"Sub-Light main engines disabled"

Units won't move anymore :(

Hi there

 

I recently installed the latest patch and am now playing already my second round for a few hours with the new version. Now I got an bug or something all the sudden, some of my units won't move anymore as soon as they are fabricated. The mouse over info says "sub-light main engines disabled" and for the Sentinel (playing as Vasari, didn't had a single problem in my first game as TEC) says additional "Sub-Light meneuvering engines disabled"

So I found out that its actually a special ability, though why on earth do my ships get it when coming fresh out of production? There is absoluty nothing unusual I did.

I am using the 2 mods planet texture enhancements and enhanced explosion+damage effects though... but what would graphical mods have to do with something like that?

 

Also as I said: This just happend after I already played for 4, 5 hours as Vasari. Totaly weird, please help :)

8,621 views 6 replies
Reply #1 Top

Are there hostile targets within range of the frigate factory? If so, then they're using Charged Missiles on those targets.

Reply #2 Top

Had a problem with this as well. There were no hostile targets there and I had to manually disengage the autocast the special ability. I also did not repeat did not have any mods active so your mods were not the problem.

Reply #3 Top

same trouble i had to press a second time the abilitie to make them able to move again

Reply #4 Top

Ok thank you, they do move if I activate the ability... though only for a few seconds, then I have to do it all again. :/

 

Thanks anyway, guess I have no choice but to abandon that game.

Reply #5 Top

Ok thank you, they do move if I activate the ability... though only for a few seconds, then I have to do it all again. :/
End of quote

Just take it off auto-cast.

Reply #6 Top

Problem is that this is affecting the AI players as well...

Apparently it now sees ANY target, not just combat targets, as the trigger in the ability file...

AND in the buff self file, it bypasses the Target Filter and still imposes the bool modifiers...

AND with NO Finish Conditions, it stays active.

I've been trying to mod around it, but this is a problem that needs some attention.