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Complex 8.0.5b Bug List
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ALC

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PostPosted: Mon Jan 31, 2011 6:06 pm    Post subject:  Complex 8.0.5b Bug List
Description: Please post any possible bugs here
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Here is a thread for bugs in Complex beta 805.


I have one possible bug with the Battlecarrier.
Battlecarrier would not attack an enemy Resource Collector despite being directed to do so. It was quite happy to attack enemy frigates.

EDIT: Made Sticky. (And a typo, spellt 'bug' incorrectly Embarassed )

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Last edited by ALC on Tue Feb 01, 2011 4:58 pm; edited 1 time in total
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bitboxboi

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PostPosted: Tue Feb 01, 2011 4:40 am    Post subject:  resource collectors crashing into small asteroids
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Played a game on foundary,
resource collectors crashed and burned when trying to harvest in a debris field.

This was a field close to one of the mining bases, I dont know which one.

I think this was mentioned as a bug in 8.041.. but confirmation was requested. I managed to get screen shots. not sure how to add them to this post tho

EDIT:

I may have hit the same defence control tower not applying bonuses bug.

On map megalith way. defence control tower built onto mothership (after building research, crew, power station, corvette facility, rapid sweeper, nothing else)

The health bar showed damage for the mothership when complete (more health i suppose) but the other ships near (research station, crew station, power station) remained unaffected.

Selecting the defence control tower from the module symbols at the bottom selected the module but no effect radius circle was shown.

(trying to add images now)
collector explode before
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collector explode after
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defence tower selected
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UPDATE: tried the defence control tower on megalith way again. Same thing happened. Possbile problem with that map????


Last edited by bitboxboi on Fri Feb 04, 2011 6:01 am; edited 3 times in total
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PostPosted: Tue Feb 01, 2011 11:39 am    Post subject:  
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The problem with viper missiles is still there:
- production stops if you don't have at least 2k RUs (mining missiles too)
- they don't attack the mship or the shipyard if it's the last opponent capital ship left
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PostPosted: Tue Feb 01, 2011 2:27 pm    Post subject:  
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Quote:

production stops if you don't have at least 2k RUs (mining missiles too)

Unless Beghins removes the cap completely I'm pretty sure thats an engine limimtation, actually.

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PostPosted: Tue Feb 01, 2011 5:20 pm    Post subject:  
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Walkop2011 wrote:
Quote:

production stops if you don't have at least 2k RUs (mining missiles too)

Unless Beghins removes the cap completely I'm pretty sure thats an engine limimtation, actually.

mmm not sure. There is a similar system for buying grades but this works ok.
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canada
PostPosted: Tue Feb 01, 2011 6:00 pm    Post subject:  
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Hmmm..okay, maybe so. It must be a script, since if a fighter facility is destroyed while building fighters production stops (the game doesn't really konw the difference between Us beng required or a subsystem), so it should be fixable then.
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Aaazorz

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PostPosted: Tue Feb 01, 2011 9:12 pm    Post subject:  
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Defense control tower either doesn't apply the bonuses to nearby ships, or no radius is shown. I reported this in the last version, and no one listened... Sad
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PostPosted: Tue Feb 01, 2011 9:42 pm    Post subject:  
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Um, are you sure? How did you determine whether or not the the Def Con tower wasn't working?
Which map and game set-up are you playing and which ship did you build the Defence Control tower on?

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PostPosted: Wed Feb 02, 2011 7:34 am    Post subject:  
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not sure if this has been mentioned or noticed in a previous bug report, but one i've seen in my first round of tests is as follows: (map hyperproduction 3pl)

i had built a weapon station, and after constructing needed modules, i proceeded to build a torpedo launcher on top, and a heavy ion cannon on the bottom. when the ion cannon was fired (targeted) at a pair of approaching BCs, the screen went as white as when multiple juggernauts explode, and continued until firing stopped... if wanted i will grab screenshots.

UPDATE: seems to happen randomly... but usually when ions are fired in some way


Last edited by camper51 on Wed Feb 02, 2011 9:30 am; edited 1 time in total
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PostPosted: Wed Feb 02, 2011 7:34 am    Post subject:  
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First, Evolution, but then I started a game on Bentus Flat Nebula, Complex Custom (meaning all but a few things set to Few/Minimum), and the Mothership.
I'm gonna do a quick test to see if retiring the system does anything for the adjacent ships.

It still works on the Mothership at least, but the cyan radius indicator isn't showing up.

EDIT: on that Flat Nebula game, retiring the DefCon Tower only affected the Mothership's health. The bonus isn't being applied to the nearby ships, though for some reason, some docked ships (only noticed with Resource collectors/fighters) will undock with about 5% health missing/added (can't tell which), and I don't know why.
My Mothership currently isn't sitting in one of the nebulas, I know sometimes undocking ships will take slight damage while undocking until the game acknowledges the nullification from anti-rad fields.

EDIT2: I'm doing a test now to see if Torpedo platforms work, or if they still refuse to fire at things that are at point blank range.

Well, I'll be damned, they do work. However... the only thing it would fire at was an enemy Mothership. After getting it closer than 5000 meters, it would not fire at: Pulsar/Gun Platforms, Crew/Power/Research Stations, a Light Carrier (because for some reason CPUs build those instead of Scavengers... but maybe that's just me), and Resource Controllers/Collectors.

Also I would say make CPUs build Trade Convoys earlier. It took my ally until he had a Science Division to actually produce any.
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PostPosted: Wed Feb 02, 2011 9:32 am    Post subject:  
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Different bug:
I noticed this in the 4.1 beta as well.
Nebula doesn't seem to affect ships anymore, regardless of type or progression into the game.

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PostPosted: Wed Feb 02, 2011 9:37 am    Post subject:  
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Quote:

Nebula doesn't seem to affect ships anymore, regardless of type or progression into the game.

Which map/game modality?

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PostPosted: Wed Feb 02, 2011 9:39 am    Post subject:  
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Still the game on Bentus Flat Nebula, and Complex Custom.

...come to think of it, the only thing I've played where nebula does affect ships (at least since downloading 8.0.5) was Evolution.

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PostPosted: Wed Feb 02, 2011 11:45 am    Post subject:  
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camper51 wrote:
not sure if this has been mentioned or noticed in a previous bug report, but one i've seen in my first round of tests is as follows: (map hyperproduction 3pl)

i had built a weapon station, and after constructing needed modules, i proceeded to build a torpedo launcher on top, and a heavy ion cannon on the bottom. when the ion cannon was fired (targeted) at a pair of approaching BCs, the screen went as white as when multiple juggernauts explode, and continued until firing stopped... if wanted i will grab screenshots.

UPDATE: seems to happen randomly... but usually when ions are fired in some way


I have seen it once in 8.0.4.1 but i can't remember in which map. It happened when ion cannons were firing, but i'm not sure from which ship. The screen went almost completely blank.
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PostPosted: Wed Feb 02, 2011 11:50 am    Post subject:  
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Beghins wrote:
Quote:

Nebula doesn't seem to affect ships anymore, regardless of type or progression into the game.

Which map/game modality?

I confirm this: Bentus Flat Nebula, Complex Custom.
The nebula damages my ships but enemy ships were unaffected. Gives the AI a bit of an advantage!

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