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Home » news » forums » Support & Feedback » Bug Reports

1.17 Bugs and Issues

Submitted by Helker on Mon, 2006-11-20 13:35. Space Empires V General | Bug Reports

- Ship still use warp points not yet discovered. This is the screenshot: http://it.geocities.com/s_noffke/WarpPoint.jpg

‹ Modding: Different criteria needed for upgrading? (1.20) Units launched into space have one movement point ›
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Intelligence

Submitted by Helker on Mon, 2006-11-20 19:56.

When I want to stop intelligence against one empire the only way is to turn the expenses to 0%, but I cannot chose "None" for project...

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Sphere World construction may be bugged in 1.17

Submitted by raynor on Mon, 2006-11-20 19:59.

I loaded up my savegame and tried five times to build my sphere world. In each case, the game generated an Access Violation. In addition, the right click menu to build the sphere world still does not work. You can use the UI travesty buttons on the right or the keyboard shortcut. But if you just right click and choose the option, nothing happens. I emailed my savegame to Malfador.

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Empires placement

Submitted by Helker on Mon, 2006-11-20 20:32.

There is definitely an issue with the empires placements Sticking out tongue

I created a map with cluster solar system, and not all warp points connected. These settings created a galaxy with several clusters (about 9) of 5-6 systems each, and the empires "Evenly distributed". The clusters are not connected together. I started the game, and in my cluster so far I encountered other 2 Empires. The total number of players in this game is 6, therefore half of all the players are stuck within 5 solar systems very close together... And I still have 3 systems to discover in this cluster... Maybe we are all together Sticking out tongue

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End of Turn hang on Turn 1...

Submitted by raynor on Mon, 2006-11-20 21:24.

I started a full tech game using Standard SE5. The game hung while processing the end of the very first turn. It had been running for several minutes before I started timing it. It has been running for 15 minutes when I finally killed the process.

Edit->I think I tracked this down to a bad empire file. I wonder if it might not be a good idea to create new empire files for use with new versions of the game.

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LOVE the progress

Submitted by Wink on Mon, 2006-11-20 22:21.

LOVE the progress sliders!!!!!!

So far so good.. havent been able to try ground combat or ship capture yet.

BUG REPORT!!!

Carrier launched fighters seem to be no problem, but I launched a flight of roughly 40 from a planet and sent them after a derelict enemy frigate. They destroy it with ease. When combat ends the game CTD's..

could be a problem with that particular battle, since I have used carrier based fighters several times with no problems

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Colonizer bug

Submitted by Badlok on Mon, 2006-11-20 22:24.

I had a fleet of 2 ships: 1 scout and 1 colony ship. I selected the fleet, chose "Colonize" and selected a target planet. After the colony was created I noticed that the fleet still had the colony ship but the scout was nowhere to be seen. I was then able to colonize another planet with the colony ship. I haven't tried reproducing the bug however.

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Kahn's picture
Mod Designer

Hey Wink...

Submitted by Kahn on Mon, 2006-11-20 22:34.

Set your game resolution to 1024 x 768, 32 bit, and if you saved the game, repeat the orders. I'd like to hear your results.

Sincerely,
Kahn

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It may help to say whether

Submitted by Nocturne on Mon, 2006-11-20 22:35.

It may help to say whether these bugs were from a fresh game after applying the patch, or a save from beforehand. I tend to make a habit of starting a new game whenever a new patch is available.
The "colonizer bug" has been reported before, and i can't see it listed in any of the new change logs, so you may want to email Aaron (se5 at malfador dot com) just to keep it near the top of his todo list. Same goes for the "empire placement" bug (which i have also encountered).

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Shield regenerators even more broken

Submitted by Fishman on Mon, 2006-11-20 23:10.

Shield regenerators are even more broken in 1.17. In 1.13, they were bugged but flipping the Amount 1/2 values around seemed to fix them. In 1.17, they work, but only ONE works. They don't stack if you put more than one shield regenerator on a ship. Since a single shield regenerator does very little on its own, this makes them effectively more useless than before!

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TCP/IP issues and other weirdness

Submitted by The Shadow on Mon, 2006-11-20 23:30.

This first thing isn't so much a 1.17 issue as an old issue still around... My brother and I cannot get TCP/IP multiplayer to work. Every time we try, it works beautifully right up until the game starts... then it hangs when the "Player Placement" progress bar gets full and never actually starts the game.

Also, for some reason, when my brother generates a large map, it doesn't put in warp lines (or at most only one or two), while it works fine for me. (Works fine for him on smaller maps, too.)

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Captain Kwok's picture
Mod Designer

Increasing # of systems...

Submitted by Captain Kwok on Mon, 2006-11-20 23:47.

For systems you need to change both maximum number of systems (line 21) and max systems for large quadrant (line 34) in settings.txt - that should resolve the WP problem.

-----

Space Empires Depot | SE:V Balance Mod

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Ressev's picture

more than 255...

Submitted by Ressev on Mon, 2006-11-20 23:53.

Has anyone tried having more than this? If I recall you cannot surpass this number.

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Not recommended...

Submitted by raynor on Mon, 2006-11-20 23:59.

I have a Large Map game with maybe 70 systems in turn 187, and the game literally crawls when only a fraction of my ships are moving every turn. I can't imagine what it would be like if I had more systems than that.

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Mod Designer

How are you trying to build

Submitted by LordHavoc on Tue, 2006-11-21 02:19.

How are you trying to build it. When I was testing it myself I experienced difficulty, but I eventually got it to work like this.

No other ships in the 6 hex range of star
20 Starbases with plating & cable
1 Baseship with the sphere world generator

It seems that you need a movement point now to create sphere and ringworlds, but baseships are now big enough to support the componant.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Wait till you get to the

Submitted by LordHavoc on Tue, 2006-11-21 02:23.

Wait till you get to the higher levels, That 30 regen per second is pretty handy.

Still, the weapon vs armor/shields thing is ongoing. That'll probably get sorted out in later patches. When the bugs have been addressed then comes the tweaks.

Your lord and master (below Foamy) LordHavoc

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Serious hang problem on startup...

Submitted by shaermon on Tue, 2006-11-21 04:17.

I get a massive hang when i get to the start screen, doesn't matter if i'm windowed or any of the screen sizes. Suddenly se5 starts eating up 100% of my processor usage and it takes me 5-15 minutes to ooze the mouse near the button i want. Untill now this wasn't a problem, but now the game has turned from almost enjoyable to a complete pain in the ass.

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Music is the problem.

Submitted by Solymr on Tue, 2006-11-21 05:28.

I had the same issue. As soon as I turned off the music, it was at normal speed again.

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Alliance voting system still a little buggy

Submitted by Tekster on Tue, 2006-11-21 05:47.

Ive been testing the alliance voting system and heres what ive found out:

You can vote on the subjects that the other members puts up in the alliance with no problem, but if you try to vote on any of those you make yourself, the game crashes.

And no matter how you make the votes per empire rules, you only still has one per empire.

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Missing Components from Tech Advances

Submitted by Grelvis on Tue, 2006-11-21 09:15.

Has anyone noticed that when you look at expected results of researching Light Hull level 2, it say you get a Bridge level 2 component and an Auxillery Bridge Level 2, but after researching the tech, those benefits aren't received. I've also noticed the same error when you look at expected results of researching Defenses level 2 tech, it says you get Planetary Shield Generator Level 2, but only receive the System Shield Generator. Should these Components/Facilities actually exist???

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Interesting

Submitted by evilginger on Tue, 2006-11-21 09:27.

Haven’t found any bugs yet though I have not tried to run any old save games which may be the cause a lot of the issue as might the fact that balance Mod 0.97 doesn’t work with 1.17 however 0.98 is out and does

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Resources Bug?

Submitted by Zarsynn on Tue, 2006-11-21 09:39.

Hey all-
Noticed something that I think is strange with regard to resources. Not a show stopper, but it should be 'on the list' if someone is compiling.

Started a new game with 1.17, and set starting resources to 'high' (100000k of each type). On game turn 2, they were reset to the 50k I had the storage for. While this does make sense, I had thought previous games left the overage there until you used it. (It was stored in space I guess!)

If it is not a bug and it is suppose to do that, why does it allow more resources to start than you can actually store, especially if they disappear on the next turn? You could never use that much on the opening turn even with 10 planets!

-Z

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The bonus only lasts one turn

Submitted by evilginger on Tue, 2006-11-21 09:51.

I think this is the way it’s supposed to work as the starting bonus only lasts one turn unless you can store it

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Empire Placement

Submitted by Omnius on Tue, 2006-11-21 10:45.

It's nice to see someone else say that empire placement is messed up with too many empires getting placed too closely together. This has been a problem before 1.17 and hopefully it will get fixed in the next patch. Hard to have a fun game if empire placement is screwed up.
Omnius

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Ok found two oddities.

Submitted by shaermon on Tue, 2006-11-21 10:58.

1. If a savegame is made in a round where a colonyship is just making a colony, and you end up loading that. You see a colony AND a colony ship. Tho you can't exploit it since you get an access violation if you ever decide click on the hex.

2. I'm sure this is an old one. When using weapon platforms with beam weapons, the beams sure ain't coming from the planet, but from someplace outside the combat area.

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Oh forgot one.

Submitted by shaermon on Tue, 2006-11-21 11:27.

For some reason when I'm making weapon platforms and select a weapon mount, missiles get upgraded dam and range too, even tho the mount shouln't affect them. And the bonus is they don't get any bigger in the craft.

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I noticed in 1.13 and

Submitted by Zaphod on Tue, 2006-11-21 11:48.

I noticed in 1.13 and earlier Mounts are affecting Torpedo Weapons, Point Defence (I think...), and specialized Armor. These do not appear with a obvious modifier like a "L" or "H" and do not change the components size. You have to right click the weapon/component to discover that its a bit more powerful than it should be Eye-wink. I figure this is just an option that can be switched off in the data files like in SEIV. Didn't see it mentioned before.

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Mod Designer

Quote:For some reason when

Submitted by LordHavoc on Tue, 2006-11-21 11:49.

Quote:
For some reason when I'm making weapon platforms and select a weapon mount, missiles get upgraded dam and range too, even tho the mount shouln't affect them. And the bonus is they don't get any bigger in the craft.

I've found that one too, but it's only a display bug. When you select the mount, then click on the missile and place it and then save the design you will find the missile back at it's normal values.
Same goes if you turn on the mount, place the missile and then turn off the mount, the placed missiles are at their normal values.

Your lord and master (below Foamy) LordHavoc

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Resources Bug? 2.0

Submitted by Zarsynn on Tue, 2006-11-21 12:53.

evilginger wrote:
I think this is the way it’s supposed to work as the starting bonus only lasts one turn unless you can store it
So what's the point of the bonus then? You can't store it even with 10 planets, and you can't use it all in 1 turn.

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AI treaty proposals

Submitted by DavidSachs on Tue, 2006-11-21 12:53.

AI alien races often propose treaties, in which some of the suboptions fro treaty elements are missing.

This needs to be fixed.

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MasterDave's picture

Save Error

Submitted by MasterDave on Tue, 2006-11-21 13:10.

This is something that also happened in 1.13 After playing sixty turns or so I am no longer able to save my game manually under any game name. I seem to have current Autosaves, but I am not sure if they will work (I did not try them, as it was late last night when the save error occurred). AFter closing SE5, I get an access violation error, and am unable to close the program with task Manager (under Windows XP), and only shutting down the computer closes the program. This also happened in my last game of 1.13.

Cunnilingus and Psychiatry have brought us to this...

Tony Soprano [/i]The Sopranos

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Ground combat weirdness

Submitted by The Shadow on Tue, 2006-11-21 14:14.

I conquered a planet of those pesky Terrans a few turns ago... and now I find I have to refight the battle every turn! The colony shows up as mine, the battle report shows the troops *and* the militia as mine... combat starts, then immediately ends. Also, no migration appears to be occurring to that planet, and it should be.

I just conquered a couple more planets before coming in to school, so we'll see if the problem happens again.

This game is continued from 1.13, and I use the Balance Mod 0.98.

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Bugbear's picture
Mod Designer

Here is the trick.

Submitted by Bugbear on Tue, 2006-11-21 14:18.

I had similar problem. I used the salavage Falality fucntion on the mine and that got rid of a enemey Satallite in storage.

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Mod Designer

Treaty blah

Submitted by Quantum on Tue, 2006-11-21 15:07.

treaties are still wonky. subtreaty is still not being selected by the AI.

Lets get Area of effect weapons added to the game shall we? lets all email arron who wants it added. The ability to highlight the system an event took place in has still not been put back in the game for the Log window. (click an event, the system lights up). Please add the ability to retrofit units.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Dragagon's picture

Expendable Units

Submitted by Dragagon on Tue, 2006-11-21 15:15.

Quantum wrote:
Please add the ability to retrofit units.

Units are so expendable, why not just make more and not worry about them Eye-wink

Dragagon

Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.
-- Robert Heinlein

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Mod Designer

Boing

Submitted by Phoenix-D on Tue, 2006-11-21 17:03.

Zarsynn wrote:
evilginger wrote:
I think this is the way it’s supposed to work as the starting bonus only lasts one turn unless you can store it
So what's the point of the bonus then? You can't store it even with 10 planets, and you can't use it all in 1 turn.

Well, you do get a lot more research points, which you CAN use, and you fill up your empire stores, which doesn't happen on low starting points.

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Not sure

Submitted by evilginger on Tue, 2006-11-21 17:06.

Zarsynn wrote:
evilginger wrote:
I think this is the way it’s supposed to work as the starting bonus only lasts one turn unless you can store it
So what's the point of the bonus then? You can't store it even with 10 planets, and you can't use it all in 1 turn.

Don’t know to be honest, but that’s the way it works with research which gives you a one time one off bonus and I suspect the same thing happens with resources. I suspect that the idea is to give a boost to production in the same way. It’s not something I start with unless I start with multiple planets and want to change the facilities round the AI set up gives you a lot. Personally if I want to tilt the game in an empires favour I give them better quality band more starting techs and worlds I used to do that a lot in SEIV because the AI didn’t really put up that good a fight and getting multiple human players was a real pain. Organising players is a lot like herding cats

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Random Planet Atmosphere

Submitted by saetrum on Tue, 2006-11-21 17:11.

I've noticed that during empire creation, if you use the random button when choosing a planet atmosphere, it never chooses gas giant...anyone else notice this?

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Retrofiting units

Submitted by evilginger on Tue, 2006-11-21 17:13.

Not terribly useful if you are in a combat zone as they are very expendable. However the ability to upgrade garrisons and such like empire wide would eliminate the phalanx vs. tank situation you some times get. This is aggravated in SEV by the long obsolete units taking up valuable cargo space on the colonies you have them on.

It would also be useful to be able to upgrade fighters when the carrier goes in for a refit instead of it moaning about not being able to refit due to cargo. que fighters going on patrol around the planed for three turns whilst there carrier gets refited

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Sucks

Submitted by JakeCourtney on Tue, 2006-11-21 18:22.

Tekster wrote:
Ive been testing the alliance voting system and heres what ive found out:

You can vote on the subjects that the other members puts up in the alliance with no problem, but if you try to vote on any of those you make yourself, the game crashes.

And no matter how you make the votes per empire rules, you only still has one per empire.

I've also tested this. I really like this part of the game and I hope it gets fixed and new features get added.

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Aliance Vote Access Violation

Submitted by _squeege_ on Tue, 2006-11-21 18:23.

If I ever attempt to vote on a treaty modification proposal, SEV crashes. The error message is:

"Access violation at address 00646B1D in module 'SE5.exe'. Read of address 00000020"

From loading the saved game, these are the steps I take:

Empires (Shift + E key or Click it)
There is only 1 known empire, from my proposal. 3 members. I select it, then click on Alliance Chambers.
I proposed the rule change in previous turn. Clicking Vote Yes or Vote No causes the above crash.

It also crashes a second time when the game is unloading from the crash, but I figured that's a cascaded failure.

Another minor issue: Using N to rename a ship causes the n to appear at the end of the original title. For example, if it's named "foo", after typing the n to rename it, the rename dialog will appear with "foon" in it. This didn't happen when I renamed ships in 1.14.

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Missed This One

Submitted by _squeege_ on Tue, 2006-11-21 18:24.

Dag nab it, I looked for other messages about this before I created mine, but somehow missed this one. Sorry all!

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Gas giant

Submitted by evilginger on Tue, 2006-11-21 18:24.

saetrum wrote:
I've noticed that during empire creation, if you use the random button when choosing a planet atmosphere, it never chooses gas giant...anyone else notice this?

Gas giant is a planet type not an atmosphere type thats why

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Ship movement

Submitted by Helker on Tue, 2006-11-21 18:49.

I found this strange behavior: I say to a ship to move to a place, it starts moving, but it doesn't follow the path it is showing... This does not happen often, but only a few times...

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Back to main screen

Submitted by Coolio on Tue, 2006-11-21 19:17.

When i click either tutorial or new game while loading it takes me back to the main screen.

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Population Transport Minister

Submitted by Helker on Tue, 2006-11-21 19:41.

It seems that the population transport minister is not working.

I have an Organic Medium Freighter, Design Type "Pop. Transport", and the "Ship Population Transport" minister on, but the ship do not move, and it has been 4-5 turns I created the ships...

I'm missing something?

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Combat vs empty planet

Submitted by Askilne on Tue, 2006-11-21 20:04.

After I took over the last remaining planet an enemy empire owned the empire created two new colonies with zero population. When I went to invade these colonies the combat would end after 5 seconds. I had to attack the colonies about a dozen times each to either get a ship within weapons range and blow the colony away or to get a troop transport close enough to invade the colony.

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Quote:I get a massive hang

Submitted by McGlu on Tue, 2006-11-21 20:05.

Quote:
I get a massive hang when i get to the start screen, doesn't matter if i'm windowed or any of the screen sizes. Suddenly se5 starts eating up 100% of my processor usage and it takes me 5-15 minutes to ooze the mouse near the button i want. Untill now this wasn't a problem, but now the game has turned from almost enjoyable to a complete pain in the ass.

I too have this issue. But it was there before this latest patch. It only occurs on my computer at work, though. My laptop at home has never done it.

I've noticed that if I wait a while or slowly get the mouse pointer down to the load screen, the issue goes away.

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Every time I have ships on

Submitted by TheStuff07 on Tue, 2006-11-21 20:36.

Every time I have ships on their way through a warp point when the turn ends, and there's a ship waiting on the other side, the combat progresses as normal in Strategic, but after it's over and I click Close, the game crashes with an access violation error. It can be worked around if you use Tactical, but that's still a pain. Sad

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Captain Kwok's picture
Mod Designer

Send it in!

Submitted by Captain Kwok on Tue, 2006-11-21 20:40.

E-mail the saved game to MM (se5 at malfador dot com) with concise directions on how to reproduce the bug. This will be the most helpful thing you could do. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Confrimed Alliance crash

Submitted by JakeCourtney on Tue, 2006-11-21 20:41.

_squeege_ wrote:
If I ever attempt to vote on a treaty modification proposal, SEV crashes. The error message is:

"Access violation at address 00646B1D in module 'SE5.exe'. Read of address 00000020"

From loading the saved game, these are the steps I take:

Empires (Shift + E key or Click it)
There is only 1 known empire, from my proposal. 3 members. I select it, then click on Alliance Chambers.
I proposed the rule change in previous turn. Clicking Vote Yes or Vote No causes the above crash.

It also crashes a second time when the game is unloading from the crash, but I figured that's a cascaded failure.

Another minor issue: Using N to rename a ship causes the n to appear at the end of the original title. For example, if it's named "foo", after typing the n to rename it, the rename dialog will appear with "foon" in it. This didn't happen when I renamed ships in 1.14.

I can also confirm this.

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Recommendation

Submitted by JuJuB on Tue, 2006-11-21 22:12.

I know you technically don't have to re-install to get the patch working, but I have had it fix some oddities that were happening. Plus what have you got to lose... other than 15 minutes. Smiling

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Mod Designer

re Quote:It only

Submitted by JTesla on Wed, 2006-11-22 00:12.

McGlu wrote:
It only occurs on my computer at work, though. My laptop at home has never done it.

I can explain the problem, I placed a curse on anyone that is able to get away with playing the game at work. Smiling

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Multiple simultaneous movement bugs.

Submitted by Bekenn on Wed, 2006-11-22 01:25.

I'm currently running a game that started with version 1.08 but has progressed to 1.17 (thanks to automatic Steam updates). This is a simultaneous movement game with two human and 12 AI players.

The "Launch/Recover Units" button brings up the normal interface, but units are not marked for launch. Instead, the ship/planet containing the unit is doubled in the list, with no apparent effect on the unit to be launched. The containing ship/planet does list the unit launch in its orders, but when the turn rolls around, no units have been launched.

The "Launch Units Remotely" button works as expected, but can only be used to launch all units of a given type.

Selecting "Upgrade Facilities" from the global construction queue screen to upgrade all facilities on all planets appears to add these upgrades to the relevant construction queues, but no upgrades are performed when the turn cycles, and all upgrades disappear from the queues again at the start of the next turn.

There were also issues with ships exiting the wrong warp points, but something similar was listed in the patch history and I haven't seen this happen since the update, so I'm guessing that's fixed.

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Teamplay vs human

Submitted by Janster on Wed, 2006-11-22 01:26.

This function is not working it seems.

I keep getting AI battles during my play ,and theere should be none!!

Also it spams me with treaties despite the fact that we're at war.

He does attack though, but only rarly.

Janster

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Graphics problems.

Submitted by Bekenn on Wed, 2006-11-22 01:38.

This one may be a bit unusual given my setup:

Athlon 64 3700+ (San Diego core)
2 GB RAM
GeForce 7800 GTX 256 MB
Windows Vista 64-bit (RC2)

Running game at 1920x1200 resolution.

When viewing any system with no menus active, frame rate hovers around 20 fps. Viewing the global construction queue menu drops the frame rate to 10 fps, making mouse movement very choppy.

Additionally, the screen will sporadically flash to all white for a frame. This can happen once or twice every five or ten seconds for a stretch, then go away entirely for a space of several minutes before showing up again. It's not regular or predictable, but doesn't appear to have any other negative effects.

For comparison purposes, this same system running the same OS averages close to 60 fps on the Counter-Strike Source video stress test at 1920x1200 with no graphical glitches and all quality settings maxed out (exceptions: anti-aliasing disabled, AF 8x).

I understand that SE5 is not optimized for graphics performance, but I'm surprised that it's actually choppy when there's almost nothing graphically going on.

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Empire comparison created Access Violation

Submitted by merikari on Wed, 2006-11-22 03:19.

My game crashed when I tried to use the compare feature with the first empire that I met.

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col.kurtz's picture

Is it a bug ?

Submitted by col.kurtz on Wed, 2006-11-22 05:51.

Is it a bug ?

Don’t know if it is a bug but I had a colonization ship (speed 11) attacked by enemy ships (speed 12). She was able to make it to the combat radius line, but she was forbidden to cross it (and eventually got vaporized)
I understand the combat radius has been implemented to allow slower ships to have a chance to retreat/escape, so guess it might be a bug.

-------------
Feel lucky earthling ?

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You need moves to be able to

Submitted by Fishman on Wed, 2006-11-22 06:00.

You need moves to be able to retreat across the line. Since your turn is always first, if you get attacked, you probably won't have any moves to run with. Conversely, attacking the AI always results in a wild goose chase.

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I don't think that's a bug.

Submitted by Nocturne on Wed, 2006-11-22 06:00.

I encountered the same thing and originally thought it was a bug, but noticed it only happened when the ship has 0 movement points left after entering combat. I think you can now only retreat if you have the movement points available to do so (and i think I read somewhere that that was the original intention, although I may be wrong).

And, while i'm here:
Bug: Access violation on satellite recovery:

The "launch/recover" option still doesn't recover satellites launched from planets. I figured that you could recover them via the "transfer cargo" option. However, using this method, if you recover the satellite before recovering it's supplies, the game crashes with an access violation.

Workaround: Recover the supplies first, and the satellite second.

(Found on a fresh game with 1.17 patch)

-Noc-

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Prankowski's picture

@col.kurtz i think that´s

Submitted by Prankowski on Wed, 2006-11-22 06:23.

@col.kurtz
i think that´s not a bug. if i remember right ships that don´t have strategic movement left can´t retreat from combat.
i guess your colony ship was underway to a planet so it wouldn´t have any movement left.

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col.kurtz's picture

Thanks. I see the point

Submitted by col.kurtz on Wed, 2006-11-22 06:28.

Thanks. I see the point now, it’s logical.

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Alliance party crasher

Submitted by razoreqx on Wed, 2006-11-22 12:54.

Tekster wrote:
Ive been testing the alliance voting system and heres what ive found out:

You can vote on the subjects that the other members puts up in the alliance with no problem, but if you try to vote on any of those you make yourself, the game crashes.

And no matter how you make the votes per empire rules, you only still has one per empire.

Yes I found this bug as well.

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Ressev's picture

obsolescence

Submitted by Ressev on Wed, 2006-11-22 13:10.

evilginger wrote:
Not terribly useful if you are in a combat zone as they are very expendable. However the ability to upgrade garrisons and such like empire wide would eliminate the phalanx vs. tank situation you some times get. This is aggravated in SEV by the long obsolete units taking up valuable cargo space on the colonies you have them on.

It would also be useful to be able to upgrade fighters when the carrier goes in for a refit instead of it moaning about not being able to refit due to cargo. que fighters going on patrol around the planed for three turns whilst there carrier gets refited

Yeah, Weapon Platforms tend to be the most annoying Unit in the game for me with regards to obsolescenc. Others are more expendable since you just take them to the battlefront and let them waste themselves. But when the battle is coming to you... last thing you want is a set of weapon platforms with level 2 missiles.

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cordas's picture

Errr Evil there is something

Submitted by cordas on Wed, 2006-11-22 13:35.

Errr Evil there is something I would hate more than having weapon platforms with lvl 2 missles..... No weapon platforms.

However it would be great if you could update and upgrade weapon platforms in a similar way you upgrade facilites. Simply have it as an upgrade option, with a scrap button also availabe on the same menu. Having a global upgrade option would be great, for simplicity sake I would abolish the 50% cost rule on upgrading WPs if its more than 50% simply have them auto scraped and replaced.

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cordas's picture

opps double post

Submitted by cordas on Wed, 2006-11-22 13:35.

opps

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Can't play Quick start games

Submitted by Coolio on Wed, 2006-11-22 14:16.

When i click it, it loads but right after player placement i get back to the main screen, now im playing with 1.0 and it works fine, although when i minimize game the orders menu are all blackened.

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Display Problems - Scrambled Buttons and Pictures

Submitted by StarHunter5 on Thu, 2006-11-23 09:12.

Installed v1.17 last night.
Started a new game and found that some of the graphics are not displaying correctly.
The display of the buttons are scrambled, not displayed with a solid color as in v1.13.
Some of the other graphics are also scrambled.
All the buttons are scrambled but only some of the pictures.
Anyone else see these problems?

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Resources Production/Expenses Details

Submitted by Helker on Thu, 2006-11-23 12:06.

I think there is a problem in the details of the resources production and expenses.

My figures for the Minerals are

Producion
From Colonies 358,854
From Ships 46,440
From Remote Mining 11,600

Total 416,624

Expenses
Maintenance Costs 359,765
Construction Queues 29,198

Total 388,963

Treasury
Net Resources 27,661
Total in Storage 0
Maximum Storage 675,000

I have a surplus of 27,661, but still I do not have enough resources to finance my construction queues, and each turn I get reports of planets that cannot build because of a lack of resources.

On a side note, why the resources gathered by my remote mining ships is calculated partially in the field "From Ships", and partially in "Remote Mining"?

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I don´t believe it!

Submitted by Vagabond on Thu, 2006-11-23 12:52.

Am i really the only person who has a non playable version?
As soon as i open my construction window, my darn computer restarts!!!
And don´t ask me for a savegame, for it was the first damn turn! AGAIN!!

Do you have what it takes?
http://spielwelt2.techwarrior.de/?ac=vid&vid=36038627

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Resources again...

Submitted by Helker on Thu, 2006-11-23 15:39.

Although I have a Net Resources (Mineral) of 53k, my reserves grow of just 6k...The details show that my ships provide some resources, but they are not actually shipped to my empire...

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screwed up dialogs and text display

Submitted by elfie on Thu, 2006-11-23 19:40.

Since instaling the 1.17 patch I the game has stopped displaying text in some places. When I try to start a new game, I get prompted with a dialog box that contains nothing, and am then prompted to select which game version/mode I wish to run. When I try to start a new game the 'racial points left' box in the empire creation screen is also blank. There are probably others, but since I can't start the game, I haven't gotten in to test every dialog. I have completely uninstalled, manually deleted the strategy first folder, and then reinstalled, and run the 1.17 patch. It still has the same problem.

System specs:
Geforce 7900GTX graphics card
AMD Athalon X2 4200+
2GB of ram
trying to run the game at 1200x960 resolution. (which worked, except for some combat instability, with version 1.13)

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Ship movement

Submitted by Brad on Thu, 2006-11-23 20:01.

This happened in SEIV as well. It is almost certainly because there are two (or more) paths of exactly the same length to the target sector. Sometimes it displays the actual path taken, and sometimes it displays the other one.

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Colonizable Planet List

Submitted by DavidSachs on Thu, 2006-11-23 23:47.

The filters that select colponizable planets do not exclude planets that may not be coloized because of treaty obligations.

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I haven't found this

Submitted by Halikar on Fri, 2006-11-24 01:09.

I haven't found this reported before, so if it has, sorry.

When ever I conduct a direct tech trade with the AI, the trade messages are backwards and the trades don't appear to go through (unless they are backwards as well, in which case we're giving ourselves techs we already have).

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hang after ground combat

Submitted by steven shen on Fri, 2006-11-24 08:17.

hanged 3 times at "processing after all player turns" with blue bar full.
and all happened after a ground combat
i wait for over 10 min but still no reaction.

it's not using up computer resource because fps is always 59-60. In the case computer resourceused up, i observed fps drop to even 0 but this time not .

so i guess it's related to ground combat
but strangly i have once ok after a ground combat

by the way, i made 3 changes on the setting.txt:

set the game speed to 32;
set the ground combat time to 90 sec
set the space combat time to 90 sec

Is that a bug or due to my modification?

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Helker: The last time I used

Submitted by MisterBenn on Fri, 2006-11-24 08:41.

Helker: The last time I used Remote Mining was in a 1.13 game. In that game, the amount of remote mining you were performing was being double counted and it appeared in "From Ships" and also in "From Remote Mining". This lead to the "Net Resources" being wrong (being reported too high, by the exact amount of remote mining you were performing) and that same, corrupted Net Resources figure would reach the top left pane in the Construction Queues window too. I haven't got remote mining up in a 1.17 game yet so I can't confirm this is yet fixed.

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Apparently

Submitted by Helker on Fri, 2006-11-24 09:51.

MisterBenn wrote:
Helker: The last time I used Remote Mining was in a 1.13 game. In that game, the amount of remote mining you were performing was being double counted and it appeared in "From Ships" and also in "From Remote Mining". This lead to the "Net Resources" being wrong (being reported too high, by the exact amount of remote mining you were performing) and that same, corrupted Net Resources figure would reach the top left pane in the Construction Queues window too. I haven't got remote mining up in a 1.17 game yet so I can't confirm this is yet fixed.

Apparently it has not been fixed yet Smiling

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Ministers in multiplayer games

Submitted by The Shadow on Fri, 2006-11-24 21:32.

I finally got the TCP/IP multiplayer function to work (the trick is not to generate a map beforehand), but now there's a new issue.

For me (a player, not the host), my research, production lines, and ship designs are constantly being changed around between turns, presumably by ministers. Sometimes it even obsoletes *my* ship designs to replace them with its own!

This makes multiplayer games effectively unplayable. The other human player (the host) did not suffer this problem.

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se5a's picture
Mod Designer

from memory the host needs

Submitted by se5a on Sat, 2006-11-25 00:16.

from memory the host needs to wait till the player has compleated his turn before he can end his.
otherwise the host never gets the players file and the minister takes control of that turn.

-----
an se5a is a ww1 fighter, it is also a car.

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we have the same problem. I

Submitted by deathdealer on Sat, 2006-11-25 14:56.

we have the same problem. I (the host) wait for all the players (one human remote and me) to play a turn and submit the file then I process turn. for the host it works fine but for the remote human the ministers play the turn as if there was no player file submited. kinda unplayable excempt for the host.

DD

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Ah great. Game hung while on

Submitted by vorius on Sun, 2006-11-26 00:29.

Ah great. Game hung while on waiting for player 2. the progress bar went maybe 10% of the way and stuck there for 15 minutes. I had to shut down and my game was lost. what a crying shame- i just built a nice fleet and was about to attack someone. ah well i'm gonna come back to this game in several weeks when maybe its stable.

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Seekers are invulnerable!

Submitted by Fog of War on Sun, 2006-11-26 05:54.

Any type of point-defense useless against incoming seeker, if shipboard under attack from course 90 degrees with delta +30 -30 (approximately) . I tested on all types and mixes of point-defense vs. seekers -- ships NOT FIRING AT ALL!!
p.s. sorry for my english.

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the same for

Submitted by damador on Sun, 2006-11-26 06:07.

Fog of War wrote:
Any type of point-defense useless against incoming seeker, if shipboard under attack from course 90 degrees with delta +30 -30 (approximately) . I tested on all types and mixes of point-defense vs. seekers -- ships NOT FIRING AT ALL!! p.s. sorry for my english.

the same for fighters

seems that game weapons checks the prefered target once at start of the battle and AFTER the target die - if the target start shooting ( or other enemies) with seekers game doesnt check it

seekers will trigger when the target die and there is seeker in space at the same time - try this

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I noticed this as well. I

Submitted by Black root on Sun, 2006-11-26 08:54.

I noticed this as well. I think it happened when the AI blocked a warp point so the path went though it but the ship moved for the long way around. I'm not sure though.

I had another encounter with a blocked warp point, which were a bit worse. When the warp point came into sensor range, the ship turned around, but when the AI ship was no longer within sensor range, the ship went for the short route again, making it go between those two hexes forever.

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Rilbur's picture

What?

Submitted by Rilbur on Sun, 2006-11-26 11:43.

damador wrote:
Fog of War wrote:
Any type of point-defense useless against incoming seeker, if shipboard under attack from course 90 degrees with delta +30 -30 (approximately) . I tested on all types and mixes of point-defense vs. seekers -- ships NOT FIRING AT ALL!! p.s. sorry for my english.

the same for fighters

seems that game weapons checks the prefered target once at start of the battle and AFTER the target die - if the target start shooting ( or other enemies) with seekers game doesnt check it

seekers will trigger when the target die and there is seeker in space at the same time - try this

Um... what are you guys saying?

_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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example :)

Submitted by damador on Sun, 2006-11-26 12:32.

my carier atack the lone frigate of AI

AI starts to run i checked their weapon - it has anti fighter weapons with range ~120

my figters ( acrried from the begin of game - 20 range with crapy small DUC )

enemy died WITHOUT any shot toward my fighters

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ship movement and crew?

Submitted by Arius32 on Sun, 2006-11-26 16:20.

have no clue if somone already reported this ...
i was upgrading my ships from using crew quarters 6 to 7, and quantum reactor 6 to 7 and other stuff but no engine upgrade, when i noticed that every time i retrofit, ships get less movement points ... they are supposed to be 15 points and they were 7 instead! thought it was some glitch that would go away .. a couple of turns later i notice that most of my reserve ships are all on 7 move points? .. i notice that the crew members are all ZERO? ..
i check my ship list to see if my Elite crews were resetted or something ... they were not.
tried upgrading to crew quarters 8 and still nothing ...
MY EMPIRE IS CRIPPLED at turn 8ish!

another thing .. don't know but might be related .. they have 1/1 movement points, but if you launch fighters and transfer there fuel to some other ship or planet the diplsy changes from 1/1 to 1/21 "fighters using afterburners and quantum engines"

Any ideas ppl? to solve the movement problem? half my 300 ship fleet is crippled Sad

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Minor annoyances

Submitted by tsotha on Sun, 2006-11-26 17:46.

I've recently purchased the game via Steam. Pretty happy overall, but there's a few annoyances:

  • A way to get the dreaded Windows (XP) Blue Screen of Death:
    1. Set the screen resolution to 1280x768x32.
    2. Select Quick Start --> Standard SE5 --> Amon'krie Continuum.
    3. As soon as the main screen comes up hit the "Set Construction Queue" icon in the orders box.
    4. BSOD
    I don't have this problem if I set my resolution to 1920x1200x32. This is my monitor's native resolution, but it makes the text so small it's very hard to read.

    At the very least screen resolutions that cause a BSOD should be disabled.

  • Loss of control:
    1. Start a game of SE5.
    2. Think to yourself "Self, I need to look at the manual"
    3. Use <Alt-Tab> to minimize the game.
    4. Select the game on the Windows task bar to maximize it and continue playing.
    5. Select the "Menu" icon.
    6. Select "Quit".
    7. The game minimizes instead of performing the quit operation??

    Now you're in a funny state. The game appears to be working, but as soon as you click on a button that causes an action to be performed, the game minimizes instead of performing the action. So selecting "quit" minimizes the game without quitting, but selecting "save" doesn't until after you type in the saved game name and actually try to, you know, save the game.

    Maximizing the game after it's minimized doesn't fix it either; you're still in that same funny state.

    Incidentally, this happens if the game gets forced into the background for any reason, like a scheduled run of a virus scanner or IM from a friend.


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Rilbur's picture

BSOD

Submitted by Rilbur on Mon, 2006-11-27 00:32.

FYI: 99.9999% of the time, BSOD is caused my local issues and not the program itself. Please post the message itself, and check that you have the most up-to-date drivers.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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next patch

Submitted by damador on Mon, 2006-11-27 07:28.

so any new patch planed soon - any changelog ?

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