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Complex Enhanced 8.8 bug list

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Aediren Rowenus
barabas666
Sithicus
_Alex_
zackinger
Chosen One
Shinjitama
Farcrada
ALC
Terpuntine
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Post by Nakamura Sun May 05, 2013 4:54 am

Post bugs here please. Duplicate reports will be deleted.

Known bugs :

•Ion cannon flashing bug

• Numerous collision bugs where ships phase into each other. Confirmed on crew station and many others I don't know right now

•Captured production capitals prevent victory, if still alive

•Vaygr flagship can't recycle battle carriers, nor can battle carriers dock there

•Vaygr mobile hyperspace inhibitor appears indestructible(collision box issue? nothing hits it)

•Fighters crash into targets


Last edited by Nakamura on Tue Nov 19, 2013 4:21 am; edited 38 times in total
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Post by assasing123 Tue May 21, 2013 3:40 pm

not sure if someone missed it but right now the hiigaran shipyard got a really messed up description for the battle asset...


EDIT - Nakamura : Please refrain yourself from using obscene wording
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Post by Nakamura Tue May 21, 2013 4:07 pm

Added to the list, can fix this for sure.
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Post by Terpuntine Tue May 21, 2013 7:34 pm

First time posting here, but I felt i needed to post some bugs I noticed while playing tonight. The new modular cruisers for Hig seem to be doing two things that aren't appropriate. First, their ablative shield is not usable, even after research. Secondly, I had two cruisers that felt like fighting in < 1km range constantly.

I love this update, just so you know. It took care of a lot of the issues that I had with the previous installment, including the original complex.

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Post by Nakamura Tue May 21, 2013 8:06 pm

Welcome to the forums.
Will fix the abl. shield, but I don't understand what you mean by "two cruisers that felt like fighting in < 1km range constantly". Did they keep closing in on the targets? This may be related to the weaponry you installed, so it would be nice if you remembered what the setup was.

Glad you like the mod.
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Post by ALC Wed May 22, 2013 1:21 pm

Terpuntine wrote:I love this update, just so you know. It took care of a lot of the issues that I had with the previous installment, including the original complex.
That what it's for — fixing those itchy issues. Glad you like it Smile

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Post by Terpuntine Wed May 22, 2013 1:40 pm

Nakamura wrote:Welcome to the forums.
Will fix the abl. shield, but I don't understand what you mean by "two cruisers that felt like fighting in < 1km range constantly". Did they keep closing in on the targets? This may be related to the weaponry you installed, so it would be nice if you remembered what the setup was.

Glad you like the mod.

Nak, I believe it was mostly kinetic cannons + torpedoes. What i mean is exactly what you said, closing in on targets until they are very close, basically point blank. I will play with them again tonight (hopefully) and see if i can replicate.

I thought of one other. On the research menu, for the +rocket speed/dmg the tooltips have a typo. The torpedoes in the description are spelled as "toroedoes". It was this way in 8.4.3 also.

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Post by Nakamura Wed May 22, 2013 2:00 pm

Basically the behavior of modular ships not fit with any weapons would be to close in on the target and fire their hull defense (pew pew-ing) guns at point blank range. At least that's what I concluded from multiple tests. I believe this is no bug at all - unless it happens when weapons are installed.
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Post by Farcrada Wed May 22, 2013 2:10 pm

Terpuntine wrote:I thought of one other. On the research menu, for the +rocket speed/dmg the tooltips have a typo. The torpedoes in the description are spelled as "toroedoes". It was this way in 8.4.3 also.
The grammar and syntax errors will be fixed next release, we're currently working big-time on the mod and are handling more important issues. Maybe, if we're lucky, we can squeeze out some patches involving grammar and syntax corrections.
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Post by Terpuntine Wed May 22, 2013 2:55 pm

Farcrada wrote:
Terpuntine wrote:I thought of one other. On the research menu, for the +rocket speed/dmg the tooltips have a typo. The torpedoes in the description are spelled as "toroedoes". It was this way in 8.4.3 also.
The grammar and syntax errors will be fixed next release, we're currently working big-time on the mod and are handling more important issues. Maybe, if we're lucky, we can squeeze out some patches involving grammar and syntax corrections.

It doesn't bother me one bit, just something I noticed.

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Post by Terpuntine Wed May 22, 2013 2:56 pm

Nakamura wrote:Basically the behavior of modular ships not fit with any weapons would be to close in on the target and fire their hull defense (pew pew-ing) guns at point blank range. At least that's what I concluded from multiple tests. I believe this is no bug at all - unless it happens when weapons are installed.

I noticed this when I was building destroyers out of my battle carrier mid-fight. I believe the ones I mentioned earlier were cruisers fully outfitted with weapons (mostly kinetic cannons)..but I could be mistaken. I will just watch for future occurrences and report if I see any.

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Post by Nakamura Tue Jun 11, 2013 2:08 am

Updated.
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Post by Shinjitama Wed Jun 19, 2013 9:01 pm

Unable to upgrade battleship... maybe i'm doing it wrong but use to be able to retire/recycle turrets to upgrade but can't seem to get them to do that

never made use of the rearm system before my bad

although the rearm system seems to not remove the batteries making upgrading to future batteries impossible

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Post by Nakamura Wed Jun 19, 2013 11:36 pm

That is an enhancement we ought to make. You're right.
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Post by Chosen One Mon Jul 15, 2013 3:34 am

Serious BUG. 6X cannon turrets are missing! When U building 6x turret on BC (possibly BS too) it building 3x instead!
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Post by Chosen One Mon Jul 15, 2013 3:36 am

Perforator on Vaygr BS doing too much damage.! Like 300K-400k!
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Post by Nakamura Mon Jul 15, 2013 6:48 am

It's fine. It cannot re-target. Upgrade your ship's armor.
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Post by Chosen One Mon Jul 15, 2013 6:50 am

What about 6X cannon issue stated above?
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Post by Nakamura Mon Jul 15, 2013 7:19 am

Didn't see that. We can fix it for the next release.
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Post by zackinger Sat Aug 24, 2013 9:01 pm

Hi Guys, 1st, im new to the Forums, so hi to everyone. And second, while playing 8.6.1 yesterday i fount the Vgr. Heavy Cannon Frigs´hitbox seems to be way too small.

I tried with Point Defence Turrets, Torpedo Frigs, Modular Destroyers (Ion and Kinetic) and they all struggle hitting the damn things. And since the AI likes building them, they slowly picked off my capitals with impunity (Pulsar Gunships alone don´t have enough firepower).

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Post by Nakamura Sat Aug 24, 2013 9:43 pm

Added to the list, thank you!
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Post by _Alex_ Mon Aug 26, 2013 10:34 pm

Posted bugs in another thread, then I saw this one...

link:
Thread post

Short:
- fighters crashing into targets
- various bugs on the modular cruiser
- bugged description of the modular sentinels artillery cannon

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Post by Farcrada Thu Aug 29, 2013 11:53 pm

LOL! Well... That's one for the modelers. Haha... :/
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Post by Sithicus Fri Sep 13, 2013 11:39 am

Cannot build Anti-radiation module on Hig Shipyard (grayed out)
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Post by barabas666 Sun Sep 15, 2013 4:46 am

Was playing cpu this morning on hyperspace map, the heavy ion cannon on modular cruiser has a pure white beam, no colour at all, have yet 2 check other ships, will update asap, can get screen shot if needed.

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