PrivateHudson wrote:Game_9816. Correct me if I'm wrong, but shouldn't the outcome of combat ships vs population transports encounter be latter's guaranteed surrender? Seems, it even generates different pre-battle notification. And once again auto-resolution of such an encounter (any of 2 notifications) at Vega leads to normal battle, with 1-2 transports destroyed and the rest fleeing. Are any probabilities involved?
sven wrote:I don't *think* there are many formal bugs here -- (the title over the retreating Yaluk ships is wrong, but, that's a pretty minor thing). The situation is admittedly pretty weird and confusing though.
PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
sven wrote:PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
bjg wrote:sven wrote:PrivateHudson wrote:Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
I might have noticed, but it didn't (or wouldn't) bother me. Navigation in (hyper)space is tricky.
sven wrote:You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things like this to happen. I've been putting off fixing it because once I correct the bug, I'll need to rebalance a lot of the drive techs to compensate for the changed mechanic. Now that people realize it's there though, I guess I'll need to do that sooner rather than later
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