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 Call for SERIOUS bugs 
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Warrant Officer

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This probably doesn't qualify as a 'serious' bug but, Gold Aliens do not generate navhaz when destroyed by offense sector fighters.


Mon Dec 18, 2006 5:42 am
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Found another little issue with ship configuration dealing with equipping a ship  with Density/Holo scanners. I was wanting to have a ship that uses a Holo scanner, but does not permit the use of Density scanning; it allows you select it as such in the editor, though in actual in game usage the player is able to  use both Density and Holo. Bummer!

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Mon Dec 18, 2006 7:26 am
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That'd be a feature request and not a bug since holoscanners are considered an upgrade and not a 2nd scanner. If you can holo you can always dscan.

Aliens can attack fedsafe players in fedspace... that's a bit of a bug I suppose.

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Mon Dec 18, 2006 10:40 am
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If that is the case then the editor should have it listed as a toggle selection: i.e. Set Ship Scanner Type: None/Density/Density & Holo. Rather then allowing them to be independently set, as the shows what I actually want occur in the editor, though in the actual game that is not the case.

The purpose I was wanting this was to use onboard a cheaper Gdefender ship that would prevent users from D-scan torpJETing, though still permit Holo scanning, then there would have been a few other more expensive versions that permit the use of either scanner. So for now will have to just make exception, buggerz!

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Mon Dec 18, 2006 6:23 pm
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From my point of view, it would be nice to be able to filter alien fig hit messages before they hit the mail box. Some of the big alien edits generate 50k plus / per day messages.  Maybe a setting in 'C' 'N' to ignore alien messages.

Cernnunos

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Mon Dec 18, 2006 10:32 pm
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not a bug per se, but definitely an oversight: on the remote command menu (admin, telnet) there is no option to disconnect a node or ban an ip. often times all i have is remote telnet access and i need to ban/boot a player.

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Tue Dec 19, 2006 1:41 am
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How about a default planet selection for Terra, rather then automatically selecting the first planet on the list each time and then having to change it  ack again on each Rebang. That would be so McHandy!

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Tue Dec 19, 2006 7:13 am
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RexxCrow wrote:
Found another little issue with ship configuration dealing with equipping a ship  with Density/Holo scanners. I was wanting to have a ship that uses a Holo scanner, but does not permit the use of Density scanning; it allows you select it as such in the editor, though in actual in game usage the player is able to  use both Density and Holo. Bummer!


That would be a nice feature, (not bug)
to just have a Holo and not den scan.
plus the transwarp only allow 1 and not 2. think of as ship just not big enuf to tow another ship?

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Sat Dec 23, 2006 6:23 pm
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Actually do to the way it is displayed in the editors it is a bug, the editors are saying one thing, meanwhile in the game it is acting another way. Nice idea on the Warp Types to BTW.

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Sat Dec 23, 2006 11:27 pm
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Here's a bug... the xport list.

It takes forever to list a big xport list because of all the hop calcs it has to do. It could only do 1 bfs for the entire uni at the start of the list (instead of doing a new one for each ship) and just use it, maybe even cache the one previous. Would make stuff SST scripts a lot faster and would cut down on server load quite a bit when there's a lot of ships being figured.

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Sun Dec 24, 2006 8:03 am
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Pods Twarp out of fed when a ship gets blown:

I'm not sure if this has been brought up, but there are times when I've hit a ship at Stardock with all sectors surrounded and the pod twarps out. It appears that I caught the ship after they had entered to engage twarp and the pod just carries through. This usually happens when they come off dock with a macro to twarp.

Xporting I can understand since that was underway at the time the ship gets blown (blew up the ship in fed so it had to be manned), however a twarping pod appears to be a bug.

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Mon Jan 01, 2007 3:42 pm
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get over it

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Mon Jan 01, 2007 7:42 pm
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I wonder if that follows along more so with the
theory of warping though? Sort of like being in two places simultaneously for a
split second or going so fast that you actually stretch out covering more area
meanwhile loosing your normal dimensions before everything catches up and returns
back to normal or the theory dealing with ripples in the space time continuum,
etc. Lots of interesting stuff on that, but that is just like getting tagged
with a wave after you have completed a warp into a new sector, should you not
get tagged before you had originally left and not after your warp has already
been completed and you think you are in the free in clear then all of the sudden
you get that fig wave message, i.e. warping just as or just after you get so
and so is powering up their weapons systems.

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Mon Jan 01, 2007 8:03 pm
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or could it be the figs got sucked in to your transwarp
vortex and where draged into the sector you where going to and continued there attack like the fanatical pilots they are.

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Mon Jan 01, 2007 9:40 pm
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I've witnessed some odd Cannon behaviour...
It seems that Mothing a sector with planets that have not been 'used' by their owner and/or maxed out on Ore long ago somehow kept accumulating beyond the planet Maximum, go through some kind of 'Reset.'
When Mothing a sector, at some point during, the Cannons appear to Reset and get stronger. Example: 5 shielded planets, Mothed down enough so that you survive blasts from all 5, and then all of a sudden blast damage increases such that you pod on the 2nd blast. 
I should point out that the target Corp(s) were not online during anyone of these instances of weirdness, and though it's theoretically possible that settings could have been T-Edited while game was in play, I do not for one second think that this was the case. I'd sooner believe that I have gone insane before believing any 'Monkey-Business' had transpired.
 

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Mon Jan 01, 2007 9:55 pm
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