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Author Topic: possible bugs  (Read 9275 times)

Alex

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Re: possible bugs
« Reply #15 on: May 07, 2017, 11:05:56 AM »

Thanks, got the logs. Not seeing an actual crash in the, though, hmm.
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Mr. Sterling

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Re: possible bugs
« Reply #16 on: May 07, 2017, 08:19:40 PM »

dont know if this is a bug or not but the pirates if they have fuel only ever have 50.

even the BM only ever has 50.
« Last Edit: May 07, 2017, 08:21:18 PM by Mr. Sterling »
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AxleMC131

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Re: possible bugs
« Reply #17 on: May 07, 2017, 09:31:25 PM »

dont know if this is a bug or not but the pirates if they have fuel only ever have 50.

even the BM only ever has 50.


As an almost universal thing, Black Markets only ever seem to have 50 fuel and 50 supplies, outside of certain special circumstances (not sure what they are, but they exist). In the open market though is weird - maybe hang around a bit and wait for the market to update?

It also may reference to market size rather than the owner of the market. Smaller markets tend to have smaller stacks of goods for sale.
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Mr. Sterling

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Re: possible bugs
« Reply #18 on: May 07, 2017, 10:51:52 PM »

as a pirate im at war with every 1 dont really have an open market
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Midnight Kitsune

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Re: possible bugs
« Reply #19 on: May 08, 2017, 02:15:05 AM »

Black markets having 50 fuel and supplies is intentional as those are the lowest a BM can have to offer. They are there just in case you P*** off the wrong group and get stuck in hostile space with no way of getting out.
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Mr. Sterling

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Re: possible bugs
« Reply #20 on: May 08, 2017, 09:48:31 AM »

Cerberus LP Frigate

hull mods: shielded cargo holds, Faulty power grid, Safety overrides, ill-advised modifications

because of the faulty power grid and the ill-advised modifications shouldn't it also b (D)?


Same with the Brawler. if so might want check the rest the LP Ships.
« Last Edit: May 08, 2017, 10:02:22 AM by Mr. Sterling »
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Mr. Sterling

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Re: possible bugs
« Reply #21 on: May 08, 2017, 10:11:42 AM »

Beholder Station:

When you visit it at the end before you leave it says "Does something incorprensible". Think you meant "incomprehensible"
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Alex

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Re: possible bugs
« Reply #22 on: May 08, 2017, 10:13:40 AM »

Cerberus LP - that's not a bug. (There are some bugs around restoring these, though, in particular it being free.)

"incorprensible" - that's not vanilla, please report in the mod's thread.
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Mr. Sterling

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Re: possible bugs
« Reply #23 on: May 08, 2017, 12:04:18 PM »

Cerberus LP - that's not a bug.



yes i Understand about Cerberus (LP), was asking if it should be Cerberus (LP) (D)?

because of the faulty power grid and the ill-advised modifications.


"incorprensible" - that's not vanilla, please report in the mod's thread.


Alex My game is not modded it is vanilla.


i can send you my saved game if you like.
« Last Edit: May 08, 2017, 12:07:26 PM by Mr. Sterling »
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Alex

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Re: possible bugs
« Reply #24 on: May 08, 2017, 12:15:47 PM »

Ah, my bad, fixed. Was thinking of something else.

Yeah, I get what you mean about the Cerberus - no, it shouldn't have (D). Not everything that has d-mods has to be labelled in the same exact way.
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Mr. Sterling

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Re: possible bugs
« Reply #25 on: May 08, 2017, 12:51:30 PM »

:) no worries am glad to help. Will continue posting here as i find something questionable.
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Mr. Sterling

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Re: possible bugs
« Reply #26 on: May 09, 2017, 07:01:56 PM »

Think there something way off on weapon range seems range 500 on enemy ships are more like 1500 they always seem have way more range then me and i use graviton beams (1000 range) with tactical lasers (1000 range)
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Alex

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Re: possible bugs
« Reply #27 on: May 09, 2017, 07:05:57 PM »

Need more details, please.

A number of things affect weapon range, btw. It could be you've got hullmods making ranger lower than base, or they have hullmods making it higher, etc. I don't *think* there are any major bugs here, unless it's a special case (in which case, doubly need details).

For example if you have Safety Overrides on your ship your weapon range is going to be low no matter what.
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AxleMC131

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Re: possible bugs
« Reply #28 on: May 09, 2017, 07:08:16 PM »

You could also be encountering fleets with superior ECM values.
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Mr. Sterling

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Re: possible bugs
« Reply #29 on: May 09, 2017, 08:09:03 PM »

dont have mods that effect weapon range and none my combat ships are damaged.

really dont know how to explain it.

ill send you my save stay where the ships are and play the fight that going to hit you. (as this is the fight that seems to have way more range on enemy side)

it could be just my perception but it also seems they getting more deployment points then me in this fight.

and ty alex
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