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[h=3]Patchnotes 2.0.24413.1[/h] by Nextek » Tue Dec 04, 2012 7:03 pm
Have Fun

r24419(2.0.24413.1)
Critical fixes:
- Fixed Locust end turn CTD
- Fixed crash transferring ships to new fleet
- Fixed crash deleting invoices as Loa
- Fixed Neutron Star CTD

Other fixes:
- Optimized transitions to starmap
- Fixed bug allowing Zuul to see Loa paths
- Fixed issue with AM burst torpedo
- Fixed Loa SDB's not appearing in defense manager
- Fixed bug that would allow biosphere to go below 0
- Fixed ship production cost not displaying correct value in some places
- Fixed bug where Loa production costs were not being calculated correctly for armor selections
- Fixed bug that would cause polysilicate alloys to be impossible to select in design screen
- Fixed bug that would allow Loa to continue researching while in debt
- Fixed Loa audio not changing volume
- Fixed Loa not dropping gate in origin system when on NPG mission
- Fixed bug that would cause Loa to build gates in wrong order
- Fixed bug causing caravan fleets to consume CE at target system
- Fixed bug where Loa would not use cheapest command design when creating fleet
- Fixed bug locking players out of espionage

Other changes and additions:
- Exposed singleplayer empire colors for modders
- Global Chat now needs to be enabled in the options menu
- Tuning of Loa ship costs
 
LOA Gates not allow survey, colonize, strike or any other fleet commands at long distances. Yes I have deployed a every gate possible in these situations only to get the option to redeploy the NPG gates again. Really frustrating especially when manual has almost nothing about the LOA Race. So its been over 60 hours of learning how to use them. Now believing something is broken as it cant be that hard to really use the LOA gates.
 
Well no luck on adding supply ships to go long range still wont survey the other side of galaxy. Also looked at kerberos, also no luck. I can't seem to find anybody having tried or having issue of not being able to survey or colonize trans galaxy via NPG gates. Hope somebody has a working solution or maybe its a patch fix.
 
Well no luck on adding supply ships to go long range still wont survey the other side of galaxy. Also looked at kerberos, also no luck. I can't seem to find anybody having tried or having issue of not being able to survey or colonize trans galaxy via NPG gates. Hope somebody has a working solution or maybe its a patch fix.
If nobody tells Kerberos that the bug exists, it is unlikely to be fixed.
 
If nobody tells Kerberos that the bug exists, it is unlikely to be fixed.

It should have been caught in software QA. Kerberos should be paying people for beta testing and documenting their bugs. Most of these bugs could just be identified by testers sitting down and cranking out 500 turns of play time with every race that can be played.
 
Heya

Your statement about what is broken unfortunately does not state how you were attempting things, so I am having trouble visualising what is actually happening.

Thus I feel that I must ask; How do you think that these gates work?


For instance:
Loa Pulse Gates literally throw Fleets at distant star systems, rather than instantaneous travel such as the Hiver Gate System allows for.
In throwing the Fleet, said Fleet travels at 4LY for the first couple of turns, then slows down 1LY per turn thereafter until finally travelling STL.
If your far distant system is 30LY away, the likely travel time is around 20 turns one way.

If you sent a Fleet to set up a Gate at the remote point and asked it to build Gates along the way, then you would have a fleet that traveled for around 8 turns one way.
However, balancing this is that each Gate you create along the way uses up Cubes, such that your initial Fleet assignment of CnC plus lotsa Supply may become CnC plus nothing much by the time all Gates are in place.
On longer trips you might even run out of Cubes enough to build the Gate at the far end of the pathway.


And further, so I can try better to understand the issue:
What in game actions are you taking when encountering this issue?
 
It should have been caught in software QA. Kerberos should be paying people for beta testing and documenting their bugs. Most of these bugs could just be identified by testers sitting down and cranking out 500 turns of play time with every race that can be played.
A whole lot of the bugs in the game wouldn't have been there if...well, if things had been very different. Yours here, whatever it is, might have slipped through, as regularly happens even with products that are released without special problems.

Regardless, if you have a bug that you're hoping will be fixed, which is not already known, not posting a report to the Kerberos tech support forum is not going to help achieve your desired outcome.