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Home » news » forums » Space Empires V » Space Empires V FAQs

No bugs in 1.71 at all?

BlueTemplar's picture
Submitted by BlueTemplar on Tue, 2008-05-13 03:48. Space Empires V FAQs

Could someone update this page please?

http://wiki.spaceempires.net/index.php/Known_Bugs_(SEV)

I'd like to know what I'm up to before starting a new game...

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BlueTemplar's picture

Re: No bugs in 1.71 at all?

Submitted by BlueTemplar on Tue, 2008-05-13 03:50.

Damn forum...

Here's the right link:

[url=http://wiki.spaceempires.net/index.php/Known_Bugs_(SEV)]SEV Known Bugs[/url]

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Re: No bugs in 1.71 at all?

Submitted by Randallw on Tue, 2008-05-13 04:00.

It looks like I have to register to edit the page. Rather than do that I can tell you two things I found out about firsthand.

1. Carriers only launch fighters once a turn. I had a carrier launch fighters but they didn't make it into battle before it finished. They were then stuck on their carrier when enemy reinforcements detroyed it.

2. You can't unmothball. In one game I have some expensive ships I mothballed while I didn't need them. Now they're stuck.

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BlueTemplar's picture

Re: No bugs in 1.71 at all?

Submitted by BlueTemplar on Tue, 2008-05-13 04:59.

How's that not a bug?

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Re: No bugs in 1.71 at all?

Submitted by marhawkman on Tue, 2008-05-13 05:02.

#1 is not a bug. It's a feature introduced to reduce the brokenness of fighters. All units can now only be launched once per turn.

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BlueTemplar's picture

Re: No bugs in 1.71 at all?

Submitted by BlueTemplar on Tue, 2008-05-13 06:02.

That's a weird limitation... surely there's plenty of ways to descrease the fighter's power (like in Balance Mod?) instead of this kind of artificial limitation. I'm sure we'll have problems because of this "fix"...

Does it apply to the fighters or to the launcher? In other words does it mean that you can't launch the same fighter several times per turn from any launcher, or you can't launch from the same planet/carrier several times per turn?

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Mod Designer

Re: No bugs in 1.71 at all?

Submitted by Fyron on Tue, 2008-05-13 13:45.

It had nothing to do with power, but with the abuse of teleporting fighters across the map by launching them, moving them, then recovering and launching by a different carrier (which restores full movement for the fighter). A better fix would have been to keep track of movement expended this turn when they are recovered by a carrier, but that's not what MM did.


SpaceEmpires.net | Space Empires Wiki

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benc's picture

Re: No bugs in 1.71 at all?

Submitted by benc on Tue, 2008-05-13 14:32.

that is simple, but not careful move of MM...

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Re: No bugs in 1.71 at all?

Submitted by Jozsf on Tue, 2008-05-13 17:15.

It is actually terrible since the AI will attack the same sector (especially warp points) several times during 1 turn, and the fighters get launched on the 1st attack (needed or not), then are stuck on the carrier until next turn.

It is a terrible limitation for PBW or PBE since any attacker can attack, get their enemy to launch their fighters, then retreat, and then launch the main attack, and the defending fighters are stuck on their carriers.

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Re: No bugs in 1.71 at all?

Submitted by marhawkman on Wed, 2008-05-14 05:59.

Can't you turn off auto launch?

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BlueTemplar's picture

Re: No bugs in 1.71 at all?

Submitted by BlueTemplar on Wed, 2008-05-14 08:10.

Quote:
but with the abuse of teleporting fighters across the map by launching them, moving them, then recovering and launching by a different carrier (which restores full movement for the fighter)

But you coulnd't do that anyway in simultaneous games since it's the speed that is important, not movement!!! And it's even better to have this "bug" in turn based single player, since if you don't exploit it, but the AI uses it, it gives him a new advantage!

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Re: No bugs in 1.71 at all?

Submitted by Slimbo on Wed, 2008-05-14 09:00.

Not being able to unmothball is the worst bug in 1.71 imho.

~Slimbo

Everything that has transpired has done so according to my design...

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Re: No bugs in 1.71 at all?

Submitted by capnq on Thu, 2008-05-15 06:49.

BlueTemplar wrote:
Quote:
but with the abuse of teleporting fighters across the map by launching them, moving them, then recovering and launching by a different carrier (which restores full movement for the fighter)

But you coulnd't do that anyway in simultaneous games since it's the speed that is important, not movement!!! And it's even better to have this "bug" in turn based single player, since if you don't exploit it, but the AI uses it, it gives him a new advantage!

The AI isn't smart enough to coordinate ship movements that well.

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

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Mod Designer

Re: No bugs in 1.71 at all?

Submitted by Fyron on Thu, 2008-05-15 12:19.

BlueTemplar wrote:
But you coulnd't do that anyway in simultaneous games since it's the speed that is important, not movement!!!
...what? Regardless of how you are misinterpreting this, there was an exploit, and Aaron closed it. Its not the best way to have gone about it, but it is the explanation for what we have.


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: No bugs in 1.71 at all?

Submitted by BlueTemplar on Thu, 2008-05-15 13:27.

Well, I know that in simultaneous games, one turn is separated in 30 days. Ship movement points are divided by 30 and the ship moves one hex when a day is reached when a new entire number is reached.

For instance, if the ship has 12 movement points per turn:
12/30=0.4
It will move (and use abilities) on days :
3 5 8
0.4 0.8 1.2 1.6 2 2.4 2.8 3.2

Therefore in simultaneous games it doesn't help you to "refill" your movement points - it's the speed (0.4/day) that is important.

So if you get a fighter's group movement points refilled on day 27, if the fighter has 15 movement points, it will not move farther than if he wasn't "refilled": he won't have enough time.
27 28 29 30
0.5 1 1.5 2

I think that's also why Emergency Propulsion doesn't work in simultaneous, and ships with 3n+1 speed lose 1 movement point (for instance 13/30=0.433 0.433*13=12.99 rounded to 12)
Or why planets and fixed construction yards build things after the other ships have moved - with 0 movement points they are activated on the last day.

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