That sounds like it is a display error on the fleet manager screen. I will look into that. It applies the starbase bonus to each ship in the fleet.
CodeCritter
No need to resend it. I'll try reproducing it on my own. If I can't get it, I'll send you a message. Thanks.
[quote]Just out of curiosity, what would happen if you gave a race a tech that gave a non-standard Troop Module, but not Planetary Invasion?[/quote] You could load troops onto the ship, and you could invade, but I don't think there will be any invasion tactics in the list. You'd have to cancel the invasion.
If it is reproducible, please send the zipped save to us. Please let us know which ship to use and who to attack. Thanks.
We have found the source of this bug and have fixed it. Thank you for all your cooperation. :)
A few questions. 1. Were you able to move the Terran ship? 2. Was the ship there when you traded? 3. What ship was the planet building after the trade? 4. Does the planet have a rally point? Can you please post your debug.err and if you have a saved game where we can make the trade and have it happen again, please zip it and send it to [email protected] with instructions on what to trade and to whom.
The problem is that if the pre-req is not found in the civ's tech tree, it is interpreted as NO tech requirement. This is not intended. I've changed it so that if the civ does not have the tech, they do not have access to that invasion tactic. Cari made sure in the current beta (3b) that all races should have at least Planetary Invasion, so they can invade, but currently not every race is going to be able to use every invasion tactic.
I sent a reply to your email.
daniellost, did you experience a problem like LogicSequence, where the ship normals look reversed? I'm unable to tell from the screenshot what the ships look like. If it happens again, please look at the ships as well and try to get a screen shot with them. Also, could you both please post your debug.err files, so I can look at your system configurations? Thank you.
Do you know if there was a battle at this planet? There is an option "Show Orbiting Ship In Planet In Normal and Quick Battles" that is on by default. When this option is on, the planet will become invisble when the planet is attacked so you can see the orbiting ship inside of it. It looks like it got stuck on "invisible" mode. Does this happen often? Is it reproducible? If it reproduces, please let us know steps to reproduce it. Then try
We are looking into this bug. socially hazardous, Does the bug happen with any ship? Have you tried upgrading a user-made design that you previously created? Does that crash as well? Please let us know. Thank you.
[quote]TRADE BUG: All my freighters return to home port on reload. Anyone else had this ?Think the AI suffers from it too there trade amount seems to be lowered as well. [/quote] [quote]Lenius: I have seen that trade bug as well. Upon a reload all freighters restart at the home planet.[/quote] It sounds like the freighters are failing to calculate their paths when the game is loaded. Can you please zip and send in your games to gc2b
[quote]Another typo: the Beam Weapon Theory description uses "ordinance" instead of "ordnance". [/quote] Fixed for next beta.
[quote] The Estiminated Time to arrive for auto moving ships is off as if the game thinks that the ship can move one square less in the first week. [/quote] This should be fixed in beta 3b.
[quote]Right click on the Arcaen tech Planetary Fortification, then mouse over the Space Cannon's +50% bonus and it says "string not found". [/quote] Fixed for next beta
[quote] Fleets attacking single ships still loose too many movement points. Still exists in 3b, unless I'm just in dire need of a new game to clear old bugs out... [/quote] What ships are in the fleets? Any speed-enhancing modules? Please give steps to reproduce this problem, or, if possible, please email a zipped saved game that demonstrates the problem to [email protected] . &nb
Taikoen, if you didn't see the icon by the tech then that means the bonus was not connected to the tech. Do you notice the problem in the most recent beta 3b?
Did the AI colony ship have weapons on it? We've reproduced and fixed the problem if the other ship had weapons on it. If you have a saved game that reproduces the problem, please load it and check to see if the ship had weapons. If it doesn't, please zip it and send it to [email protected] with a brief description and/or link back to this thread. Thanks.
Have you hit the turn button? Any techs that give new abilities do not go into effect until the next turn.
O rly, if you have any saved games that reproduce these problems, please zip them and send them to [email protected] . Does it happen with any beam weapon? Is it always a beam weapon? The not-being-able to select things during a battle is intended, but it sounds like the battle is never starting or ending properly. The turn button shouldn't disappear though. Is this battle happening after you hit the turn butto
Was the miner on auto-improve mode? I will have to watch for this.
Seilore, can you send a zipped saved game where the Korath have Warp V to [email protected] ? Also include your debug.err file. This will help us to figure out what happened and why they have that tech. Thanks.
Please send us a zipped saved game where the other race has a tech like that where it seems that they shouldn't have it. We can then look into it and see what happened. Please send your zipped saves (along with a description of the problem, and your debug.err file) to [email protected] . Thanks
Sjemmeke, Thanks for sending in the saved games. We'll take a look at them. If the problem keeps happening with them, we should be able to figure out what is causing it.
[quote] *Now with TA, Terror Star specific resolutions. [/quote] There is a UP proposal to ban the use of Terror Stars. This bans their construction, upgrading, and use for all civilizations in the game. If you have any that are already finished, they cannot be used to attack anyone.