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  #1  
Old August 18th, 2005, 02:49 AM
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Default Re: Known Bugs

*Crusty old mariner voice* Don't laugh. I once knew a friend of a friend of a cousin whose sister-in-law once served on the same ship as a guy who said he heard a story in a bar once from this guy who said he'd seen the edge of the universe!
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Old August 23rd, 2005, 04:05 PM
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Default Re: Known Bugs

Invading troops on do not show up in planetary cargo in combat replays.
edit: Also, if a ship or base has the spaceyard ability and also the repair ability (as do all spaceyard ships in stock), the repair icon is not visible next to the ship whenever it should appear next to the spaceyard icon. It's really only noticeable in mods (where ships can have the spaceyard ability without the repair ability) but it is a bit confusing at times
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Old August 23rd, 2005, 04:22 PM
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Default Re: Known Bugs

Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
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Old August 24th, 2005, 06:02 PM
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Default Re: Known Bugs

You can still click on the "create fleet" button in sectors that have bases even if there's no possibility of actually creating a fleet due to an absence of ships. This might not be a bug if it's possible to mod bases so that they can be added to fleets.
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Old August 25th, 2005, 07:17 AM
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Default Re: Known Bugs

Quote:
Slaughtermeyer said:
You can still click on the "create fleet" button in sectors that have bases even if there's no possibility of actually creating a fleet due to an absence of ships. This might not be a bug if it's possible to mod bases so that they can be added to fleets.
It is not a mod of bases just a line in the settings.txt file that allows or prevents bases to join fleets. Therefore I would not consider this a bug.
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Old August 24th, 2005, 06:42 PM
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Default Re: Known Bugs

Quote:
Alneyan said:
Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
Umm. This was fixed. The queued buildings never get built, and their turns to go counter never gets shorter.
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Old August 25th, 2005, 10:08 AM
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Default Re: Known Bugs

Quote:
Arkcon said:
Quote:
Alneyan said:
Before I forget again... You can mix breathers and not breathers on a planet, and new facilities will be built if they were queued before the non breathers arrived. So, if you have a moon with none breathers, and queue five facilities, they will get built even if you add oxygen breathers afterwards (the game won't complain about having 128/100 millions, and will be fine with having 5/1 facilities).
Umm. This was fixed. The queued buildings never get built, and their turns to go counter never gets shorter.
Not quite it seems; I just ran an Hotseat test (simultaneous movement), and it looks like the results are somewhere in between what we wrote (I saw that in a Proportions game, so I assumed everything would be fine as delays went down just fine. Well, not really).

ETAs will go down just fine (at least on a 1/1 planet, though it is already building something going beyond its limit), but the facility cannot be constructed for lack of space. So, you could build a big facility that way, if you recall to remove all nonbreathers on the last turn. The game, of course, won't warn you when colonies are building things that cannot be completed.
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Old November 21st, 2005, 02:45 PM
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Default Re: Known Bugs

I'd consider that to be a logical consequence of the intended feature that space yards can't build while cloaked.

Realistically, space yards can't build while cloaked because getting the necessary materials to them is either impossible or would negate the whole point of the cloak, and repairing emergency components requires a similar input of materials the space yard would not have on hand.
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