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slothe
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Posted - 2004.05.03 13:38:00 -
[91]
npc bug
in 0.0 space
fighting large spawn of cruisers in me bs 6 60-85k and lots of frigs
kill most of them but taking heavy damage
warp out to be safe
land in safe spaot 20 au from belt
3 targets still locked i can hear the ships still firing at me !! im still taking damage
scanner shows targets still being a threat but cant target as their 20au away
i kill the ones i still have locked (from 20 au!!)
4 frigs i cant lock still hitting me
i have to warp to second spot to break lock
Say hello on our forum @www.aserea.com or join our public channel ingame "MLM Public" http://www.khainestar.com/eve |

The Pegasus
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Posted - 2004.05.03 13:54:00 -
[92]
Targeting Range bugged:
My Thorax has a targeting range of ~62km (cause of skills). I can lock a target as soon as it enters this targeting range. But if i.e. i turn around and disengage, fly 100km away, the targets still are locked. So Eve doesn't detarget targeted ships when they leave my ships targeting range. _______________________________________________________________ [ 2004.04.14 12:26:17 ] (combat) <color=0xffbbbb00>Your 250mm 'Scout' I Accelerator Cannon perfectly strikes Guardian Initiate, wrecking for 172.8 damage. |

CT BadIronTree
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Posted - 2004.05.03 16:03:00 -
[93]
Originally by: The Pegasus Targeting Range bugged:
My Thorax has a targeting range of ~62km (cause of skills). I can lock a target as soon as it enters this targeting range. But if i.e. i turn around and disengage, fly 100km away, the targets still are locked. So Eve doesn't detarget targeted ships when they leave my ships targeting range.
yes they dont unlock but when you try to fire or something... they get unlocked and you get a message that you are to far....
this is not a bug is a nice feature :) ============================================ Colossus Technologies The first and oldest corp in eve! BadIronTree Head of Production
CSM Chat Log September 25, 2003: Fuhry> Some things we simply cannot test, and therefore we just put it on Tranq. cross our fingers and then get into panic mode. --------------------------------------- playing (or beta testing)since Sat, 2 Nov 2002 16:06 (beta 5) ---------------------------------------
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Rodge
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Posted - 2004.05.03 16:08:00 -
[94]
Originally by: Ithildin Right-click the power core circle (Inside hitpoint graphics) on the HUD and choose stop my ship from there. It's always easier to do it that way
Wahoo! I'll be trying this out as soon as I get home. Cheers for the advice mate!
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
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Darathin
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Posted - 2004.05.04 00:04:00 -
[95]
Edited by: Darathin on 04/05/2004 00:06:13 Skill Related Problems:
I tried to change a skill today (on my alt) to another and found initially to my amusment i could train two skills at once. The initial skill i was training was ticking away while the skill i chose was doing the same. At first i thought i was drunk...then better than everyone else...but i guess its a bug .
Client restart and cache clearance dont seem to fix it .
.
Darathin 'Repent in the Emperors name or face redemption. You will be cleansed!'
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MacLagavulin
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Posted - 2004.05.04 00:25:00 -
[96]
Originally by: BH Cheez
NPCs and Agents [list
Agents with player location services: possibly caching previous requests. It often happens that if you ask for the location of Player A, then later ask for the location of Player B, the agent will tell you he will look for Player A, you get charged to find Player A, but you eventually get the location of Player B.
In between there are a lot of postings at "Missions" about agents, especially Navy agents, wich stop giving the usual kill missions and only give small courier missions with low rewards. Or they stop giving missions at all, showing different messages like "I've promised this to another pilot" for hours! 
My expierience is, that this happens every day or in the evening, after I've done around 12 or 15 missions for the same agent. The only workaround seems to be declining one mission, doing the next courier and then it will work again for a while.
I've read all the postings in this thread, not a single word about this and for me it looks like one or more bugs. This is since the last patch and should be repaired quick.
if you don't show some respect, don't expect it from me |

Mr Popov
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Posted - 2004.05.04 02:34:00 -
[97]
Originally by: Conqerable Station Dialog Box ...Rental Agreements (Offices / Factory Slots / Research Facility Slots)
Items that are rented from the station, such as the aforementioned, can be marked as being no longer publicly available. This means that when the rental expires, no more bills are issued. Thus the rented item will adventually (don't you mean eventually) fall back into the possesion of the corporation that owns the station....
This is taken from the Disputed Territory dialog box when docking in conquerable stations. My question is why can't the owning corporation mark offices as no longer being publically available, thus preventing bills from being issued, thus freeing up those offices? We have held a station for at least a month now and several offices are marked "not publically available", yet miraculously those corporations have held those offices even after thier bill had expired. This needs to be looked into, thanks.

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A Brr
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Posted - 2004.05.04 11:02:00 -
[98]
NPCs and Agents:
Agents are shown as available but they don't give you Missions. Ex.: Connections 4, Agent L2 Q-11, Faction -0.3, Corpstanding 0.0 (never done a Mission for that corp before). After doing a single Mission for a L1 Agent of that corp, the Agents starts giving out Missions.
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Valorian
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Posted - 2004.05.04 13:12:00 -
[99]
Modules T2 Afterburners: 1MN AB II has the exact same stats as the T1 version, except is 45% Max Velocity Bonus instead of 35%. 10MN AB II has the 10% MVB over T1, but requires additional 10MW powergrid and 25 capacitor energy. 100MN AB II also has the 10% MVB over T1, but requires an additional 100 capacitor energy.
The 1MN T2 has no penalty to get the extra 10% MVB, whereas the 10&100MN T2 both have penalties in cap usage. The 10MN T2 also get penalised on powergrid.
An NPC Corporation is not the pilot of its ships and structures! |

Selak Zorander
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Posted - 2004.05.04 13:30:00 -
[100]
Edited by: Selak Zorander on 04/05/2004 13:32:44 I had the skill training bug in several forms over the past few days. I trained electronic warfare to lvl 1 and tried to equip some ecm modules to test them out witha corp mate and it said i need to train electronic warfare to lvl 1. character sheet said i had lvl 1 electronic warfare. I logged out and loged back in and i could equip the ecm modules just fine so i take off and as i go to use the module it says i need to train my skill to lvl 1 again.
I had the same kind of thing when training high speed manuevering. I trained navigation to lvl 4 then trained afterburner to lvl 4 then I went to train high speed manuevering and it said i needed to train navigation to lvl 4 first which was completed a few days prior. Once i got high speed manuevering trained I equiped a micro warp drive fine then took off and was told i could not use the drive because i need to train high speed manuevering to lvl 1. i logged out and logged back in and then i could use the module.
EDIT - I have only have been having these problems since around the 28th of april.
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Shirei
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Posted - 2004.05.05 11:52:00 -
[101]
If more than one turret/launcher tries to auto-reload with the same ammo type within a short period of time, only the first one actually reloads, all subsequent ones give an 'Auto Reload failed, cause there was no ammo found of same type' error popup. If you are looking at the cargo screen at the same time it looks like the first reload takes the whole stack of ammo and puts it back a second or two later, so any other reloads in that period fail.
Rockets are displayed as 'Torpedo' in space and in some menus (e.g. 'Loading the torpedo into the missile launcher').
Sometimes a turret/launcher gets 'stuck' in reloading. It keeps blinking, but doesn't give a context menu or do anything if you click on it. Couldn't exactly reproduce the bug, but it occured when i warped out while firing or reloading.
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Shirei
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Posted - 2004.05.05 12:03:00 -
[102]
Also on Chaos:
If you equip a module in station, it initially shows up as offline in the fitting screen. If you try to rightclick->toggle online you get a 'module is already online' error message. CPU/Powergrid is not updated (show values as if the module was not online). Closing/opening the fitting screen doesn't seem to fix it. Activating another ship and then going back to the original ship fixes this and the modules are online after you do it. Can't check if the modules are online or offline if you undock directly, because I got stuck undocking on Chaos now.
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Marcennis
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Posted - 2004.05.05 14:59:00 -
[103]
Visual/Portraits/Lighting
As documented elsewhere, alt-tabbing from full-screen mode and returning will make all (player or NPC, whether you right-click to generate or just click normally to show in-game) successive generated portraits lack lighting completely. They all appear flat and gray, no background.
Cache has to be cleared and game restarted for lighting to kick back in, apparently. --- Mining & Transport - Logistics Division - Hadean Drive Yards
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Marcennis
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Posted - 2004.05.05 19:24:00 -
[104]
Functional/Buying & Selling/Repackaging 100% Reproducible
When trying to sell an item that's been used and has to be "repackaged", you get a message saying so.
However, when you try to repackage, the item will not repackage. You can click ad nauseam, no go.
You must bring up the "Sell" dialog box again, and hit "Cancel". Then you can repackage on first try.
Apparently the sell dialog doesn't get closed properly when interrupted by "this item must be repackaged" event. Game thinks you're still on the Sell Dialog when you try to repackage, and returns a failure. --- Mining & Transport - Logistics Division - Hadean Drive Yards
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Lobotomie
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Posted - 2004.05.06 15:13:00 -
[105]
Maps and Navagation
There seems to be a bug in the autopilot plotting. The last 2 days when I have plotted, it has taken me on extremely long routes. I have "Prefer Shorter" marked.
I realized it last night when I plotted a route from Algogille to Bereye to Luminaire. It gave me 12 jumps. 10 jumps to Bereye, then 2 jumps to Luminaire. I knew Luminaire was only 1 jump from Algogille so the plot had to be wrong.
I redid the plot by going to Luminaire, then Bereye, then back to Luminaire. That was only 5 jumps to complete the mission.
If it is a bug, I've reported it. If I'm doing something wrong, then someone will tell me. Thanks.
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The Pegasus
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Posted - 2004.05.06 16:32:00 -
[106]
Market Bug:
If i fly to my factory station with an Imicus and want to sell the 40 Imicus' i produced, i always get the message "you can't sell the ship you are using"....but i clicked at the 40 packaged Imicus and not at my assemble Imicus. Same if i produce Shuttles and dock with a Shuttle etc pp. _______________________________________________________________ [ 2004.04.14 12:26:17 ] (combat) <color=0xffbbbb00>Your 250mm 'Scout' I Accelerator Cannon perfectly strikes Guardian Initiate, wrecking for 172.8 damage. |

The Pegasus
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Posted - 2004.05.07 15:15:00 -
[107]
When entering a station, the station environment loads, then screen gets black and station environment is loaded again. _______________________________________________________________ [ 2004.04.14 12:26:17 ] (combat) <color=0xffbbbb00>Your 250mm 'Scout' I Accelerator Cannon perfectly strikes Guardian Initiate, wrecking for 172.8 damage. |

Cain Calzon
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Posted - 2004.05.10 08:26:00 -
[108]
Edited by: Cain Calzon on 10/05/2004 08:28:36 Graphics/Visual
- Engine trail misaligned for the Omen and the Griffin when intitating warp
Maps and Navagation
- Map is updated really slow, such as "show my corp members"
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Shadowthrone
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Posted - 2004.05.10 17:59:00 -
[109]
Power diagnostics reduce sheild boosting when clearly they should not form their description
reproducable
Celes Kill Board
"Show them no mercy, for you will receive none"
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Mechkilla
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Posted - 2004.05.10 22:30:00 -
[110]
Listing of items in market
1MN AB II is not listed even if you put a new sell order in the market. If you choose "Advanced Market Info" from the context menu after a right mouse click all offered items will be listed. ____________________________________________ CEO of Asgard Schiffswerften *** Proud member of [G] ***
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Mr Popov
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Posted - 2004.05.11 06:05:00 -
[111]
User Interface
We should be able to disable the auto-reload error messages. For example when your ship gets blown up, the auto-reload messages spam the desktop with pop-ups indicating the guns can't auto-reload.
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Puddy Berflet
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Posted - 2004.05.11 10:06:00 -
[112]
Energy Transfers / Shield Transfers cause terrible graphics lag.
If you activate a power transfer array and let it go for a couple hours all clients in the area will start to experience a crippling graphics slowdown. Alternativly activate alot of the modules and you will see the slowdown within 10-20 minutes.
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Cain Calzon
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Posted - 2004.05.11 19:33:00 -
[113]
Drones
- Sometimes Attack drones dont return to its master when they have destroyed their target. they stay where the target was destroyed
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Vader1
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Posted - 2004.05.12 10:31:00 -
[114]
Name of BluePrint not the same as Product
The Medium "photon" Smartbomb I produces weapon named Medium "proton" note the spelling!
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Eduard
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Posted - 2004.05.12 22:47:00 -
[115]
Edited by: Eduard on 12/05/2004 22:54:38 Patch 1518 Cruise missiles have two bugs:
1st they doesn't fly either 3km they does fly slow and explode 3km away from my ship 2nd when I fire cruise missile my ship stop from max speed to 1/10th of original speed
Seems that defender bug from TQ is now implemented on all kind of missiles. Look at picture included.
Changes with gun accuaraccy goes too far! Check what I'm shooting! 72km can which is stand still, my ship stand still and I can't hit that can with all guns!
No way I can't even hit that locked big rock :( Damn what you guys smoking?
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DarkStar251
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Posted - 2004.05.12 23:56:00 -
[116]
Defenders are now 500m/s SLOWER than the missiles they are supposed to catch, and this is before skills....
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Xelios
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Posted - 2004.05.16 04:38:00 -
[117]
Shields and cap do not update after docking then undocking. Ie if I go in with 50% cap I'll come out with 50% until I do something that uses cap, at which time it'll display as 100% like it should.
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Sewell
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Posted - 2004.05.16 23:02:00 -
[118]
Made a separate posat about this, but maybe this is a better place for it:
Listing of items on market *No medium smartbombs are listed, even if you put a new sell order on the market. If you choose "Advanced Market Info" from the context menu after a right mouse click all offered items will be listed.
*Medium smartbomb BPOs cost about 10M, wheras large smartbomb BPOs cost 3M. Mixup?
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Oori
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Posted - 2004.05.19 04:32:00 -
[119]
Agents - Pirate Intrusion
Got this mission, had 6 sets of pirates to kill. Took me ~40 minutes to complete and received 155k isk + 100 rolled mexalite as a bonus (nego l3, conn l4). Got 2.16% increase in standing w/ my agent and .5955% with the corp. I have worse than average combat skills but managed the pirates OK in a thorax. Also got decent loot from the various rats. Seems like a pretty decent reward for 40 mins of effort and I'm a crummy combat pilot so surely someone with better skills could have finished it faster - probably 20-30 mins.
I had some trouble with the ordering of the bookmarks - you get a set of 6 of them for the system. Upon docking in the station it seemed that the bookmarks rearranged themselves, so when I undocked the ordering was different and I had to warp to all of them to find the two I was missing.
I thought I had finished and got the message "I expected 4 heads." There were six (6) sets of pirates to kill. A typo?
Station services The repair shop and reprocessing plant show nothing for me when I attempted to use them.
Items Received a "small energy neutralizer I" which displays the tech 2 logo in the upper left hand corner. Also shows tech level 2 when I display item attributes:
Energy neutralized: 50 Tech level: 2 Activation cost: 50 Activation time/duration: 6 Range: 6,500
Dunno if this is really a tech 2 item or a tech 1 item that looks funny.
Hope this helps!
Regards, Oori
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Barbicane
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Posted - 2004.05.24 12:09:00 -
[120]
Station services Market: Medium Capacitor Battery II is not listed on the market. |
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