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 Re: SE:V, what\'s not working?  Bugs too. Resupply depots have an ability to distribute supplies to ships anywhere in the system. Helps keep bases useful, amongst other things. | 
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 Re: SE:V, what\'s not working?  Bugs too. ahh perhaps I was wrong. I'm at work so I can't check. | 
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 Re: SE:V, what\'s not working?  Bugs too. I do have one question. What do I need to get base space yards? I researched 5 or 6 levels of space yard and I can't get the component. I even tried robotics for a level, no luck. | 
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 Re: SE:V, what\'s not working?  Bugs too. Don't think this is the right thread for such questions, but... An absurd 10 levels of SY tech. The balance mod fixes such issues. http://forum.shrapnelgames.com/images/smilies/happy.gif | 
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 Re: SE:V, what\'s not working?  Bugs too. thanks. gee there goes the usual strategy of building spaceyard bases on emergency for the first 10 turns. | 
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 Re: SE:V, what\'s not working?  Bugs too. Quote: 
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 Re: SE:V, what\'s not working?  Bugs too. I'm pretty sure this is a well known bug.  In fact the problem get's worse as the size of the fleet goes up. | 
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 Re: SE:V, what\'s not working?  Bugs too. Quote: 
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 Re: SE:V, what\'s not working?  Bugs too. A bug I've noticed in the full version that wasn't in the demo is that alt-tabbing sometimes makes all the order buttons disappear. | 
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 Re: SE:V, what\'s not working?  Bugs too. The alt-tab and missing order buttons has been fixed too. http://forum.shrapnelgames.com/image...ies/tongue.gif | 
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