Bug + Weirdness = grrrr....

The bug with the trade goods is annoying enough by itself (which is if another race finishes a trade good, YOU can no longer make it.. and in fact, if you were researching it, you then have to research something else. But if YOU make a trade good.. the other races can still also make these goods).

But add in a weirdness and it is really annoying. Does anyone know if time spent on making a trade good is supposed to be wasted time, if another race finishes it? That is.. if you are making a trade good, and say, the broccoli heads finish it first (um.. the Torians.. they would go good with cheese sauce!), you LOSE all the time spent on that social structure. If you have been building the thing for the last 12 turns, and are one turn away from finishing it (which I WAS), your queue is empty when those broccoli heads finish it first (which they DID).. you start another social project from scratch. This is unlike a military or social project that isn't a trade good.. where you can switch in the middle, and your time spent on a previous military ship or social structure is allocated to the new ship or structure. feh...

This has happened to me twice.. *sigh*

So I know the bug will be fixed eventually, so they can NOT make the same trade good after you finish it. But will you ever be able to reallocate the time making a trade good that is finished by someone else first into a different social project?

grrrrr.... stupid broccoli heads.. they will pay! >:(

fleabitfox
289 views 7 replies
Reply #1 Top
Time spent on ANY social project is not carried over to another. Military projects, yes, but not social projects. If you switch social projects and notice it's partly done, it's because you already started it some time before and never finished it (the game remembers past progress on social projects).

So there is no weirdness here, just a persistent bug.

- Ash

~SDC~
Reply #2 Top
Yea, ok, I knew that! Just.. testing your knowedge.. yup. Gotta make sure the GG's know their stuff! LOL

I hope this bug is one of the fixable bugs this coming patch! And I think the trade good 'cheese sauce' should be added to the game. I know the other races would love to have it, in case they ever go to war with the Broccoli head Torians.

fleabitfox
Reply #3 Top
"Just.. testing your knowedge.. yup. Gotta make sure the GG's know their stuff!"

Any why, exactly, aren't you in our Empire? :)

"I hope this bug is one of the fixable bugs this coming patch!"

So do I. But it seems to be one of those newfangled antibiotic-resistant superbugs. They keep trying to kill it, but it just... won't... DIE (why can't it be a good bug and just stay dead?).

- Ash

~SDC~
Reply #4 Top
Why it is a bug? I like it the way it is, its a rik inverting time and money in a unique project.
You have to take the decide what to build. The ability to switch from a news network to an planetary defense without cost would be a "bug" IMHO. In my opinion the same should apply for military projects (like in the old game " Empire")
Reply #5 Top
Yes, in fact it's a useful feature ... Whenever you din't want to really build stg Social, build it anyway but to near completion, then change it, start stg else, rinse, repaeat.
So when you'll REALLY want the stuff because you need it/you can afford it, it'll get made in very short time, and you won't have lost a single "Hammer" ! :)

With ships we have to play with the "carry over" factor : what I do when I don't need ships is to put costly ships - or constructors - in queues, then when I need a pronto BattleAxe change it, woohoo, it's ready ! (but this results in shield waste :( )
Reply #6 Top
The problem with the lack of carry-over in social projects is that if you buy something (as I once did) and then click on another planet in the right-side planets tab, and then click on something new in the build queue, but somehow didn't change planets, you lose the once-ever social project for all time (because it vanishes from the queue when you build it).

~SDC~
Reply #7 Top
'The problem with the lack of carry-over in social projects is that if you buy something (as I once did) and then click on another planet in the right-side planets tab, and then click on something new in the build queue, but somehow didn't change planets, you lose the once-ever social project for all time (because it vanishes from the queue when you build it). '

You still get the effects from projects built in that way, they just don't appear in the details list for some reason. I used to use that exact effect to push class 12 planets up to 18 by buying the three terraforming improvements all at once.

~SDC~