In my current game, I managed to Flip 7 Planets with the Benvolent culture trait thats flips all planets and starbases in your area of influence. No biggie. On examining said planets I decided to redo them all from scratch. So I destroyed all the improvements on the planets, one of the planets I fliped had a Hyperion Shrinker and a Hyperion Logistics System which I destroyed. BUT, they were then listed in the build que, even though I have already built them on my main ship building world. Bug or Intentional?
It's a bug Did it let you build the shrinker or was it a visual problem?
I can build them.
I also thought maybe because i took the AI's planet with them on and can build them maybe they cant?
Did you check and see if you were getting additional space for ship components from the 2nd Shrinker?
I did not check, and I started a new game now (although I have saves if its required for me to check)
EDIT:
I reloaded that game, I can no longer build the "extras" they are gone from the build que (I had not flipped the planets yet in the save I loaded )
Going to load up an earlier save an do a bit more testing.
EDIT 2:
Yes I get the bonuses from the 2nd Shrinker/Logistics, mass on cargo ship went from 229 up to 256 and My logistics went from 66 to 69.
The two Shrinker's circled in Red, Logistics in Blue.
Just an update on this. I have now had this happen on the Death Forge, Technological Capital and Trade Capital. I have however not noticed it recently with the two in my OP. Did you fix them by any chance?
Off topic. What are those 2 bonus tiles at 8,4 and 10,3? I've never encountered them before. Are they from an update, or a mod?
Mod: Enhanced Planet Diversity
Horemvore, I can find planet Diversity, and Planet Traits. Planet traits has different bonus tiles. Where can I find Enhanced Planet Diversity?
Thanks
Here
I'm a bit confused by this, but if in fact you took a planet with a "Hyperion" improvement on it, and you have already built that improvement on another planet, you will not be able to re-build it on that that planet, if you want to move it etc. In fact this is the only way that it is possible to get multiple One per race improvements. If you take one from someone else. However this dose not increasing the number you can build. So if you destroy it, it is gone forever.
Yes i am aware of this. BUT as you can see from the screen shots and my report above, you can destroy the improvement then build it else where.
does acquiring one through taking over a planet not add to your count?
ex
can only build if X<1
x=0, build shrinker, x++
X=1
acquire shrinker no change to x
destroy shrinker, x--
x=0 therfore can build shrinker
That's my suspicion. That the one-per-play or similar one-per-planet things set a boolean value somewhere, which is only checked on build or destruction.
Just to validate this, Horemvore - can you not only destroy and rebuild the HypShrink from the planet you flipped, but do the same thing on your original one you built on your own planet?
Two side notes:
I think the fix should be that you CANNOT acquire multiples under any circumstances; it gets quickly VERY overpowered if you can get more than one of the various Hyperion* improvements, particularly the Shinker. So, when you conquest/flip a planet, the code should check if any improvements have the corresponding hasX value set to true in your empire. If they do, then that improvement should be destroyed on the newly-acquired world.
Does anyone know what happens if you lose a world with a Hyperion improvement on it? Can you rebuild it somewhere else, now that you don't own one? I'd vote for being able to do that, IF the prior "one and only one" fix is implemented. Otherwise, I'd vote you can't make one again.
I can and did destroy it on a flipped planet, then built it on my Military World, then destroyed it, then built in on my homeworld, destroyed it and rebuilt it on my military world, where in the screens shots you can see I have two of them.
I did not try to destroy my original one.
I can definitely confirm what Horemvore is saying, I just conquered another player, 30 odd planets, every one of them had a precursor fabricator or two, some had three! Most had a technological capital.
Their home world had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet that already had mine. Something is not quite right.
Upon taking over a planet that has "Civilization Unique" things, the planet is already flagged for having things such as a Manufacturing Capitol or Hyperion Shrinker. Even if destroyed, the planet is still flagged as being able to build one.
Now in other games like Civilization 5, when you take over things, their "unique" buildings are still there in the cities. But I have not tried destroying them to see if I can rebuild them in that game.
So the bug may lay in the "flagging" of the planet for that structure built to it, but taking OVER the planet they should definately remain there (as is my understanding of how it should work.)
Thank you. Hopefully someone with better skills than I is listening and will take a look.
A bit more info on this. It only seems to happen after a save reload. With mods enabled and active. I know this is probably a low priority for you devs, it would however be much appreciated if you could fix it
Still around in 2.0, it only happens after save reload. Effects every On Per Civ improvement, even the new ones from the Lost Treasures DLC.
If I build them again, and do another reload I can get a 3rd set, rinse and repeat ect......can have aplanet full of them just from reloading a save.
Worse part about finding a bug right now is that since Crusader is coming soon the bug report will be low priory until it comes out Then we will have to submit it again haha.
Speaking of which, have you made a ticket for it?
Back in June I did yeah, got the typical "you use mods" reply
There are many great features available to you once you register, including:
Sign in or Create Account