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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on Today at 02:26:47 PM »
SQL Raiders

Instead of railguns and slave ships, they just use queries to place your population in their home system while you shake your fist impotently. Truly Steve's most diabolical creation yet.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by doodle_sm on Today at 10:57:24 AM »
Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.

In spirit, yes!
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Today at 10:05:07 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 07:54:39 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Today at 07:28:34 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.

Check your civ ships and see if the final 0.2 is actually on the way.
I have noticed that sometimes the order "finishes" according to the order list, even though some freighters are still en route.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 05:04:02 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.
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C# Suggestions / Re: Financial Centers
« Last post by vorpal+5 on Today at 04:59:43 AM »
It's easy to rename in the DB, unlikely to create any bugs because it's just a name (DIM_PlanetaryInstallation table, fields Name and WorkerDescription).

I did that actually, but I was curious if others shared my thoughts about moving it from immaterial financial assets to something mundane but materials (mfg goods). It seems not!  ;)
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The category names on the class window are taken from an internal enum that matches the DB.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by serger on Yesterday at 01:31:02 PM »
I see what you mean by "branch names" now - if table DIM_ComponentType doesn't work, then you could try DIM_TechType.

Done already. Doesn't work. Searched through the entire DB, renamed ALL. No effect.
Renamed all the relevant strings in the executable too. No effect.

The same with Beam Fire Control branch, wich controls kinetic weapons too. Tried to rename it into Directors to not confuse myself every second time about wich tech are for wich design philosofies, yet the branch name remains unchanged.

At this point I'm out of ideas and steam.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ISN on Yesterday at 01:24:20 PM »
Bonus question: when tractored, the ship being dragged loses a bit of fuel while traveling, which is strange? Or perhaps it is not ...

Sounds like the bug I ran into:
Tractored ships with engines will use fuel as if they were moving under their own power under certain conditions. I believe the bug shows up if the tractored ship has moved on its own without being tractored since the last time the game was opened.
Save, close and reopen the game; for me that fixed the fuel use.
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