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  #61  
Old October 24th, 2006, 04:33 PM
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Default Re: SSD

At extreme magnification you can just make out the bumper sticker "We Brake For Nobody"
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  #62  
Old October 24th, 2006, 05:19 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: 1.08 bugs.

Quote:
tmcc said:
A clear bug there though is that if, as an example, you don't buy back lvl 1 of projectile weapons and leave it at zero you will still have the DUC lvl 1 component available at the start.
That's because it always goes by the "start level" on the tech in techareas.txt.

Not exactly a bug, but caused by the same thing...
I was experimenting with racial trait-dependent techs. I discovered that you can set them to a higher starting level than 0 and your race with that trait will srart at that level of the tech. However, so will all the races in the game that DON'T have that racial trait. They can't research further levels of it, and it doesn't even show up on their research screen, but it shows up in their empire report and they can build whatever is allowed by the level(s) of the tech they receive this way. It turns out all the racial trait-dependent techs in stock start at 0 - guess that's why. That might be exploitable somehow for a mod - everybody gets level 1 but only the special races can research higher.
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  #63  
Old October 24th, 2006, 05:22 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: 1.08 bugs.

I encountered another couple of bugs using remote mining...

On the Empire Options screen, it adds in resources from remote mining twice - once under "ships" and once under "remote mining". This total is then used to calculate your "net". However, you don't really get double output. So, let's say that you have 100,000 minerals being produced by other methods and 10,000 being produced by remote mining. The report will say you have 120,000 coming in, even though you really only get 110,000. Let's say you are spending 115,000. The report will say you have a net gain of 5,000, but really you have a net loss of 5000. So, your stored minerals will go down 5,000 every turn and you are wondering why when the report says you have a net surplus... Of course, you'll never see this except in the specific circumstances where you have a net deficit that is <= your actual (not doubled) remote mining production. Any other circumstance will give you a net with the right sign on it at least, and you'll only notice something is amiss if you add up the numbers manually.

In the planets screen, if you select the "Value" layout and the "Asteriods" filter, it doesn't fill in the values in the columns. Interestingly, sorting by the columns via clicking on the column heading still works. However, you can't see what the values are. This is a pain, when you are trying to intelligently place remote mining ships...

On that subject, although not a bug, it would be nice if there was a stock ship design type "remote mining ship" and the ability to dispatch them from the planets screen like colony ships (only the ones having no orders & not currently remote mining would respond), and to be able to see from this screen which planets/asteroids have a remote mining ship present/in route.
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  #64  
Old October 25th, 2006, 09:16 AM
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Default Warp Point issue?

Hi all,

I have had what appears to be an issue in the map generation - on the demo, and also in my current game on v1.08 with Balance mod 0.92.

In both cases, I have a warp point in my home system, which when I travel through, delivers me to a different warp point within the same solar system. If I have a scout set to "Explore", he chooses warp point A, travels through, and then arrives at warp point B within the home system still. The order to explore means the scout reassesses and decides he needs to warp through point A once again, and I have to intervene to stop him looping endlessly like this.

Has anyone else seen this? The offending warp point is a "Large, stable" one and I'm *fairly* sure that no properties can exist on warp points which cause this.

I have a saved game to illustrate this at home which I can follow up with soon if required.

Loving the game though!
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  #65  
Old October 25th, 2006, 09:25 AM

Yimboli Yimboli is offline
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Default Re: Warp Point issue?

Wow! do you mind uploading that? I'd really like to see it. I assume the warp point was auto-generated?
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  #66  
Old October 25th, 2006, 09:35 AM

Raapys Raapys is offline
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Default Re: Warp Point issue?

Tell me if you find a warp point large enough for my ships O_O

I have another bug'ish issue: I build a ship with a Space Yard on it. It's a level 1 Space Yard, which supposedly can construct with 1k each of Minerals, Organics and Radioactives each turn. I have 10% and 25% racial trait construction bonuses.

But when I enter the building queue for that Space Yard Ship, it can actually build with 4,900 M, O & R each turn! That's about 3 times more than it should.
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  #67  
Old October 25th, 2006, 11:37 AM
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Default Re: Warp Point issue?

@Yimboli: I'll post the save game tomorrow. It was an autogenerated galaxy, and I didn't touch the warp point options so I imagine the option was "all connected". Also, I started the game without previewing or generating the galaxy first, if that matters. And since it was early game, I haven't tried anything like finding the other end of it and coming back through!
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  #68  
Old October 25th, 2006, 01:13 PM

Phoenix-D Phoenix-D is offline
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Default Re: Warp Point issue?

Raapys: you don't happen to have the +25% spaceyard racial trait, do you? Its being added twice at the moment.
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  #69  
Old October 25th, 2006, 03:24 PM

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Default Re: SSD

I have a treaty with a race that allows for resupply at each others bases. When I select my colony ship and hit the resupply at the nearest base button, it will move toward the allied race's planet, but it stops short of moving into that hex so it doesnt resupply. I cant even get it to move into the hex when I speciafically select it. It just will not.

What am I doing wrong? Is this a bug?
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  #70  
Old October 25th, 2006, 03:27 PM

Phoenix-D Phoenix-D is offline
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Default Re: SSD

Do you have non-aggression? Because if you don't, you can't move onto the same hex as your ally without attacking them..
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