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November 21st, 2000, 03:35 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
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Re: Supply bug?
Yes, I know what you're saying. The problem (that I ham having) is that if you retrofit a ship at a yard / repair bay (planet or ship based) without a Supply Depot as I described below, it doesn't seem to get ANY supplies until you move it to a planetary Supply Depot. Even merging it with another ship in a fleet to share supplies doesn't help.
Try it yourself (the 2 ship scenario I discussed below)!! Build the two ships - do not put them in a fleet - then retrofit them like this:
1. 2 ships (make 'em simple) with bridge, crew Q's, and Life Support with 5 engines (or whatever max) and a repair bay. NO OTHER SUPPLY FEATURES or storage.
2. Take them both to a blank sector in any system.
3. Retrofit one adding just Quantum Reactor and the other retrofit REPLACING engines AND adding QR. This is assuming you have NO OTHER supply storage / solar collector, etc on board. This means that the ship your replacing engines will have ZERO supplies while it's being repaired.
4. Let them repair themselves.
The one you replaced the engines on will not get any supplies (even if you make a fleet out of both of them) until it visits a Supply Depot.
And from my experience, a ship with Zero supplies still gets 1 movement point. If you built a ship BEFORE you built your SD, move it off the planet 1 sector, then move it back (to the planet with the new Supply Depot) the next turn. You should be supplied.
I remember this problem discussed in another thread somewhere and I believe MM is aware. If no one else can recreate the problem, maybe it's a "ghost" left over from my Demo install. I probably should remove the demo and reinstall the full ver.
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November 21st, 2000, 05:33 PM
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Corporal
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Join Date: Sep 2000
Posts: 164
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Re: Supply bug?
I've retrofitted a number of ships at planets without resupply depots without this problem. I have not run the test described but it sounds like the problem is when a combination of engines and supply storage are retrofitted at the same time.
I almost always add supply storage to a ship and may not have updated them both at the same time. I'll test are post.
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November 21st, 2000, 10:58 PM
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Private
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Join Date: Nov 2000
Location: Albuquerque, NM, USA
Posts: 19
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Re: Supply bug?
Is there any way to see how much supply a ship has during combat? It would help to know so that I could operate my ships in a matter that would leave me enough supply to get back to a supply depot.
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November 21st, 2000, 11:17 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Supply bug?
To check ship supply during combat, right-click the ship. It's there, along with shields, damage, movement and what-not (not experience, unfortunately). Works on the enemy ships, as well -- view their movement points, supply, components, shields and total damage. Helpful when you need to figure out whether you can auto-resolve bombing a planet and still have supplies left... (Probable bug -- the manual, both paper and CD, indicates that weapons should not fire when you're out of supply. They still do, at no penalty methinks...).
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-- The thing that goes bump in the night
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November 24th, 2000, 11:11 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
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Re: Supply bug?
Another supply-related issue (perhaps it's the same one as that which allows weapons to be fired at 0 supply?) -- my ships (even pre-QR ones) weren't paying the supply cost for stellar manipulation.
For instance, build a frigate with 6 engines, an emergency supply component, and a matter gravity sphere -- which is listed as taking 4k supply to operate. The frigate has only 3k, plus the emergency supply. After creating a planet with that, I was finding that the emergency supply component wasn't used...
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-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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