Hi. Sorry for the noobism here, but I've tried to find where to properly post bugs and after looking around a while too long, this will have to do. So I hope Blair and the devopers find this. In my latest game, my opponent in a 2v2 match slowly rolled over my ally while I rolled over his a bit more slowly, one of the strategies he used was to bombard planets with a few capital ships while the main fight progressed elsewhere, and then capturing them with his Vasari colony capital ship. In response, I researched and upgraded a starbase with the off world government passive ability. And, it didn't work-at all- as soon as the world was bombarded to death his colony capital ship immediately took it. If the game replay is needed, just let me know where that would be and I'll get it up for sharing.
It probably wouldn't have changed the outcome of this game (it was a gg for me) but it did waste a capital ship's worth of resources and the time believing it would make his capital ship crusade less effective for utterly nothing. Please fix...
Also, as a side note -although if I remember correctly, they always did this- fighters fly through astros... is that intentional?
The game replays are in your user path (ingame go to Options > Mods > show mod path, but replace the mod folder it shows with AutoRecord-whichever game type you were playing). Send that to support@ironcladgames.com and give them a time index to look at.
It is intentional for strike craft to fly through things, they don't have collision detection for performance reasons.
I noticed in the replay that the tech level required to research it was lost. It seems that if the tech level is lost, the ability no longer applies? The starbase already had the upgrade. Don't think its meant to be that way...
Anyway, I am sending the replay now. Thanks Annatar.
I don't have the Entrenchment files at work, or I'd check the setting on that..
Saved game: http://rapidshare.com/files/203294352/AutoRecord-02261856.record.html
EDIT: Event occurs right after 3:10, at the orange homeworld (which is no longer the capital at the time of planet destruction)
We have not heard from the devs on this issue yet, I don't know if it works, so Im leary to use it in game. It should be that unless the starbase is destroyed you retain control of the planet.
Iirc when you lose a research structure then whatever research that depends on it that was already trained is greyed out and any abilities or other items/ships are not able to be used or built. However you only lose the benefits and if replaced you won't have to relearn anything.
I've been trying to get the AI to bomb one of my worlds to test this out. But witht he current AI changes it seems he doesnt rush to bomb my planet naymore. He rushes to die at the guns of my starbase. Also the guns and mine behavior has prevented me from doing that sicne i had surrounded my world by mines. So the seige frigates just kept circleling the planet. Guest gonna have to test it online with a player under a controlled inviroment.
Hmm no if you lose the needed labs and you ahve already completed the research you do not lose the benifits that it gave you. You can verify this with Armor/hull/sheild/AM/weapons and abilaties such as demolition bots. The only object i ahve ever noticed that needed you to keep 8 labs were the super weapons. IF you ahve 7 labs and and 1 super weapon built it will no longer be able to fire. Unlest they made it so for starbases auxilary gov it shouldn't affect it. Ship are also a toll yo will no longer be able to build if you lose the needed labs. a logocal explanation would be that ou needed the labs to produce parts and componets for super weapon war heads and ship parts. Hower why would you need labs for an auxliary govnermen? To print forms and build staplers??
Or without mines surrounding your planet I was playing last night and the sieges were always going behind the planet to bomb, bypassing all stationaries.
Yes howere me i had the planet corvered 360° so their was no spot that wasnt covered by miens of stationaries so they kept turning in circles for ever.
Haha.. do you have a replay of that? I'd send it to IC, so they can change the AI to jump those ships out rather than leaving them easy pickins for fighters.
Nah i dont think have at the moment. I know it's int he auto recorded section but dunno with one and not gonan botehr watchign them one by one until i find the game. Gonna try and see if i can recreate it.
Got word from a representative; it did not work as intended but lacking the # of millitary labs for the research is not the cause. Just a guess on my part, but it may be the Vasari capital ship's colonising ability, or the colonising ability's higher ranks were not included in preventing colonisation (I think the ship was level 9 or 10).
Okay I have a replay were i tested 3 things:
Auxiliary Gouvernment: Total fail, the skill doesn't work at all. Enemy was able to bomb planet and colonise with a protev. Also when planet was killed recorse production droped and i could no longer build stuctures or ships there. So currentl auxiliary gourvernement and their racial counterparts for vasary advent do not work.
Capital ship bank multyple targets?: Fromt he test is was clear that capital ship secondary banks engage only 1 target no matter if primary target is a capship or frigates.
I also recomfirmed the startbase bank bug of it not aquierring secondarie targets if primary target is a capship.
Okay here is the replay.
http://www.megaupload.com/?d=DSSLOZM2
We have tracked down the cause of the problem and will have the fix included in the next patch, which we expect to have out shortly. The problem affects the other races' equivalent star base upgrades as well, so no need to spend upgrade slots on them in the meantime either.
I just created a post and then found this - is it related?
https://forums.sinsofasolarempire.com/341506
Hopefully the bug wasn't something like this...
Not that I've ever done anything like that...
Yuk - C++. About as ugly as Java, but not quite.
Does this mean that Aux gov has been disabled all of this time?
I hope it means that we won't lose control of a planet. You can bomb a planet down to 0 HP, but still retain control and all of your planetrary infrastructure upgrades until the starbase is destroyed. And the planet will rebuild from 0 HP once bombardment stops if your starbase is still intact.
I have made post https://forums.sinsofasolarempire.com/341469
So this is the same probleme and this patch will fix ADVENT GUNS WITH EXTREME RANGE NOT WORKING AFTER RELOAD, TRUE?
If that - THANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!
Advent save-games i create will be repleyable once again!
In all honesty, that's the language most games are created in. Gamers are quite picky about performance, and C++ is closer to the machine than most other languages and can really deliver that performance. The APIs for DirectX are also pretty much built assuming they'll be used with C++ (and were likely written in C++ themselves).
Ugly? Maybe, but it's the best tool for the job, and that's what counts.
Yes, I'm an expert in C/C++, being forced to program in them both for years. C I actually don't mind so much - it's great for what it does. C++ is a monstrosity, however. I wouldn't use it for anything under the sun.
The day will come when CPUs are so fast that developers won't be forced into C or C++. But you are right, that day isn't here at the moment.
Depends what you're making. You could always use Ada
But wouldn't they still use them because you'll still get increased efficiency?From what I've seen, when more resources become available, programmers just find ways to use those resources.
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