Author Topic: Official v4.8 Bugs Thread  (Read 22177 times)

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Offline Knight Otu

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Re: Official v4.8 Bugs Thread
« Reply #135 on: January 21, 2010, 01:22:10 PM »
I'm not whether it's a bug, but it seems inconsistent: On the "All Active Contacts for this Empire" tab of the Tactical Intelligence tab, you can see the real name of a race that you have active contacts with, when everywhere else, you would only see the given name. While I like the possibility to learn that name, it doesn't look that it belongs there.
 

Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #136 on: January 21, 2010, 02:48:04 PM »
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I don't think its unintended that missiles can be detected at final approach, and final defensive fire is unlikely to do much to a decent salvo size

I'm struggling to see how CIWS are a waste of space as they give space savings compared to Gauss Cannon+Firecon+reactor and Gauss Cannon are the most efficient PD weapons

Matt
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Offline Charlie Beeler

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Re: Official v4.8 Bugs Thread
« Reply #137 on: January 21, 2010, 02:55:37 PM »
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline mrwigggles

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Re: Official v4.8 Bugs Thread
« Reply #138 on: January 21, 2010, 04:01:31 PM »
The civie sector should be able to handle the situation where there aren't enough goods present to fill up a 'supply' contract". I'd say you should post this on the bugs thread.
 

Offline sloanjh

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Re: Official v4.8 Bugs Thread
« Reply #139 on: January 21, 2010, 04:06:29 PM »
Quote from: "Commodore_Areyar"
Q: Several stories mention gate sections being delivered by freighters... did this get taken out because finding ruins containing gatesections are too small in general?
Allowing native production of them could solve that issue.
Unless the micromanagement was the problem?

Before cargo holds got huge, you used to need to pre-fab jump gates (5 sections needed), at an enormous cost in Sorium.  After jump gates became necessary for Civie shipping, Steve made them cheaper with less micromanagement.

On destruction, there was a thread about this about a year ago.

John
 

Offline metalax

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Re: Official v4.8 Bugs Thread
« Reply #140 on: January 21, 2010, 05:15:02 PM »
Commanders of ground units that are inside PDC's are not showing up in the Officers stationed at this colony list on the teams tab.
 

Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #141 on: January 21, 2010, 05:30:31 PM »
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.

I believe there are also default low level sensors (like Starfire Navigation Sensors) that come with the hull, though only passives i would expect

Matt
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Offline lastverb

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Re: Official v4.8 Bugs Thread
« Reply #142 on: January 21, 2010, 05:56:49 PM »
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".
 

Online Andrew

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Re: Official v4.8 Bugs Thread
« Reply #143 on: January 21, 2010, 06:15:02 PM »
Quote from: "lastverb"
Quote from: "Charlie Beeler"
Quote from: "lastverb"
dont know if this was mentioned earlier but if you use pd weapons (tested with lasers, gauss and rails) in final defensive fire mode they shoot missiles just before impact even if you dont have any radar/thermal contact of them, making ciws just a waste of hull space (which they are even without this bug)

I think the inherent sensor in your CIWS is letting the GC turrets see the missiles.  I believe the CIWS are the very last PD weapons processed prior to applying missile damage.  So, if your turrets are destroying the missiles before CIWS engages the code is functioning correctly.
u didnt understand. i meant that ship withOUT ciws or any radar and beeing alone can shoot any weapon (lasers,rails,torpedoes...) missiles that my entire empire dont know about until they hit.

CIWS - if u use GC turrets out of it you need around 20% more space (less with better tech even less with bug i mentioned-u dont need radar). GC dont use power. if you are using single ships they are good (17% better in defense/mass factor) and only then. if you have two/three/five ships in one place, for 20% more space on single ship you get 100/200/300% increase in defense capability (67/150/320% increase in defense/single ship's mass factor), nprs use to target single/two ships. just a little? thats like u would have 21 ciws ships instead of 5.
CIWS fleet defense are worse than bugs defense in weber's starfire before tactical network - "a piece of smeg".
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them
 

Offline sluissa

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Re: Official v4.8 Bugs Thread
« Reply #144 on: January 21, 2010, 09:31:16 PM »
Quote from: "Andrew"
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them

I could be wrong, but I believe I read somewhere that all ships have a 1 strength thermal and/or EM sensor on board regardless of any others. Could it be that this is allowing the ships to fire?
 

Offline Earl Grey

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Re: Official v4.8 Bugs Thread
« Reply #145 on: January 21, 2010, 10:07:21 PM »
Quote from: "Earl Grey"
4.82

Error 9 when selecting ship type in ship design screen.

'Fixed' this, turns out I needed to select 'new ship design' before deciding on type....  :oops:
 

Offline boggo2300

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Re: Official v4.8 Bugs Thread
« Reply #146 on: January 21, 2010, 11:27:31 PM »
Quote from: "sluissa"
Quote from: "Andrew"
I am not sure if what is being reported is a bug. However several of my ships have been able to engage incoming missiles with their final defensive fire turrets(not CIWS) immediatly after emergng from jump and before their active sensors came up to detect the ships firing at them

I could be wrong, but I believe I read somewhere that all ships have a 1 strength thermal and/or EM sensor on board regardless of any others. Could it be that this is allowing the ships to fire?


Yes, as I said above, all ships have a default sensor package, I'm not sure but i believe its both passive sensors.

However, beam weapons (and im including kinetics in this) that can make anti-missile attacks without fire control would definately be a bug

Matt
The boggosity of the universe tends towards maximum.
 

Offline Father Tim

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Re: Official v4.8 Bugs Thread
« Reply #147 on: January 22, 2010, 04:42:35 AM »
If I'm understanding lastverb correctly, what's happening is a ship with its PD mode set to defend self with final defensive fire is cruising happily along through space when, at the last second, it detects missiles a few hundred km out and fires at them.

So it sounds like there is a bug in one or more of the PD modes that's not properly taking into account whether active sensors are turned on or off.  Especially if it's happening immediately after jump, when sensors (along with everything else electronic) are suposed to be disrupted.
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #148 on: January 22, 2010, 04:56:14 AM »
Quote from: "sloanjh"
Quote from: "Commodore_Areyar"
Ships can be insta-transferred from TF-1 to TF-2 in the same system, this allows for supplies and fuel to be immediately shared.

Not a bug - a feature.  This is another one of those "cheating at solitaire" things - if you don't want your ships to magically teleport, then don't move them to a TG in a different location.

STEVE - Please don't make this SM-only.  I use this one a lot to take care of minor adjustments that aren't worth messing around doing with orders - locking it into SM mode would be a royal pain.

The one improvement I could see would be if you got a pop-up warning/confirmation request when you did this (transferred ships between non-colocated TG).  That way there wouldn't be a risk of doing it unintentionally.
I have changed this to SM mode only but I have also add an SM mode button to this window and to the Class window. If you press the button and click enter when the password box comes up, the SM-related parts of the window will refresh. So in this case the list of fleets for transferring ships and combining fleet will normally be those in the same location. Switching to SM Mode (by pressing the SM mode button) will repopulate the list with all the fleets in the system. You can use the same button to leave SM mode as well by clicking it and choosing Cancel when the password box comes up.

Steve
 

Offline Steve Walmsley

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Re: Official v4.8 Bugs Thread
« Reply #149 on: January 22, 2010, 04:57:59 AM »
Quote from: "Knight Otu"
I'm not whether it's a bug, but it seems inconsistent: On the "All Active Contacts for this Empire" tab of the Tactical Intelligence tab, you can see the real name of a race that you have active contacts with, when everywhere else, you would only see the given name. While I like the possibility to learn that name, it doesn't look that it belongs there.
Fixed for v4.9

Steve