Spaceport strangeness

This one may be in someone's list already. I've noticed an irritating glitch when I send a fleet of constructors to an existing spaceport. If there are more ships than there are modules to build, the ships remaining after building modules kind of dock or something. All fine, great. Like that. But when a new module becomes available via tech research, and I click on a starbase to build that module, the build button is greyed out. I have to manually move at least one of the constructors from the starbase dock off one hex then back to the base. Suddenly the build button works. 

Anyone else seeing this?

5,189 views 8 replies
Reply #2 Top

Yeah I noticed it as well

Reply #3 Top

I seem to recall the same issue with GC2, having constructors pile up at a starbase when no new modules are available and having to move them a tile away and then back when I researched tech enabling new modules

Reply #4 Top

I have seen this also, and it required an action similar to de-orbiting from a colony. So another possibility, since there are some new things about starbases, is that the constructor gets docked at the starbase similar to going into orbit at a colony planet, just like any other ship, and the movement is needed to allow it to do the update function. If this is the case, I have a suggestion: Add an option for leaving a starbade to allow an update function along with the eject option if the ship you are trying get to leave a starbase is a constructor.

Reply #5 Top

yes, this happens to me as well.

Reply #6 Top

It's a programming thing: events like that are triggered by moving onto the same space as the base to be upgraded, not being on the same space - the game only checks for that while the ship is moving, it doesn't check when it's sitting still. I've had the same thing happen in GC2 to survey vessels - a wormhole dumps them directly on another anomaly, but they don't pick it up until they move off and run back into it.

Reply #7 Top

Quoting WIllythemailboy, reply 6

It's a programming thing: events like that are triggered by moving onto the same space as the base to be upgraded, not being on the same space - the game only checks for that while the ship is moving, it doesn't check when it's sitting still. I've had the same thing happen in GC2 to survey vessels - a wormhole dumps them directly on another anomaly, but they don't pick it up until they move off and run back into it.
End of WIllythemailboy's quote

 

So yeah. While this may be working as designed, I'd call that a usability problem. I'd like to see it, you know, changed. 

Reply #8 Top

Quoting ctiberius, reply 7
So yeah. While this may be working as designed, I'd call that a usability problem. I'd like to see it, you know, changed.
End of ctiberius's quote

Me too. Which is why I made the suggestion above.