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

Known SE5 v1.74 Bugs

Captain Kwok's picture
Submitted by Captain Kwok on Sat, 2008-07-12 15:31. Space Empires V General

Greetings.

I thought it would be nice to have a succinct listing of known bugs in v1.74 so they can be fixed for the next update. If you have a bug to report, provide the basic details of the bug, note if its repeatable, and if you can produce a save game.

Let's try to avoid side discussions on particular bugs or AI/Data file issues.

‹ Ringworld / Sphereworld Hows the current AI? ›
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Isopsyco's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Isopsyco on Sat, 2008-07-12 16:34.

I reported this one already to MM but I'll post here to see if anyone else has this problem (some have already reported in the BSG forum).

Custom shipsets (so far all that I've tested) not displaying correctly (invisible in any viewer mode). When a random AI empire creates a design or an actual ship it will not display in game. However, when you personally create the AI empire the ships will display (same race/empire settings/selections). Given the variables I think its a bug.

Also did a test using both at the same time (random AI and manually created AI empire), result is as above.

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Re: Known SE5 v1.74 Bugs

Submitted by Brad on Sat, 2008-07-12 16:36.

This one has been around for as long as I can remember but it's so minor I hesitate to even bring it up.

You can't move a fleet with anything else - another fleet, a ship, a unit group, anything. They just move separately. That in itself isn't really a problem, but if you attempt this the other object will actually lose a movement point.

This is fully repeatable. Just put a fleet and something else in the same sector, select them both, and issue a Move order.

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Thy Reaper's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Thy Reaper on Sun, 2008-07-13 00:03.

I had a bug where I was unable to save the game once something had occurred, but the error message gave no hint to what might've been the problem. The only thing out of the ordinary I noticed was that one of my ships had been sent out of the bounds of a system when it went through a warp point.

-----
A project a day keeps the deadline away.

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Sun, 2008-07-13 00:04.

Note: Brad's issue only seems to affect ONE of the fleets. I tried it with 4 fleets in a sector and everything but one fleet moved.

I noted one thing a day or so agao that might be a bug. I had a small group of ships parked on a WP. An enemy Carrier came through the WP. It managed to launch 2 waves of fighters before it was blown to bits.

So far so good.

Next a few of my ships arrived as reinforcements. when they arrived I noticed that there was a group of 22 fighters sitting on the WP as soon as my ships arrived they did battle with the fighters. The fighters started the battle stacked in the same "grid square".

Afterwards I checked the combat reports and noted that the two fighter groups I destroyed were NOT the same. They weren't even the same design. My theory is that when the carrier was destroyed it's cargo of fighters "survived" due to a bug. Cargo is supposed to be destroyed with the ship hauling it....

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Re: Known SE5 v1.74 Bugs

Submitted by Lucifer Domine on Sun, 2008-07-13 11:01.

Probably the issue with the fighters was due to them being in the process of launch... at the start of combat, all units are launched, there's just a delay until they appear. They were queued up to launch and not considered cargo (definitely a bug if it moved them from cargo tied to launching ship to some separate queue not linked to ship launching them), but because combat didn't last long enough for all to appear, they just appeared after combat instead of dying with the carrying ship.

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Sun, 2008-07-13 12:33.

Ships hitting minefields trigger a combat report, allowing the owner of the ships to see how many mines and enemy cloaked ships are in the sector.

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Known SE5 v1.74 Bugs

Submitted by Hellie on Sun, 2008-07-13 13:27.

After reloading a savegame cloaked satellites aren't cloaked any more. This bug existed on ships and satellites before. I guess only the ships got fixed.

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Re: Known SE5 v1.74 Bugs

Submitted by MisterBenn on Sun, 2008-07-13 18:33.

Ship designs are still on occasion being duplicated between turns.

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Re: Known SE5 v1.74 Bugs

Submitted by listerofsmeg on Sun, 2008-07-13 21:50.

When you sweep a minefield it is still marked in the system view. You have to manually toggle it off even if you have swept all of the mines.

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Cerberus's picture

Re: Known SE5 v1.74 Bugs

Submitted by Cerberus on Mon, 2008-07-14 00:24.

I have two colonies, in simultaneous game, that i cannot set the Colony Type for. Doesn't work if i click on one already on the list or make up my own. At the beginning of each turn they are always set back to nothing.

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Mon, 2008-07-14 01:41.

listerofsmeg wrote:
When you sweep a minefield it is still marked in the system view. You have to manually toggle it off even if you have swept all of the mines.
Yeah I've seen that. but it does get cleared if a ship flies in and does not encounter mines.

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Re: Known SE5 v1.74 Bugs

Submitted by Randallw on Mon, 2008-07-14 03:45.

I am in a slow/low tech game. We are up to about turn 40 but fighters are still the major form of fighting between me and my enemy. For game years he sends ship after ship into my space only for them to be destroyed by the hundreds of fighters I keep as guards. From the start it was obvious that when a carrier is destroyed it drops all its cargo ie. fighters. So the routine is that I have to destroy his carrier and then fight all the enemy fighters the next turn. Hey it's fair I think, it works both ways.

Then I introduced mines. Blowing up the enemy carrier before it even finishes appearing does destroy its cargo. However this causes another problem. As mentioned it starts a combat even though the enemy is destroyed. The enemy is left spinning around in the warp point. Since there is no actual enemy to fight I have hundreds of fighters diengaging and fleeing to the edge of the map Sad. It is easier to have them move a sector and back than move each one back into position. Last time this allowed the enemy to get in before they returned. Survivng what mines were left and showing that PD destroys mines as my mine layer launched them one by one as it fled. Granted though he split them into 3 groups, in an attempt to make it into the system, and he ran into the fighters coming back.

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TakAhLah's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by TakAhLah on Mon, 2008-07-14 05:23.

Mine causing everything to move to the edge of the system is a real pain and needs to be fixed.

There are still problems with placement of ships, sats and bases around warp points.

1. Sometimes they will auto place around the warp point but the next turn they have moved and are now defending empty space...a real pain if you have 200 sats to reposition.

2. Sats and fighters will sometimes auto place around bases and not the warp point.

In general if I place something, it should stay where I´ve put it...sats, bases, and other such things which can´t move. Ships should also stay where I´ve placed them unless combat has taken place. At the moment I have o check each turn to make sure things are as I´ve placed them and hope to God they have't moved or I'll spend 30 mins to an hour moving sats around!

I have saved games for these placement problems if needed.

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Mon, 2008-07-14 05:29.

It'd also be nice to be able to move several items at once. Last time I tried to set up a WP blockade I had to manually put my sats one at a time around the WP.

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Re: Known SE5 v1.74 Bugs

Submitted by Randallw on Mon, 2008-07-14 06:18.

I know, I know. As I mentioned I have hundreds (2 or 3 hundred) of fighters defending my warp points, and I attribute much of my success to being willing to move each and every one into place, but even I, and my OCD, can handle only so much. I would love, just for once, for all my fighters to just stay where I put them, even when nothing actually happened to move them. It's like the warp point gives off gravity waves that shifts objects placed too close.

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Re: Known SE5 v1.74 Bugs

Submitted by Harmonious Hegemony on Mon, 2008-07-14 11:54.

On a number of occasions it seems to me that I have blown up a carrier as it came through the warp point before it could launch more than a couple of fighters. After the combat is over though, all of the unlaunched fighters appear in the sector. If they weren't launched shouldn't they have gone up with the ship?
Also, this may be a BM issue, but I have noticed a tendency of AI planets not to launch all of its mines until after combat has started. As this reduces the need for a mine sweeper, and they can be shot out of the sky by pd weapons, doesn't this mostly negate their effect? I can understand fighters not launching until after combat is started but it seems that this this is just a waste of perfectly good mines.

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Re: Known SE5 v1.74 Bugs

Submitted by Brad on Mon, 2008-07-14 16:52.

That is a BM issue. Mines are visible during combat in BM, so they can be shot. They remain invisible in stock, so mines launched from a planet during combat are invisible deathtraps for any troopships that happen to run over them.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Mon, 2008-07-14 18:17.

Where are they launched btw? In a tight circle like the sats?

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Re: Known SE5 v1.74 Bugs

Submitted by Harmonious Hegemony on Tue, 2008-07-15 12:12.

Yep. In a tight circle around the planet, just like sats.

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Re: Known SE5 v1.74 Bugs

Submitted by LordDemon on Tue, 2008-07-15 16:35.

There is a cargo transfer bug with fleets I've moticed(i've heard someone else mention this):
If you pick a fleet with more then vessel with empty cargo space, and try to enter units in it in simultaneous game mode, only the units sent to the first ship are moved. So if you have a planet with 20 fighters, two carriers in same fleet, and you try to pick up the fighters so there is 10 in each ship, only the first ship get's them.

The following is not a bug, but a suggestion to speed up the game:
In turn based game, when starting the new turn, the movement of ships/units should be done in inverse ID number order(as opposed to the ID number order it is done now). This makes the ships produced last move first. The benefit is, that if player has many ships moving to same place (multiple colonies producing and sending to waypoint far off), the ships gather up, and less time is required to draw the movement, leading to shorter period of ship movement in the beginning of the turn.
Also, the pile up mechanics should only check if the passed ships are heading to the same warppoint as the current ship, not the same final destination. Movement lines are not that varied in the game.

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Re: Known SE5 v1.74 Bugs

Submitted by Eruntalan on Tue, 2008-07-15 19:04.

When playing both BM 1.14 and Stock 1.74, after 5 or more turns or whenever I encounter another race, whichever comes first, the combat simulator begins to glitch. When I get to the combat simulator setup screen the ships are either blank or striped with a pink line. After choosing a few ships to fight combat starts. Once it has begun glitches become immediately apparent as ships begin to move erratically. When weapons are fired their graphics freeze and soon the game itself simply crashes. Another problem that occurs concerns the scores. When the comparisons screen is accessed the game crashes immediately and has to be restarted. Any help with these problems would be greatly appreciated.

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Captain Kwok's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Captain Kwok on Tue, 2008-07-15 19:38.

Are you sure you upgraded to v1.74 and are not running v1.71? Both those items were supposedly fixed in v1.74 and I haven't heard anyone else report continuing problems, particularly with the comparisons screen crash.


Space Empires Depot | SE:V Balance Mod

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Re: Known SE5 v1.74 Bugs

Submitted by Eruntalan on Tue, 2008-07-15 21:02.

Sorry I meant 1.71. I just patched to 1.74 and tried everything out and it works!! I hadn't thought that a single patch would fix what I thought was such an enormous problem... Sorry for doubting you guys...

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Re: Known SE5 v1.74 Bugs

Submitted by Lucifer Domine on Tue, 2008-07-15 22:31.

I'm having issues with placing ships for tactical combat in the simulator in 1.74. I patched from 1.66 to 1.74 and whenever I try to pre-place ships in the simulator, I get a blank sector of space and no ships/stellar objects to place despite having added them to the list beforehand. No problems with the simulator running, just can't place objects first.

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Re: Known SE5 v1.74 Bugs

Submitted by LordDemon on Wed, 2008-07-16 06:39.

Lucifer Domine wrote:
I'm having issues with placing ships for tactical combat in the simulator in 1.74. I patched from 1.66 to 1.74 and whenever I try to pre-place ships in the simulator, I get a blank sector of space and no ships/stellar objects to place despite having added them to the list beforehand. No problems with the simulator running, just can't place objects first.

This happens, but there is a way around it:

Select ships, start battle, and then stop it (simulation can be stopped before time out), never start the time at all.
Now the field is visible, and you can place the ships, and start the battle again.

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Wed, 2008-07-16 10:30.

Not sure if this is a bug or not, but thought I'd report it just in case...

Suppose you have a mount which reduces the supply usage of a weapon or component by some percentage. For instance, the Efficient Engines mount in Proportions which reduces supply usage of an engine by 75% plus another 2.5% for each level of mount beyond level 1.

Suppose you also have a component which uses a very small amount of supply. For instance, a Proportions-style Ion Engine, which uses 4 supplies per move.

Suppose you have a level 2 Efficient Engines mount on your ion engine. That's 4 supplies, minus 77.5% of 4 supplies. That comes out to a supply usage of 0.9 supplies per engine per move.

But wait! Supply usage in SE5 is an integer! So what does the game do? About the stupidest thing imaginable - it truncates the 0.9 supplies to 0 supplies, meaning that no matter how many Level 2 Efficient Mount Ion Engines you have on your ship, your ship will NEVER use any supplies for propulsion!!! *bangs head against wall*

Possible solutions:
1. Round the supply usage to the nearest integer, so that the supply usage will have to fall below 0.5 for this oddity to occur.
2. Make the supply usage (and other such abilities) a decimal for individual components, and only round or truncate when it really NEEDS to be an integer - that is, when consuming supplies on a ship.
3. Make everything a decimal everywhere! Wheeee! My ship has 0.00000021 supplies left, surely it is not out of supplies yet! Sticking out tongue

I would recommend solution #2, but if that's not feasible, I'd at least settle for #1... #3 is probably going a BIT too far Eye-wink

~~~
The floating Eee zaps you with an anti-proton beam! You are paralyzed! --more--

Seriously that's what we need, a Space Empires themed roguelike! Laughing out loud

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TakAhLah's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by TakAhLah on Wed, 2008-07-16 10:58.

Pressing the upgrade facilities button in the construction queue window one turn and then doing so the next turn will cause a few duplicate upgrades which will later produce the message "X facility could not be upgraded"

Not a serious bug, but a bug none the less.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Wed, 2008-07-16 19:38.

The 0 supply cost is not a big exploit in the stock game. And mods can always multiply all the supply numbers by 10 to avoid that problem.
It's always nice to have the opportunity to create winning combinations like APB/Blaster fighters + Advanced Power Conservation !

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Re: Known SE5 v1.74 Bugs

Submitted by Helker on Wed, 2008-07-16 23:58.

In my last game I had some problems with the ministers:

- I built a whole bunch on Colony Ships and set them to be used by the Planet Colonization Minister as soon the ships are built. The ships were more than 50. As soon they were built, they ALL started moving towards a single planet to load the population before going to colonize a planet instead of loading the population from the planet they were built.

- I have 3 Population Transports controlled by the ministers. They all kept trying to unload the population on a planet already full of people.

I suppose that the ministers need some tweaking...

Edit:
Almost forgot:

- I had a problem with Planet Sabotage. I received several news about Planets rioting to join my empire, but it never happened. I could go to the planet (which was on an unknown system, so I could only see the empty exagon), but I never actually received the control over the planet...

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Thu, 2008-07-17 00:55.

Planet sabotage actually creates a new civilization. Fortunately for you you saw the lesser version of the bug. The severe version of the bug changes YOU to the new empire. I'm not sure what happens to your actual empire.

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Re: Known SE5 v1.74 Bugs

Submitted by Brad on Thu, 2008-07-17 22:20.

I just discovered by accident that the planet value damage event (Cosmic Storm I think it comes up as in the logs) doesn't do anything. The reason is that the call to change the planet value has two of the parameters the wrong way around. What it has is:

call Sys_Change_Planet_Value(planet_id, RESOURCE_TYPE_MINERALS, value_change)

but what it should have is:

call Sys_Change_Planet_Value(planet_id, value_change, RESOURCE_TYPE_MINERALS)

(And the same for the ORGANICS and RADIOACTIVES resources)

According to the modding pdf and my own experimentation, the parameters are in order: planet id, amount to change the value by, resource type being changed.

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Cerberus's picture

Re: Known SE5 v1.74 Bugs

Submitted by Cerberus on Thu, 2008-07-17 22:52.

I have an enemy ship i captured through intelligence that i can't repair. Is that normal?

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Fri, 2008-07-18 03:01.

Cerberus: It is normal-ish. It's supposed to happen if the ship uses soem sort of racial tech you can't duplicate.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Fri, 2008-07-18 03:19.

Yes if you don't have the ship's technology.

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Cerberus's picture

Re: Known SE5 v1.74 Bugs

Submitted by Cerberus on Fri, 2008-07-18 12:56.

How about disappearing drones? Sticking out tongue
I had 2 drone groups over a planet and wanted to combine them. So i gave the planet orders 'Recover units remotely - drones' and then 'Launch units remotely - drones' and now all the drones from both groups are nowhere to be found. This makes me very sad....

This was in simultaneous.. gave both orders in the same turn and then when processing was done the drones were gone.

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Re: Known SE5 v1.74 Bugs

Submitted by Brad on Fri, 2008-07-18 20:04.

I think I may have discovered another error in the events script, this one concerning the happiness change event. The event calls:

Sys_Change_Planet_Population_Happiness(planet_id, -happiness_change)

According to the script pdf the second parameter is a change to the planet's happiness. However, as we all know, what the game actually measures is anger, not happiness. So subtracting from the anger here actually increases the population's happiness instead of the intended reduction.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Fri, 2008-07-18 20:16.

I had a combat where all the sats I had in cargo just "disappeared" after the combat...

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Re: Known SE5 v1.74 Bugs

Submitted by listerofsmeg on Fri, 2008-07-18 22:38.

marhawkman wrote:
listerofsmeg wrote:
When you sweep a minefield it is still marked in the system view. You have to manually toggle it off even if you have swept all of the mines.
Yeah I've seen that. but it does get cleared if a ship flies in and does not encounter mines.

I just checked in my latest game and it does not get cleared by another ship entering the sector.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Sat, 2008-07-19 00:32.

- It would seem that auto ressuply in allies systems does not always chooses the closest planet
- sometimes ship don't take the shortest road from one point to another (especially when using waypoints?)
- you can manually move your ships trough stars, 1 sector at a time
- autowin ground combat bug? See: http://home.spaceempires.net/ftopicp-34146.html#34146
- sometimes a ship won't move trough a warp point or execute any other order, even one that requires no movement points, when it's the last order for this turn
- colonisation/pop transport ships can now COMPLETELY empty a planet when using colonisation/load all pop commands!
- cannot be mothballed shows the "no spaceyard" error when already mothballed
- when no pouplation or populatin rioting the display log tells you you don't have enough ressources!
- galactic news seems not to be working
- supplies/ord are sometimes depleted after one turn of combat simulator (in units only?)
- wrong damage to facilities on planet displayed in combat replays?
- ghosts with 0 structure and armor in combat replays? (moving really fast)
- next/previous stop at each location once not working
- enemy tonnage destroyed (designs screen) not working for fighters?
- for some reason, weapon platform's weapons sometimes appear damaged in combat? (90% for all non pd)
- fighters when in fleet starting too close to enemy planet?
- double clicks are "passing trough" the screens
- don't get hurt strategy: ships with weapons are no longer fleeing

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Sat, 2008-07-19 00:49.

OH! I just remembered one! when doing tactical combat manually you can select a planet, switch to the tab that shows the WPs right, click on one to look at it, so far so good. but when you right click to look at on of it's components, the game acts as if you right clicked on the component and whatever was behind the component in the planet screen too!

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TakAhLah's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by TakAhLah on Tue, 2008-07-22 07:49.

Alliances have some serious problems and have been pending a fix for quite some time now...

Messages do not reach alliance members or other races...this means you can't really do anything once you are in an alliance you are simply cut off from everybody.

There maybe some other problems with alliances but since I have not used them, I have not found any other bugs.

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Tue, 2008-07-22 08:37.

Well I just found a new one.

If playing a PBW game, and the host decides to update the game files, the game will require you to update everuthing that the host changed, even if it isn't actually important. Such as the "History.txt" file. >(

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TakAhLah's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by TakAhLah on Wed, 2008-07-23 05:25.

Captain these bugs are being passed on the AH, aren't they?

And is there any word of any beta versions? so we can see which bugs are getting fixed.

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Captain Kwok's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Captain Kwok on Wed, 2008-07-23 11:39.

TakAhLah wrote:
Captain these bugs are being passed on the AH, aren't they? And is there any word of any beta versions? so we can see which bugs are getting fixed.

I haven't compiled a list of the most urgent ones yet. There's been no beta versions since v1.74 but I suspect once the list is passed on, you'll probably start seeing some results.

However, anybody can e-mail in a bug and have it fixed. The keys are a save game if possible or instructions to easily reproduce the bug.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Fyron on Wed, 2008-07-23 11:40.

There have been no new beta versions.


SpaceEmpires.net | Space Empires Wiki

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Re: Known SE5 v1.74 Bugs

Submitted by Vince278 on Wed, 2008-07-23 17:27.

Someone in my PBW game was saying his Solar Collectors don't work. He should be sending something to Aaron. Smiling

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Wed, 2008-07-23 18:55.

Strange, my solar collectors have been working... he's not hiding his ships in a system without a star, is he?

~~~
The floating Eee zaps you with an anti-proton beam! You are paralyzed! --more--

Seriously that's what we need, a Space Empires themed roguelike! Laughing out loud

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Re: Known SE5 v1.74 Bugs

Submitted by listerofsmeg on Fri, 2008-07-25 07:48.

In single player games the sys/exist and sys/queue buttons in the construction queue are not always updated in real time. This seems to occur if you colonize a planet and set the construction queue within the same turn.

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Sun, 2008-07-27 13:32.

ARGH!
Someone bonk Aaron upside the head and get him to fix the formula parser!

The formula

40 + 10 * ([%Level%] - 1)

SHOULD provide a nice simple level progression of 40, 50, 60, 70, 80.

INSTEAD, Aaron's formula parser does the addition first, and I get 0, 50, 100, 150, 200!!!
I used formulas like this all over the place and it's really annoying me now! Sticking out tongue

Yes, I could put in more parentheses in all my formulas, but gee whiz... Sticking out tongue

~~~
The floating Eee zaps you with an anti-proton beam! You are paralyzed! --more--

Seriously that's what we need, a Space Empires themed roguelike! Laughing out loud

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Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by battlespud on Sun, 2008-07-27 22:03.

its not really a glitch.... but how about multi core support? I have to deal with the annoying slow processing and turn times even though my ocmputer is uber. SEV Should take advantage of Quad and Dual Cores. They are the future.

AI Needs to remember how many enemy ships are on the other side of a WP. They just keep sending one explorer ship or one colony ship over and over an dover and over and over and over. It takes forever!!!!! Then again, they sent so many, my station ran out of ammo and got rammed to death by 4 of them.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Tue, 2008-07-29 11:28.

Sorry, looks like your computer is too recent... I doubt we'll ever see multi-core support, since AFAIK the whole game engine would have to be rewritten to accomodate them.

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Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by battlespud on Tue, 2008-07-29 15:01.

No such thing as too recent. Soon everyone will have multicore, everyone i know has at least a dual core.

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Peace through Superior Firepower

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Thu, 2008-07-31 17:31.

Tell that to M.A.X. which refuses to run in Windows XP on my computer... even when using an emulator!

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Cerberus's picture

Re: Known SE5 v1.74 Bugs

Submitted by Cerberus on Thu, 2008-07-31 18:40.

If you conquer a planet and it is also gifted to you in the same turn, a new computer player spawns and has control of the planet.

My troops are still on the surface and i assume it will be conquered again in the next turn??
This is simulatneous on pbw.

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Re: Known SE5 v1.74 Bugs

Submitted by tyro_maven on Wed, 2008-08-20 05:05.

Playing in Single Player, stock, with Religious Technology.

1. In the build window, if you're already building a shrine in the system it doesn't show this in the system/all queue ie. you only see 0/*. I need to check further but I don't think this happens with other single item per system facilities like the medical center.

2. Religious Studies shows shows up as having two levels - the second level doesn't give any new features - a waste of 150,000 research points.

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Re: Known SE5 v1.74 Bugs

Submitted by Jozsf on Wed, 2008-08-20 06:20.

Why does the build window show how many buildings you have empire wide? There is no reason. None of the buildings provide empire-wide benefits (unless your empire is 1-system)

It would be better to show:

Queued 1- complete 5 turns

or

Complete on Planet_name.

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sluckinbill's picture

Re: Known SE5 v1.74 Bugs

Submitted by sluckinbill on Wed, 2008-08-20 15:52.

1) Multiple ship fleets still need movement orders after the slowest ship I.E. Dreadnaught uses up all its MP.
2) If I’m chasing down a colony ship at 12 MP and I have 13 or 14MP I have no chance of catching said colony ship unless I use six other ships to surround the sector. The ships start out in the middle of the battlefield each time a sector is transited. I never catch up.
3) Sometimes a minefield I've placed at a WP moves completely out of the system and I cant get it back
4) Not a bug, but would be nice. Let my repair ship repair an ally’s ship if our treaty lets us share repair.

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Re: Known SE5 v1.74 Bugs

Submitted by Mifely on Wed, 2008-08-20 16:11.

A single Boarding party will destroy all defending components (security stations and boarding parties), effectively making multiple defensive components useless.

I've tested this with 1-2 boarding parties vs as many as 31 security stations, and 15 defending boarding parties, at once. I've never tried mixing security and boarding for defense, and most of my tests actually involved 2 boarding parties not one, but earlier (less numerous defenders) tests were only with one attacking party.

Attacking and defending parties/stations were the same techlevel, as well, and all tests were done in Stock v1.74 with BM v1.14b.

Edit: Further tests show that the attacking force needs to survive the first round of boarding combat for this to occur. In BM, its possible for the attacker to survive a round of combat with 1-to-10 odds, at a bare minimum.

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Re: Known SE5 v1.74 Bugs

Submitted by LordDemon on Thu, 2008-08-21 03:41.

If you order your ships to drop troops on planet in combat, they cancel their order (maybe in order to manouver them into better position), you can't order them to drop the troops again. The troops disappear from the cargohold.

They appear again after the combat is over.

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Re: Known SE5 v1.74 Bugs

Submitted by sunmover on Fri, 2008-08-22 12:53.

I've encountered a game error-message loop.
No matter how many times I click on the close-button the error-message window wont go away. So the game hangs, quite frustrating.

how did it happen:
I retrofitted some ships that had ''Repeat orders'' toggled on. The very next turn in the game I got an error-message window: ''Cannot retrofit ship [class name] to ship of identical design''. Because of the repeat order the retrofit was performed again. After clicking on the close button of the error-window repeatedly (many more times than the number of retrofitted ships with repeat toggled on) the game finally continued. I was subsequently not able to clear the Repeat orders toggle for these retrofitted ships (the ''view order'' and ''clear order'' buttons did somehow not come alive). It happened again on the very next turn but this time no matter what the error-window was not to go away. So the game hangs, quite frustrating.

The error occurred in a single player game SEV v1.74

greetings sunmover.

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Re: Known SE5 v1.74 Bugs

Submitted by Jozsf on Fri, 2008-08-22 16:21.

Another bug (omission) in the colony management window.

You cannot check or make a custom layout that will display loyalty of your planet populations.

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Re: Known SE5 v1.74 Bugs

Submitted by Darth Ruinus on Fri, 2008-08-22 18:24.

Well, I'm not sure if its because of the patch or not, but none of the other empires build any type of attack ship, or expand their territory at all. Plus, even though I am producing intel points, it doesn't work for anything at all.

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Sun, 2008-08-24 11:41.

I just found a remnant of the old multiple-prerequisite bug...

I had level 2 in Projectile Weapons in a Balance Mod game, and analyzed an enemy ship with advanced DUC's. That gave me level 3 in Projectile Weapons. Simultaneously, I was in the process of researching level 2 Smaller Weapons. In Balance Mod, the combination of Projectile Weapons 3 + Smaller Weapons 2 gives the level 2 Small Depleted Uranium Cannon. However, this component does not appear in the graphical list of expected results of completing my research in Smaller Weapons. It does, however, appear, when I right click the tech area and get the textual list of results.

~~~
The floating Eee zaps you with an anti-proton beam! You are paralyzed! --more--

Seriously that's what we need, a Space Empires themed roguelike! Laughing out loud

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Sun, 2008-08-24 17:58.

Neutrino, Ionic and Tachyon Anti-Ship drone Warheads don't work. (They might still deal normal damage)

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Re: Known SE5 v1.74 Bugs

Submitted by Timmy1111 on Sun, 2008-08-24 21:04.

Here are two bugs I've encountered.

First, the "automatic moveto waypoint after being constructed" queue setting (whatever it's called). I set it to Waypoint 1 (my homeworld) for all my shipyards. The first ship constructed does what it's supposed to, i.e., go to Waypoint 1. But every ship after that just sits at its place of construction. When I go in to look at the queue settings, it's reset to "none."

(**EDIT: Setting the moveto order in the Shift-Q sreen, rather than each individual shipyard's queue screen, seems to solve the above problem.)

Second, and this has only happened once (so far). I'm fighting the Xi'Chung Hive. My three border warp points are heavily fortified with starbases and satellites, so they aren't getting in. Then I noticed that all of my ships were fleeing the combat while my base and sats fought. But that's not the problem. The problem is, when I was investigating and checked out my light cruisers, their weapons had vanished! Every ship of that design had no weapons, although the design says they have several lvl-15 or so antiproton beams. I tried retrofitting them to that design, but of course I couldn't because they already *were* that design - except without the weapons that the design said they should have.

I haven't seen anyone else mention these, which puzzles me.

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Re: Known SE5 v1.74 Bugs

Submitted by tyro_maven on Mon, 2008-08-25 07:45.

Playing in Single Player, stock, with Religious Technology.

Is the calculation of trade bugged. I have 30% trade agreements with two tiny empires, which has reached its full 30%. Trade income shows up as about two thirds of MY income - and I'm easily ten times bigger than either of the other empires I'm trading with. Isn't trade meant to be one third of the smaller empires production.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Mon, 2008-08-25 09:15.

Ship behaviour should be changed in combat to make them less likely to pile up on the top of each other (especially when using the point blank strategy).

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Mon, 2008-08-25 10:26.

Ressource miners keep mining even when their supplies are depleted.

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Captain Kwok's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Captain Kwok on Mon, 2008-08-25 12:32.

The bug with remote resource ships and no supplies was fixed some time ago. I had a recent game in v1.74 where my remote miners were not mining with supply - is this a bug you've seen recently?


Space Empires Depot | SE:V Balance Mod

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Mon, 2008-08-25 14:33.

Maybe I'm wrong? Does the ship production still show positive income when you run out of supply?
EDIT: Never mind, it's just that even if you only have 1 supply left, the mining ship will still deliver (some of?) the ressources this turn.

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Re: Known SE5 v1.74 Bugs

Submitted by LordDemon on Tue, 2008-08-26 04:10.

tyro_maven wrote:
Playing in Single Player, stock, with Religious Technology.

Is the calculation of trade bugged. I have 30% trade agreements with two tiny empires, which has reached its full 30%. Trade income shows up as about two thirds of MY income - and I'm easily ten times bigger than either of the other empires I'm trading with. Isn't trade meant to be one third of the smaller empires production.

I think the trade has a overall increase, but I may be wrong. I always assumed it was on purpose, to make having long time trade treaties beneficial. I think it works like compound interest.

For example, assume your empire has income of 10000, and is trading with 10% (and being smaller empire).

So first turn your total income is 10000 + 1000 for trade is 11000.
But for next turn, it takes you previous turn income, which was 11000, and adds another 10%, or 1100, making it 12100.
Next turn it adds 1210 and so forth. I don't know the exact mehtod, but this is much what it seems to be like. I think I have to test this with controlled setting.

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Re: Known SE5 v1.74 Bugs

Submitted by tyro_maven on Tue, 2008-08-26 07:46.

Playing in Single Player, stock, with Religious Technology.

Built a colony ship, clicked C by mistake and clicked on the same planet that built the colony ship. Got a message that the planet was already colonised.

Looked at the planet and production had gone to zero - even though the space yard and population still existed. It was at start of turn so I reloaded - don't know if the queue would have started working again.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Tue, 2008-08-26 12:10.

LordDemon, trade certainly doesn't work that way. Otherwise the growth would be exponenetial!
The 0.5% increase per month (starting from 0% up to 30% max) is what makes long term trade treaties beneficial.

- Destroying a fighter engines doesn't deplete it's supplies. This makes Ionic Dispersers a lot less effective against them.
- Specialty weapons (like ID's) keep firing on the ship even if they can't deal any more damage.

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Re: Known SE5 v1.74 Bugs

Submitted by Ender on Wed, 2008-08-27 12:01.

BlueTemplar wrote:
- Destroying a fighter engines doesn't deplete it's supplies. This makes Ionic Dispersers a lot less effective against them.

The same goes with drones

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Wed, 2008-08-27 19:23.

- About the ressource miners again:
If you transfer even only 1 supply each turn to the miner, it will work at full capacity, even if it will not be shown in the ressource reports.

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Captain Kwok's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by Captain Kwok on Wed, 2008-08-27 22:17.

The reports are not updated until end of turn execution, which is when the actually remote resources are harvested. Depending on when the supply usage routine is run, the resources may or not be received if the ship has 100 supplies or less.


Space Empires Depot | SE:V Balance Mod

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Wed, 2008-08-27 22:21.

According to my test (simultaneous game), they are generated even with 0+1 supply.

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Zeno's picture

Re: Known SE5 v1.74 Bugs

Submitted by Zeno on Thu, 2008-08-28 13:48.

I've applied patch 1.74 as I've seen in v1.72 was fixed the bug "remote mining was not lowering asteroids value", but after applying the patch I can't get it work, asteroids or empty planet's valuee remains the same no matter how many turns you wait.

PS: I've even tried with values true & false in settings.txt in this line:
Remote Mining Decreases Asteroid Value := TRUE
but still not working...

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ekolis's picture
Mod Designer

Re: Known SE5 v1.74 Bugs

Submitted by ekolis on Thu, 2008-08-28 15:37.

Has anyone else noticed minefields not completely detonating when enemy ships enter the sector? I've found a lot of sectors where there are enemy ships AND my mines! ???

~~~
The floating Eee zaps you with an anti-proton beam! You are paralyzed! --more--

Seriously that's what we need, a Space Empires themed roguelike! Laughing out loud

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Zeno's picture

Re: Known SE5 v1.74 Bugs

Submitted by Zeno on Fri, 2008-08-29 09:12.

Zeno wrote:
I've applied patch 1.74 as I've seen in v1.72 was fixed the bug "remote mining was not lowering asteroids value", but after applying the patch I can't get it work, asteroids or empty planet's valuee remains the same no matter how many turns you wait.
Sorry, remark it doesn't work in FINITE resources games!!! (with infinite ones works fine)

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Fri, 2008-08-29 15:02.

- Warp point sizes don't work.

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Re: Known SE5 v1.74 Bugs

Submitted by marhawkman on Sat, 2008-08-30 03:08.

BlueTemplar wrote:
- Warp point sizes don't work.
Unimplemented feature.

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BlueTemplar's picture

Re: Known SE5 v1.74 Bugs

Submitted by BlueTemplar on Sat, 2008-08-30 09:36.

I know, but it's still a description bug, misleading new players into thinking some of their ships won't be able to get trough some of the waypoints.

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Re: Known SE5 v1.74 Bugs

Submitted by AndreyKl on Sun, 2008-08-31 13:14.

Bug with fleet.

I created a fleet with two transports and few support ships. Added all ships to one task force. Saved game. Send fleet to enemy planet. Both transports droped units. But i was not satisfied.
I loaded game. Deleted few attack ships from fleet and added them into two new task forces. Both transports were in old task force with same settings. Attack was like without fleet, only single ships. PD ships and one transport escaped from the battle field.
I removed other task forces and moved ships to main task force, both transports droped units again.
+ Unnamed upraged AI with FQM 1.10

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Re: Known SE5 v1.74 Bugs

Submitted by Rudion on Fri, 2008-09-05 01:50.

I'd really, REALLY like to see the unit placement around warp points addressed. Trying to hand place tens of sat's and hundreds of fighters makes my eyes bleed. Some sort of group move, sector formation-type interface, and/or "reset around warp point" button would be great.

Also would like the ship boarding issue fixed (per Mifely's description) - that's just super lame. Andy why doesn't PD work vs. ship capture as they approach your ship? How is it possible you can use boarding parties to capture a ship that uses a master computer and no crew? Bah - I love this game but it hates me...

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