Masdus Posts: 68
6/15/2016
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Two bugs for the military overview. Uncheck All does not uncheck artillery. And cruisers are being listed as carriers.
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Doctor Dread Administrator Posts: 1478
6/15/2016
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Seldon wrote:
Ok, one more bug. When I am issuing orders to my transporters, if a turn ends, I am being kicked from the orders menu, to the Assets page.
That's normal it just isn't telling you that when you're in the middle of doing something when the turn ends its forces the page to reload. It's to prevent any :"confusion" in the code like editing orders for a unit that is now destroyed etc.
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Doctor Dread Administrator Posts: 1478
6/15/2016
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Masdus wrote:
Two bugs for the military overview. Uncheck All does not uncheck artillery. And cruisers are being listed as carriers.
That view is all screwy apparently =) I'll correct it
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CmrdRowen Posts: 47
6/16/2016
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Doctor Dread wrote:
Are you using the browse button to select a file then hitting the upload button? The only other thing it might be is that the file itself is too large like in bytes but if the image is only 100 by 70 that's unlikely
Yes : "change photo" > browse > 100*70px 3,7 kB jpeg file > upload => nothing
EDIT : found the issue, the extension ".jpeg" is not recognized (which is silly as I took those pics from this website durring Alpha 2, lost the original ones) edited by CmrdRowen on 6/16/2016
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Doctor Dread Administrator Posts: 1478
6/16/2016
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Well now that's a bug after all =)
Who uses .jpeg as an extention anymore really?
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Masdus Posts: 68
6/19/2016
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Battles are not running
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Doctor Dread Administrator Posts: 1478
6/19/2016
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Masdus wrote:
Battles are not running
Problem fixed. now you and your "Friends" can continue your unprovoked MASSACRE of FARMERS on the moon of Odegard V!
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Masdus Posts: 68
6/19/2016
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Oh opps. Didn't even see the industry. As there were military facilities and it was a player I had attacked on Sol, I had assumed it was a reprisal effort.
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Jazzek Posts: 57
6/19/2016
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selling appears to be broken. My transport has been stuck trying to sell something for a few turns now. Same number of the resource in his cargo bay every turn.
Edit: Only thing I did to change him was remove the loop order at the end. It still had the little green arrow on the 'sell' order, but i've gone into that order and re-checked the 'set as active' box in case it got set to inactive. edited by Jazzek on 6/19/2016
New Edit: Never mind, game is stuck on turn 1763. Posted in server status thread. edited by Jazzek on 6/19/2016
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Doctor Dread Administrator Posts: 1478
6/20/2016
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I think I need to try to make a warning icon near the turn number that displays when there is an error log entry for the last turn. It's not easily apparent, even for me, when the turns are erroring out. If there is an error the turn unwinds in the database like nothing happened but there is a log of what and where the error was and on what turn.
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infinity421 Posts: 1
6/20/2016
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Decided to try out the battle system by attacking a target. On the same tiurn the attack started, any military units that were in construction were cancelled.
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Jazzek Posts: 57
6/20/2016
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That's not just you, my military constructions were cancelled as well. Including one that was almost finished :-(
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Doctor Dread Administrator Posts: 1478
6/20/2016
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Yikes let me get on that. Well drop the construction que once I sort it out
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+1
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Doctor Dread Administrator Posts: 1478
6/20/2016
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So sorry, one typo caused that. I'm giving everyone another chunk of money, 20 million and I'm going to drop the construction queue times of whatever you have queued up later tonight. Everyone start upgrading and building big stuff =) edited by DrDread on 6/20/2016
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Zandar Posts: 4
6/22/2016
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When viewing military on the viewport screen. The Top 10 area section does not properly list the stats for fleets. They show as a single ship with no power rating.
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CmrdRowen Posts: 47
6/22/2016
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Election event fires right when the city spawns, fatally there's no HQ so no one eligible...
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Zandar Posts: 4
6/22/2016
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CmrdRowen wrote:
Election event fires right when the city spawns, fatally there's no HQ so no one eligible...
It runs the election again in 100 turns
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CmrdRowen Posts: 47
6/22/2016
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Yes but it's stupid to fire the event when it's fatally impossible to have a potential ruler...
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Doctor Dread Administrator Posts: 1478
6/22/2016
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ALPHA testing guys =) The rulership event detects a city with no ruler and launches the event. But in the situation where a city was newly formed,the event launches immediately with no Corp HQs or eligible ruler possible and then cancels itself immediately. I didn't test it that way so I didn't see this outcome. If this was already an established city with Corp HQs present it would of run normally for 100 turns. It will run against that city again in 100 turns and we should see a normal election but the event needs to be reworked.
The event should probably do a "Election is happening in 100 turns" as the first stage. Then do a stage 2 where it initiates the Election with the industry and Corp HQs that are there at the time, if no one is there then it fails like it did and closes. If not then allow people to vote on a ruler for the next 100 turns.
Re-Elections will happen once a week (1000 turns), unless for whatever reason we lose the ruler (moves his Corp HQ, Kills account etc.) the system will detect a city with no ruler and launch the process immediately.
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Doctor Dread Administrator Posts: 1478
6/22/2016
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The Ruler ship event in Odegard borked out and closed in one turn. I'm looking into it Ill get it back up
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