Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

Bold Italicized Underline Strikethrough Search the Wikipedia knowledge base | Preformatted Text Left Align Centered Right Align
Insert Image Insert Hyperlink Insert Email Insert FTP Link | Glow Shadow Marquee | Superscript Subscript Teletype | Insert Table Insert Code Insert Quote | Insert Unordered List Insert Ordered List Horizontal Rule Spoiler Off-Topic Embed a youtube video url Embed a vimeo video url | Remove Formatting Toggle View
Smiley Wink Cheesy Grin Angry Sad Shocked Cool Huh Roll Eyes Tongue Embarrassed Lips sealed Undecided Kiss Cry

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: sublight
« on: April 23, 2014, 08:02:35 PM »

What Steve said. However, the out-of-fuel messages will continue to be generated which disrupt auto-turns, so when this happens to me I usually manual click through 1 or 5 day increments until the tankers arrive.

Sadly, you cannot stop events from disrupting auto-turns. The closest work around is to set the min-incriment counter under the auto-turn check box to some number greater than zero, forcing the game to run at least that many increments regardless of message events. However, this risks running through an event you would have preferred stopping for and also has a minor bug where any task force completing orders spams dozens of identical notices in the event log (I don't know if this was fixed in 6.4).
Posted by: Tigerhunter
« on: April 23, 2014, 07:58:01 PM »

Ah, makes sense.  Thanks.
Posted by: Steve Walmsley
« on: April 23, 2014, 07:47:34 PM »

So I've had a few occasions now where a ship hasn't had quite enough fuel to get back to Earth.   I know that the idea is to either have a tanker refuel them or tow them back with a tractor beam.  .  .   but the ship being out of fuel cuts off the interval at 900 seconds and interrupts auto-turns, so I couldn't do either of those things even if I had tankers or tugs.   I've solved the problem by SM refueling, but how am I supposed to rescue a ship without cheating?

Edit: As long as I'm here - is there a way to change whether or not an event interrupts auto-turns?

The ship should only cause an out of fuel interrupt if it still has orders.
Posted by: Tigerhunter
« on: April 23, 2014, 06:28:28 PM »

So I've had a few occasions now where a ship hasn't had quite enough fuel to get back to Earth.   I know that the idea is to either have a tanker refuel them or tow them back with a tractor beam.  .  .   but the ship being out of fuel cuts off the interval at 900 seconds and interrupts auto-turns, so I couldn't do either of those things even if I had tankers or tugs.   I've solved the problem by SM refueling, but how am I supposed to rescue a ship without cheating?

Edit: As long as I'm here - is there a way to change whether or not an event interrupts auto-turns?