Unsure if it's already been posted - I somehow scooped a million Enfi when I attacked the Gremak's homeworld into an old troopship. All that happened is the brigade of mechs formerly using that transport died and apparently the game shoved one unit of Enfi to take their place.
I disembarked them at one of my colonies, Rasalgethi III, since I was curious to see if it'd actually work, despite their overall uselessness. Uploaded as game_1288.
Embassy with Teros, they attack one of my worlds without declaring war, attempt to invade 2 times, repelled. I commence to attack their worlds without declaring war (figured that them attacking me meant game on). I look at diplomacy screen a while later and their opinion of me is I attacked them without cause. There might be an issue somewhere.
Chasm wrote:Embassy with Teros, they attack one of my worlds without declaring war, attempt to invade 2 times, repelled. I commence to attack their worlds without declaring war (figured that them attacking me meant game on). I look at diplomacy screen a while later and their opinion of me is I attacked them without cause. There might be an issue somewhere.
Definitely an issue somewhere. Would you upload this save?
Chasm wrote:Design question. Should energy torpedoes be able to be mounted in a torpedo mount ?
Yes. (Though I've changed the answer to this in the past, and we have another revamp of the hardpoint system coming up soon. I wouldn't be shocked if there's a bug here, atm.)
Can do, but it was a fairly long while ago, I only realized a short time ago. game #1289, latest dev build *updated 8 hours ago*. Energy torpedo cannot be mounted in torpedo hardpoint this build, either.
Discontent model seems to work well latest build (not a bug, but its an interesting mechanic). Also, planet waterless can become island, but not garden, odd that
Chasm wrote:Discontent model seems to work well latest build (not a bug, but its an interesting mechanic). Also, planet waterless can become island, but not garden, odd that
I think Waterless is set to get about 2.5x as much solar flux as Earth, and I suspect I set the Island type to have a higher temperature threshold than a Garden type, on the theory that a pure water world might somehow be more climatically stable in the presence of high temperatures. I'm not actually sure that makes any kind of sense though -- I should perhaps set the Garden and Island thresholds to match up.
Marauder raiders cannot be shipped via the population transport options, you need to use a transport above world to do it. Also, see planet Rigel in above save for a marauder raider that was given for colonizing a world.
Chasm wrote:Also, see planet Rigel in above save for a marauder raider that was given for colonizing a world.
Hrmmmm, yes. It appears that back on Stardate 1252, the Yoral bombed a marauder base on Rigel I out of existence, and due to a bug in the logic, one marauder company somehow miraculously survived, and then re-appeared as a loyal member of your colony when you colonized the planet. In future, if you destroy a planet from orbit, all the marauder companies should actually be eliminated.
Are Yoral supposed to be able to build colony ships without a space station ? I know humans can (likely due to the fact that they have no homeworld), but it seems odd for the yoral to have this. Or is it supposed to be that no orbitals are needed for producing colony ships at all (currently the gremak, ashdar, and orthin need orbitals to build a colony ship) ?
edited by sven: It looks like a mistake to me. So I've just nerfed this.
Last edited by Chasm on Wed Sep 14, 2016 9:49 pm, edited 1 time in total.
Chasm wrote:Re marauders, they are falling under tanks for unit type, see the tooltip.
opps. looks like you made the ashdar population *too* happy. (after you freed those slaves, their morale number was causing an array overflow. should be fixed in the next patch.)