My Bugs ive found in the beta. Maybe all are known...

... but i just want to be sure :)

 

1. The Vasari planet bombardement platform is often placed to far away from the planet, so itcant fire because its out of range.

2. Groupjumping doesent work everytime (some ships are jumping before the others).

3. sometime after i used a abilty of a Capitalship it looks for a new target. f.e. if i attack the planet and than place a platform the ship moves away from the planet.

4.  sometimes the movment of the ships are realy strange. f.e. i jumped into a sector directly into the enemy fleet, but instead of attacking them, my fleet moves to another direction first. (the fleet leader too)

5. not a bug, but u can exploit it a litte bit: if the ai sees that u have a to strong fleet they begin to run away, but dont stops if u move out of the sector. f.e. there are 2 AI with big fleets and attacking 2 planets at the same time. All what i have to do is to jump to the second fleet and directly jump back to the first attacker.The second fleet will escape from your sector.

 

And, i have to say that i havent any minidump on singleplayer and multiplayer-langames.

greets...

 

 

 

1,532 views 4 replies
Reply #1 Top

2. Groupjumping doesent work everytime (some ships are jumping before the others).

End of quote

 

I think that between group jumping and non-group jumping, the "interval" between ships is smaller :)

 



4.  sometimes the movment of the ships are realy strange. f.e. i jumped into a sector directly into the enemy fleet, but instead of attacking them, my fleet moves to another direction first. (the fleet leader too)

End of quote

 

This I think could be because when you move your ships, did you click on some location in the grav well of the destination planet to order the ships to jump to this planet? The problem with Sins is that "move" tells ships to explicitly move and ignore and potential engagements until they've reached the destination. So if you are in planet A, and you click on some location in the grav well in planet B, the ships will jump there, and upon reaching the grav well, proceed immediately to move to the location you clicked on in the move command. If there are enemy ships, it will not engage. I think you can demonstrate this easily (and cheaply) with scouts. To get around this, instead of clicking on the location in the grav well, click on the planet icon. The ships will then be order to move to this planet, but in this case, reaching the grav well is sufficient to "move to this planet" and so when it exits the jump, the ship will immediately engage any enemy in range.

 

5. not a bug, but u can exploit it a litte bit: if the ai sees that u have a to strong fleet they begin to run away, but dont stops if u move out of the sector. f.e. there are 2 AI with big fleets and attacking 2 planets at the same time. All what i have to do is to jump to the second fleet and directly jump back to the first attacker.The second fleet will escape from your sector.

End of quote

I think this has been documented several times on this forum. The AI (regardless of setting) is essentially an coward when faced with superior fleets. That's why I like the phase jump inhibitor. Sometimes we don't want the AI's fleet to escape, we want to crush it!! Nyah Nyah Nyah! :P

 

Reply #2 Top

huh, sorry, some thing funny happened on the way to quote..

Reply #3 Top

3. sometime after i used a abilty of a Capitalship it looks for a new target. f.e. if i attack the planet and than place a platform the ship moves away from the planet.
End of quote

This isn't really a bug.  If you have a ships planet attacking ability on autocast, you just have to give the ship a planet attack order.  If you manually give a capital an order to use an ability on a planet, it will do so, then reprioritize and maybe attack a combat ships in the gravwell.  So you have to hold down shift key to first use ability, then right click on the planet to give it a planet attack order next.

Also, Problem 1. with the Desolator should be fixed for next patch.  (finally!   it was around forever)

Reply #4 Top

Quoting Cykur, reply 3
Also, Problem 1. with the Desolator should be fixed for next patch.  (finally!   it was around forever)
End of Cykur's quote
yeah, I am also happy for it. I'm tired of microing my clumsy vulkoras' around asteroids and orbital buildings to place him close enough to the planet and finally turn the platforms on auto.