ShadowDragon8685 wrote:Bug? If you have a space station orbiting over an inhabitable planet, you cannot click on the planet to view its planetary details.
I'm not seeing anything like this. Can you provide an example?
I remember getting (in the past) science points for killing Harpies the first time (and researching them). Didn't get it yesterday. Do I remember wrong? Did you remove it?
Unknown if intended: gaining free technologies from derelict colonies is not currently bound by researched prerequisites. I have not infrequently gained Heavy Hulls before Small Craft or Railguns before Heavy Drivers this way. (Given the reasons why Small Craft is needed for Orbital Construction and Orbital Construction for Heavy Hulls, it's a little hard to conceive of what's actually happening when you know how to build heavy hulls in orbit without knowing how to build things in orbit...)
nweismuller wrote:Unknown if intended: gaining free technologies from derelict colonies is not currently bound by researched prerequisites. I have not infrequently gained Heavy Hulls before Small Craft or Railguns before Heavy Drivers this way. (Given the reasons why Small Craft is needed for Orbital Construction and Orbital Construction for Heavy Hulls, it's a little hard to conceive of what's actually happening when you know how to build heavy hulls in orbit without knowing how to build things in orbit...)
game_2581 Transports arrive at Fomalhaut II while a research was done, and that coincident broke the "Research" project on the planet. The bug is quite old.
ShadowDragon8685 wrote:Bug? If you have a space station orbiting over an inhabitable planet, you cannot click on the planet to view its planetary details.
I'm not seeing anything like this. Can you provide an example?
It has to be inhabitable but uninhabited. Use an Outpost Transport to build an Outpost. (You can then use the refit mechanism to change it from an Outpost to something else.) You won't be able to click on the planet's ? button to view its details. (You can still colonize it normally.)
This is similar to the issue I reported about refitting outposts to space stations. Once the outpost no longer has a depot it becomes considered a colony. To demonstrate start a humans game. Refit the outpost you start with into a space station. Fargone is then a colony...
An refitted outpost in orbit of a gas giant prevents the creation of an artificial planet in that slot. Easiest way to see this is in a human game. Refit the outpost over Fargone to a station and then create artificial planets in that system. After the 1st one you will be told no more slots, but there is still a gas giant in system, with a station orbiting it. Scrap the station, and you will be allowed to make the 2nd artificial planet.
Neither initial pirate tutorials nor the event for bonus science when first taking out Star Harpies are currently firing. Game with issue uploaded, 'game_2636'.
I've stumbled upon "Derelict Colony" pointing to a planet already occupied by "Refugee Colony". Of course, there was no "derelict" bonus for me than the colony joined ("annexed"). Do you check the generator against putting mutually exclusive "features" on the same planet?