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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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Ok well I can understand that to a point then, but whats wrong with just logging out for a minute and back in if you are aware of the problem. Granted it would be nice to be fixed but if you know its there, like cancer, and ignore it, it kills you.

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Wed Sep 10, 2003 2:48 pm
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Lieutenant J.G.

Joined: Mon Feb 26, 2001 3:00 am
Posts: 441
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Shorty, want another alien planet? put it in an alien space sector with no defenses..it will automatically be claimed by the alien race once they are aware a planet that is not theirs is in the sector..then you can go ahead and edit it on ..try it and see if I'm right


Wed Sep 10, 2003 7:06 pm
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Ensign

Joined: Sat Jan 19, 2002 3:00 am
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In my opinion, the most critical bug to have fixed is the "pod flee" bug. Pods do not flee properly unless there are plenty of sectors around with no figs in them (I mean NO figs, even your own personal or corp figs will stop your pod from fleeing). Pods should always flee as long as there is a safe place for them to go.

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Wed Sep 10, 2003 7:45 pm
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Lieutenant J.G.
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Timber, I realize this can be done, I accidentally changed ownership of a Gold planet in the middle of editing it so I had to strip its defenses to allow the aliens to recap it, only after killing about 30 of them. It should be just as easy as making fighters or mines belong to Gold aliens. It shouldnt be that hard to do.
By the way, this came up because of a game concept I was trying to work up with multiple planets owned by the same aliens, some being crappy decoys that can be regenerated if captured or destroyed and one planet being the big prize to win the game. All this being tracked by a tedit script to put in the new planets as they were captured or destroyed. Makes it kind of hard to write a script to start planets in an alien sector then wait till they are captured by the aliens to edit and move them where you want them. I ran a game for 4 months where the alien homeworld was never captured by the aliens even with no defenses on it. If it starts out theirs they will fight for it, if you screw up an edit they may not recapture it at all.

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Wed Sep 10, 2003 8:12 pm
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Joined: Sat Feb 09, 2002 3:00 am
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quote:In my opinion, the most critical bug to have fixed is the "pod flee" bug. Pods do not flee properly unless there are plenty of sectors around with no figs in them (I mean NO figs, even your own personal or corp figs will stop your pod from fleeing). Pods should always flee as long as there is a safe place for them to go.

Ya, thats a good one.
Oh, and what about the kicking you out of the game bug if you're over the death limit when you get podded bug? Is that still around??
Where once you reach the death limit but aren't #SD#'ed and get podded the game will boot you to the menu screen where you have to log back in in order to save your podded butt.


Wed Sep 10, 2003 8:19 pm
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Lieutenant J.G.

Joined: Mon Feb 26, 2001 3:00 am
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Nods, shorty. I was not sure if you were aware of this. But like all bugs, this is a work around for now.

Heh..that's funny..an alien race's own planet killing 30 of them LOL.

The thing is..i think if you make additional alien planets..and then later players invade them and take them home, only the orginal planet that was created with the race will try and get invaded by the alien race if found. They won't invade the ones you made for them. They will jut die from mothing if those planets happen to be in the same sector as their original home planet. But as soon as they invade their home planet and take it back home, they won't bother invading those other planets.


Wed Sep 10, 2003 8:22 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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I agree that the game should have a built in "Truce" enforced by Zyrian and the other two Federation guys. The first attack gets you a warning, the second attack gets you podded. Sort of like attacking someone in FedSpace. It would be easier on the GameOps and will prevent them from having to Rebang when someone violates the truce.

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Wed Sep 10, 2003 8:24 pm
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personally, i'd like to see a person be able to flee over photoned figs, no matter who owns the figs. :)


Wed Sep 10, 2003 8:39 pm
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Guys, at the risk of cluttering up this topic myself with an extra post, this thread should be restricted to current important BUGS that need to be fixed. Not add-ons or improvements or alien workarounds. We need to make sure JP can focus on the important BUGS that makes the game stable and playable.


Wed Sep 10, 2003 8:41 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:Originally posted by Gravedigr

Guys, at the risk of cluttering up this topic myself with an extra post, this thread should be restricted to current important BUGS that need to be fixed. Not add-ons or improvements or alien workarounds. We need to make sure JP can focus on the important BUGS that makes the game stable and playable.


With probably 5 or 6 of the major bugs being listed so many times over the past (and I know that at least 3 were fixed in his original .56 non released version) I think that jp should really list "his" bugs and then we can go back and list the ones we know. It's been on the shelf a long time and some of his reports of bugs were verry detail'd. There was also never a clear decision on what to do about "global" bugs (those who know about this understand). It's good for JP to be back but catching up is going to best be done with a list of things to fix so we dont just "overwrite them"

Quick Planet upgrade Bug
Pod flee issues (over friendly figs)
Timeout issues (like n00do)
Global Command Restrictions
Time Change (sync) settings to bring every player back on par
Daily Time Limit Bug
MailMsg's that will halt a TWGS ( I dont have deatails on this )
"podded" players being able to "lock" their status
Ping Draining of l6 planets (not so much of a tourney issue)
Non-Clean exit from game when logging out via Citadel (that's why your msg's dont get deleted)

the TWGS itself can keep disconnected players lock'd in a node, one connection per ip addy means that they cant relog to clear the ghost player either.. (I view this as a serious problem when it happens, but it's VERRY rare)

That's all I can think of off hand (sure there is more)..

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Wed Sep 10, 2003 9:10 pm
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Boo! inc.

Joined: Fri Jan 04, 2002 3:00 am
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what about if two people time it and upgrade the same planet at teh same time, it uses twice the product to upgrade teh sucker. that was funny one game heh


Thu Sep 11, 2003 1:51 am
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Chief Warrant Officer

Joined: Sat Apr 05, 2003 3:00 am
Posts: 152
Location: USA
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John, it is good to have you back. I have been in this game long before you purchased it from Gary Martin. Let me say you have brought it a long way. One thing I can think of for a fix is when you log in and get all the mail messages about how aliens warp in and out of sectors a bunch of times, and don't do anything to your figs. (I assume that is the reason you get the message because you have something in the sector.) I logged into a game a while back, and I think I sat at the keyboard for 10 minutes reading thru my mail just to see if there was anything important besides the fact aliens were coming in and out of my sectors. Can this be done somehow?? Jeremy

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Thu Sep 11, 2003 3:56 am
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Ensign

Joined: Sat Jan 19, 2002 3:00 am
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another b ug that would be nice to get fixed is the citadel exchange bug (when players ships are locked from exchange when they shouldn't be).

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Thu Sep 11, 2003 10:35 am
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Corporal

Joined: Mon Mar 25, 2002 3:00 am
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There's still the age old bug of Rogue planets magically re-generating all the planet ore when landed on. If the Rogue planet is untouched for xx Days. Then found and it shoots at the sector level until it's out of ore. Then you land on it an POOF! It has full ore again, heh.

That got me in the BOTE 2001. Killed by a rogue planet, lol.

-Blue Adept.


Thu Sep 11, 2003 2:04 pm
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Looking at the last revisions: The dropping from game if over death limit has been fixed.

I don't believe I saw a fix where if a player is logged out in a citadel and while entering the game an online player moves the planet there is some set of circumstances where the player entering the game will be subject to sector entry events even though they have never left the citadel.
Does thist still happen?

And similar to Tweety's upgrade bug, if two people have a planet lock on the same sector and one engages, it uses the ore and moves you there, once there, if the second persons hits yes it will appear as if the planet arrived again to someone in the sector and uses the ore again(even though you are already there).

And isn't there some sort of bug with photons and retreating?


Thu Sep 11, 2003 2:32 pm
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