63 bugs...

Submitted by MasterChiToes on Thu, 2007-11-22 18:39.

Didn't check... often I have so much tech, I get nothing from ruins.

v1.63
The AI can offer treaties with no elements, but the player is required to have at least one treaty element.

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Re: v1.63 bugs...

Submitted by obliwobly on Fri, 2007-11-30 12:58.

newly made fighters launching into existing fighter group at a planet do not get supplies and ordnance, the new group has only the supplies and ordnance of the original group unless you bring the old group in first then launch them all from scratch

when you try to add cargo to fighters launched into an old group, the totals for supplies and ordnance show as full eg 240/240 but when you add stuff the total goes up (edit to correct report) to the maximum eg +100 = 340/800

if you highlight one fighter group over a planet you do not get cargo arrows command option, you have to select the planet which is clearly nonsensical, also fighters in space you have to select two or more groups to get cargo option and then shift ships from left to right to make tranfer once you have the cargo box up

if fuel supplies on board a ship goes to zero, ship movement reduces to one, if supplies are returned to the ship the movement remains one for the rest of that turn. this problem has additional effect of causing extra turn required to upgrade engines, as supplies go to zero when engines are replaced and the next turn movement remains zero as the turn starts with zero movement, if the the shi has partial movement say 7/7 and engines are fully repaired next turn, movement remains 7/13 for that turn, this seems to be bug as it is non intuitive, why should engines not work if they are repaired and have supplies?

in battle screen if you select multiple ships and one of them does not have a weapon the cancel firing orders button is grey (not accessible) only way to get it is select only the ships with weapons, [is there some way to deselect from groups? I cant do this yet] this is wrong logic, if any ship in a group has a weapon then cancel firing orders button should be available, particularly bad with fighters, you may have a group of 100 and one of them has no gun because of damage and you cannot tell them to cease fire

also, between rounds of battle in the same turn a fighter can change orientation, so it faces 180 degrees opposite to the orientation at end of last round, this means that, if it is being chased and using range advantage of better gun / civ / scanner, it will lose time in the persuit as it runs round and can come into range of persuers, this just happened to me! but it is a bug, not a dice roll, as you can set orientation in friendly sectors

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Re: v1.63 bugs...

Submitted by malakar on Sun, 2007-12-02 11:08.

I am having the same problem and I have only added one shipset. It takes 5 minutes to process the turn and then it only completes 50 to 30 percent of turns then I have to close and restart to attempt again. This is very frustrating. In the past bugs could be worked around but I cannot play the game. Please advise where to send a copy of the saved game to and advise which of the patches had the fewest crash issues. I was running with 1.44 or .45 without any more than a few quirks and the rare crash. Again this is more than a bug to the people who have it it is a gamekiller.

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