I recently experienced a bug I vaguely heard a few other people mention and experimented to identify it.
What happens is, when you send a ship to phase jump to another gravity well, upon arriving at the other gravity well it occasionally does a mini in-well phase jump to another edge of the gravity well. The ship does not orient first: upon completing the main jump it simply engages its phase jump engines again (with the usual 6 sec charge-up or so) and then reappears on the edge of the gravity well some distance away. This drains antimatter again, so when this happens the ship loses 200 antimatter instead of just 100.
After quite a few test games of experimenting I found out the cause. This happens whenever your ship warps in right on top of another ship - it happens most often when your (large) capital ship warps in first, and some of your frigates (or colony frigate) warp in 1 to 3 seconds later, right on top of the capital ship.
Here are 3 replays of this sort of thing occurring. It should not be too difficult to reproduce.
http://www.mediafire.com/?i2t5aje302cfhap
In the second replay, what seems to happen is that the colony frigate never completely finishes its first phase jump. It moves into the gravity well but perhaps is never able to get right where it's supposed to be (where the capital ship is) and so just sits there while psuedo-jumping. It is subsequently fired upon by the militia and dies.
This was also sent to sinssupport@stardock.com.
Nice catch.
I experience this every day in Sins. Its especially annoying when the enemy has a Star Base in the gravity well...
Fixed. Thanks for the detailed report.
That's always been a rare but annoying bug. Glad to hear it finally got nailed down.
Thanks Blair!
Blair I've seen you on alot these last few days cracking down on bugs and technical issues so I figured I would post a few things
1. Bugs
a. Ships will occasionally try to get from one grav well to another flying normally though space instead of jumping
2. Possible bugs
a. Halcylon ability that increases squadrons does not *activate* while in a magnetic cloud
b. tec trade pact does not require envoys in a locked team game
c. certain ships seem to fire some banks faster/sooner when issued a move order (i.e. an illum)
d. when you embargo a home planet while you destroy a correct percentage of income you only caputer regular income not income from the capital upgrade
e. ion bolt (and other disable abilities abilities) doesn't stop embargo
3. Suggestions
a. Domina abilities need reworked (the abilities themselves are ok but the way it *casts* the abilities are impractical)
b. disciple steal antimatter would be better with an engagement range so i don't need to put my ships on hold position or turn it off to prevent them from crossing the well to steal antimatter from a lone scout)
c. Nerf meteor shower in some way (i.e. increase antimatter use; lower aoe)
d. change repulse to last something like 5-10 sec so its more of a push then a wall
e. adjust charged missiles so when multiple ships with charged missiles are selected using the ability uses it for all instead of one
f. change embargo so it doesnt affect capital planet upgrade income
g. change it so the vasari starbase cant move and fire at the same time
h. change distance and need to face target for capturing neutral extractors
i. pathing on chasing ships; a fast ship when chasing a slow ship will often pick up too much speed overshoot its target stop turn fall out of range and need to catch up before resuming its attack
Man...where's the mega-karma gift when Blair responds to a post?
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