CariElf

CariElf

Joined Last seen Member # 43920
9 Posts 95 Replies 2,542 Reputation

Well, the code that did that was originally something of a bug, because any ship whose path was crossed by an alien ship (whether it was an alien or not) just cancelled its destination because they used to get stuck, trying to figure out a path around the ship. Then I modified the pathfinding code, and so I was able to fix the bug. However, I could easily put in an option where a ship whose path would intersect an enemy ship (one who was really an enemy) that was not the ship's target, would d

7 Replies 169 Views

To clarify, they move after all manual ships have been moved. If you don't have any ships on manual at the start of the turn, you have to hit turn to get the autopilot ships to move. This is so that you can move ships out of orbit, cancel autopilots, change what your colonies are building, etc, before the end of your turn.

35 Replies 510 Views

Yesterday I made it so that whenever you encounter an alien star or alien ship, it should set your relations with them from unknown to neutral at the end of the turn(in your build it just does it for ships or stars with ships in orbit). I was working on making it instantaneous, but there were problems with it and I decided to move on to other things for the moment.

7 Replies 186 Views

1) Make sure that your StarHawk.ship file has a value defined for range, which should be 4 (same as a survey vessel). Also, if you have both a battleaxe.mdl and a shiphawk.mdl file in your gfx directory, delete one of them because they use the same model and redundant files can cause bizarre problems. 4) It's the end of turn calculations that cause the pause. At the moment, we can't do everything in a thread because of timing issues. 23 seconds does seem excessive...are you playing o

4 Replies 210 Views

Looks like someone overwrote my change that made sure that the hitpoints didn't go over the max possible hit points. I made a change that should fix the flaky scroll buttons.

6 Replies 238 Views

Hitting Ctrl-R will force a refresh of the FOW, which should help you determine if it's a FOW bug. If it's not, it may be something wrong with the gfx file. If you traded money to the AI at all, there was a bug where the money would be taken out twice because it defaulted to 1 month, which I was using as a 1 time deal. The person who coded tribute into the trading screen, however, interpreted it differently.

7 Replies 227 Views

1) I'm not sure if that was intentional or not, but we'll have to address it regardless. 2) ok, that ought to be easy to fix...I hope. :) 3) No, we haven't done anything about it yet. It's still on my list, though. 4) Hmm...I'll check it out. It could also be related to bonuses or starbase bonuses...Was it one of your ships, or an AI ship?

6 Replies 238 Views

I'm not sure about being able to load previous saved games...I haven't had any trouble with my saved games, but maybe that's because mine have been updated as the changes were made... I was trying to get rid of redundant calls to select and center on ships, because it's slow, but apparently I got rid of too many. I've only been able to reproduce the bug where only one ship moves once, but I made a change that will hopefully fix things...

35 Replies 510 Views

We try to keep save games backwards compatible across builds, but it doesn't always work, particularly when there are significant changes. You could try re-naming your current save game folder, then save a new game to make sure that your build will save and load properly. If it doesn't, then zip and send your save game folder to me and I'll see if I can find out what is causing the crash.

2 Replies 251 Views

I think that the two Script errors that Fredrik is referring to is a result of those 2 files not being updated, either because Brad didn't copy over the new file or for some other nefarious reason. And Scott has fixed the font one.

3 Replies 198 Views