'*abstract? - I notice range is not based on range from the target ship (engine, fuel etc) but based on range from a 'centre of influence' rather like European Medieval Influence. Once I got used to this it was in my view nice but not obvious.' Its range from a supply source (in this case, a planet or starbase) as per every space strategy game (and many terrestrial ones) I have had the opportunity to play. The out of range dialog specifically mentions this detail.
Arturus Magi
'1. Starbases are still starting at 100 HP rather than the 500 they are supposed to.' It's setting at whatever the constructor's HP stats are when it's built.
'Now that I have thought about it some, I am going to retract my previous comment. Instead, could the "Soldiering" enhancements be one of those that are supposed ot be percentage increases but is being applied as unit increases?' Soldering does apply as a percentage. The problem is that it is a compounding percentage. If you have a +10% (110% norm) to soldering, the next '+10%' increase leaves you at +21 (121% norm). 'Soldiering is in the domestic stats area but if it gets ab
'2). Sparatic movement of ships on autopilot (one or more ships, maybe as many as five) before all ships on manual have been moved. I still have not detected a pattern to this that I can report. What I am watching for is does it only happen when a ship is destroyed (colonization, etc.)? That is my current feel for the problem but I need to watch it some more to be sure there isn't some other factor involed.' After watching this for a while, I've found that the destruction of a ship isn'
'I personally think that allied status should be a treaty event and not just automatic if your relations are good enough.' It is a treaty event. It's set up as an automatic occurance right now for testing (and, I'd have to guess, because development efforts are being put towards implimenting of other things for the moment). That will probably change in one of the next few builds.
You might want to vote 'no' to limit AI income. I've done that to keep AI fleets down in size during preperation of an invasion fleet, and to slow their research to keep certain advantages as long as possible.
As far as I can tell, 40% was never the limit. I've had Earth down to 23% before even building a morale or pop. growth improvement (had it building Trade Goods that I managed to get to very early in the game).
It may have something to do with my usual playstyle too. I generally only build Freighters and Constructor ships (and colony ships, but only before I find any of the other major races) and use diplomacy or anomolies to get the rest. That seems like it should work to reproduce. I'm not sure if the total number of ships influences it or nbot, because I didn't know it wasn't the intended behavior, and as such didn't pay much attention to it until you mentioned that it was not. I
I had those errors appearing here before dealing with the battleaxe/starhawk thing. I haven't checked since, but it could be related.
Either one. They both have the same ID, and are the same image, IIRC, and that is what was causing the problems.
I just noticed myself that some of my message is missing too.... It seems that the board attempts to interpret text between greater than signs as HTML tags instead of displaying it. The 'attempt to play' did correspond to an attempt to contact the Scottlingas, so would seem to be either the game attempting to play non-existant bink animation or non-existant BGM for that race.
It is turned off, and it's not just ships that reach their destination. Anytime after a ship has been created and destroyed (not nessiarily the same ship), autopiloted ships can start moving before all manual ships have been moved. The more ships that are destroyed, the more often autopilot ships move earlier, but I have not seen it occur before at least one ship has been created. Saving the game and reloading appears to temporarily correct this.
The battleaxe/starhawk thing did cause regularly cause crashes here when someone tried to move a battleaxe. It didn't cause any such problems when trading or building them though.
I don't have that problem here anymore with either starbase upgrading or colonization. The selection code does keep switching between autopilot and manual ships with no observable regularity, though, which Cari indicated earlier should not be the case.
'All races created as good are shown as diablical and all races created as evil are shown as saintly.' I mentioned this in that thread two days ago as well. The Race Setup screen is the one in err, from what I can tell.
'I also assume a player cannot make such a ship, have the AI build lots of them and then half way through a game change the support costs to some high number?' I'm not certain, but it appears that the game saves the stats for anything already in the game seperately from the base items. If someone tried to do that the ones already built would retain their old costs, but new ones would match the new values.
I have seen it taking detours before, but never more than one or two spaces, which would seem to suggest that either their running into some hard to see anomoly (I have been able to observe this a few times...Under some conditions, wormhole anomolies [and a few others] can be almost impossible to notice) or that the code is falsely detecting a ship or some other obstruction, which, now that I think about it, can also be observed in a manner. Sometimes, if you watch, the game with show ships tha
'There are other issues to vote on...you didn't get any with the last update? You can check out the issues in the folder UP_Issues, a subfolder of the data folder.' I still only have one UPISSUE file here too, and mentioned as much two days ago (thread named 'Bugs, Issues, Etc.,' IIRC) If you want, I'll bump the thread up by correcting a name I misremembered in one of the last items in that post.
'My point is quite simple. When a ship on autopilot gets within sensor range of an enemy ship it should drop out of autopilot. Period. It should not attack automaticallly' The old code dropped out and attacked (if it was a combat capable ship). You didn't mention in your post that that wasn't what you had wanted to happen, but did concur that it was what used to happen. To quote, 'and distroyed the Torian ship and then dropped out of autopilot.'
As an append to Lucky Jack's report, the same behavior occurs with constructor ships upgrading a Starbase (but not initially building one). The rest of the code appears to work perfectly.
I have seen the AI using Battleships and other military vessels regularly, although in my current game, the Arceans do seem to really like the BattleAxe.
'1) When you hover over the Manufacturing button on the main screen you see M anufacturing Rather than Manufacturing in one line' I don't see this issue with the Manufacturing button, but I do see a similar issue with the techs 'Xeno Manipulation' and 'Xeno Computers.' in the future research area and on the research progress bar (but not in the actual tech description).
There's already (supposedly) a limit to how many modules can be constructed. I can't say what that limit is, or even if there are enough modules existing yet to reach it, as I've yet to get more than one or two upgrades in any of my starbases yet.
1) On the main page, in the description of Beta2, Brad said that more UP Issues have been added. I haven't seen any yet, and a quick check of the data directory reveals that there is still only one UPISSUE file, for the +2 Trade Routes. What, exactly, should be there now? 2) Minor Races apparently can't trade ships. Was that intentional, or is this some odd bug? 3) The morality setup appears to be backwards. In older builds, races set to good had an alignment of '1.
IMO, ships shouldn't automatically drop out of autopilot to attack something, unless perhaps it already has attack orders against another ship of the same race. I can't count the number of times I lost ships enroute to something more important (like a different war entirely) just because it decided it wanted to attack something else. That having been said, I think the change is a known issue. (And it seems possible that the prior behavior was a concequence of one of the older p