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Official Bug List [obsolete]
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Dec 13, 2004 6:48 pm    Post subject: Official Bug List [obsolete] Reply with quote

I retired the older thread, since I have already addressed the bugs in it. Please post new bugs in here. And why have there been no reports since October? Surely there are more bugs! Wink

Smarter than your average Texrak.


Last edited by Fyron on Wed Jul 25, 2007 1:46 am; edited 1 time in total


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Guest





PostPosted: Mon Dec 13, 2004 9:18 pm    Post subject: Reply with quote

Please post a list of fixed bugs since 0.15.10. Just to prevent redundant reports.

>0.15.10 [Reported this a while ago, but don't remember any response]<
1. Pirate and Nomad races need a copy of Research Center/Ancestral Meeting Grounds HW facilities for high-tech start games. They should have a small amount of resource generation, else their HW will start with 3 facility only (SP+SY+RD).


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Dec 13, 2004 10:14 pm    Post subject: Reply with quote

Here is a preliminary history file for 0.16.00...

1. Added - Added the following races to the mod: Dwarf, Doppleganger, Sev, SJ, Toltayan, Eee, Ghizrea, Sonne, Tylmai, Vidrihne
2. Added - AI racial trait, designed to add items used to browbeat the AI into behaving correctly. Note that there will be no special AI cheating features from this trait. These will merely be tools for getting the AI to create valid ship designs and such.
3. Fixed - AI empires will no longer design premature colony ships before they have the appropriate technologies.
4. Changed - Space Monster racial traits now cost 15000 each. Space Monster AIs are now set up to take the Imperial Aspirations trait to cancel this out.
5. Fixed - Start Level of Arc Weapons tech area is now 0 instead of 1.
6. Removed - Standard AI Mount was redundant and has been removed.
7. Fixed - Description of Metabolist Nucleon is no longer too long.
8. Changed - Revamped shield generators.
9. Changed - Ship Construction tech areas are now seperated into 4 techs, so as to reduce the massive research costs.
10. Changed - Added a new size of Transport.
11. Changed - Revamped Carrier and Transport tech reqs to be more in line with the sizes of warships available with the same technologies.
12. Changed - Vehicle ability tags no longer list "bonuses" and "penalties" for maintenance reduction. Instead, the base maintenance rate is listed.
13. Changed - Research Outposts are no longer available to Nomads. Nomads should use their Research Team components instead.
14. Changed - Reversed Life Support and Crew Quarter requirements.
15. Changed - Fighter Bays are now 60 kT instead of 30 kT. Fighter Bay mounts available only to carrier hulls make them 50% size.
16. Changed - Revamped Stealth Armor and Stealth Shielding. They no longer count as armor, provide less of an ECM bonus, and scale in size with the ship hull.


Smarter than your average Texrak.


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Guest





PostPosted: Tue Dec 14, 2004 9:57 am    Post subject: Reply with quote

Not sure if this has already been addressed but it is the only thing I can think of atm -

The Nanoparasite Weapons tech areas description is for '*foo* Gravitational Weapons' & it appears listed under 'Weapon Technology' not 'Weapon Adaptation' (so it appears at the bottom of the research screen)


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vinco
Space Emperor


Joined: Jan 02, 2005

PostPosted: Sun Jan 02, 2005 9:16 am    Post subject: Research Bug Reply with quote

Playing as a nomadic organic race, I noticed that the research components seem to allow only one component per ship to be effective, including the small research teams. The evolution chamber (for hives) also seems a bit borked, possibly in conjunction with the lesser research chambers. I'm not sure of the exact mechanics there, only that my research points kept fluctuating, while my home planet had a constant production.

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XenoTheMorph
Space Emperor


Joined: Dec 19, 2004

PostPosted: Fri Jan 07, 2005 12:29 pm    Post subject: Reply with quote

I have found a problem (in all versions up to 0.15.02, 1st found in 0.14.10) with the Orgainic Paradigm tech areas (Physical & Magical are O.K.Wink)
'Evolutionary Biology' - has a max level of 1 (the other paras equivelents maxs are 2)
'Organic Resource Manipulation' - needs 'Evolutionary Biology' of 2! Shocked and since 'Organic Quantum Mechanics' needs 'Organic Resource Manipulation' it will also be missing from the tech tree.
This will also means that you can never get the 'Recyclotron'! Sad


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se5a
Space Emperor


Joined: Dec 23, 2004

PostPosted: Thu Jan 13, 2005 6:28 pm    Post subject: Reply with quote

*bugs fyron for a patch for adamant 14 and 15*

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Jan 18, 2005 10:03 am    Post subject: Reply with quote

I need to make another new patch for 0.14.xx line and 0.15.xx line to remove to hit bonuses from WP hulls... Any other ugly bugs need fixing?

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XenoTheMorph
Space Emperor


Joined: Dec 19, 2004

PostPosted: Wed Feb 02, 2005 7:25 pm    Post subject: Reply with quote

1. The '0.16.xx Dev' version still has the cosmetic issue with 'Nanoparasite Weapons' where the Techarea is under 'Weapon Technology' not 'Weapon Adaptation' (as all the other organic paradigm weapons are classed) & the Techarea desciption is identicle to '*foo* Gravitational Weapons' not done for nanoparasites.

2. *suggestion* Maybe you should make the 'Recylotron' an upgrade to the ''Resource converters'', since it is better, cheaper than even the best of them & even has extra abilities. This would mean that there would be little chance of planets getting less advanced facilities.

3. Also the .bmp files in the '0.16.xx Dev' cause an issue with win 98 (& 95?). It is the old dodgy win2000/xp .bmp file header issue, I have not been able to check exactly which file/s are causing the problem but it did not go away after resaving all the .bmp in pictures/races/, and only solved itself when I did all .bmp in the '0.16.xx Dev' folder.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed Feb 09, 2005 7:40 am    Post subject: Reply with quote

XenoTheMorph wrote:
2. *suggestion* Maybe you should make the 'Recylotron' an upgrade to the ''Resource converters'', since it is better, cheaper than even the best of them & even has extra abilities. This would mean that there would be little chance of planets getting less advanced facilities.

That gets tricky... it is also a better version of the Ultra Recycler.


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XenoTheMorph
Space Emperor


Joined: Dec 19, 2004

PostPosted: Thu Feb 10, 2005 12:09 am    Post subject: Reply with quote

Fyron wrote:
XenoTheMorph wrote:
2. *suggestion* Maybe you should make the 'Recylotron' an upgrade to the ''Resource converters'', since it is better, cheaper than even the best of them & even has extra abilities. This would mean that there would be little chance of planets getting less advanced facilities.

That gets tricky... it is also a better version of the Ultra Recycler.


Yep it is, not sure how I missed that! Confused

While I'm here I might as well mention the typos/comments for the 0.16.xx Dev version. (Mainly Magical ATM)


1.Possibly for Magical bridges the 'Contains a Ship Bridge' should be either 'Contains a Spelljammer Bridge' or 'Contains a Spelljammer Helm' ? Also for Astral Monsters, maybe the message for the 'Monster Collar' should read 'Allows control of the Astral Monster' & for the 'Internal Organs' - 'Essential life support for the Astral Monster'


2. a) The following Magical components mention Ships not Spelljammers in the 'Only 1 component per *foo* effective' and similar messages.
Fanatical Command (all x2), Flag Bridge (x2), 'non stoic' Crew Quarters, Psychtropic Drugs (all), (Aggressive) Autonomous Construct (all x3/x1), all types of Raiding Parties (all x2),
Warrior Spirit Binding (all), Multiplex Tracking (all), Psychic Combat Sensors (all),
Temporal Combat Sensors (all), Scry (all), Displacement Device, Adamantium Armor (all),
Xenotronium Armor (all x2), Darklight Armor (all), Illusiary Armour (all)

b)The following Magical components mention Ships not (Astral) Monsters in the 'Only 1 component per *foo* effective' FOR fighters
Haste (all x3), Small Magic Combat Sensors (all), Small Mirror Image (all)

c) Also the 'Tower of Scrying' facilities also refer to Ships not Spelljammers.


3. 'Astral Monster Gate' IV & V use the generic Fighter bay image (also AST gates IV & V)!


4. The 'Darklight' & 'Illusiary Armors' (& other paradigam equivilents) are Scale Mounted for ships but not for Satellites (or bases!). This means that even on a Fortress Ship (1500 kt) the largest level I armours are 44kt, while on Satellites the smallest level X armours are 50kt! Shocked Something similar occurs for the various Cloaking devices. Is this intended? If not you might want to either split the Armours into Ship/Base only & Satellite only components or add a set of satellite scale mounts.


5. a) Having both 'Temporal' & 'Psychic combat sensors' does not provide any benefit, possibly add a 'Psychotemporal Combat Sensor' (45%?) that is available if you get Level VI in both types of those Combat Sensor. This would make reserching both of them fully more worthwhile, while hopefully not making players choose their advanced traits just to gain these sensors.

b) Possibly add a small version of these combat sensors (they would be the equivelent of small combat sensors IV) for fighters/swarmers/astral monsters as an advance on the normal sensors (& at higher level)


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toryin
Space Emperor


Joined: Feb 22, 2005

PostPosted: Tue Feb 22, 2005 9:33 am    Post subject: Reply with quote

Found some issues with galaxy creation. Will sometimes get planets out of bounds, and other wierd glitchs when generating a NO AST BELT map.

It appears that some of the Standard No AS Systemtypes have a couple of "same as x" that point to invalid objects.


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XenoTheMorph
Space Emperor


Joined: Dec 19, 2004

PostPosted: Sun Apr 17, 2005 8:47 pm    Post subject: Reply with quote

I was rooting around in the files for adamant 0.14.xx & the last Dev (0.16.xx) that I got awhile ago and I have noticed that for the organic paradigm that Bioconstruction has a max level of 2 but nothing seems to require above level 1! Not sure about any of the other paras but you might want to check. Wink

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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Tue May 24, 2005 6:14 pm    Post subject: Reply with quote

Small typos in .15.04 - Graviton Missile 2 only has 16 damage numbers in components.txt. Massive Shield Depleter 1 only has 18, Massive Shield Depleter 2 only has 19. Anti-proton Beam 9 and phased - poloaron beam 6 have 21.

MS Excel says there's a strange character just after Phased-ploaron beam 1: Tech Req 2 title. (Tech Req 2# := )

None of these have affected my gameplay, but my worksheets are annoyed. Rolling Eyes


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu May 26, 2005 7:54 am    Post subject: Reply with quote

Strictly speaking, having 20 range increments is not actually necessary. Missing values will be treated as 0. You might want to set up your spreadsheet to do this automatically. Extras for direct fire weapons will either be ignored or let you fire at that range (for non-zero values), I forget which at the moment. For a seeking weapon, a 21st range value with damage (assuming the 20 before it have non-zero values) will give the seeker unlimited range. Damage at all ranges beyond 20 will use the damage in the 21st slot.

I have corrected the typos for 0.16.00, however.


Smarter than your average Texrak.


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XenoTheMorph
Space Emperor


Joined: Dec 19, 2004

PostPosted: Sun Jun 12, 2005 1:24 pm    Post subject: Reply with quote

Well I've noticed that 'Mana Shard Generator VII' is unavailable since it has invalid tech requirements -

Tech Area Req 1 := Spell of Teleportation
Tech Level Req 1 := 4

The 'Spell of Teleportation' tech are only goes to level 3 Wink
This is in all versions including the latest 0.16.xx Dev.


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Sun Jun 12, 2005 8:36 pm    Post subject: Reply with quote

Mabye this is more of a newbie question, but here it is: i cannot seem to get the Point defense misslies to work. They can only target "seekers" but they don't fire sautomatically and I can't fire them by clicking becuse I can't click on seekers.

Last edited by Rathan on Wed Jun 15, 2005 2:43 am; edited 1 time in total


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Jun 13, 2005 10:40 am    Post subject: Reply with quote

It's an SE:IV bug. Seekers can't target seekers...

Space Empires Depot | SE:V Balance Mod


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Mon Jun 13, 2005 4:46 pm    Post subject: Reply with quote

CaptainKwok wrote:
It's an SE:IV bug. Seekers can't target seekers...


If they dont work mabye he should take them out...
... or make the anti - fighter.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Jun 13, 2005 7:24 pm    Post subject: Reply with quote

CaptainKwok wrote:
It's an SE:IV bug. Seekers can't target seekers...

They can in strategic combat.


Smarter than your average Texrak.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Jun 13, 2005 10:36 pm    Post subject: Reply with quote

But if you do a combat replay...

That's no space station - it's a spreadsheet!


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Tue Jun 14, 2005 5:40 pm    Post subject: Reply with quote

Heh, sorry Rolling Eyes

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Jun 14, 2005 6:42 pm    Post subject: Reply with quote

No need to be sorry. I should probably add that to their descriptions.

Smarter than your average Texrak.


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Wed Jun 15, 2005 2:45 am    Post subject: Reply with quote

Or bug Aaron Hall for another patch. Razz

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covertjaguar
Space Emperor


Joined: Dec 19, 2004

PostPosted: Wed Jun 15, 2005 10:50 am    Post subject: Reply with quote

Hehe Wink

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