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Complex 8.0.9 Bug List
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DmitriK

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PostPosted: Sun Aug 28, 2011 8:35 am    Post subject:  
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I'm new here and I gotta say i love the mod. Thanks guys for all the hard work. I'm eternally grateful.

Some observations/bugs:

Ion cannon = glare-like white obstructed flare from the center of the monitor (mentioned above as well)

1. Hiiaran fleet: battle ark and gujking shipyard have gibberish in the description. (actually looks like improper encoding or something; text buffer is still there)
2. Can't disable defense shield on the mother ship (key: T) until depletion reaches maybe 25% (might be intended)
3. In the formation, mothership doesn't fire its main ion cannon (key: Z) anymore: either a bug and the cannon should fire or the icon should be greyed out.
4. The solar shield research takes forever and I'm not sure what it suppose to do. I see no attribute changes to my ship. Also description says "increases consumption by 100%" which doesn't sound like an upgrade, more like a downgrade. I don't remember the exact wording, however, now I don't even remember how I got it because I reloaded, reformed the formation and i see no such option anymore. Just a solar shield ship command but no research options.
5. After forming the gujking formation (with all the special gujking formation weapons and mass shield purchased), I activated the mass shield and did no damage to any of the battlecruisers firing at me and finally was defeated. Almost felt like the weapons weren't firing but I couldn't see anything because of the white "flare" on the monitor.
6. After breaking the gujking formation, weapon station "lost" top and bottom weapons. I had to rebuild/rebuy them.


Last edited by DmitriK on Sun Aug 28, 2011 8:46 am; edited 2 times in total
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DmitriK

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PostPosted: Sun Aug 28, 2011 8:37 am    Post subject:  
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Complex954: when you start a player vs cpu, your opponent(s) is "blank" by default regardless which map you select. Beta doesn't pre-populate so you have to select all your opponents manually or it'll crash.
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Complex954

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PostPosted: Sun Aug 28, 2011 10:27 am    Post subject:  
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I checked all that but it still wasn't working
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ALC

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PostPosted: Sun Aug 28, 2011 11:51 am    Post subject:  
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@Complex954
Have you tried playing the other game modes to see if the crash also occurs?
Also, have you tried a range of maps (2 player, 4 player etc)?

@DmitriK
Thanks for the report.
The release version of Complex 8 will address those bugs.

Bug 6 is interesting though —not sure if we've had that one reported before.

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Transcendence

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italy
PostPosted: Sun Aug 28, 2011 8:31 pm    Post subject:  
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Bug report:

If one loads a save game with a mothership (full shielded for rad included) inside the Uranian surrounding cloud in the Solar System map, any docked ships will immediately begin taking damage even while the mothership shrugs off the effects. Should you try accessing the 'launch' panel for the mothership after any of the ships have been destroyed in its launch bay, the game will immediately crash.

Also, not sure if this is a bug, but the orbital station, is it supposed to generate a safe zone around it against heat/cold/rad? As if it is built within the planetary cloud (again, did this with Uranus) it will immediately begin taking damage. Or is there an upgrade required for it to create this 'safe zone' that I am unaware of?

*Edit* In addition, is the AI supposed to be aware that it will die horribly when it enters the death clouds? Or is that more an accepted "We can't fix that shit cause it requires reworking the AI" scenario? (If so, any way to turn death clouds off?)

*Edit* Do I have a fixation with the death clouds?

...................Maybe.
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Complex954

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PostPosted: Mon Aug 29, 2011 8:37 am    Post subject:  
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@ALC i have tried all the maps yet it doesn't work
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Sagyxil

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PostPosted: Mon Aug 29, 2011 3:37 pm    Post subject:  
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Complex doesn't currently work well with saved games.
Death Clouds? You mean Nebula?
The planetary maps are all part of Complex Evolution, if I'm not mistaken. Which isn't completed yet.
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Complex954

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PostPosted: Tue Aug 30, 2011 12:49 pm    Post subject:  
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Not sure if it is a bug but one of the files is corrupted
asteroid_5_grey_nosalvage.hod is the file

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niteshade247

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italy
PostPosted: Thu Sep 01, 2011 11:57 pm    Post subject:  
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not shure if its a bug or not but the vager battle ships perf mine is whay to powerfull one mine takes out every hilgaren ship no matter what level it is and some times if things happen just right and there is left over perf pods they will attack and kill more than 1 ship
btw i have ben a follower of complex sence the 6 release and it just keeps getting better keep up the grate work.
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Sleepyx8

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italy
PostPosted: Tue Sep 06, 2011 11:18 pm    Post subject:  
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Im suprised no one mentioned this at least not from what I've seen. Now bear in mind I did not test this for every single ship. It appears for the modules such as defense control tower it only works on the carrier. Now before I decided to uninstall and reinstall the whole game it didnt work on the carrier ship, but dont take me on that because I cant be sure cause I dont remember, but I just thought I should throw that out there. Now the drive system seems to be working fine though I must say the estimated speed is kind of confusing. At least it doesnt update anyway. Now the fire control tower I couldn't tell you if it actually works or not. It doesnt update Attack Damage/Sec on the game UI for the carrier or for the surrounding units.

Now I know im not going into to much depth with the settings, maps, ships and all, but this goes for both races. I at least tested it with the mothership. My belief is if it does'nt work for 1 ship it wont work for any. I have tested it on multiple maps though. One without planets, nebula, one with it, ect. Still no luck.

Also, Im curious if this mod is still in the works. It's been in beta for quite some time and the beta itself hasent been updated in quite some time.
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ALC

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PostPosted: Tue Sep 06, 2011 11:33 pm    Post subject:  
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Sleepyx8 wrote:
Also, Im curious if this mod is still in the works. It's been in beta for quite some time and the beta itself hasent been updated in quite some time.
It's still in the works. People are on holiday at the moment though.

Welcome to the Forum.

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Sleepyx8

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PostPosted: Thu Sep 08, 2011 5:28 am    Post subject:  
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Actually found an intresting bug. I had a 1v1 with a cpu. Both teams were Hig btw. I had gotten a command fortress and made a heavy nuclear bomb. I redirected its path to a orbital station due to it being a controlable unit. It flew there fine and everything but it stopped and kinda danced around in place close to the outer ring of the ship. Its been that for 5 minutes now. So considering that didn't work I redirected it again to a nearby battle shipyard and recieved its desired effect. To test this to see if for w.e reason the first nuke bugged out. I made another nuke and sent it to the orbital station again and it turns out, nothing but dissapointment cause it actually worked this time.

Edit: Sent 3 more nukes and they all bugged out lol. As a side the note the first 2 of these 3 at the same time there was a heavy ion cannon missle from the mothership on route to the same target. Couldn't tell you about the very first nuke I sent before the edit as I dont remember but Ill probably test it again. After the ion cannon hit the target I sent the third nuke, but that still bugged out so I cant be sure if thats the cause.
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PostPosted: Thu Sep 08, 2011 12:54 pm    Post subject:  
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A quick in the heat of battle fix to the nuke bug would be to scuttle the nuke when it doesn't go off. It seems to be a bug with the Orbital Stn.
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Heanschenklein10

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PostPosted: Sun Sep 11, 2011 4:47 pm    Post subject:  
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i found two possible bugs:
1. I had a BS with FireControlTower and is it a bug when I can launch as many short range torpedoes as I want? (if there's enough money)
I ask this question, because if you order for example 5 times tube one and 5 times tube two the torpedoes launch not as fast as if you order alternately tube one and two several times. (build list gets longer but torpedos launch faster).
2. the launched torpedoes moved to a group of cruisers and destroyers of the vaygr AI which were escorted by some fighters and corvettes. the cruisers and destroyers launched their rockets, even though my BS was out of range (and of course all the other ships, too) but the rockets moved to a place in the empty space where no ship or missile was located. very strange! Exclamation Question
they do this until there are no more short range torpedoes.
later I found out that they were aiming at a point the middle of the map (Epopia 2p)
if you need some pictures... i made some screenshots. and if you need them i can upload them. hopefully these problems can be solved...

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ALC

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ireland
PostPosted: Sun Sep 11, 2011 11:31 pm    Post subject:  
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Heanschenklein10 wrote:
is it a bug when I can launch as many short range torpedoes as I want? (if there's enough money)

I think that is intentional.
When you add up the total cost of the munitions, it becomes a relatively expensive way to attack enemy ships.

Heanschenklein10 wrote:
later I found out that they were aiming at a point the middle of the map (Epopia 2p)
This aiming at the centre of the map issue is a known bug which I believe is being addressed.
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