Only 2 minor Planets.exe bug (or
mistake) but you wanted some bugs (so I take part in this
it is extremly anoing that you cannot watch asteroids
probably. You cannot switch from Stability to Minerals
You need to click on a planet switch there to the tab
whitch holds the information you want to know and then
you need to go back to the asteroid to see the desired
Very anoying if you are in a game where are quite some
asteroids from the beginning.
Ministers handling of new Farm's requirements
Changes were brought to the Farms requirement but
ministers don't effectivly
take this into consideration when clicking the
"Build Farms" button. They
will just order the building of farms according to the
Horticulture Rating /
Soil. Its not a bug in itself because they do the job
nonetheless, its just
that its not very efficient and efficiency is what
ministers are meant to
The reason why I say they aren't efficient is because you
conquer a planet with all the required MC and Supplies to
build all the
Farms. That is, especially in the beginning of games.
Though I have to
aggree that Ministers aren't THAT needed in beginning of
games, I still saw
it as being an issue. Having numerous planets all
requiring 1-2 Farms to be
built each turns, it seemed right to have the ministers
do that rather than
what they currently do.
All in all, IMO, Ministers should look up the Colonists
on the base first
rather than the HRating alone when building farms. Or
maybe add the option
for them proceed as such.
I transferred too
much fuel off of a base and it showed the usual 0 left on
the base as would be expected. I closed
planets4.exe and opened it again and went back to that
same base and now it has -16 fuel. (Oops!)
Try this to reproduce this bug:
Click on any of your planets and go to DATA PAD, switch
to for instance
Then, go to a planet which has exploded.
The client does not recognize this and shows an empty
data pad without
the option to switch to for example "SURFACE
go back to the first mentioned planet, click on
"SURFACE ITEMS", now
you can see the minerals on the exploded planets if you
When deleting old objects from the space command
listing, only deletes two then takes to top of list - I
think it actually resets to the first list member of
the command list after the first delete, but the list
doesnt get refreshed until after the second delete.
Is it possible to have all
the listing boxes sorting the
objects by ID, and in some cases showing the ID
(especially in the quick pick list). If you would like an
example of trying to play a big game with the current
client I can send you an RST if you like?
If some of the listing, sorting and using the arrow
keys or Control-S (this might work more effectively with
a sorted list - at the moment it jumps all over the place
due to progressing by ID but the list not being in ID
order - makes it harder to make sure you have given all
you ships a list the right orders) is easy to fix is it
possible to have it done sooner than later?
Also are you able to make objects in a list (as shown
- so filtering applies) be added to a group or fleet with
Bug: Points in space show
in space command if you draw a box far away
but on the same axis (either x and y).
Bug: Hidden button in pod pad menu above
"launch". Empties the pod
Bug: QuickBuild needs some time to accept changes in MC
on a base if
the changes had to do with Contra buying / selling.
bases solves it.
if you are going to fix
some client bugs, please fix the problem that
you can't change device settings via group command of
(at least all not native devices ie gravacc, chunneler,
tachyon etc can
not be changed with group screen) - it's very annoying to
grav acc settings of 300 inas.
please fix the bug that
planets.exe does not display the correct amount
of mc transfered to the galactic bank.
(HQ - Tech - "transfer total")
At turn one in every game the value is always correct but
it will go
wrong in the next few turns. The value displayed is
always too low.
Sometimes very much too low.
When I right click on a
planet(unscanned;white); it shows in the line
directly under the rhs pic on the console "fighter
wing" and below that the
correct id etc for the planet...
Unfortunately many data is not being shared. I'm sure
with these ones: Bioscan data and data from race specials
(Rebels can scan natives). So I could think of
ProbeLauncher acting similar. And worst thing is that the
own ship data are not correct transmitted. I allways have
to ask my ally what's on his ship exactly ...
My 8 MBRs just sucked from
the same ship 50 kt fuel !!! But that ship
has only a fuel tank of 250 and was not full. Means the
makes fuel out of thin air.
found a bug with docking some ship docked fighter
wings to each
First I docked some wings to a ship. All of them have
the size of the
max. fighter bay size.
In the second turn I docked one of the ship docked
wings to another
ship docked wing. Both are docked to the same ship.
In the third turn both wings were docked to each other
and still docked
to the ship. But now the new fighter wing is using only
one fighter bay
and not two like before the docking action and the new
size is bigger then the ships fighter bay size.
I tested this in two different games.
This goes well with a Crystal Light Ship and an
should work with every ship which has two or more fighter
With this bug the ships are now able to carry every
amount of fighters
the player want.