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April 12th, 2001, 11:50 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Lost Orders
I ordered my SY-ship to build a cheap escort ship (as a wormhole-drone), it should be ready in 0.3 years. The SY-ship belonged to a fleet which had lots of destroyed components, I've let the fleet w/o moving over a wormhole for the time (to build the escort). In the meantime I have popped up several emergency resupply components of some of the ships. 0.3 years later no escort ship was build. So I did some observations with SY-ships:
1. If you give building orders to it, then use emergency resupply or emergency propulsion, the order and every material which is used before the use/destroy component is gone
- BTW this happens to every ship: order to move somewhere, load cargo an so on... pop-up an emergency component: order is lost
2. Then I observed the other way: I have a SY-ship without any destroyed components, use/destroy a component, after that I give the order to build a ship, the order is visible in the queue, end turn, and guess what ? The next turn the queue is empty !
A SY-ship looses its orders if it has to repair own components, can anybody tell me if that's intended ? I shouldn't think so, but I might be wrong.
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April 13th, 2001, 12:19 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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Re: Lost Orders
You can't build and move on the same turn. Using the emergancy movement will stop the build occuring for that turn and will most likely reset the build back to turn one.
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April 13th, 2001, 12:30 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Lost Orders
I noticed that using a resupply pod cancels orders the first time I used one. I had spotted that the ship was out of supply on the Ships window (F6) while it was en route to a warp point. I think that was a deliberate design decision; if a ship has reached the point that it needs to use a pod, you might not want it to continue of its mission, but rather to turn back and resuppply and/or repair.
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Cap'n Q
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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April 13th, 2001, 01:14 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Lost Orders
quote: Originally posted by Aussie Gamer:
You can't build and move on the same turn. Using the emergancy movement will stop the build occuring for that turn and will most likely reset the build back to turn one.
Sorry I haven't been precise enough. I have not moved the SY-ship, just ordered to build something, then used an emergency supply and everything (including material) of the build was lost.
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April 13th, 2001, 01:42 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Lost Orders
Further Observations: This problem only occurs with cloaked SY-ships, I have used Stealth Armor III.
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April 13th, 2001, 03:25 AM
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Corporal
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Join Date: Nov 2000
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Re: Lost Orders
However whether you moved the ship or not, certain tasks are considered movement. For example opening and closing warp points require you have movement points even though the actual opening or closing do not use any. I believe your using the resupply pods are one of those tasks which are considered movement (as they are in the programming's hierachy as taking place during the movement phase when a turn is processed). I haven't tested them all, but I believe that any of the components which can be used during movement count as movement and should not be used in conjunction with any SY-ship you are actually using for construction.
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