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[edit] Overview
This page is listing bugs related to space combat.
If you want to report a new bug at the end of the page.
Fixed bugs are moved to the page Bugs - Fixed in order to make this page less crowded.
[edit] SC0001: Back Attack
| Program | Host? / VCR?
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| Version | 15
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| Author | Magik
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| Details | MINOR - Some ships fly backwards in combat. It appears that some ships have their "front" and "back" reversed, so when they are flying in combat they expose their rear to the enemy and shoot at them that way. Added: Not sure if this is an host or vcr issue. Jochen 20:06, 13 August 2006 (CEST)
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| Status | open
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[edit] SC0002: Damage Consideration
| Program | Host? / VCR?
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| Version | 15
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| Author |
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| Details | It doesn't appear that damage to engines or systems (generators) is taken into consideration during a VCR. Ships that have > 100% engine damage still seem to have plenty of power to fire their weapons. Engine and generator power reductions should be reflected in the VCRs. Added: Not sure if this is an host or vcr issue. Jochen 14:18, 11 August 2006 (CEST)
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| Status | open
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[edit] SC0006: EE Slayer Combat Immunity
| Program | Host
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| Version | 193
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| Author | Paul Honigmann
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| Details | EE Slayer immune to combat: for some reason, the Slayer takes NO damage if attacked by ships with "Target Dangerous" set. This only happens in simulations, not real host runs. This has been true for at least a year. It confuses a lot of people doing sims involving the EE.
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| Status | open
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[edit] SC0010: Base Shield working when turned off
| Program | Host
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| Version | 196
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| Author | Jochen 14:04, 11 August 2006 (CEST)
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| Details | If the Base Shield structure is present and more than 10 neutronium is present then activate the base shield. Bug: The structure doesn't need to be turned on for it to work. ADDED: This is not a bug colonists automatically turn on the base shield if combat occurs (same applies for ion cannons and AA guns Blackat 18:57, 10 August 2009 (CEST)
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| Status | open
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[edit] SC0020: World Crusher Missile not destroying base
| Program | Host
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| Version | 196
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| Author | Jochen 14:04, 11 August 2006 (CEST)
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| Details | A World Crusher Missile won't destroy a base automatically when the base shield is down. It is not suppose too only 33% to do so check the ship log. ADDED: This is not a bug colonists automatically turn on the base shield if combat occurs (same applies for ion cannons and AA guns, a WCM attack is considered an attack on the base. Blackat 18:57, 10 August 2009 (CEST)
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| Status | open
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[edit] SC0022: Holo Decoys Not Displayed on VCR Report Screen
| Program | Host
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| Version | 199
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| Author | Magik
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| Details | When you press the Report button on the VCR, then select a ship, there is an entry for "Decoys Dropped: 0". It is always 0, even if you put 100 ships into a combat with 10 holo decoys mounted on each.
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| Status | open
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[edit] SC0024: No capturing ships from killing crew
| Program | Host
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| Version | 213m
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| Author | General Kael
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| Details | Ships that have their crew killed are not boarded. This keeps ships that rely on killing crew from capturing ships and they will usually just keep firing on them when they are disabled until they explode or will ignore them completely if set to ignore disabled. Ships with even one crew (or nor crew as well as no high guard or troops) will just keep on being fired on from point blank range until destroyed. I have had a Meteor at point blank on a Virgo with no shields and 1 crew (as well as no crew) pepper it with one Anti-Matter gun and disruptor until it finally blows.
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| Status | open
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[edit] SC0025: Assault pod troops disappear/Assault pods buggy
| Program | Host
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| Version | 213m
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| Author | General Kael
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| Details | It appears that once an assault pod docks in combat it will take a while for the actual take over of a ship (even with no crew and if they work at all) but if there are multiple assault pods that do transfer it appears that the troops/crew/HG from only one pod will remain on board the captured ship once they do get around to actually capturing (takes too long). The others appear to vanish. After combat they are no longer on the assault pod nor are they on board the captured ship. Also assault pods should be allowed to initiate combat as well as ships initiate combat vs. them. Also is there a way to change defaults so that they can have 'Board enemy ship' on automatically as well as an easier way to turn this setting on/off for many at once? If they could be set to board automatically (when scripted also) this would allow accurate simming in diplomat as well as being able to launch pods and board the same turn.
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| Status | open
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[edit] SC0026: Wrong images of Drac ships in vcr
| Program | Host
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| Version | 213.41
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| Author | Phaidros
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| Details | Vcrs with Dracs involved don't show the image of the Drac ship. Instead, a copy of the enemy ship is shown.
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| Status | open
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[edit] SC0027: Title here
| Program | Host
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| Version | 213d <=== double check this
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| Author |
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| Details |
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| Status | open
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