CmrdRowen Posts: 47
4/27/2016
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I have exactly 680 units of water that pop out of nowhere in my stockpile
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Doctor Dread Administrator Posts: 30
4/27/2016
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cyb0rg wrote:
Whoah upgrades take forever now. 35 turns to lvl 3 factory. Is that supposed to take that long?
Yes when you go to level 2 to 3 your output goes from 2x to 5x its like you made 3 more factories. They normally take 10 turns for a level 1. you're getting a deal! =) Also, I'm seeing it as 25 turns not 35
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Doctor Dread Administrator Posts: 1478
4/27/2016
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CmrdRowen wrote:
I have exactly 680 units of water that pop out of nowhere in my stockpile
I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)
It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.
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Doctor Dread Administrator Posts: 1478
4/27/2016
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Radu85 wrote:
I also have a problem with tutorial 10, step 3. It doesnt look like this: I cant see the Qty:All , just the name of the structure.
3 | Deploy a Structure | (ACP) Water Purification - Qty: ALL
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Is it stopping you from advancing the tutorial or is it just like a typo? Those order examples are hard coded except for the yellow parts so it might not be 100% accurate
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Doctor Dread Administrator Posts: 1478
4/27/2016
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Baston wrote:
Doctor Dread wrote:
Baston wrote:
There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?
I managed to get the same bug again. You can check the unit group BugTester. Point is, it also show an error when I precise the number of turns of attack, but I had to wait a few turns in each case after creating the order to bug the edit.
Concerning the HP, my group didn't heal when being at the same location than my HQ, it stayed at 93% according to the notes of the assets page, but when I removed the units from the group they were immediatly at full HP, without waiting even one turn. I will try to make it happens again.
Minor problem with group of units : the cost per turn of my group shows 0, but the total cost of my units is 15.
New one : my transport WaT2 sold 557 units of water with only a 500 units storage capacity, according to my accounting page turn 247. And 259 units the next turn. I didn't produce these ressources. edited by Baston on 4/27/2016 The error on the attack order edit is related to you having selected a Raid option and product. It wont error if you create the order and edit it again unless you leave the Asset tab and come back (click Assets again at the top and refresh the page) then go in and try to edit it again it will error. There is a bug with how the dropdown list is being populated for the raid product. It doesn't happen unless you go into the page fresh but there's no way to recover it once you do. It should be corrected tonight.
I haven't been able to replicate the group heal bug. Healing units is only done in one place in the code and has nothing to do with the group they are in. The units are still separate entities and are healed individually. Let me know if you see it happen again. Cost per turn for the group. This is probably something simple I'll fix. I'm pretty sure its charging you correctly just not displaying it The water problem is difficult to debug. It might be related to you selling and picking up product at the same time from the same location. CmdRowen had a magical appearing water product of 680 which is the same thing you had on a transport around the same time. Very strange bug if they are related. Have to look into this also.
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CmrdRowen Posts: 47
4/27/2016
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Doctor Dread wrote:
CmrdRowen wrote:
I have exactly 680 units of water that pop out of nowhere in my stockpile
I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)
It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.
Yes, I don't want water surplus so bank production and local sales balances water production (I'm not carrying water with transports though...) edited by CmrdRowen on 4/27/2016
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Doctor Dread Administrator Posts: 1478
4/27/2016
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CmrdRowen wrote:
Doctor Dread wrote:
CmrdRowen wrote:
I have exactly 680 units of water that pop out of nowhere in my stockpile
I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)
It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.
Yes, I don't want water surplus so bank production and local sales balances water production (I'm not carrying water with transports though...) edited by CmrdRowen on 4/27/2016
I changed a setting in the database which might alleviate these weird problems. Let me know if you see something like this again.
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Radu85 Posts: 6
4/28/2016
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Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?
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Baston Posts: 40
4/28/2016
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Radu85 wrote:
Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?
From what I have seen so far, there is three ways for it : - You relocate your HQ ( Corporate / Corp HQ / Location ) for 5% of your total Net Worth. - You create a spaceship to transport and deploy ACP on other planets. - You liquidate your Corporation, and start again on another planet.
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Matrix Posts: 5
4/28/2016
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The upgrade turns arent progressing anymore for me .
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Baston Posts: 40
4/28/2016
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Looks like the game is stuck at turn 389.
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Lightbreaker Posts: 8
4/28/2016
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Glad its not just me, was wondering why none of my orders were going through... something gone wrong on the games end then? edited by Lightbreaker on 4/28/2016 edited by Lightbreaker on 4/28/2016
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CmrdRowen Posts: 47
4/28/2016
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yup, game "paused" at turn 389, it seems
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Razorix22 Posts: 13
4/28/2016
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Confirmed. ^^
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Doctor Dread Administrator Posts: 1478
4/28/2016
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Yes the game turn is probably throwing an error. Really wish this would happen in the evening when I'm at home! I'll see if I can get into it today , otherwise we'll have to wait till this evening. That just means bonus money for everyone once its working again
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Doctor Dread Administrator Posts: 1478
4/28/2016
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Baston wrote:
Radu85 wrote:
Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?
From what I have seen so far, there is three ways for it : - You relocate your HQ ( Corporate / Corp HQ / Location ) for 5% of your total Net Worth. - You create a spaceship to transport and deploy ACP on other planets. - You liquidate your Corporation, and start again on another planet.
Making a ship and sending an ACP to another planet is how it is normally done. The ACP item takes 100 cargo. You would need a corvette (pricey) or freighter (1 million) to carry it over OR its actually cheaper an easier to make a scout and upgrade its cargo hold twice which should give it 100 and that becomes your light freighter
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vadio123 Posts: 3
4/28/2016
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or maybe decrease turn rate for 5min for while / since money its minor my problem atm
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Kemott Posts: 12
4/28/2016
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I logged in and was wondering why my bank has not been salvaged after the whole day.. I don't need extra money either. You see I salvage banks? Just speed construction time! That's my biggest concern
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Kemott Posts: 12
4/28/2016
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I report the bug -- I changed avatar and my forum account was reset...
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ChromaBear Posts: 14
4/28/2016
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I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy
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