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Accueil » news » forums » Space Empires V » Space Empires V General

UI problems and glitches (in 1.17+)

Soumis par Lord_KiRon le Sam, 2006-12-09 05:35 Space Empires V General

I can tell you that this game suffers from two kinds of problems UI and AI Smiling , since developers decided to focus on UI problems and leave AI for later here is my list of stuff I found in 1.17 and not mentioned to be fixed in 1.18 and 1.19 (it's a digest of my posts from several threads but I think they belong together) :

1.The "Y" (Sentry) option behaving randomly .
Sometimes you can use it , sometimes you can't .
I say it is random, yes I noted that ship tends more not to go to Sentry mode if system is not fully yours but sometimes it is yours and it won't and sometimes it is not and it goes so there is a bug there.
Also I think it should explain the reason when refusing in a pop box.

2. Sometimes using it (Sentry) on fleet effects all the ships in the fleet , sometimes (in most cases actually) doin't.

3.Another strange thing I saw is a parts of the fleet goes "separate ways" after retreat without ability to "assemble" them together later.
Especially strange when it happens to fighters that after that start to "travel" the map without problem.

4. Sometimes after a battle against planet when battle ended on "timeout" part of the ships (or fleet) stay "on" enemy planet orbit.

5.Sometimes ships "entering" inside planets during tactical combat run on automate - happens very often with fighters but with other ships too.

6. If "location" have both minefield and ships then combat quickly starts and then ends without enemy if their ship died on mines.
Also if "minefield triggered" it would be nice to see in report how many mines "lost" and how many left.

7.Disassembly of captured enemy ships does not gives anything even if that ships full of unknown components.

8. Another "Sentry" command related bug that sometimes it "queued" meaning if you have ship set to "Sentry" and give it retrofit or move order it does nothing until you clear the orders and give this order again. Sometimes it's not. - both inconsistent and illogical.

9. There is no clear way to delete existing facilities on the planet. I think you should be able to remove them from the facility list on the planet too or using the build queue or some other more obiouse way.

10. Sometimes giving the ships (usually number of ships that not combined in fleet) a move order when planet selected causes planet to receive this order too. Of cause planet not moving but you see the path towards destination point when planet selected until you cancel the order for planet.

11. The amount selection when you click (increase or decrease) on it when some object already added to the queue selected should increase/decrease amount of items ordered so you should be able to add number of items also after you added them to the queue , not just before.

12. Sometimes something strange happens when adding items to queue - you click on them but they not get added, just the number on the item itself saying how much in queue increases. This happens from one to several clicks and then item added.

13. Also related to the (12) above is unclear what the "items in queue" means - sometimes it states the number of the items in queues empire wide , sometimes just in that planet queue.

14. Ship design screen should be more informative regarding the designed ship ordinance, support and speed (move points) during design when you actually add and remove components.

15. Espionage types you had not researched yet added to your choices. For example "cooperate" is one of the more advanced options you research later but it among other options added right away. Same goes to all other espionage activities.

16. Big bug in Espionage type window - that once you changed it to something you can't set it back to "None" .

17.It's not really a bug but when creating or changing a treaty user interface is awfull to use.

‹ Condensed View in scrapping units? Torpedoes ›
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Image de cordas

More UI issues.

Soumis par cordas le Sam, 2006-12-09 08:20

Quote:
14. Ship design screen should be more informative regarding the designed ship ordinance, support and speed (move points) during design when you actually add and remove components.

It would be handy to have the ability in this screen to display all non-obselete disgns (ships and units) I tend to only have half a dozen to a dozen current designs in total, and it narks me imenesley to have to swap back and forth. Just adding this extra display option would be great (and maybe an all obselete desgins as well.

I would also really like an Upgrade Engines button, I fully understand why some people might not want to update engines, where supplies are more important than speed (such as when you have a few non planet systems in a row) that said I think the majority of people will always want the fastest ships possible.....

To steal an idea of Kwoks, it would also be really nice to make large supply and ordinance containers, say at 4x times the size and capacity, this could also be done for armour and cargo. Just as a way to make ship BASE construction easier quickly and generaly nicer. (you could even give them slightly better capabilities to make up for them being more vunerable to damage)

It would also be very nice if when you had a component selected you could still use the mouse to swap ship level.

One last thing on this, a couple of the race designs are rather limited on the larger ships.... it is possible to run out of component slots before you exceed the tonnage of the vehicle. That said combining containers would help for this.

Quote:
15. Espionage types you had not researched yet added to your choices. For example "cooperate" is one of the more advanced options you research later but it among other options added right away. Same goes to all other espionage activities.

The espionage types are a bonus to what you can do. That means you can do co-op intel projects, from intel level 1 onwards. Its just that you can't research the bonus "tech" that helps you do this more effectively until you have climbed higher up the tech tree.

One thing that bugs me is that there is not a bonus tech regarding counter intel (intel defence).

Other UI changes I would like to see are

1) I wish there was a way to minimize (and scroll) the system abilities. Yes I know you can turn them off but I don't want to do that either. If you could make this into a controlable list it would be great, and adding the ability to list the facs that are giving these advantages and which planets they are located on (as an option) would also be very handy for us humans.

2) I really could do with a way to edit construction lists, also save them to the game file so they could be ready loaded into new games.

3) I really want to be able to "save" my custom planets, colony and construction layouts so that I can load them into new games, its a real pain having to set them all up manually for each game. I have 5 custom layouts that I always setup and a couple of these are compromises because of time it takes to set them up.

4) I wish there was a button on the main display screen to turn the flags on or off (or cycle through sizes including off) its too easy to loose planets and stuff behind flags and forget them.

5) I would also like it if you could set a custom view point and display angle for each sector. There is no point having this as a global setting as each system is different requiring different views imho.

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Image de cordas

One more additional UI

Soumis par cordas le Sam, 2006-12-09 10:08

One more additional UI change I would like to see implemented. I would love to have a button on the Research menu that automatically moves the slider to finish in 1 turn.

i.e. I have 20,050rp. I want to research a tech that costs 10,000rp. I press the button and the slider automaticaly goes to 50%.

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