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[FAQ
Forum Index » » Beta Testing Discussion » » [Bug Reports] April 11th, 2005 Update
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 Author [Bug Reports] April 11th, 2005 Update
Moger
Cadet

Joined: November 27, 2004
Posts: 1
Posted: 2005-04-18 23:10   
Actually the script errors are not coming from the ships, but from another test ran this evening.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-04-19 11:39   
New voices are unclear, not a bug as such, but I think they should be slightly clearer.
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Mariano (peace)
Cadet

Joined: June 24, 2002
Posts: 1006
From: Rainbow Station
Posted: 2005-04-19 14:37   
the diamond grid and the structures grid is messed up it seems.

u can detonate bio bombs under 100gu and they will have effect. so you are still able to COB.
when using mirv you cant launch bombs under 100gu which doesnt really matter since you can expand you manual targeting over the planet and launch then. there doesnt seem to ba an aiming timer on mirvs so COBing is still possible.

when cloaked and activating scanner the sig pops up and then moves down as if you activate cloak. using eccm doesnt have this effect.


[ This Message was edited by: Mariano (peace) on 2005-04-19 15:02 ]
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2005-04-19 22:36   
Still getting the bug where it freezes up for about 30 seconds or less before picking a ship....

When I close the game too. It feels like the game isn't releasing the resources because everything lags for a good 2-5 minutes... I don't know why.. But I'm guessing it has something to do with the whole 30 seconds problem as stated above:P

Also still happening to Thunderthug..

[ This Message was edited by: NiteHawk on 2005-04-19 22:38 ]
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2005-04-20 00:56   
Getting errors now.

Can see errors in the game liek ON TACTICAL.. ONORBIT.. or whatever the hell..

Got one for ship select too..




[ This Message was edited by: NiteHawk on 2005-04-20 00:57 ]
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2005-04-20 01:19   
I dont like the idea of losing credits when you just remove a weapon or anything on your ship...

Soemtimes I remove things so I know what goes where.. Since it always randomizes what goes where.. and its difficult to find sometimes when you want the two front lasers to be something else, for example flux beams. Trying to guess because you don't want too lose any credits isn't great.

I say only credit/pres loss when you SY with empty spots. thats really it.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-20 10:27   
Quote:

On 2005-04-20 00:56, NiteHawk wrote:
Getting errors now.

Can see errors in the game liek ON TACTICAL.. ONORBIT.. or whatever the hell..

Got one for ship select too..


Read above, the script errors were caused by something I was testing...
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Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2005-04-20 11:43   

  • [icc]cant swap station reloads for builds, can with supplys tho
  • [icc]Fighter base's icons aren't labeled 1,2,3
  • [icc]def base model rox, fighter base looks like someone's slipper
  • really hard to build planets when the diamonds get to be tens of GUs away from where the planet acutally is
  • [ugto]b-27s in the target info box are realllly tiny, specks, miniscule, itty-bitty. same with PCMs
  • [icc]standard CLs arent buildable at factories



[ This Message was edited by: FireMoth on 2005-04-20 12:37 ]
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I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2005-04-20 12:24   
The I-19 Hornet doesnt seem to fire anything.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-20 14:22   
Quote:

On 2005-04-19 11:39, BackSlash *Jack* wrote:
New voices are unclear, not a bug as such, but I think they should be slightly clearer.




Fixed, appears to cut off early, timer extended
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-20 14:23   
UGTO Stations fixed, all 3 stations now showing up.
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2005-04-20 14:25   
Every faction can use everything.. Flux with automated repairs.. elfs.. etc..
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-20 14:38   
[icc]cant swap station reloads for builds, can with supplys tho
- Not suppose to be able to exchange, updating supply ships to fix this.

[icc]standard CLs arent buildable at factories
- UGTO and ICC can now build CL's and HCL's at factories.
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Captain_Savage
Cadet

Joined: September 30, 2003
Posts: 144
Posted: 2005-04-20 17:52   
i was trying out the Kluth clavate, and when i tried to refit a wasp into my ship, the game crashed, and my walpaper reset. i tried it again, and the same thing happened, only this time the game wouldn't let me log back in to the beta server.

it could just be my crappy combuter.


also, last night, on ICC, i jumped through the ICC jumpgate, and i don't know how to explain this, but instead of going to a ship selection screen, i just stayed there, like spawn lag, only with..unspawn...i don't know.
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Yitram
Fleet Admiral

Joined: March 04, 2004
Posts: 94
Posted: 2005-04-20 18:29   
I don't know if this had to do with the fact that I equipped an ELF on a ugto ship, but the sparkliey animation that appears around your ship when you use the ELF doesn't go away...I had a whole galaxy of the things around me after a dozen or so shots with the ELF.
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