Posted by: Konisforce
« on: August 10, 2012, 09:19:36 AM »Hmm. In that case, my "Spaceballs"-themed role-play style makes even more sense . . .
soon-to-be massive Norse Confederacy juggernauty empire.
I'm seriously tempted to remove the 30 day timestep . I only ever use it at the start of conventional campaigns. I usually put one day increments on auto-turns and occasionally use 5-days, which means the 30 day increment never really gets tested in development.
Steve
Aha!! The old "30 day timesteps" (I never go above 5 days). If a complete cycle of a set of orders can be completed in one timestep (I don't remember if this is the impulse time or the total time), then the cycle could get messed up in the past. I don't remember if Steve fixed the issue, but I suspect that something like this is what's going on with you.
John
Hmm, of the two possibilities above, the first one sounds likely. The point is close enough to my homeworld that - depending on the timing - it would be able to execute the "move from Primary LP, load colonists at homeworld, jump through LP to Secondary LP" all in one 30-day time chunk. In which case, you're saying it's glitching and not correctly hitting the second jump event?