bjg wrote:SirDamnALot wrote:An old bugbear from MoO2, setting a ship into refit, then changing the production cue (even before hitting next turn) erases the ship from existance.
I wouldn't call it a bug. You took the ship apart and throw it away. Luckily, you can roll back.
Some mechanism for unfinished projects conservation could be thought of, though.
You could argue that after the "production" begun, but before hitting next turn I should get my ship back from the chop-shop
sven wrote:The escort cruiser should show up as an option in your "Choose Production" list, actually. But there is a related bug that I haven't fixed yet -- if you try to add an old refit project to the queue, you'll generate an error.
You're right, my bad. Did not see that it moved to the very first spot on the production list.
Another one in context of renaming colonies:
After creating a savegame with custom name, I could no longer rename colonies. The courser appears, but the field seems write protected.
Sometimes later, as I wanted to manually save again, I saw that my typed letters all went to a new savegame name.
Seems the savegame textbox got the focus and never gave it back, even if the colony name displayed a courser.