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 Misc Bugs 
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Genetically Altered Manual Labourer
Genetically Altered Manual Labourer
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Joined: 17 Aug 2009, 01:31
Posts: 2083
Location: Passed out on the floor after math mistake discovered by Hawking
Encountered bugs in multiplayer with two users.
1) Unknowingly, both of us went to try embassy to negotiate with the other at the same time and the program bombed back to desktop. I.E. he tried to propose a treaty to me at the same time I tried to propose a treaty to him. This was before the turn button was activated.
2) Also two players in multiplayer. Host ok (functioning program), second player spontaneously dropped out. So host saved game. When host either went to retire game to restart and load multiplayer save, program locked up OR when host went to exit game after retiring program locked up and did not shut down (I don't remember which). Host had to use windows task manager to shut game down. This was consistent. Happened 2 or 3 times.

General "bugs"
1) BOTF 1 would automatically route starships around yellow dotted line indicating fuel / distance limits of space exploration. BOTF II does not do this yet. Tries to cut through area and get red path line.
2) Starting a new game at a higher tech level, twice it has happened that the first starship I tried to build, just disappeared when it should have been completed.

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17 Aug 2009, 01:48
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Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
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Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
Thanks for these reports, Captain.

I've not heard of these two multiplayer bugs before, so i'll definitely be forwarding them to Mike, so thanks for that.

As for the general bugs:

The fuel range of ships is how far a ship can go whilst still being supported by any nearby starbases or shipyards. Once a ship passes this range, they have to rely on any fuel stored in their tanks. So ships *can* go outside their fuel range without much problem, assuming they get back within support range of a station or shipyard before their tanks run dry. (This doesn't mean they have to physically go sto a station or shipyard, just that they move back within support range) If they don't, they become stranded. Ok, the system might need some improvement, and it would be nice if a warning message would appear if the course you're attempting to set *will* cause a ship to run out of fuel. But that's a feature that can always be added.

There is a known bug with using the higher starting levels - colony ships can disappear from build lists, and you don't start off with shipyards by default. I've already notified Mike about these problems, and he said he would ensure shipyards would automatically be present in a system if players choose a higher tech level - but that this would also be a selectable option so players could truly start from scratch at the higher tech levels if they wanted to.

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17 Aug 2009, 15:04
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