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Re: Possible new utility for creating testbeds Fri, 27 February 2009 05:36 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
PaulCr wrote on Thu, 26 February 2009 23:49

There is a new version on the server now that catches changes to partially completed starbases,

Great! Very Happy


Quote:

if you make a change and change it back it is still considered as the starbase being modified

Shouldn't that be allowed? Confused


Quote:

The 3 I've come across have now been added, I'll need files and an explanation of the bug for any others that need fixing since I don't fancy spending hours trying to replicate the bugs in the must know section, especially when most of the fixable ones might have already been fixed.

There's still a couple that should not be hard to simulate/fix:

Sneaky Mineral Upload:
Stars! allows you to upload minerals to any fleet in orbit that does not belong to you. You can even do this if that fleet does not have a cargo hold. This causes the minerals to "disappear".
People have abused this bug to deny the salvage of a battle from their enemy by uploading the minerals from the surface to the enemies warfleet/bombers.

Hit Computer AR Starter Colonies:
Starter colonies for AR races will not contribute excess resources to research, unless the build queue is cleared first (using the clear button) or the hull design changed / upgraded. This is due to the "build Starter Colony" order invisibly blocks the end of the queue despite the fact that it has already been completed.

And even this one:

Head Explode WP0 pop reload ignored
If:

1. a waypoint zero unload by hand of any of your population over an uninhabited planet is performed
2. a waypoint zero dropdown command of "Colonize" is given to a fleet with a colonizer module present over that planet
3. the population is reloaded by hand

Then: the reload order will be ignored and not saved with your turn. ALL pop will die (even the colonist that you did not unload) and the planet will remain uninhabited. A possible solution is to split the fleet into multiple fleets with cargo space and merge them back. If there is only one ship you'll have to redo your turn. (link to the thread in the Academy)


[Updated on: Fri, 27 February 2009 05:52]




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