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View Full Version : [BUGS][.903] Trade, Environmental Control, Destroyed Colonies


aReclusiveMind
06-23-2012, 06:28 PM
A few bugs I've encountered in .903. This is a new sector created as of .903:

1. Escort ships and possibly other defensive fleets remain around a colony even after it is destroyed, but they lose their affiliation to their faction and are un-targetable. I have seen this occur on multiple occasions. I would think the ships should stay affiliated with their faction and either fight the attacking player or return to a nearby owned planet. As it stands now they can't be destroyed either.

2. Budget Power Virus allows you to stack its effect 3 times on an enemy ship. Does this effect truly stack 3 times? If so, it would be nice to have it notated on the tooltip.

3. Trying to replace advanced environmental control I with a better version - I received a message that "you already have one of these equipped." instead of it simply swapping it for the new one like it does with most components. Workaround was to manually remove the original and then equip the new one.

4. "What would make this trade possible" is not always working. I had an alliance with the Utopians, selected a jump gate to trade for, and pressed what would make this trade possible. It came back stating it wasn't possible (white text). If I manually entered an appropriate amount of credits, in this case around 300, the text turned green and they were willing to make the deal. As it stands "What would make this trade possible" is not worth using as it does not always work or provide the best deal.

( Tchey )
06-23-2012, 06:56 PM
For 4. :

I've asked Fringe once for a jump gate, they didn't want. I pushed "what... ?" and it was a 3500 credits deal (around 4000 in bank). I've changed 3500 to 2000 and it was still a good green deal. Deal was around 1700 i think.

From 3500 to 3200 i understand, but from 3500 to 1700 it's a huge difference.

Bomphav
06-24-2012, 02:34 PM
As to #1, I think that might be intentional. If one country is invaded by another, some of the army will remain, and probably be offered a chance to join the invading country's army. I think these persistent ships also help to keep the planets alive vs. the wild ship/creatures which had been wiping out planets rather quickly.
These ships should be able to take damage tho. I wonder if the weapon you were using wasn't able to get past the ships' defense. I've had trouble in .900 when attacking the Brunt frigates; they rarely took any damage.

4. I haven't had any "deal is not possible" messages. I will play around with the trades to see if I can get better than the suggestion from clicking on the button.

aReclusiveMind
06-24-2012, 02:48 PM
I don't think the behavior currently exhibited in case #1 is ideal at all. When I, or another race, destroys a planet that still has defenders remaining, the ships simply sit their in orbit. They will shoot at approaching monsters, but can not be interacted with in any way beyond that.

I was able to do damage to these ships prior to the planet being destroyed, so the weapon I was using (bombs, which are the most effective planet fighting weapon) shouldn't be a factor.

They should ideally become mercenaries or return to their race for further duties. Part of the issue is the fact that they sit in place any allow me to destroy the planet without responding to begin with though. I addressed this in a different thread.

LostSoul
06-25-2012, 12:02 AM
Yeah I've already got that going on in my current sector. A handful of planets of my allies in a solar system were overrun by non-faction ships and destroyed. The "defenders" are still there (albeit with no faction affiliations anymore), and still blow up enemy ships that cruise into weapon range, I can't target them either, but more curious is that there's been zero attempts to resettle the planets. I've wondered if they'll ever get around to reclaiming them but so far they haven't.

aReclusiveMind
06-25-2012, 12:56 AM
Yeah I've already got that going on in my current sector. A handful of planets of my allies in a solar system were overrun by non-faction ships and destroyed. The "defenders" are still there (albeit with no faction affiliations anymore), and still blow up enemy ships that cruise into weapon range, I can't target them either, but more curious is that there's been zero attempts to resettle the planets. I've wondered if they'll ever get around to reclaiming them but so far they haven't.

I haven't seen them reclaim them. Toward the end of the last sector I played, nearly every planet was uncolonized and had remnant ships sitting at them. I'm not sure if another race took them our or the monsters did, but either way it is quite odd to see.

LostSoul
06-25-2012, 02:58 AM
I haven't seen them reclaim them. Toward the end of the last sector I played, nearly every planet was uncolonized and had remnant ships sitting at them. I'm not sure if another race took them our or the monsters did, but either way it is quite odd to see.

I was half expecting that too. Like they're "still" a member of a faction but not. The colony was destroyed but not properly released such that they can be reclaimed.

ShaggyMoose
06-25-2012, 05:02 AM
A few bugs I've encountered in .903. This is a new sector created as of .903:

1. Escort ships and possibly other defensive fleets remain around a colony even after it is destroyed, but they lose their affiliation to their faction and are un-targetable. I have seen this occur on multiple occasions. I would think the ships should stay affiliated with their faction and either fight the attacking player or return to a nearby owned planet. As it stands now they can't be destroyed either.
I had also observed this in my last game. You beat me in reporting it.