Damn Dirty Bugs/Annoyances |
Okay, playing the demo since I loved SEIV, and have encountered several issues.
- No slider for Intel pts. Have to click the buttons 100 times to assign all 100 pts
- Unable to locate how to scrap facilities - this may be just something I'm overlooking.
- Orders menu is too complicated for certain tasks. For example:
- To assign survey to a ship, you need to access the more orders, then survey.
- To cancel orders, you need to access orders, then cancel. Should be a big 'Cancel Orders' button right in the main interface.
- To force a ship to resupply/repair you first need to cancel it's existing orders. Resupply/Repair should have an option, or by default, override the current orders.
That's it at this point, I can't think of anything else at the moment. I'll come back to this & update it as I notice or get annoyed by anything else. 

- You can use shift+click
- You can use shift+click with any slider to get it to move in units of 10. However the intel slider should behave like the research ones.
- Scrap Facilities are underdo Scrap Cargo (Ctrl+K hotkey)
- Right-click brings up menus with all valid orders for an ship or planet
- For the construction queue, you can type in an amount as well
- Construction points spill over so it's not all that necessary to optimize the queue in the SE:IV fashion
- I agree. There needs to be more default design types
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grymwulf wrote:To force a
Indeed. Might I also add a "Bingo Fuel" indicator would be nice. It could be centered on the concept of amount of supplies remaining / distance to nearest depot + 1 turn.
Talking about Research? It does get cumbersome but I have gotten into a routine for optimizing my Research Points for fastest work w/o leftovers.
I kinda wish ConQ's worked like that. I know points spill-over but I think I could get a lot more accomplished if I could select multiple projects with point allocation sliders (Hooray for OCD!).
Ooh-ooh! Just thought of something...
In SEIV when it is announced you discovered Tech Y for Gadget X you can right-click the announcement and actually see the stats for your new thingy-ma-bob.
I miss that.
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And I want a pony.
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My growth is astonishing!
Intel slider and research slider
The intel slider for the races does work like the research sliders, but the intel slider for defence (on the top right), it doesn't work like the research sliders. The only way to adjust that one is to click the + and - sign. I haven't tried the shift click strategy...
With the shift clicking sliders and the shift clicking in the ship design menu... is sounds like the shift button is your new best friend in SE 5. 
I have one issue with the assignment of research points:
We need a way to assign exactly the numer of points you need to finish a research project in one turn (with a single click instead of moving the slider up and down until the display says 0.1 turns). For example, let's say on the first turn, I want to gain one level in missiles, point defence, and ship construction. I want to quickly assign just enough points in each area to develope all three techs in one turn.

my **tches
Well, first, my first kick at creating a user account here, and posting a message, vanished completely, so this is my second attempt at getting heard, and I already posted a ton of stuff with my first account.
Ok, the ships list. Should be able to show both fleets and all other ships NOT assigned to fleets in the same screen. This was a problem in SEIV too.
When you double-click a ship, you should go to a view centered on the SHIP. As it is right now, it only takes you to the solar system the ship is in, and you then have to play 'find the ship' and scroll around until you see the white highlited hex.
Bring back the double-click functionality in SEIV for fleet joining/unjoining. I really don't have time to go through the tedious 'select the ship, select the fleet, now click the buttons below' thing. In SEIV, you simply clicked the fleet, and double-clicked the ship, and it transferred in immediately.
I have yet to observe missile launch from my ships. Does this work? Really annoying watching a gunship pick appart my missile cruiser. Is there a minimum range now for launching missiles, or are missiles not implemented yet? Don't tell me I have to give special orders to make my ships use their missiles.
But my biggest beef is one that was present in SEIV as well. More advanced versions of engines do almost nothing! Now you've added several versions of each ship class now, too! AAAGGGG!!!!
Use the Star Fury model, and make each more advanced ship class not only slightly cheaper to build, but slightly BIGGER too, able to hold more components! Make each increase in an engine type slightly smaller, and slightly more efficient! This makes the game MUCH more interesting.
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All that is done before the naked stars is remembered
Guns not firing....you need ammo methinks
Check your ordinance and supply levels, most weapons use one or the other or both. Missiles i think are ordinance heavy. They won't fire otherwise
New engines and new ships
Actually, if you observe closely, they made two very big changes to the new tech levels of ships and engines. Like you, I thought the new engines were worthless in SE4, but now they're awsome...
The new tech levels of engines in SE5 don't just make engines cheaper, they make them carry more supplies!! This is essentially equivalent to keeping the engine speed the same, but making them more efficient... a very logical step-improvement in engine technology.
As for the new ship techs, I don't know if they're cheaper, but they are bigger by 10KT per tech level I think. Doesn't sound like much, but the tech levels are easy to get, and 10 KT is enough space to squeeze in more ordinance, armour, or those combat sensors you didn't have space for in your first design. There's a trick to this though. Upgrading you ship designs with the upgrade button DOES NOT upgrade your hull type to the most recent bigger version (this should be fixed). To do this, you have to basically make a new design from scratch by selecting your ship size (frigate, destroyer, etc.) You can however, refit a level 1 frigate to a level 3 frigate even though it's 20KT larger (which makes me a happy boy if I suspend my sense of realism)
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Thank you
The distinct lack of info in the ship design screen had me most confused. how about a little mouse-over action in there?
And as for the upgrade glitch, I have also noticed that when you get the next 'family' of engine tech, it also does not upgrade your ship to the new engine type, so I assume this bug only upgrades within the same engine family class (ie, ion engine 1-5, rather than moving up to the very nice contra-terrene lvl 1.)
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All that is done before the naked stars is remembered

Ship Size can be Upgraded...
The upgrade button does certainly upgrade your ship size...
The different engines are technically in different "families" so that is why they do not automatically upgrade.
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I have ordinance,
And my frigates are flying directly from a resupply planet to the enemy planet and attacking. When they attack, they immediately retreat to the corners of the map, though! What gives?
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All that is done before the naked stars is remembered

Potential Reasons...
If the planet's population is 0 and only facilities are left, your ships by default will not attack anymore.
Another potential cause is that if you're ships are fleeted, there is a bug that will more or less drain all their supplies.
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Another Possible Reason:
You may have a treaty with an ally that does not allow for planet bombardment. Some of 'em are really fond of that clause. In this case, your ships will not target a planet until the treaty is cancelled.

Kwok speaks Schlok
This used to work in SEIV, there is no reason why it shoudn't in SEV. It is a BUG, not a feature.
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All that is done before the naked stars is remembered

AAARRGGGG!!!
I argue with Kuuve! If my ships want to turn a planet into radiocative slag, then they MUST HAVE THIS OPTION! The treaty is broken, then so be it!
I have no desire to invade with soldiers, I want to destroy the enemy colonies and take them for myself! Easier than having to round up and march his entire population into the gas chambers.
Please remove this ridiculous restriction invented by kuuve.
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All that is done before the naked stars is remembered

Kwok not= Schlok
I never said it was a feature - it is a bug - although it some ways it might make it easier to capture planets with some facilities intact...
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Yessss, I have found the reason.
I didn't read the fine print in that dirty piece of dung I signed with those pathetic earthlings. I have read it, and after shrieking and stomping around the room (apparently THEY can bombard planets without penalty in this treaty) I have ent it back to them on fire and full of botulism.
NOW I am faced with the problem of zero population after my napalm bombardment!
WHY is there no 'Occupy Planet' command? The planet is completely EMPTY below me, yet I cannot land colonists to take it over?
I think this is foolish. WHY wasn't it simply left like SEIV, where you were responsible for stopping your bombardment early if you wanted to capture the planet, otherwise, it was quickly vaporized and required re-colonization?
WHY WHY WHY????
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All that is done before the naked stars is remembered

That's not true.
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"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

Oh well

Not to worry.
Everybody does, at some point. So long as we get it all straightened out in the end, it's OK.
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"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot
Some queries/issues - Anyone know the answers?
Bugs?
1. Repeat builds of multiple units repeat that number units individually, rather than repeating a single stack
2. News reports include each unit build separately, creating lots of entries for only 1 build activity
3. Auto complete of designs of a part designed ship inserts duplicate bridges etc.
4. In colonies screen; facilities and cargo sub-screens list each item individually rather than saying “Troop *50” it fills the screen with 50 single entries
5. Resource tracking seems to have a glich, as the reports say my empire is generating resources but the balances are plummeting
Suggestions?
1. News report filters – could users filter out the reporting of some messages?
2. In research screen could we have a button to allocate only enough research to an item to get it to the next level please? Saves getting the calculator out each time

5 seconds? Make it 120 por favor.
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"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot
It is a rather large problem with battles ending prematurely. 5 Seconds and it is all over. No time to drop troops, etc. I think the issue is:
1 - the default timer is set to 5 seconds. With the ability to speed the time up up to 8x, two minutes should be minimum.
2 - the logic to determine that the battle is over than thus the 5 second count down seems off. A loaded Troop transport should not have to spend all it's movement points to get three quarters to a planet and find it has none left because it ran out of movement points (it should also not discover that once it has dropped troops, they are gone forever if the last structure on the planet is destroyed). If I have ships that will move faster than a fleeing ship, just because it is on the other side of the map doesn't mean I can't overrun it.
The 5 second limit simply makes pursuit ridiculous unless you leave the hex and re-enter... even then things are in the same locations as before - even on different turns and you still cannot catch the fleeing bugger until they move to another hex. The 5 Second limit makes it tedious to attack planets with the intent of taking the over with a second wave containing trop transports.
Anyways.... Upping the time limit would be a good place to start.

Meh.
Anyways.... Upping the time limit would be a good place to start.
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"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

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Blinks... brilliant... I missed that.
I mostly hit 8x to close distances faster once I have started but on the Strategic level, 8X with only 5 seconds still flies by. Maybe it is not my imagination that there is a delay... will have to play with that longer. Still: 5 seconds is pretty darn short.

shouldn't there be a second "All" button/filter
In the turn log shouldn't there be a second "All" button/filter for Gallactic News, Empire News, Communications, and History?

OK... 8X...
...seems to work just fine and dandy no matter when I start it or whether it is Tactical or Strategic. Care to elaborate on it's bugginess?
@Grymwolf: Help for some of the Problems
intel: press Shift during the clicking, and you only have to click 10 times ... (but I think, it would be better do set 100% defensive spending at the beginning of the game, when ther are not intel-points, leter, when facilities are built, you can alter that manually)
scraping facilities: go in your colonies list (it also took me 3 days to find it ... It would be nice, if a button would exist in the normal orders-screen
With the rest of the stuff you said, I agree with you.
Supply-Storage
Some more bugs (i think):
At the same cost, an engine could store much more supllies than a supply-storage. Somehow illogical, or did i miss something?
And yeah, please add a functionality for view just researched technologies/components in the turn log.

Problems I found
I tested my troops in a simulater, and the game froze!
I also tested my ships, i put in a star, with astroids, and the game froze.
If I alt+tab to another window, then try to come back, the game freezes!
I also like to say that the space station is useless in a battle, since it gets destroyed so easily, while barly doing anything to frigates. Also cant use missiles!
And i think it would be nice to add an undo order button when you make a mistake order.

Cancel that Order
And i think it would be nice to add an undo order button when you make a mistake order.
If you click on the "Additional Orders" button for ships, there is a Cancel Orders button.
The submenu system has a bit of a learning curve, and it isn't entirely intuitive.

Not what I meant
I meant that when u make an order, and the ship has MOVED, you cant undo it and make the ship move somewere else instead.
supply storage
when you start out in the game, yes engines carry more supplies than supply storage, but when you get more research, supply storages hold more, and you can only put a limited amount of engines on a ship, so you can use supply storages if you need even more supply storage
Second for fixing these bugs/annoyances
- No slider for Intel pts. Have to click the buttons 100 times to assign all 100 pts
- Unable to locate how to scrap facilities - this may be just something I'm overlooking.
- Orders menu is too complicated for certain tasks. For example:
- To assign survey to a ship, you need to access the more orders, then survey.
- To cancel orders, you need to access orders, then cancel. Should be a big 'Cancel Orders' button right in the main interface.
- To force a ship to resupply/repair you first need to cancel it's existing orders. Resupply/Repair should have an option, or by default, override the current orders.
That's it at this point, I can't think of anything else at the moment. I'll come back to this & update it as I notice or get annoyed by anything else. 
These are the same things I was going to comment about. I would like to have the same research queue as SEIV had. It was easy every turn to just add the next item research. Now having to adjust the sliders is a pain.
Mark

-Shift click. -scrap facilities is in Cargo Orders
-Shift click to increase by 10.
-scrap facilities is in Cargo Orders:Scrap Cargo. Facilities take "Cargo" space of a planet.
(LONG) more bugs, general complaints, and whining.
first, i like the game, i wouldn't pay money for it in its present state, but it has so much potential, but i know the design flaws and bugs would aggrevate me far too much to play.
a task force containing 1 gas colony, 1 ice colony a carrier and some warships was told to colonize an ice planet. When i looked at the task force after colonizing, the carrier was gone, both colony ships were still there, the fighters were on the planet, so i colonized with a carrier? even if this is somehow intended behavior, i would hope the actual colony ship would be given preference.
what is up with weapons? i've fought 3 seperate 1 on 1, ship to ship battles against the AI and lost dispite ridiculously superior technology. the AI was using the standard projectile weapon, in 2 battles i used a pulse weapon, in the third a phased. aside from just being better weapons, these were 2-3 levels better as well(by that i mean a phased 4 vs their projectile 2), having high level shields to their none, superior armour, and superior light hull construction for more space(specificly more guns and armor), superior sensors, and plenty of supplies for firing, i was massacred by those pathetic starting projectile guns. really i blinked, and my ships were blowing up. I did shoot back, but died horribly anyway.
And why are more advanced weapons so weak. Plasma missiles seem a step down from capital ship missiles.
Can someone tell me how to call my ships off? i had a whole ground force waiting to invade, i kept trying to recall the fighters, they only dispatched again, i tried to send them off into the wild blue yonder, and somehow they managed to shoot the planet anyway till they erradicated all life.
each quick start seems to take longer and longer, same with loads, saves and turns, though turns can just be the ai taking longer. eventually the game simply seems to hang. i say seems cause i've seen it recover after about a minute, but won't wait that long usually. nothing else running but this game.
on a planet without a shipyard, tell it to build 5, it will let you. build 1 where you already have one, and it will tell you are allowed only 1. why is the shipyard even still listed in the menu when you can't build another? why not filter this kind of junk out?
please stream line the interface and remove unneccessary clutter. Other space 4x's can give you everything you *need* to know about your colonies on a single screen, including building options(can't remember what se4 was like)
when trying to figure out Which colonies aren't building, what i should build at a colony, where should i put my mines(i.e. who produces the best) which colonies are rioting. in SEV once i decide what and where after trudging through the filters, i have to exit this screen, select the planet, select its construction, then go back to the colonies list for the next colony. if there is some trick i am missing then the help definitely needs upgrading.
and why can't the game simply say "6 research facilities lvl 1, 2 intellegence lvl 1", when i'm looking at a planet, instead of looking at 20 icons trying to count. is there an info screen im missing?
and where on the planet screen does it tell you a planet is rioting? i either have to check the logs, or go to the colonies listing.
still more griping. while i personally like the ship building, if i have to have 100 crew and life support for them, and a bridge, and there is no way around this or alternative to it then why not atleast start me out with these things. I can add more crew if i want, a second bridge, etc, i like having these options, but if i have a bare minimum, automate it to this minimum. atleast do it before i get robotics(which i believe in 4 let you have crewless ships), or a check box when choosing the ship design i'd like to use, , just a little "use crew" that is greyed out and checked till robotics comes along.
a pop up of whats beneath the cursor, especially when attempting to move ships, would be very nice. i've quite often sent my ships to hex's surrounding the planet, and not the planet itself, because the flag completely obscures the tiles beneath, and i often don't know it till i send my ship out again, and it runs out of fuel, having failed to resupply, because again, the flag obscured the fact that i hadn't actually sent it to the planet.(yeah i can tell it resupply at nearest, but often that leaves about 10 ships trying to resupply at the same spot, with insufficient supplies, while several other resupply places ridiculously close, sit idle) or when trying to deal with 3 planets side by side, i never know which im selecting.
why is it a carrier by default can't possibly hold enough supplies to service all its fighters? with the bare 50 percent fighter bay capacity, no cargo bays, no weapons, mostly just supply pods, i can still only hope to fuel a little over half the fighters it can carry, leaving the carrier itself, and the other fighters empty, which thanks to supply bugs mentioned earlier in this thread, leaves my carrier unable to move at turns end.
at the very least i'd like a list of the supply requirements of the fighters on a carrier so i know what im getting into, if this is there, i haven't seen it. Instead I find myself doing long division on paper when constructing my fighters and carriers to try and figure out what can be effectively employed, how many fighters i can carry, etc.
really, things like this are essential, let me know, sans combat, how many moves i could get on a full tank with the current ship design while i'm building it.
id alter the combat screen mini maps, instead of using colors for each race as you seem to do, which resulted in me wondering where the enemy was and why i was killing myself(we were both orange) why not use red for enemy ships, blue for your ships, green for allied ships, and yellow for neutral(if these all even apply).
i'll stop now, but i could go on, and on, and on.... this game is just too clumsy, tedious and buggy. It has so much potential though, and i really want to like it, really.
We can all gripe and whine
We can all gripe and whine about the demo until we're blue in the face. Yes they're are a lot of bugs, yes it isn't a good representative of the game.
But we have to also realise that this 'isn't' the completed game, it isn't released yet. They must have released the demo just to wet our appetities.
I personally will still buy the game, knowing that MM will not release SEV until 'most' of the bugs have been resolved.
For those people still having trouble with fights, that is what the simulator is for. You should not be getting your butt kicked on 1v1, 1v2 maybe, but not 1v1.
Check what config the enemy ships are using, they might be more offensive specced that you realise, or they might be using mounts (which do make a significant difference)
You're lord and master (below foamy) LordHavoc

My items
Hmm; I don't think the engines should autoupgrade as there is a big difference. If I have 13 levels in ionic engines and 1 level in anti-matter, the supplies inside my engines are far FAR higher in the ionic engines. Auto upgrade only when chosen, I guess.
Anyways;
The major thing I ran into was that i could not refit multiple ships in a single selection session as I did in SEIV. this was annoying when upgrading my 20 destroyers.
Cancel orders also seems to be missing on the main screen.
The history of research and stuff doesn't properly disappear nex turn. (This I do find slightly tedious).
Diplomacy - Treaty Accepted message would be nice.
I have seen a lot of nice stuff though; I only played the demo 100 turns once now. I will wait for release with my next tests..
~Myrath
still griping, whining, and complaining, but hoping
i will continue to watch the developement, as i have since SE2, and if this is indeed an "alpha" demo, i look forward to the fixes, although i would have made that painfully apparent at the download screen, as i think most people will assume this is a finished product. but i've been waiting for a good space 4x since i heard moo3 was coming out, obviously that one wasn't, but i keep hoping this will be. here's hoping for a patched demo.
but since most of my biggest complaints are interface based, i doubt they will be fixed. more over, since they obviously missed this stuff before, griping lets em know its there, assuming they bother to read the forums, unlikely, they're busy.
i did check out the enemy config, thats how i know how much of a level advantage i had over the bugger. if he had mounts, i don't know where they show up(researched em myself, but can't figure out how to use them) however, using a simulator that only shows me getting my butt kicked without telling me why is of little help. especially when the math says he should have been so much space debry in my wake. No there must be a bug with shields, or beam weapons, or projectile weapons, or some specific combination of my ships design.
My little gripes (and a bug or two)
I have loved all versions of this game since I first came across SE2 when I owned a x486 dx266 (back in 1995) and the game has got better and better (3 days without sleep or food for se4 trying to wipe out 3 races.....)
I see lots of promise in the demo as well, the graphics look good it handles very very well and once the game is finally released it I shall be buying it.
However before that a few gripes.
1. Sliders for research/intel. I know many people have already said about this, but having to click 50 times to get the defensive intel slider to 50% is annoying the same goes for research and offensive intel.
2. Ship fights I don't know why, but even 1v1 my ships keep on losing in the sims and in "RL", this is despite having far more guns and better tech then the computer (though I do have less engines as a consequence) and even when I copy the computer designs I still lose. why I have no idea.
3. I warp a ship into a new system, I then use the survey key (/) to survey the system, and everything goes just fine untill it land on a square next to a sun, at which point all and any orders just go walkies and I have to physically order the ship to move away before I can give it new orders.
4. Looping warp points, now this one is very intresting. Basically I put a ship on auto explore it reaches a warp point and ends up back in the very starting system, despite the fact that there are several systems between the home system and the gate I am trying to warp through (and all warp points in my home system already lead to another known system), and then just occasionally I will get a warp point that circles an entire system. i.e you enter a new system, find another warp point, warp through it to end up at the warp point you originally entered the system in. Now that is one way to drain your ships supplies, especially as I have had it in a home system where both warp points were connected to each other with no other stars in between.
Repeat Building of 2+ Units Separated Into Many 1 Unit Builds
Someone else ask this too. Is this a known production/beta bug or limited to demo?
That would be totally
That would be totally cheating in a sequential turn game.
It is not a problem in a simultaneous game, since you're just queueing up orders to be taken during turn processing.
if you look in the research
if you look in the research window, you can spend all your research points on one project without clicking a hundred times or shift click ten times, you just have to click in the blue area where it gives your percentage of points spent on the project, and if you click in that area, or to the left or right of the blue you can spend all, none, or a part of your points, depending on where you click
Turn log format
The only real irritation I've found so far is the turn log. Each entry is huge but rarely has more than a few lines of text. These could be much smaller so you can fit more on the screen at once.
Turn log format
I agree that the turn log is quite annoying. Try building fighters and you will get one entry for each fighter, even when you build a few at a time per planet. This needs to stack. The game also needs to stack units in the cargo display on the planet as well and let you know the design name in that view so you don't have to click on each individual unit to find out what you have.

I ahve not read all these
I ahve not read all these posts, but it is clear that SEV needs a cleaner, easier UI. If these are vets using the game and finding trouble how will any new comer get a handle on things?
Some of the vets are having
Some of the vets are having problems *because* they've played SE4. Expecting things to be where they aren't, stuff like that. 
if you click on the bar
if you click on the bar right on top of the picture and is labeled "event Portrait" you can shrink the size of the picture, or get rid of it, and fit more events on a page. I also agree that a large number of items like fighters should be condensed, so they only take up one event space instead of taking up an event space for every singe unit
Is there a 'no tactical combat' option?
I've looked and it looks to me like you are forced to watch either the tactical or strategic space combat display - can you just let the computer resolve it and not sit through it?

I found something!!!
I found that if you use shift click to remove and replace a component, it doesnt always remove the tonnage that component added to the ship. for example, removing the armor component, in this manner and replacing it with the emmisive armour component seems to not only leave the previous armours tonnage there but also adds the tonnage from the new armor. Do this enough time and the game will give you a critical exception error.

Major Annoyance...
For me anyways, I am getting severly annoyed with the seemingly half hazard organization of the components in the design window. weapons, armour, more weapons, bridge, engines, more armor etc, etc, etc.
THAT my friends is really bugging me.
Yeah it is a bit random in
Yeah it is a bit random in there
Hopefully they've organised them in the release version.
Your lord and master (below Foamy) LordHavoc

Turn off Alphasort!
Turn off alphasort in the Empire options screen and you'll be much happier. Why it is the default I'll never know.
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Some Solutions
I have some of the same complaints, but have learned to start learning some of the shortcut keys:
Cancel orders : BACKSPACE
Survey system : /
Needs a good manual
I think the fact that the Beta testers know ton's of shortcuts and tips to make the UI much more friendly highlights the need for a really good manual.

Component List
They're not random, they're alphabetical. It has been a hotly debated topic by the beta-testers, from what I understand.

Shortcuts
Well most of the hotkeys are listing in the help text when you hover over buttons etc. or are listed in the right-click menus.
We just don't know why it's the default - but at least you can turn it off a) in settings.txt or b) In empire options...
In my balance mod for SE:V, it's off by default and I've re-arranged the components in a more friendly matter. You'll have to wait until SE:V is released though. 
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"Demo" or "Beta"
I think all the complaints and fears come from those of us who translate the word "demo" to mean "this is a stripped down version of what you will get when you buy it". Giving all the UI problems, bugs, etc., this puts up a big red flag in a lot of people's heads to say "woah, there's no WAY I'm going to buy this load of %&@((*!".
Given the load of problems, bugs, missing features, and (many valid) UI issues people are talking about, I think by (accurately) naming this version a "beta" or "beta demo", you'd go a long way to calming the fears of all the testers and players by assuring them that this is NOT what they will be getting when they plop their money down on the table.

Habit, or Logical?
Still, one has to wonder - are they vets complaining simply because a given feature or UI control is DIFFERENT than it was in SEIV, or because it truly is not in a LOGICAL place where it probably should/could be, or does not behave in a logical (i.e. contradictory to normal CUA GUI conventions) manner?
Habit vs. Logic
As an SEIV vet my perspective is really from a logic and documentation point of view. Logic examples:
1) No 'move to top' in construction queues although it's there in the strategy menu and repair priority menu.
2) No stacking of similar units in the cargo view and no indication of the name of the unit requiring a right click on each to see what you have.
3) In combat when individual targeting is selected there is no indication if a weapon has already been assigned a target or the name of that target. This was available way back in SEIII!

I don't know what causes it
I don't know what causes it but when there is a sun on the combat field, and the ships get close to it the try to go over it and the game crashes.
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
My comments on the demo.
I have had a bit of fun with the demo, and I look forward to the final release. To improve the final release I would like to make the following suggestions:
Bug / Annoyance List:
1) Delete facilities:
Using Delete Cargo isn’t the most intuitive. Perhaps if you hit the delete key when the facilities tab is active, the delete cargo menu could be popped up. Hopefully this should be easy to code.
2) I **LOVE** the ability to create our own screen lists. However sometimes we need a horizontal scroll bar at the bottom so we can see all the values we requested. The ability to change column width would be handy too (by moving the bar at the column heading like it is done in Windows).
3) Supply usage with fleets is wrong:
1 ship expends 48 supplies per hex.
Fleet of 6 ships expends 1728 supplies per hex (not 288 like it should be)
1728/288 = 6. So it appears that each ship in the fleet is paying the cost of the entire fleet. Try it with 14 ships and you run out of supplies real quick.
4) Supplies in general seem weird, but then again I don’t fully understand them. If I have a re-supply base generating 2000 supplies a turn, it takes 12 turns to supply a ship that takes 24,000 supplies. However if I was to build that ship it would only take 3 turns and it would be created with 24,000 supplies, at the same planet. It seems weird I can re-supply my fleet faster by building new ships (which requires shipping in raw materials) than by shipping in supplies. What am I missing?
5) When listing planet facilities, only the name is listed, not the level. I would really like to list the facility level so I can easily see what facilities on which planets I want to upgrade.
6) When using the right click to bring up an information window, say the components in the ship design window, I would like to have the ability to have the information window to AUTOMATICALLY close if I click outside that window, rather than having to click the close button every single time.
Additional features list:
1) There was another thread where they were talking about having massive shipyards for building the really big ships. This may be easily modeled by having a maximum KT build size that depends upon the shipyard size. If shipyard upgrade costs are high enough then you will generally only build a few shipyards for large ships. With the maximum resource/turn limit it would prevent people from popping out large ships too quickly.
2) For purposes of playing with the combat simulator, I would like to be able to design ships with EARLIER technology items, not just the latest.
Thank you for your time.
Filtering design components
If you right-click the caption bar right above the components list (which is confusing because its sorted by alphabet only) it will allow you to filter the components by type, i.e. only shields, or only weapons are displayed in the list.
btw., this right-click feature works on almost any screen, replacing the tedious filtering menus. Just click a bit around to find out 

Yes but if you go to the
Yes but if you go to the empire options ===> then display ===> the scroll to the bottom and disengage the alpha sort it will be list i order of component type.
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
Condensing the Turn Log
The Turn Log should show you the number of items (like fighters and facilities) as a group per planet not as a single entry for every item built.
Repeat Builds of 2+ Units
I have built ships and faciilities in groups for 3 to 10 and they are not seperated into separate builds.

That is how it works
The construction queue will make as much as it can regardless if you make them in single entries or group entries.
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I haven't checked for
I haven't checked for facilities or ships, but for sure they are separated for units (WPs, Sats, and Fighters).
Ship building PITA
This is the second try for this post. So far, other than trying to find ships in a system, and the mouse over hints (there a way to turn THOSE off?) the biggest PITA that I've found is ship building. Only hurts when I get a completely new class of ship (From Frigate TO Destroyer) but I'm going to mention this anyway.
Is there a way to 'grab' something like an engine, then use some hotkey combo that will let you 'click down' as many engines as you need until you're done? I HATE having to drag and drop 8, 9, 10, 11 or 12 times just to populate my engine room.
If anyone knows how to do this, if it CAN be done, please let me know!
Regards all,
Rob 'dethgod74' McClure

Shift+Click
Shift+Click together makes the cursor the selected component so that you can add multiples of it quickly.
The tips can be turned off in the player options window.
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Demo, or beta tester?
Demo, or beta tester?

Shift Click works in the
Shift Click works in the demo so I assume both.
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
My main annoyances at this
My main annoyances at this point:
The new style of designing ships. The component list is much harder to move through than SE:IV. I know there are filters, but what was wrong with a larger window with components sorted by function, rather than the new smaller window with components sorted by name. Additionaly, I have to go through two seperate windows to give my ship a name and class.
Combat movement: Ships stacked "on top" of each other, having to fully stop in order to turn, etc etc.
Hope there is still time for some tuning.
First contact was when they stole my ship
This might not entirely be a bug, but in a recent game i met the terrains after the little buggers organized a mutiny on one of my prize warships. up until then i didn't have a clue they existed
does anyone know if it is possible somehow to know of a race that doesn't know you, like encountering them with a cloaked ship or bartering for race relations from someone else?
does the intellegence defense apply to someone you don't about?
cause i had alot.
you might think i answered my own question, but that particalur game was riddled with odd behavior in the race relations department. for example the 2 races i had encounter, didn't show up for several turns after i encountered them, and then no encounter message was given.

As far as the components
As far as the components listed by name and not function there is an option in the empire options window that you can disable to get the components and ships to sort by function, in not sure exactly what they called but they are the bottom 2 options in the display section.
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
The Demo
It Works in the Demo that I have.
Bug during simulation of dogfight fighter-fighter
Hello 
Maybe I have found a bug...
After blueprint my first two fighters type...
A pure gunner (4 kinetics guns) and a bomber
(1 small missile + 1 kinetic gun) I try it 750K vs. 750K in combat space with two simple carriers (not involved in fight)
After contact… the two storm start to fight... maybe 3 or 4 second after my computer crash & freeze in combat screen with loops of about 30second of the last battle music.
Sorry for my poor English is not my languages
My hardware configuration is:
P4 3Ghz. Xp Pro Sp2
3Gb Ram, 3hdd, graphic card Ati Sapphire X700 Pro 256Mb with latest driver

SEIV Race Contact
When I played SEIV, i would cloak my ship and explore, find an alien race, and they diden't get first contact, at least thats what I think happened, I know my ship was in there and I coulden't contact them even when I was attacking them.
It was either cloak, or a glitch that formed since I was alternating what races were contolred by player or A.I.
A game this complex need a GOOD Manual
Thats why I'am thinking of buy the boxed version.
Hopefully they will put a good printed Manual in the boxed set.
It would be nice to have something that you could refer to while you are in the middle of a game and not just being able to come here when you are not playing.

Is it my comp or the game?
Is it my comp or the game? Large fleet battle.
1 High Tech terran Dreadnaught 
50 low tech alien frigates 
Simulation froze the comp shortly after the ships engaged each other.
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
I have had quite a few
I have had quite a few strange things happening while playing the beta, here are a few.
I tried pitching 10 MK2 ground units (armored) vs. 10 Mk3 ground units (shielded) against each other in the simulator to se it the upgrade was worth it. To my surprice the units fired 1 shot each and ran away, so I tried again same thing happend. Then I brought up the details of one of the shielded units (6 out of 12 shields left) and the targeing was broken, so I went through every single unit, and all of them had damaged targeting, regardless of the damage to the unit.
I allso tried pitching 3 of the same ships against each other, and each time, the red won.
I have had ships enter one warp point and exiting another, with no message in the log to tell me that it was a random event.
Regardless of the number of minelaying components on a minelayer it can only deploy the same number of mines per gameturn.
In my first game both me and an AI had the same flag and color.
And I honestly don't understand what the benefit is of a 3D GUI, when the game is 2D.
While I'm at the topic of the GUI: clean it up please!!! Why do I have to navigate 4 tabs just to get 5 lines of text? Why can't I bring up the production que from the colony screen? Etc. etc.
Rant over.
If this is a beta well there might be something in the finished game.
Something like that happened
Something like that happened to me when I was simulating carriers. I loaded them up with 30 fighters each and my computer died just when they were about to launch them.
Could be a performance issue, but i think it's due to the one of the other bugs.
Your lord and master (below Foamy) LordHavoc
A couple more bugs (or features)
1. The message log tells me that I can't build on a couple of planets because of "lack of resources" which is a blatant lie. The real reason I can't build on these planets is because the populations are rioting.
2. I'm playing with Terrans at the moment. Whenever I colonise a planet it has, in addition to the contents of the colony ship, a 1M Terran population regardless of what sort of atmosphere the planet has or what species was in the colony ship. This makes it very annoying when colonising non-oxygen planets, as even though I deliberately send a coloniser full of people who breathe the correct atmosphere, all my colonies end up being domed until I send another cargo ship to transport the silly humans off-world.
a simpler thing to do would
a simpler thing to do would just be to go to the cargo orders, and jettison cargo, and get rid of the terrans, instead of having to send a cargo ship to get them

Now thats just
Now thats just cruel
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Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.
Unwanted population
2. I'm playing with Terrans at the moment. Whenever I colonise a planet it has, in addition to the contents of the colony ship, a 1M Terran population regardless of what sort of atmosphere the planet has or what species was in the colony ship. This makes it very annoying when colonising non-oxygen planets, as even though I deliberately send a coloniser full of people who breathe the correct atmosphere, all my colonies end up being domed until I send another cargo ship to transport the silly humans off-world.
Change the "Automatic Colonization Population" amount in the settings.txt file to zero. It is set originally to 1, which causes this unwanted addition of population in your case.
You can change it without problems in the demo version.
Only one ground combat per turn?
If I drop troops on more than one planet in any given turn, at the end of the turn only one of them is resolved. I have to wait for the next turn for the next invasion, then another turn for the next and so on.
Also, after such an event, I start getting range check errors and access violations. I can't confirm that the two are related, but I don't seem to get these errors unless I have tried to invade more than one planet in a turn.
grymwulf wrote:Okay, playing
I have had some different issues, one of which is fairly large.
1. A possible game breaker imo, if it's in the full game - basically unlimited colony ship movement. I didn't test everything around this, but here is what I did test:
Lvl 1 Colony ship with Ion engines, Colony module(ICE or GAS didn't impact things, didn't test ROCK), and a cargo bay instead of basic sensor and armor the auto builder favors(tried making these changes to autobuilds, and building my own, no difference)
Send your colony ship off to a planet more then 10( or 11 if using +1 prop trait) away. With the unit selected, hit back space to cancel the order, then use the c hot key to tell to colonize the planet again. It will move one additional space everytime you do this(including warping, and setting up the colony).
2. When I had some % of my Intel doing esponage(20% Empire Wide) on an empire as it was elimanated I lost access to the that 20% for 3 turns. Not sure if anything I did brought it back, or something happened to clear it behind the scenes.
3. Remove things from the starting tech, lets you start with the default base tech(this includes anything you turned down/off in empire setup) + everything extra you turned on in empire setup. I am guessing this is just a side effect of being partially disabled.
4. Give Gift, Resources doesn't list the resource units until you add them to the message.
Bugs
3 and 4 have already been fixed in the full version and its patches. The other two I'm not sure about.
Kwok, those ones above are
Kwok, those ones above are quite good bugs, do you want to do the honors and forward them to MM.
Fnordish: Have you done beta testing for other things? If so what? (I'm just interested)
Your lord and master (below Foamy) LordHavoc
I have done only stress
I have done only stress testing beta's mostly.
For some reason game companies don't like when I list my job as, QA Engineer. 
Finally got to spend sometime with the demo yesterday - I have to say I like most of the changes, but some of the UI choices were interesting. Also I'm still not sure what I think about the default sensor changes. But this thread is about bugs. 




ooops something I missed