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Issues with Ships

  1. Technical Help Senior Member Modding Senior Member Homeworld Senior Member  #1
    www.relicnews.com ÜberJumper's Avatar
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    South Surrey, BC Canada

    Issues with Ships

    This post will lists common points of concern with various ships.

    1. Movers do not stay docked with "Remain Docked" checked. This may be by design, as they are hyperspace capable yet still corvette classed.

    2. Dreadnaught can dock with ships other than the shipyard. This is by design, but *should* be tweaked to avoid issues with players not knowing how to undock it.

    3. With Ships transiting Hyperspace gates, if one of the gates is destroyed, the game crashes for all players. May only be for MP Games with AI involved. - Likely Fixed in 1.1

    4. When docking ships for repair with a Battlecruiser, the battlecruiser can accept more ships into the docking bay than would normally be allowed to dock - This is By Design.

    5. When a build ship is captured in a MP,with AI involved, or Skirmish game the game may crash. - Likely Fixed in 1.1

    6. Putting two (or more) Battlecruisers (Carriers also?) in parade formation results in them circling each other. Suggest putting them in broad formation, and having others ships that were put into Military parade form off the right hand battlecruiser. - Not Fixed in 1.1 (to dangerous to fix)

    7. Vaygr Gunplatforms have no Sound Effect when firing.

    8. When allies launch a probe "Enemy Probe Detected" is sounded.

    9. Vaygr Destroyer antifighter guns appear to be missing traverse as well. - Not Fixed in 1.1 (By Design)

    10. Vaygr Assault Craft have a small hole in their meshes.

    11. Texture normals on Hyperspace and anticloaking sensors still inverted - reference.

    12. There is no sound for the ICF being completed - reference

    13. Pulsar vettes will fly through each other on agressive tactics - reference

    14. Hyperspace and Anti-cloaking sensors have their normals inverted.

    15. Hiigaran Minelayer Turrets apparently are not animated properly.
    Last edited by ÜberJumper; 16th Jul 04 at 11:06 AM.

  2. Technical Help Senior Member Modding Senior Member Homeworld Senior Member  #2
    www.relicnews.com ÜberJumper's Avatar
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    Issues Fixed in 1.1

    1. Sensor array on carrier (hyperspace sensors as well?) will show up with its "normals inverted". - Fixed in 1.1

    2. Badges on vaygr refinery show up backwards. - Fixed in 1.1

    3. When scouts fire emps their trails disapear. - Fixed in 1.1

    4. If a Defense Field Frigate is destroyed with it's field on, the field may stay active. - Fixed in 1.1

    5. Badges on Vaygr Laser Corvettes are missing the Alpha channel. - Fixed in 1.1

    6. When you have ships docked in a carrier, and you hyperspace the carrier, then hit Launch All from the launch manager, the ships will be launched all along the hyperspace trail of the ship as it moves through hyperspace. - Fixed in 1.1

    7. Shipyard clerical error. Shipyard has one sensor slot, info pop up indicates 2. - Fixed in 1.1

    8. If platforms are EMPed, once they wake up from EMP, they then are fully mobile and can chase their targetted units around the map. Info Thread. (Determined to be invalid - 12/17 - UJ)

    9. Platforms move along with the build ship when they are done building. They should be left behind if the building ship is moving, otherwise, go into parade formation. - Fixed in 1.1

    10. When using a vaygr carrier that has a production module on it, and you go to replace it with a different type of module (say from fighter to Frigate facility), the cost it shows does not include the money you get back from the automatic retirement of the module that's already in place.

    11. Vaygr Carrier anti fighter guns have no traverse, and are useless. - Fixed in 1.1

    12. Retiring a subsystem damages a ship - Fixed in 1.1

    13. Marine Frigates colliding/intertwining one another when capturing hiigaran carrier. - Fixed in 1.1 by moving capture/latch points.
    Last edited by ÜberJumper; 24th Dec 03 at 10:20 AM.

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