Matrix Posts: 5
5/4/2016
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I upgraded my HQ to level 4 and only the building slots are increased to 20 vehicle slots are still 30 .
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Doctor Dread Administrator Posts: 1478
5/4/2016
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Matrix wrote:
I upgraded my HQ to level 4 and only the building slots are increased to 20 vehicle slots are still 30 .
Jeez, its like the bug that comes back from the dead! This should correct itself after this evening.
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CmrdRowen Posts: 47
5/4/2016
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I made recently a few order loops, they're stucked at the "loop" order.
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Doctor Dread Administrator Posts: 1478
5/4/2016
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CmrdRowen wrote:
I made recently a few order loops, they're stucked at the "loop" order.
Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.
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CmrdRowen Posts: 47
5/4/2016
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Doctor Dread wrote:
CmrdRowen wrote:
I made recently a few order loops, they're stucked at the "loop" order.
Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.
Nope, one loop order, but it's set to repeat the orders only twice. EDIT: it seems to be solved now, but I didn't change anything. edited by CmrdRowen on 5/5/2016
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Baston Posts: 40
5/5/2016
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Yeah, thanks for the money !
In exchange, a few bugs to report : - Upgrade / salvage units : salvaging unit should remove the units for half of its value. But, for example : Infantry initial cost is 20K $, upgrade the size by one is only 10K $, thus the total cost of a lvl 10 infantry is 1001K $. But salvaging also give 1000K $, shouldn't it be 500K ? (or maybe upgrading the size by one should also be 20K). - The symbols of "Carrier" and "Cruiser" is in the reverse order in Viewscreen / Military than in the chart of the Guide. - The units that are part of a group don't show anymore in the Viewscreen / Military list
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Doctor Dread Administrator Posts: 1478
5/5/2016
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CmrdRowen wrote:
Doctor Dread wrote:
CmrdRowen wrote:
I made recently a few order loops, they're stucked at the "loop" order.
Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.
Nope, one loop order, but it's set to repeat the orders only twice. EDIT: it seems to be solved now, but I didn't change anything. edited by CmrdRowen on 5/5/2016
Fixed it yesterday =)
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Masdus Posts: 68
5/5/2016
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When you raid with no cargo capacity, you end up with 0 of that good listed as being carried by the unit/group. If it is a group and you remove all units from the group, you will end up with a asset entry for zero goods that has no location. edited by Masdus on 5/5/2016
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Doctor Dread Administrator Posts: 1478
5/5/2016
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Masdus wrote:
When you raid with no cargo capacity, you end up with 0 of that good listed as being carried by the unit/group. If it is a group and you remove all units from the group, you will end up with a asset entry for zero goods that has no location. edited by Masdus on 5/5/2016
Wow, that's a serious bug that would definitely cause some weirdness. I don't understand why it never came up before. This might be related to the other bug I saw long time ago where product was magically appearing. The system is not expecting a product entry for a zero amount..
I already fixed it. and you will get a sexy ship
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Cainon Posts: 36
5/6/2016
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I have been away for about a week to let you know that my Transports were carrying about 6000 Items when the cargo capacity was 500 and had to empty them over time to use them again. I also found that I had negative number of - 1002 water on one of my transports which I had to pick up water to fix the problem.
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Doctor Dread Administrator Posts: 1478
5/6/2016
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Cainon wrote:
I have been away for about a week to let you know that my Transports were carrying about 6000 Items when the cargo capacity was 500 and had to empty them over time to use them again. I also found that I had negative number of - 1002 water on one of my transports which I had to pick up water to fix the problem.
A lot has changed in a week. I'm curious if you can make that happen again. I'm keeping an eye out for it
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CmrdRowen Posts: 47
5/6/2016
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I have a transports (BananaCarrier8) with an order to drop off a set amount of goods (10) and then, to sell all that remains but actually, it drops off his whole cargo instead of 10 units.
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vadio123 Posts: 3
5/7/2016
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I guess base multiplier in Communications Hub is wrong I think right 50 like others services but its 10 atm
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Doctor Dread Administrator Posts: 1478
5/7/2016
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vadio123 wrote:
I guess base multiplier in Communications Hub is wrong I think right 50 like others services but its 10 atm
It was wrongly set to 10, I changed it to 50. Good catch.
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Baston Posts: 40
5/8/2016
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I think that I have found something strange : Some varitek and bomber are located in space near Pluto (Charon), it seems that carrier can drop them off anywhere. (there is actually no carrier at this location) (not my units so I'm not sure about the bug) Edit : I confirmed the bug with my own units, you can unload units in space. edited by Baston on 5/8/2016
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Masdus Posts: 68
5/9/2016
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It would appear the penality for having more units then your HQ limit is not being correctly applied. Recently my excess unit was reduced by almost 20 units, but the change in cost for my military barely changed. Given that my military cost is 1.2 million I should have noticed something.
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Masdus Posts: 68
5/9/2016
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Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.
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Baston Posts: 40
5/10/2016
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Okay, it seems we have some problems with the population system. - The cities of the sol system that were here since the beginning are not affected by the population growth. They don't regenerate after battles. - Concerning the battles, for example the battle 665 on Pulto_6 caused a Pop.Lost of 49 000, but the city has lost 432 000 inhabitants in one turn. Plus the fact that they don't regenerate, it's kinda problematic. The three cities that appeared on Pluto after the implementation of the "galaxy expansion" have been completly wiped out. Edit : from further observations, cities do regenerate after battle, but cities where no battles ever occured don't grow. And according to another player, newly founded cities disappear if you remove the industries on them, I will try to test it myself later.
Other bug : Military bases don't help groups to recover faster, it's only at a rate of 1% instead of something like 5% with the ungrouped units. edited by Baston on 5/10/2016
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Masdus Posts: 68
5/10/2016
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I still have my industry on the city that appeared on Neptune, yet the city is gone. Then again I wasn't selling anything to it.
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Baston Posts: 40
5/11/2016
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The city on Odegard system is slowly losing population. And even when I reached a prod of 500, no city appeared. (My industries are on the upper icy planet)
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