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A very odd bug
Posted: Tue Sep 20, 2016 5:08 pm
by Chasm
Current game I am playing shows the phidi destroyed in the diplomatic contacts list. No embasy established ( I had a full trade partnership with them). Yet I see explored phidi systems with orbital facilities well within my ship range. Please see game 1333 uploaded. Additionally when in system, I am not given an attack option.
Re: A very odd bug
Posted: Tue Sep 20, 2016 9:51 pm
by sven
Chasm wrote:Current game I am playing shows the phidi destroyed in the diplomatic contacts list. No embasy established ( I had a full trade partnership with them). Yet I see explored phidi systems with orbital facilities well within my ship range. Please see game 1333 uploaded. Additionally when in system, I am not given an attack option.
Oh dear. Looks like the Phidi wiped out a pirate colony on Stardate 1253, but somehow it was the Phidi empire, rather than the pirates, that was marked as "eliminated" at the end of the battle.
edited by sven: As of r17109, this bug that caused the Phidi to be marked as "eliminated" in this save should be fixed. Unfortunately, the save itself is corrupt, and if you want to keep playing this map, you'll need to wind back time to <1253 to avoid glitches when dealing with the Phidi Combine.
Re: A very odd bug
Posted: Wed Sep 21, 2016 12:08 am
by Chasm
Concerning phidi, is it intentional that they cant build standard transports and troop transports without an orbital facility (they are the only race with this restriction) ? They can build outpost ships and destroyer hulls without one, I would think it would be all or nothing...
Re: A very odd bug
Posted: Wed Sep 21, 2016 4:53 pm
by sven
Chasm wrote:Concerning phidi, is it intentional that they cant build standard transports and troop transports without an orbital facility (they are the only race with this restriction) ? They can build outpost ships and destroyer hulls without one, I would think it would be all or nothing...
The tricky thing about the Phidi transports is that they actually use the same core hull as their heavy cruisers. In fact, eventually, I'd like to give you the ability to refit a Phidi transport to a heavy cruiser spec. That creates a bit of balance issue though; because right now, all CA's require a starbase to build, but all other transports don't.
So, yes, it is intentional that the Phidi transport requires a starbase to build. I'm not certain that's the best way of resolving this issue, but, it's not a coding error.
Re: A very odd bug
Posted: Wed Sep 21, 2016 5:20 pm
by Chasm
I mean the standard civilian freighter/troopship pair every race can build, not the specialty phidi ones. Its kind of crippling to require your orbital facilities to build your entire freighter fleet. Another option might be to allow the phidi to build colony ships without orbital facilities since, like the humans, they have restrictions most races do not have. Humans and phidi are both restricted to only destroyer hulls without orbital facilities. Humans CAN however build freighters.
Re: A very odd bug
Posted: Wed Sep 21, 2016 7:03 pm
by nweismuller
The only difference between the Phidi tradeship and their basic transports is that the tradeship fits a central bulk cargo section in the framework- they're still built on the same hull framework. Phidi hulls, as presented, are extremely modular, with the only difference between some classes being 'configuration'- they seem to have a scout/destroyer hull, a freighter/cruiser/carrier hull, and a colony ship hull, from what I recall off the top of my head.