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Topic Summary

Posted by: Garfunkel
« on: December 19, 2023, 12:20:13 AM »

Thanks Steve, that's great! Also means I'm definitely abandoning my current campaign and shifting to 2.4.0! Woohoo, fighter-sized craft based campaign incoming!
Posted by: Steve Walmsley
« on: December 18, 2023, 09:40:56 AM »

Fighter-sized crafts (shuttles etc) are still unable to land on a planet so to load/unload them you need a spaceport or the appropriate stations.

Rather than create exceptions for each type of load/unload function, I have assigned any vessel of 500 tons or less the equivalent of a cargo shuttle bay, as small craft effectively have that capability built in.
Posted by: Steve Walmsley
« on: December 18, 2023, 09:21:38 AM »

Quote
Fixes
  • Ground units now deleted correctly when parent colony is deleted.

Does not appear to work. Ground units at a deleted colony still show up in the Order of Battle when the Location checkbox is unchecked.

SJW: Cannot reproduce.

Re-reporting from previous bug thread as this happens to me in 2.3.1 as well.

Steps to reproduce:
1. Create a colony somewhere, like Venus since it is useless.
2. Instant-build a bunch of ground formations.
3. Delete the colony.
4. Ground formations still exist in the Ground Forces window if the Location checkbox is unchecked.

Closing and re-opening the Ground Forces window does not change this behavior.


Fixed now. The reason I didn't reproduce this previously is that the bug only affects ground formations without commanders.
Posted by: Ulzgoroth
« on: December 17, 2023, 07:14:14 PM »

Superheavy Vehicle Armor tech (and Ultraheavy Vehicle Armor tech) does not require the Superheavy Vehicle unit type, even though you can't actually use it without that.

SJW: Fixed for v2.4.0
Posted by: nuclearslurpee
« on: December 17, 2023, 03:26:22 PM »

Hello,

For some reason the Ground Force Commanders promotions are not happening despite I have the units requiring an upper level. Wasn't this change introduced in 2.0?

Promotions can only occur one level at a time, so make sure you have an intermediate level. Commanders will not promote from, e.g., Major to Field Marshal in one go (using typical rank names for this example). Almost every time someone says the auto-promote is not working this is the reason.
Posted by: Cobaia
« on: December 17, 2023, 02:51:56 PM »

Hello,

For some reason the Ground Force Commanders promotions are not happening despite I have the units requiring an upper level. Wasn't this change introduced in 2.0?
Posted by: Droll
« on: December 17, 2023, 01:05:58 PM »

I'm posting this as a bug because I think this is an unintended side effect of the way decoys are designed.

Decoys can't be loaded into a magazine, when trying to add the decoys to a ships ordnance template, I just get 0 despite available space. This makes it impossible to transport decoys via magazine from one population to another, which is quite annoying if you have static defense bases that use countermeasures. I get that we shouldn't be able to reload decoy launchers through a ships magazine, but we should still be able to transport them to distant populations.

SJW: Decoys aren't 'missiles' in the traditional sense, so this is working as intended. I agree though that some form of transport for decoys is needed.
Posted by: Uran
« on: December 17, 2023, 09:08:23 AM »

In my current game, I do not see the Thermal Reduction technology anymore.

I am unaware of the exact time this was took place. Maybe it was there until I disassembled some alien technology. At least some of them gave me some progress in Defensive science. But of course I am absolutely not sure about this.

Unfortunate, I can't imagine how it is possible to figure out what was happening. I could provide the DB, but if it does not log changes I do not know if it is possible to find the root cause.

PS. My game is too old by now. I am going to roleplay that.
Posted by: Droll
« on: December 17, 2023, 12:23:42 AM »

A couple decoy launcher related bugs:

When pressing "Assign all" in the ship combat menu, assigned decoys are duplicated in the list view. Closing and re-opening the naval organisation tab does not fix this, the duplicated entries can be manually cleared by dragging them into the unnasigned weapons tab. Conversely, when pressing "Assign all" on a ship with all decoy launchers unnassigned, other ships of the class with assigned decoy launchers will not unassign their decoy launchers like they should.

SJW: Fixed for v2.4.0

I'm not sure about this one but when using SM to instant research decoy launchers, if the ship design window is open, the component does not get properly researched, the research event log is generated but even after pressing "refresh tech" or just reopening the ship design menu the decoy launcher wont show up. SM researching with the ship design window closed seems to work though. HOWEVER, in all cases, the Technology Overview window never seems to show the decoy launchers in their aptly named "Decoy Launcher" category (they aren't marked obsolete).
Posted by: nuclearslurpee
« on: December 17, 2023, 12:01:45 AM »

Both commercial and military jump drives have their costs stuck to 10 (2.0 Duranium, 8 Sorium) until HS 7.7/77 for military and commercial respectively. Larger jump drives begin to see an increase in cost.

The 7.7 refers to the ACTUAL size of the jump engine design and not necessarily the size dropdown on the design window (aka if messing with the squadron size and radius gets you over the threshold the cost will start increasing).

This isn't a bug, jump drives have a minimum cost of 10 in pre-2.4 versions.
Posted by: Droll
« on: December 17, 2023, 12:00:00 AM »

Both commercial and military jump drives have their costs stuck to 10 (2.0 Duranium, 8 Sorium) until HS 7.7/77 for military and commercial respectively. Larger jump drives begin to see an increase in cost.

The 7.7 refers to the ACTUAL size of the jump engine design and not necessarily the size dropdown on the design window (aka if messing with the squadron size and radius gets you over the threshold the cost will start increasing).

SJW: Working as Intended. Jump Drives have a minimum cost of 10. This is changing in v2.4.0
Posted by: Nori
« on: December 16, 2023, 08:12:57 PM »

Didn't see this mentioned. But I made a "collier" station and when I try to replace ordinance there with any fleet it locks the gameup. No error or anything.
Posted by: kyonkundenwa
« on: December 16, 2023, 12:27:48 PM »

"Load Previous" doesn't load the previous missile's "Multiple Warheads" value. I made a 4-warhead missile, researched it, and when I "load previous" the Multiple Warheads value stays at 1.
A very similar bug was reported in this thread regarding "Retarget Capability" and marked as fixed for 2.4.0.

SJW: Fixed for v2.4.0
Posted by: nuclearslurpee
« on: December 15, 2023, 06:04:21 PM »

This might be better suited for the typo thread but the "German Destroyers" name theme seems to contain the names of German capital ships (E.g Sharnhorst, Bayern etc.) and not any actual destroyers.

Iz of destroyer; iz of destroy ze ship, yez?  :P
Posted by: Droll
« on: December 15, 2023, 05:57:15 PM »

This might be better suited for the typo thread but the "German Destroyers" name theme seems to contain the names of German capital ships (E.g Sharnhorst, Bayern etc.) and not any actual destroyers.

SJW: Most of the naming themes are player-submitted and I don't normally check them. I have renamed this one to 'German Warships' as that seems a better description.