Moderator: luciderous
Dinkelsen wrote:In the latest dev build (r12378) when you open the design of an Orthin Escort Cruiser in the ship designer, the escort cruiser graphical component is missing. The same when building them. In the project selection (and design selection) screen, the icons look ok.
halftea wrote:SiS consistently crashing when trying to load saved games.
Audio suddenly stops and I get a SiS.exe unexpectedly stops message if I exit back out to the desktop.
AzraelRavenwing wrote:So.. I load up a game or I play the game for 2-3 hours and the game crashes. I knew about the time hitting a limit were the game crashes. but loading saves if bugged too?
sven wrote:Big Imp wrote:Uploaded 220-226 and I have a suspicion, that is a fleet hidden in Acamar even though it is not showing. I saw a fleet incoming but the next turn it disappeared. Even though it would take a couple of turn arriving. I don't know if I have missed something, if the fleet can go into stealth mode while travelling?
Yeah, Dinkelsen is indeed correct. The problem here is that you haven't scouted Alioth -- the red dwarf just below Acamar; and the Gremak have a fleet there. The fleet is inside your scanner range, but, the current detection rules imply that you can't see ships inside systems you haven't explored -- no matter how close those systems are to your own bases.
The idea behind this rule is that if you need to explore a system to figure out whether or not it contains planets, you also probably need to explore it before you can detect enemy fleets.
Alioth is only 1 turn from Acamar, so as soon as the Gremak set course for your world, they arrive without warning. I'm open to debating the fleet visibility rule -- we've switched it around a few times in the last few months. But, atm, this is "working as intended". Right now, leaving nearby systems unexplored has some serious strategic costs.
Gyrfalcon wrote:What seems to be happening is that the fleet that attacked you was sitting still in a neighboring system the turn before. The opponent decided to attack. The fleet starts moving, but is close enough that it arrives the next turn.
So, the turn before the attack, there wasn't a fleet moving toward you, so it didn't show up on your radar. The next turn, the fleet is already at your system and attacks, so it seems to have come from nowhere. The underlying mechanic is that you are being punished, appropriately, for not having surveyed your close neighbors.
Big Imp wrote:And my point is also, what if they come from different systems and not just my neighbour system? I have seen 3 incoming fleets from diff. systems and they just vanish(not arriving at the same time). And appear out of the blue when all fleets are in my system.
It seems odd to me that my space radar doesn't pick up anything that is moving in space within its range. I'd think I can detect anything that is moving within my scanner range. Not being able to see ships near a planet makes sense since my space radar either can't distinguish them against the background noise of a planetary system or relies on detecting their FTL drive. But, once the ships are out of the system and have engaged their FTL, I don't understand why I don't detect them regardless of where they come from or are going to. It would also be nice to receive a warning when ships heading to one of my systems are detected, but that probably belongs in a Suggestion thread.sven wrote:1) It's inside a system you've explored
2) It's moving to a system you've explored
3) It's moving away from a system you've explored.
Gyrfalcon wrote:It seems odd to me that my space radar doesn't pick up anything that is moving in space within its range. I'd think I can detect anything that is moving within my scanner range. Not being able to see ships near a planet makes sense since my space radar either can't distinguish them against the background noise of a planetary system or relies on detecting their FTL drive. But, once the ships are out of the system and have engaged their FTL, I don't understand why I don't detect them regardless of where they come from or are going to.sven wrote:1) It's inside a system you've explored
2) It's moving to a system you've explored
3) It's moving away from a system you've explored.
sven wrote:It would also be nice to receive a warning when ships heading to one of my systems are detected, but that probably belongs in a Suggestion thread.
JohnnyW00t wrote:I invaded a system with defending destroyers and a planetary defense. I destroyed the defending ships and captured a couple of them. I didn't have enough missiles left to destroy the planetary defenses, so I retreated my fleet. The ships that I captured were heavily damaged - no movement, no weapons, no self destruct. Perhaps I hit them with an EMP? I don't recall to be sure. Anyways, after retreating my ships I was stuck because I had no way to exit the combat screen. If self destruct is not an option because the ship is disabled, how about a weaker "scuttle ship" option that does not have a reactor explosion?
Uploaded as "game_241" if you want to take a look.
JohnnyW00t wrote:I invaded a system with defending destroyers and a planetary defense. I destroyed the defending ships and captured a couple of them. I didn't have enough missiles left to destroy the planetary defenses, so I retreated my fleet. The ships that I captured were heavily damaged - no movement, no weapons, no self destruct. Perhaps I hit them with an EMP? I don't recall to be sure. Anyways, after retreating my ships I was stuck because I had no way to exit the combat screen. If self destruct is not an option because the ship is disabled, how about a weaker "scuttle ship" option that does not have a reactor explosion?
sven wrote:In the not to distant future, we should be adding an "auto resolve" button somewhere in the tactical HUD, and that will give you an easier way of triggering the autoresolve behavior than the current ESC->CLOSE->Next Turn formula -- which is admittedly bizarre.
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