Vasari phasic shields bug and other minor annoyances

I played my first game as the Vasari earlier today and I found a few bugs and/or confusing mechanics with them (some are applicable to the other races, too).

1) The first bug is one that makes me never want to research phasic shields as Vasari again... When you research phasic shields, all the civilian buildings are set to autocast it if they are under attack, but once they cast it, they never turn off unless you go in and do it manually! This is problematic because you start losing income and research bonuses from phased out trade centers and research stations.

Because the cooldown for the phasic shields is pretty short, I think that they should automatically deactivate maybe 30 seconds after they stopped being attacked, or at least when there are no more hostiles in the gravity well.

2) Another issue, which might not be a bug but seems like it, has to do with queued structures. It really bothers me that queued structures can be destroyed by enemies - it's both extremely annoying and very unintuitive. How can they blow something up that isn't even there? It makes trying to build structures while under attack really micro intensive and annoying.

Funny anecdote that leads to #3: I had just taken over a planet and queued 35 tactical and 20 logistical slots worth of buildings as Vasari, when all of a sudden a round from one of my Korath cannons that was fired half an hour ago from another star system hit the planet and took out the whole queue... AGH! I couldn't decide whether to laugh or cry :P

3) The superweapons. I think they're really fun - the advent's is my favorite. But I would personally prefer if either they couldn't shoot between star systems, or shoot faster projectiles. When there is a half-hour delay between launch and impact, it can lead to very undesirable results (see anecdote above). The advent don't have this problem, but the TEC have it even worse. Another thing I noticed is the superweapons don't seem to prioritize well by themselves. When I set them to autocast, they often fire at different solar systems when there are perfectly good targets just a few jumps away. They should always prioritize their own star system first, imo.

Edit: Thought of another thing that bothers me:

4) Giving commands to selections isn't always intuitive. For example, if I select 3 identical capital ships with an ability set /not/ to autocast, and right click the ability, it sets all three. But if I right click again, it only disables autocast on the sub selected unit. They should make this consistent! I also think that manually casting an ability shared by all units in a selection should make all the selected units act.

Additionally, you can't scuttle a whole selection - only the sub selected unit gets destroyed. In general, I think that a command that /can/ apply to a whole selection should.




3,566 views 6 replies
Reply #1 Top
Phasic shields are supposed to auto deactivate - I'm almost positive they did in beta 4. I noticed my frigate factories had this issue after I resumed a multiplayer saved game.

Reply #2 Top
I don't think phasic shields ever self-deactivated in beta 4, but it was a while ago and I could be wrong :o

2) Is not a bug, that's always how it's been. :P
Reply #3 Top
I don't think phasic shields ever self-deactivated in beta 4, but it was a while ago and I could be wrong :o
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Is it like this for a reason, or is it actually a bug? Whatever the case I think it should be fixed, as it doesn't add anything at all to the game but frustration.


2) Is not a bug, that's always how it's been.
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Well, I think it should change. :P

Not only does it make no sense (shooting at empty space erases my builders' memories?), but it's really annoying, especially considering there is no way to insert orders into the middle of the queue. If you care about the build order, it forces you to either: scuttle the whole queue (one at a time!) and start over, or focus all your attention on that one planet.

That actually reminds me of another thing I came across. Giving commands to selections isn't always intuitive. For example, if I select 3 identical capital ships with an ability set /not/ to autocast, and right click the ability, it sets all three. But if I right click again, it only disables autocast on the sub selected unit. Additionally, you can't scuttle a whole selection - only the sub selected unit gets destroyed.

These are all pretty minor things (although the phasic shield issue means I won't ever use the ability unless it's fixed), and over all I'm addicted to this game... I love RTSs and 4X games, and the ability to play a 10-hour RTS game is the best of both worlds! The fact that I'm even posting about bugs says it all. I don't think I've ever posted on a game forum before, I've never cared enough to see the bugs fixed :P
Reply #4 Top

2) Another issue, which might not be a bug but seems like it, has to do with queued structures. It really bothers me that queued structures can be destroyed by enemies - it's both extremely annoying and very unintuitive. How can they blow something up that isn't even there? It makes trying to build structures while under attack really micro intensive and annoying.
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Thats been a bug thats gotten worse over time. Originally you had to manually do it, and the devs were unhappy (its like shotting down the "coming soon" sign!) and then they had to fudge the AI to shoot them down to. Only they never got around to doing an actual fix...

Part of the problem is that the "coming soon" signs have collision data -- which is to say, if you plop a turret down in front of a retreating capship, said capship halts dead in its tracks. If you don't have the ships auto-attack it, then the plopping player has more than enough time to cancel the turret manually, effectively allowing him to interdict a capitol ship for the measely price of a few free logistics slots.

But I would personally prefer if either they couldn't shoot between star systems, or shoot faster projectiles.
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Be believe the devs are planning to change them to an in-system thing only (the interstellar launch is a bug).
Reply #5 Top
Part of the problem is that the "coming soon" signs have collision data -- which is to say, if you plop a turret down in front of a retreating capship, said capship halts dead in its tracks.
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I guess, considering it hasn't been done already, removing the collision data isn't a workable solution? I don't like having to replace my "coming soon" signs all the time :(

Be believe the devs are planning to change them to an in-system thing only (the interstellar launch is a bug).
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That is good to know. I did notice that the descriptions say "within the system," but I wasn't sure if system means the system of stars or the system of a single star :P
Reply #6 Top


1) The first bug is one that makes me never want to research phasic shields as Vasari again... When you research phasic shields, all the civilian buildings are set to autocast it if they are under attack, but once they cast it, they never turn off unless you go in and do it manually! This is problematic because you start losing income and research bonuses from phased out trade centers and research stations.

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I have also noticed this bug....extremely annoying